Pirates take whatever they please, whether it be ships, plunder, or people! The adventurers wake to find themselves press-ganged into the crew of the pirate ship Wormwood, the vessel of the nefarious Captain Barnabus Harrigan. They’ll have to learn how to survive as pirates if they’re to have any hope of weathering rough waves, brutal crew members, enemy pirates, ravenous beasts, and worse. But when fortune turns to their favor, it’s up to the new crew to decide whether they’ll remain the pirate’s swabs or seize control and set sail for adventures all their own.
This volume of Pathfinder Adventure Path launches the Skull & Shackles Adventure Path and includes:
“The Wormwood Mutiny,” a Pathfinder RPG adventure for 1st-level characters, by Richard Pett.
Details of life aboard a pirate vessel and rules for becoming the most infamous scallywag to sail the seas, by Jesse Benner, Richard Pett, and F. Wesley Schneider.
Revelations on the daring faith of Besmara, goddess of pirates, strife, and sea monsters, by Sean K Reynolds.
Death and plunder in the Pathfinder’s Journal, by Robin D. Laws.
Four new monsters, by Jesse Benner, Sean K Reynolds, and Steven D. Russell
Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world's oldest fantasy RPG.
ISBN–13: 978-1-60125-404-7
The Wormwood Mutiny is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (479 KB zip/PDF).
Other Resources: This product is also available on the following platforms:
I've had this ever since it was first released. I've wanted to run it for a long time and finally got to start it last year. Next to Rise of the Runelords it's been the AP I've wanted to run most.
The story is very compelling. The antagonists are really well done in that your group should definitely grow to hate them. Once the inevitable happens, it's quite the payoff for the group. They'll make lots of friends and those friendships will payoff and create an awesome tapestry through the AP. They'll also make some enemies who will be there until the end.
That being said this isn't for everyone. The group starts out press-ganged on to the ship. Which is another way of saying they are enslaved. Their freedom is very limited and they are punished for the slightest infractions. It can be extremely oppressive. It is a roleplaying heavy volume of the AP. Not a lot of your typical action happens for pretty much the first half of the book. It is a gold mine for those who love roleplaying.
The PCs are also put face to face with some very high level and dangerous people. Groups who feel they can resolve everything with violence are going to be in for a surprise if they step out of line at the wrong point. If they try to mutiny too early, it's going to be the end of them. A mutiny is the expected outcome of the volume, but they need to do it as the right time.
There are a few encounters that are really dangerous and potentially deadly especially as groups have very little access to tools to deal with them. So it takes a bit of work to either modify the scenarios or try to find a way of getting something to help them in their hands.
This volume introduces a fair amount of water based encounters. If you aren't familiar with the rules for swimming and the effects of water as an environment, or you don't like them, this AP may not be to your taste either. A lot of encounters through the entire AP are set in the water.
Ultimately by the end of the book, if all goes well your group should be in command of their own ship with a loyal crew, no longer enslaved to their old captain, and charting their own destiny on the High Seas.
Recently I`ve bumped into Mr. John Compton`s inquiry about reviews on Paizo products https://twitter.com/Archaeotagh/status/1072706185613082624
I`ve GM-ed Wormwood Mutiny and liked it - couple new mechanics, survival sandbox for players, huge number of NPCs to hate and oppose. But heres my spoon of tar in this barrel of honey: map (Riptide Cove) with 1 square = 10 feet grid.
If your artists can draw "1 square = 10 feet grid" - they definetly can draw smaller "1 square = 5 feet grid" so GM-s do not have to learn picture editing and spent time on it.
One might say, that it is because of printed book version page number limit, editing problems. Maybe. But why they keep "1 square = 10 feet grid" in interactive map PDF? Theres no space (page) limit there.
Maybe your artist and editor never GM-ed it, never prepared this particular map for game session - I am sure, that even after one such time with grid-editing "1 square = 10 feet grid" into "1 square = 5 feet grid" they definetly never did such thing for others.
I ran a group of mid-level gamers through this module. I find the feedback of other gamers to be incredibly useful and mostly agree with the other comments. A few things I didn't see, but made running the module difficult:
1) The information is way too scattered. If you need a specific NPC's stats, you'll thumb through about 16 times in order to find it. Same with the rules for Plunder, Infamy, Ship to Ship combat, etc. It seems to be an Achilles' heel of the AP overall. Now that it's out of print, my suggestion to Paizo, if they ever decide to compile it as a hardback in the same vein as earlier APs, is that they consolidate the heck out of it. Lump all the NPCs together in one section. Put all the new rules together. Etc.
2) Where it drags on--day by day as pirates--can be a drudge. You'll have to work with your players, and do a bit of homework as a GM to make it interesting.
3) For a group playing a "non evil pirates" campaign, be prepared to swap out some encounters. This is a bigger challenge in Module 2, where people can be sold into slavery, but still worth mentioning here.
4) Make sure your players have enough resources to survive swarm encounters before they get on the island! I had to cheat a little bit by stuffing a few flasks of alchemist fire and acid in some of the treasure on the island. Otherwise it would have been a TPK after 1-2 botfly encounters.
5) The final encounter is a weird setup that you will have to adjust. Plugg and Scourge give the PCs a short amount of time to get supplies, but at the same time there's no way to run through all the encounters in that time. Maybe make it one of the reasons they are mad at the PCs?
6) The ghouls deserve a story! I made the underwater encounter a bit more interesting and added some plunder for recovering the wreck, otherwise there's absolutely nothing there for anyone.
I ran this adventure for a group of 5 new players. I cut some encounters and used the fast advancement track due to time constraints. Including building and leveling PCs, the adventure took 20 hours to run.
Richard Pett provides great information to build on here, with 8 fully detailed NPCs (friend and foe) and over a dozen more with enough information to inspire the GM. Even the mundane treasure is interesting. As a GM, though, you'll need to figure out how to introduce a number of the NPCs on your own. Instead of using space to provide advice in this area, the adventure has rules for daily job roles that can quickly get tedious.
The supplementary material for the adventure is solid, although one of the magic items is a bit expensive for the level range. The Life of a Pirate article contains more campaign-specific rules that I found confusing and hard to convey to the players. SKR's article on Besmara is up to his usual high standard, and the fiction should inspire a magic item or 2. The monsters compliment the adventure well, but the pirate familiars are missing any mention of bonuses (or lack thereof) for those who choose them.
Summary: Can be a blast to play, but only if the GM puts in the prep time. Most of the back matter is good quality.
Reading it is Brilliant, Playing it is a Different Story
I read this module and it immediately hooked me as a GM. This is an excellent, nay brilliant adventure that has much going for it. I put in massive amounts of work to encourage the players to get excited to play this and they were.
But I had not realised the effect this module would have. This module basically is about kidnapping the players, grind them down and subject them to a harsh ship experience. Sure, in the end they rise up and get a ship of their own and escape the yoke of the evil Captain and his minions but the lead up can be very depressing for players that get seriously into character.
This module nearly broke my group. The players in my group got tied up in their characters and it was not pleasurable to see how they attempted to balance who would get the beating and who would not. I felt for them as they felt the helplessness of their characters. In the long run it ended in a massive argument and the group nearly broke up for good. I had to spend a good amount of time rebuilding burnt bridges and assuring them that they were moments away from a great resolution to the module.
In the end I loved how this module read, hated how it played. So this review puts it right in the middle of the ratings. Consider running it (and the AP as a whole is awesome) but be aware of the dangers that lie in it.
So...question...I heard during an interview that this was one module where Paladins were pretty much going to be banned because their concept doesn't fit well with the theme of the AP. What about other Good aligned type characters? From the Chaotic Good rogue to the Lawful Good Cleric...will they fit in here?
I have a group that I believe would like this, but I do have a player who stated, "Attacking innocents, robbing, stealing... not my idea of fun." I want to make sure this AP is a good fit for my entire group before I invest. Thanks!
Skull & Shackles' plot is "The PCs are pirates who are trying to become better pirates by doing pirate things." There IS of course more to it than that... but lawful characters are going to find themselves put in tough situations very often. The good part doesn't really matter—look at any pirate movie ever made and there's great examples of good aligned pirates in there. No... it's hte LAWFUL component of an alignment that'll clash with this AP's plot.
And even then... most lawful characters will still be able to enjoy some elements of the AP... but of them all, only the Paladin has not only a strict adherence to the alignment most oppositional to piracy... but frankly, it's the TRADITION and the INERTIA that paladin codes have in most game groups that makes them poor choices for this AP. When a lawful good character does something in a game that's not particularly lawful or good, players (and often not the GM) seem often not to notice, but when the paladin does that same thing... the game derails.
In the end, whether or not a paladin is a good choice for Skull & Shackles is up to the GM. Some GMs and parties are a lot less strict about paladins. It's a question you'll have to answer for yourselves.
That said... there's a reason "Skull & Shackles" is far from the first AP we've published. It, more than any other AP, moves pretty far from the baseline assumption that the PCs are heroes doing adventures for the greater good. You...
late to the party on this one but...if you want to see an example of a 'lawful good' character among a group of pirate/smuggler types...well, go look up the show Firefly. the character of Shepard Book is a VERY lawful good character who's hanging out with a crew who varies from chaotic neutral through various flavors of good alignments. From the Alliance perspective, the crew of the Firefly are no good smuggling scum. the crew themselves would disagree...freedom is a big theme to the show. Shepard Book ends up being something of a balancing force among the crew.
wrapping up Kingmaker with my group now (they're just starting the war of the river kingdoms) and lemme tell ya - without the map folio, that would have sucked. i'm sold on buying those maps for any adventure path that I run.
Quick q for those in the know. Would a party of 3 non-magic using PC's work for this AP? I want the group to choose the pcs they want without having to say I need a cleric, wizard etc and my group is likely to pick the non-magic classes, I also dont want to have to bookkeep a magic NPC if at all possible. I'm think of boosting the party by giving each of them 1 1st level warrior as a henchman to run as well so hopefully that may offset the party of 3. Any thoughts?
Quick q for those in the know. Would a party of 3 non-magic using PC's work for this AP? I want the group to choose the pcs they want without having to say I need a cleric, wizard etc and my group is likely to pick the non-magic classes, I also dont want to have to bookkeep a magic NPC if at all possible. I'm think of boosting the party by giving each of them 1 1st level warrior as a henchman to run as well so hopefully that may offset the party of 3. Any thoughts?
I had the exact opposite problem with Kingmaker - magic heavy group (druid, sorcerer, specialist mage and a ranger). no tank or heavy/dedicated melee specialist type.
I think you could run anything without being 'magic heavy'. just let your group run with whatever they want, and adjust healing potions and the like with whatever treasure they find along the way. granted...spellcasters help a lot, but players can find work arounds for almost anything.
Quick question. The Druid that I've got made up for a S&S PbP was made with the idea in mind that he really doesn't like pirates at all. Thinks they take advantage of the sea for their own material gains and would really rather try to rid the world of their ilk.
After flipping through the player's guide, I'm not certain a character of that nature would do very well in a setting like this. Should I re-write his history to reflect something less opposed to what seems to be a primary theme of the AP, or would a pirate-hating druid have more of a place here than I think he would?
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
I think the guide specifically says the players should want to be pirates, so I'd suggest tweaking it, Phillip. Perhaps he hates pirates who take advantage of the sea, as opposed to thinking all of them do it?
Yeah, that's what I was thinking. Got a couple ideas swimming around in my head for how to fix him already, so I should be able to have that done pretty quick. Thanks motteditor!
The whole "Lawful will be a problem" is something I can't wrap my head around. Lawful just means you have a code, not that you follow everyone elses code. Every land and culture have different rules, you only identify with one of those usually.
Pirates have a code just like everyone else, in my estimation if you identify as a pirate and are lawful then you're fine as long as you're adhering to that pirates code. Just because some do-gooders want to stop you doesn't mean you're not lawful, it just makes them enemy combatants. At least that's how I play it.
Pirates have a code just like everyone else, in my estimation if you identify as a pirate and are lawful then you're fine as long as you're adhering to that pirates code
It's no so much "lawful will be a problem," honestly, as it is "Paladins and they way that the majority of gaming groups interact with them will be a problem."
Every time I've seen a paladin in play... it seems like whether or not the paladin's doing something against her code ends up turning into a big distraction now and then... and that type of distraction has the potential to end a campaign early if the campaign, like Skull & Shackles, is built specifically to embrace elements that a paladin would not.
How difficult will it be to run Skull & Shackles with three (3) players?
All APs are designed with 4 characters in mind so... 25% more difficult? Seriously though, based on past APs, I'd reccommend giving them a cohort or something - even just a meat shield. If, on the other hand, your players are optimizers and make good choices, 3 would probably be fine.
How difficult will it be to run Skull & Shackles with three (3) players?
I was thinking about having them use 25 point buy as compensation. Is that going to work?
Games depend more on point buy to "work."
A group that's never played the game before isn't going to be helped much by high point buys since they'll be making errors, while a group that's played together for 20 years will not only have mastery of the game, but will know each other's play styles so well that they could make a 10 point buy game feel underpowered.
In the end, the difference between 3 players and 5 players is pretty small. My guess is that a 25 point buy will result in a game feeling a bit more high powered than you're used to if you're used to.
My PDFs were unlocked an hour or two ago. It's a beauty.
Whoa, is this thing out now??
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ARGGGH, The Paizo Pyrates took me pieces of 8 from me treasure bank last week, and I have yet to get the map to me pretty treasure. I best be gett'n it soon or I'll be keel hauling them and making Kraken chum out of them, ARGGGGG!
...so...how exactly does the Incutilis Puppetmaster Special Attack work? I don't see poison in the stat block, and the jumps on you and instantly kills you attack seems a mite powerful :P
...so...how exactly does the Incutilis Puppetmaster Special Attack work? I don't see poison in the stat block, and the jumps on you and instantly kills you attack seems a mite powerful :P
Its target must be helpless to use this ability if that helps...
Looking through the new sea-themed familiars, and I've noticed no mention of what bonuses they give to the masters. Is this an omission, or do they lose that feature in exchange for being Small-sized and / or vermin?