Pathfinder Module: Plunder & Peril (PFRPG)

****½ (based on 8 ratings)
Pathfinder Module: Plunder & Peril (PFRPG)
Show Description For:

Add Print Edition $24.99

Add PDF $17.99

Non-Mint Unavailable

Facebook Twitter Email

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


See Also:

Product Reviews (8)
1 to 5 of 8 << first < prev | 1 | 2 | next > last >>

Average product rating:

****½ (based on 8 ratings)

Sign in to create or edit a product review.

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!

1 to 5 of 8 << first < prev | 1 | 2 | next > last >>