Pathfinder Module: Plunder & Peril (PFRPG)

****½ (based on 8 ratings)
Pathfinder Module: Plunder & Peril (PFRPG)
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Legendary Treasure!

Tall tales of hidden riches are common in the pirate-infested taverns of the Shackles, but when Captain Varossa Lanteri claims to know the location of the secret treasure hoard of legendary Captain Jemma Redclaw, it seems she may be telling the truth. Captain Lanteri hires the PCs on as crew to help her assemble the magic key that will open the door to Redclaw’s treasure... and the ancient cyclops stronghold in which it’s hidden! Can the PCs survive long enough to claim their share of the lost loot, or will their enemies—or their allies—send them to a watery grave?

Plunder & Peril is a collection of three adventures that link to form one deluxe super-adventure for 4th-level characters, and includes 64 action-packed pages filled with aquatic predators, marauding dragons, cyclopean horrors, and more! These tales parallel and elaborate upon the swashbuckling excitement of the Skull & Shackles Adventure Path and the Pathfinder Adventure Card Game: Skull & Shackles Base Set. Plus, chart your course through pirate plagued seas with a full-color poster map featuring the most detailed view of the Shackles ever released. Players can expect to reach 7th level by the time they complete the third adventure and claim their share of Redclaw’s treasure—if they can survive the ancient terrors that guard the hoard!

Written by Matthew Goodall, Alex Greenshields, Ben McFarland, Steven Helt.
Cover Art by Kiki Moch Rizky.

ISBN-13: 978-1-60125-680-5

Pathfinder Modules are 64-page, high-quality, full-color, adventures using the Open Game License to work with both the Pathfinder Roleplaying Game and the standard 3.5 fantasy RPG rules set. This Pathfinder Module includes new monsters, treasure, a double-sided poster map, and a fully detailed bonus location that can be used as part of the adventure or in any other game!

Pluder & Peril is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (807 kb zip/PDF).

Note: This product is part of the Pathfinder Modules Subscription.

Product Availability

Print Edition: Ships from our warehouse in 1 to 7 business days.

PDF: Will be added to your My Downloads Page immediately upon purchase of PDF.

Non-Mint: Unavailable This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZO9546


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Average product rating:

****½ (based on 8 ratings)

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Some good, some bad, overall mediocre

***( )( )

Read my full review on Of Dice and Pen.

I like much of Plunder & Peril, but I feel it fails in certain key areas. It’s an interesting experiment to present three short adventures in a Pathfinder Module. However, I think trying to make them both linked and workable as stand-alones was not necessarily the best decision. It has resulted in three adventures that don’t work well on their own (except maybe “Rum Punch”), but as linked adventures, have many ways in which the PCs can go drastically off-script. I also feel it was a poor decision to conclude the three adventures with a dungeon crawl. It loses the style and flair of the other adventures and doesn’t have the opportunity to regain them that it might have if the dungeon crawl happened in the middle. In the end, Plunder & Peril ends up as a mostly mediocre module.


*****

first off, I dinot play this module yet. I have just read this module.
All I can say its a must-have module for someone who realy like corsair storys / enviroment.


*****

We had so much fun with this!

Its everything you want from a pirate adventure and more!

From a GM perspective, its has a good build up, the information is where you expect it to be, and if you want, you can easily expand on this.

It was an awesome ride!


Great high seas adventure!

****( )

After finishing this module last night, I have to say I will miss it. It has been an enjoyable time with my group and I wanted to say well done to the creator. There is variety here, and although the end may seem a little dungeon crawlish, it pays off in the end with a very interesting encounter. Each chapter has a different feel, with chapter 2 being the longest of the three. If I had to knock off a point for anything it was the lack of a ship to ship battle. I felt any pirate adventure on the high seas should include at least one ship battle. However, the way the game is designed you can easily create your own encounter and insert it as a "random" encounter, since you can roll for those anyway. If ship combat doesn't appeal to you, you can skip it and the module runs fine as is.

The only other criticism I got from the players was how the game really doesn't reward the players until the end, which is a huge haul to be sure. However, they felt some better rewards should have been sprinkled along the way more often. This could also be fixed by not following a strict path and allowing the players to sandbox more. It will just take more work from the GM.

Overall, if you are looking for some high seas adventure and want to see exotic locals and meet interesting NPC's while roleplaying or rollplaying your way to a hoard of treasure, look no further than Plunder and Peril.


Fantastic Pirate Adventure

*****

I was very pleasantly surprised by Plunder and Peril. I expected it to be fun, but I had no idea how much cool stuff Paizo could pack into a 50-page mini adventure path. I want to mention specifics about this adventure that I enjoyed, so spoilers are to follow.

Although the book does offer ways to play each of the three modules separately, they are interconnected and would be much better enjoyed as a whole. Plunder and Peril can also serve as a replacement for GMs who aren’t happy with Raiders of the Fever Sea, the second part of the Skull & Shackles campaign.

I had a lot of fun with Rum Punch in the town of Lilywhite. PCs getting to participate in festivals and contests can often make for entertaining and humorous roleplaying. A drinking contest is just such a piratey thing to do. One of our characters managed to set a record. Others barely made it to the bucket in time to get sick. We laughed a lot!

Dangerous Waters was equally well-written. PCs have the chance to get to know and befriend many unique NPCs, all with their own quirks and agendas. We also really lied meeting the triton Jenesara and the brine dragon Kelizar. How often do 5th level players meet a dragon and live to tell the tale?

Black Coral Cove was a great conclusion to the trio of adventures. The PCs chasing a pirate ship while mounted of hippocampi was a very exciting scene. The calcified Fearsome Tide was a terrifying sight, and Orsilir’s sudden appearance was very unexpected. Luckily, all our players made it to the end, but it was a pretty close battle.

We were delighted to find that by the end of Plunder and Peril, our group had two ships and their own secret base. They’ll have to invest a lot of money and make a lot of repairs, but since the adventure was quite lucrative, they’re going to do their best.

The artwork was really gorgeous. The images of Hyrix, the Comozant Wind, Kelizar, Jemma Redclaw and Jaspin Hinsin are especially wonderful. The detailed information and maps of the Magpie Princess and its crew were also very appreciated.

This was an awesome adventure. Highly recommended!


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Webstore Gninja Minion

1 person marked this as a favorite.

Announced! Cover image is a mockup and subject to change.


Pathfinder Adventure Path Subscriber

Arrh! Can't ever get enough o' pirate-y goodness!

Interesting to see that it can tie in with the card game or the rpg. Wonder how that will work (though I'm admittedly not that familiar with the card game, so maybe there's more compatibility than I would have thought.)


What levels can this be for?


By shares the stories, does it mean it's going to be semi-based off the starting scenario of the Skulls & Shackles set? (the one before you start AP1)

Silver Crusade

Pathfinder Adventure Path Subscriber; Pathfinder Comics Subscriber

There are so many details I need for this!

Liberty's Edge

Paizo Charter Superscriber; Pathfinder Battles Case Subscriber; Pathfinder Tales Subscriber; Starfinder Charter Superscriber

Are these quests linked, or are they fully separate stories?

I really liked the larger modules you started, this seems a step backwards. Will hold my reservations until I see it though.

The Exchange

The blurb is really unclear on what exactly this product is going to be.

Will I be able to buy it and enjoy it like a normal module? is it a series of loosely connected quests, or a single strong story? What exactly does it even mean "building upon the AP/card game"?

I really hope that the module line will remain a place for min campaigns, and not some weird hybrid product that supports other products.


Pathfinder Adventure Path Subscriber

It's got 4 authors, and given the blurb, I'm guessing it's probably sort of a "three adventures loosely linked but that can also be run independently" sort of thing.


1 person marked this as a favorite.

Yeah, I really hope this has nothing to do with the card game. I subscribed to the module line to get RPG adventures, not some kind of hybrid product...


Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

This sounds different.

Grand Lodge

Bardadin wrote:
Yeah, I really hope this has nothing to do with the card game. I subscribed to the module line to get RPG adventures, not some kind of hybrid product...

If it was part of the card game sometimes they would give you the option to opt out of it for that product if that is what you chose.. But why would you opt out IF it is still a module? Even if it is a hybrid, it would still work as an adventure but also give the options as another something for the card game TOO.

Grand Lodge

1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber

Because I have no interest in the card game, I'm as yet unconvinced that including card game support in a Module is a worthwhile idea. How does adding card game support make a Module better?

-Skeld


Pathfinder Roleplaying Game Subscriber

There is nothing in the description that says it will include card game stuff. It's release is just tied into the release of the card game, whose next packet is skull and shackles related


2 people marked this as a favorite.

Very cool. I am running Skull & Shackles and can always use more stuff in the sandbox.

Dark Archive

Adventure Path Charter Subscriber

I hope there is just ONE module author and the rest just help write magic items and the like.

Paizo picked the 64 page format and the quarterly release schedule, so they should pick an author that can handle 64 pages of coherent story.

I really hope this isn't just a bunch of barely related side treks cobbled together to look like a big boy module

Liberty's Edge

I guess we'll find out more about this product as the release day gets closer. I have been impressed with The Dragon's Demand. So much so that I added the modules subscription to get Tears at Bitter Manor.

I've briefly skimmed Wardens of the Reborn Forge.

I have to say that these first three entries have been pretty much what I would hope for out of the new module format.

Now we have the summer release being a mega-dungeon. It's kind of steps outside that mold a little. Not my cup of tea, but we can't please everyone with every release.

But I was hoping for a single coherent adventure in the level 8-12 range (in between Bitter Manor and Reborn Forge). I'll anxiously await further details!

Paizo Employee Developer

2 people marked this as a favorite.

This will tie into the card game in the same way that the Pathfinder RPG version of Burnt Offerings ties into the first adventure deck of the Rise of the Runelords Base Set. For those who don't play the card game, this module will be completely playable as a standalone pirate adventure, or can be integrated in whole or in part into an ongoing Skull & Shackles game. Those playing the card game are likely to see locations, characters, and plots from this adventure appear in some form in the Skull & Shackles AP during its 6-month run.


1 person marked this as a favorite.
Pathfinder Adventure Path, Modules Subscriber

So, which levels is this for? Or are there three different adventures which have different levels spread.

Finally, does this repeat some of the adventures from S&S but in a smaller and more compact format, or are these different adventures but in the context of S&S?

Grand Lodge

Mark Moreland wrote:
This will tie into the card game in the same way that the Pathfinder RPG version of Burnt Offerings ties into the first adventure deck of the Rise of the Runelords Base Set. For those who don't play the card game, this module will be completely playable as a standalone pirate adventure, or can be integrated in whole or in part into an ongoing Skull & Shackles game. Those playing the card game are likely to see locations, characters, and plots from this adventure appear in some form in the Skull & Shackles AP during its 6-month run.

Mark, I think that Paizo may have wanted to create a blog post, or even a short blurb on YouTube, about the specifics of how this module will connect with the other product lines. I'm continually impressed with the quality of Paizo's products, which allows me to shrug off ambiguity in Paizo's favor. Not everyone shares my prospective, however.

That, and I'm really excited to see what these authors have in store for us!


Pathfinder Adventure Path, Roleplaying Game Subscriber

While admit I'm confused about how this will work with the card game, Paizo has never given me reason to doubt them, so I'll wait and see.

My issue comes more from the fact that I just wish "Skull & Shackles" would just go away. But even then, that's because I had bad experiences with that AP as both a player and a GM.


I'm pretty sure "tie in" means that there will be cards and quests in the upcoming chapters of the Skull & Shakles card game that will share names and themes with the three adventures in this adventure module. Nothing more. There won't be cards in this adventure for use in the card game, or anything like that.

Paizo Employee Developer

2 people marked this as a favorite.

What TwoWolves said. If we were doing a PACG set that took place entirely in a remote Isgeri orphanage (which I can't imagine us doing), we'd likely release other products about orphanages, Isger, and other related topics. This is the same thing, just about pirates. It allows us to explore some of the new content presented in the PACG in a Pathfinder RPG adventure format. Other than involving some of the same themes, locations, NPCs, and so forth, this adventure and the Skull & Shackles Base Set won't interact.

Liberty's Edge

Paizo Charter Superscriber; Pathfinder Battles Case Subscriber; Pathfinder Tales Subscriber; Starfinder Charter Superscriber

I am still confused, is this one 64 page adventure with 3 different authors writing different chapters for it? 3 separate unrelated quests written by 3 different authors? Or something entirely different?

Scarab Sages RPG Superstar 2013

Without giving anything else away, I will say there are three separate adventures with a running plot or theme, that can be played together as an ongoing story, or played as stand alone adventures with little to no modification.

And there are a lot of fun things going on with this adventure. It's awesome working with the other guys on this. You'll definitely get a cohesive plot developed concurrently by the different authors.

And with that I'm back to writing an encounter that will freak you out.


And which levels are the three adventures for?


I'm immediately interested, but I'd like to know what levels it will be/is designed for, as others.


2 people marked this as a favorite.

Any chance that this will be out in time for talk like a pirate day (Sept 19, 2014)?

-TimD

Scarab Sages

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber; Pathfinder Comics Subscriber
TimD wrote:

Any chance that this will be out in time for talk like a pirate day (Sept 19, 2014)?

That would be very cool :)


Pathfinder Adventure Path Subscriber
TimD wrote:
Any chance that this will be out in time for talk like a pirate day (Sept 19, 2014)?

'Twould be a keelhaulin' offense, if not! ☠


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Poster map? Interesting....

Paizo Employee Modules Overlord

KnightFever wrote:
And which levels are the three adventures for?

The three adventures (and their levels) are:

Rum Punch, start level 4 (end level 5)
Dangerous Waters, start level 5 (end level 6)
Black Coral Cove, start level 6 (end level 7)

They assume medium progression. each can be taken on its own, or lead into the next adventure. Interestingly that means you could also use Plunder & Peril in place of Raiders of the Fever Sea. Thematically it ties in nicely, the levels work out, and it can end in a place that can lead in to Tempest Rising.

Paizo Employee Modules Overlord

3 people marked this as a favorite.
TimD wrote:

Any chance that this will be out in time for talk like a pirate day (Sept 19, 2014)?

-TimD

A pirate is never late. Nor is he ever early.

Wait, I might not be thinking of pirates...


3 people marked this as a favorite.
Owen K. C. Stephens wrote:
TimD wrote:

Any chance that this will be out in time for talk like a pirate day (Sept 19, 2014)?

-TimD

A pirate is never late. Nor is he ever early.

Wait, I might not be thinking of pirates...

No, you've got it, I believe the expression was plundered by the pirates appropriated by the faithful of Besmara...

-TimD


Do these adventures assume the PCs have their own ship? In the case of using Plunder and Peril as a Skull & Shackles plug-in, does the PCs having their own ship defeat some of the adventures?

Paizo Employee Modules Overlord

The adventures assume the PCs don't have a ship at the start of the adventure. Having a ship would require some adjustments on the part of the GM.

RPG Superstar Season 9 Top 16

Awesome! After the disappointing flop of Razor Coast, I'm itching for a good pirate module.


This Kickstarter will be perfect for this module.


Shouldn't the cover be updated now?


2 people marked this as a favorite.
Paizo Charter Superscriber; Pathfinder Deluxe Comics Subscriber; Pathfinder Legends Subscriber; Pathfinder Tales Subscriber; Starfinder Charter Superscriber
Cyrad wrote:
Awesome! After the disappointing flop of Razor Coast, I'm itching for a good pirate module.

I think you might have an exclusive on that opinion.


Pathfinder Adventure Path, Campaign Setting, Companion Subscriber

Is Plunder and Peril still a September release? There hasn't been much info about it...and we are still on a 'mock-up' cover. I am intrigued by how this one is going to turn out - and am holding off planning a S&S campaign until I have this available...


Paizo Charter Superscriber; Pathfinder Deluxe Comics Subscriber; Pathfinder Legends Subscriber; Pathfinder Tales Subscriber; Starfinder Charter Superscriber

Strange indeed, product entry not updated two weeks before the supposed shipping date to the subscribers.


Pathfinder Adventure Path Subscriber

Indeed, not a lot of information on this one yet. I just noticed that Matt Goodall is writing this thing (or at least one of the three adventures). He definitely proved his worth with the Islands of Plunder plug-ins. Those are great to use with Skull and Shackles. I'm curious to see how he tackles this one.

The only thing I find strange is this: Paizo went from 32 pages to 64 pages in its adventures, only to divide those into smaller parts again in this module. I certainly hope that the running plot is compelling enough to pull the scenarios together.


Pathfinder Adventure Path, Campaign Setting, Companion Subscriber

I was taken aback by the subtle change in approach as well (three 'separate' stories)...but given that it looks like the module runs from level 4 through to 7...and is linked, it may well be the best of both worlds...hopefully the thread that links them together isn't too tenuous though...

...I am genuinely intrigued by this one...hope we get our hands on it soon...

Paizo Employee Modules Overlord

You can easily run the three adventures (Rum Punch, Dangerous Waters, and Black Coral Cove) as a single adventure with strong chapters, rather than three unrelated adventures.


Paizo Charter Superscriber; Pathfinder Deluxe Comics Subscriber; Pathfinder Legends Subscriber; Pathfinder Tales Subscriber; Starfinder Charter Superscriber

So are these three adventures the same as the introductory scenarios in the Pathfinder Adventure Card Game Skull & Shackles Base Set?


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Tales Subscriber; Pathfinder Comics Subscriber
Nick O'Connell wrote:
Shouldn't the cover be updated now?

Yeah I am thinking the same thing here...should it not be updated by now?


Zaister wrote:
Cyrad wrote:
Awesome! After the disappointing flop of Razor Coast, I'm itching for a good pirate module.
I think you might have an exclusive on that opinion.

No... see some of the reviews floating around. They're actually pretty accurate (it just depends on how much certain things bother you).

For Plunder & Peril - I too was a bit surprised at the '3 adventures'... but that might not be a bad thing. I'd like to see how it turns out.


Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Card Game, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Tales Subscriber; Pathfinder Comics Subscriber
Arnwyn wrote:
Zaister wrote:
Cyrad wrote:
Awesome! After the disappointing flop of Razor Coast, I'm itching for a good pirate module.
I think you might have an exclusive on that opinion.

No... see some of the reviews floating around. They're actually pretty accurate (it just depends on how much certain things bother you).

I agree with everything you said, except for the "No" part. The OP did say "flop" and Razor Coast is the opposite of that. Endzeitgeist's review is right on the money (as usual). RC is brilliant, albeit it does have its flaws.


Elorebaen wrote:
I agree with everything you said, except for the "No" part. The OP did say "flop" and Razor Coast is the opposite of that. Endzeitgeist's review is right on the money (as usual). RC is brilliant, albeit it does have its flaws.

Flaws that could be seen as deal-breakers for some (which would constitute a "flop" for those people). And whether you agree with the "no" or not - it is highly unlikely that said individual has an "exclusive on that opinion". In fact, that's factually false (even as hyperbole).

And... that's enough of Razor Coast when this is about Plunder & Peril!

I do find it interesting that the level range for this particular 64-page module is (seemingly) less than the previous modules of this size (it is ~3-4 levels like a few of the others, but in a lower level range - and nowhere close to Dragon's Demand range, which I didn't like at all).

I consider that a very good thing.

Dark Archive

Pathfinder Adventure Path, Companion, Modules, Roleplaying Game Subscriber

If people want to see the cover you can find it in the new product catalogue.

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