Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)

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Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)
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Chapter 1: "The Wormwood Mutiny"
by Richard Pett

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:

Fantasy Grounds Virtual Tabletop
Archives of Nethys

Note: This product is part of the Pathfinder Adventure Path Subscription.

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

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A fun AP, but beginners beware.

2/5

Overall, not a bad AP but GMs will need to tweak it a bit beyond simply adjusting it to your party's skill level. It starts out incredibly slow. The daily skill checks are monotonous and tedious, slowing the game a great amount. They are necessary, however, for the day to day tasks the PCs will undergo during their time on the Wormwood and allow the PCs to make friends and/or enemies among the crew. Skipping over this tedious process can really hurt the party later on in the adventure unless you make allowances above the table.

The fights themselves are inconsistent. They go from incredibly easy to nearly impossible. At one point a character was killed by a giant moray eel. They were level three, the eel is CR5. The book lists it as a CR4 because it runs instead of fighting to the death, but the stat block is unchanged. The attack modifier and damage is too high. While that in and of itself is a simple fix, this is a recurring theme throughout the AP. The story is fantastic, but GMs can expect a lot of overhaul work to make it playable.


The first AP I've run in Pathfinder

4/5

The Good: The adventurers have a nice mix of shipboard life, land-lubbing autonomy, and the NPC's detailed are fleshed out nicely and really come to life.

The Bad: The endless days upon ship splitting up tasks amongst four players can get tedious and drag on as each gets multiple interaction (separate....DON'T SPLIT THE PARTY)opportunities every day.

The Ugly: Some NPC's weren't fleshed out at all, and so it was hard to divert PC attention from some of the key crew members. Exploring the ship stealthily seemed a little contrived and farfetched for my taste.

The Wormwood Mutiny is a fun way to get the characters into the pirate way of life. I agree with the press-gang mentality of the adventure, and I basically started the PC's with little to nothing in the way of gear and everything they got was scrounged up.

There wasn't enough info on the Wormwood's magic user, Longfarthing, but the rest of the PC's were pretty well fleshed out.

The end scene was a little too much Roger-Rabbit for my likes and I had to modify the ending somewhat to make due in the interest of time.

I wasn't much of a fan with the dynamic of sneaking around the ship, it seems a little too contrived and with no where to go, anyone stealing something could be caught with a full ship health-and-welfare inspection. Also the number of days spent on sea had to be compressed somewhat as 17-odd days of doing the tasks and having each player in their own little world interacting with PC's can make for very loooong drawn out gaming sessions.

Overall I think the adventure went well and the party was excited to exact their revenge upon Plugg and Scourge, the fact that the players had such enmity against the antagonists means that the press-ganging and pirate justice had the desired effect. These NPC's were not just regarded with the usual apathy that villains usually engender.

All in all four stars.


Flawed start but well-rounded

4/5

This adventure path has some magnificent elements, but I fear this book will be off-putting for some. The players start off in bad shape, and for about 2 sessions will have to put up with being robbed, railroaded, abused, and put through a very Sixfold Trial-esque series of jobs/punishments that will test their endurance and willingness to put up with miserable circumstances (and in this case they are so low-level they don't even have access to many creative options to ease their pain). Assuming you roleplay the NPCs well and help the players to channel their frustrations toward fixing the situation rather than quitting, it should go alright.

The second half of the adventure is more fun, but there are still some encounters that were, frankly, unreasonable. CR4 swarms that move faster than the players and have 31hp are borderline unbeatable at level 3 in most parties, and the wealth of underwater combat, especially with the horrible-monster-which-shall-remain-unnamed in the final dungeon, might have been excessively taxing. It needs a difficulty adjustment, and your players need to be given some leeway or at least a clear warning at the beginning to avoid an instant-derail.

The good: The adventure has a good balance of roleplay, dungeons, and exploration. This is one thing Pett does very well.

TL:RD - Stick it out, because the rest of the AP seems like it will run a lot smoother. This book is fine if you make adjustments and keep things moving, or if your players are very patient.


Railroaded from the start.

2/5

I have to agree with the earlier review who said the key to this module is having players say, "cool we are pirates!" Other than that it has a very trickey start. Players are pressed into service by pirates. Players have to survive being pirates. Players get revenge on the bully and sail off into the sunset.

What I was hoping for was multiple ways for the party to get involved with the wormwood. Other than just pressing the party into service, why not have the local government ask the P.C.s to infiltrate the pirates. This would make a tense situation even more deadly but it would up the ante. The party could then be on the look out for Mr. Plugg and have a vested intressed in bringing him to justice.

Lots of good parts to roleplay with some great NPCs but still a little cliche for the start.


All I expected and more

5/5

The Wormwood Mutiny is the first adventure path that I have attempted to be a GM for; expecting to go into this without much of a clue as to how to run the adventure; but after taking the time to run it; I am pleased with what I have found. The adventure started off a touch rocky but I bring that down to my own abilities. This being said though it is an adventure path I have enjoyed, and am looking forward to the follow up adventures and want to see what I will be putting my players through.


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We wants it, precious. I must start my Pirate Queens of Paizo game.

Sovereign Court

Mathwei ap Niall wrote:
Ice Titan wrote:
James Jacobs wrote:
Blayde MacRonan wrote:
Rob McCreary wrote:
Kevin Mack wrote:
So any idea when this Ap cover will be updated? Also which Iconics are being used for this one?
Covers are not my bailiwick, but I can shed some light on the iconics! Alahazra, Merisiel, Seltyiel, and Valeros will all be gettin' their pirate on in this AP!

The iconic magus has been strangely absent for sometime now. Good to see he's getting some action. Though I kind of expected to see Lirianne, the iconic gunslinger, gracing this one, I'm glad she's not.

As it turns out, having 21 iconic characters but only doing 2 Adventure Paths a year means that nearly 2/3 of our iconics get to sit out any one year's worth of Adventure Paths. Having a single iconic be "absent" for 2 or 3 APs in a row is not what I'd call strange. Just the way it is.

RIP Lem

Who appeared iconically in Curse of the Crimson Throne (2008), Council of Thieves (2009)

Survived by Merisiel who appeared iconically in Rise of the Runelords (2007), Legacy of Fire (2009), Serpent's Skull (2010) Carrion Crown (2011), Jade Regent (2011), Skulls and Shackles (2012)

Inscribed upon his tombstone is the following:
At Least I'm Not Alain

Still looking forward to this AP. But seriously you guys need to bring back the Lem.

Better answer would be to use less (MUCH LESS) of Merisiel. Probably her turn to go sit in the dugout for the next 2-3 APs (at Least).

The problem is that Merisiel has lots of knives, and she gets cranky when we leave her out of an AP. Also, she's a rogue, and this is a pirate AP. Pirates and rogues share a lot of overlap...


Pathfinder Adventure, Adventure Path, Lost Omens Subscriber
Rob McCreary wrote:
The problem is that Merisiel has lots of knives, and she gets cranky when we leave her out of an AP. Also, she's a rogue, and this is a pirate AP. Pirates and rogues share a lot of overlap...

Also, nobody likes gnomes or halflings. They are like small children; they are annoying and just get in the way. ;)


deinol wrote:
Rob McCreary wrote:
The problem is that Merisiel has lots of knives, and she gets cranky when we leave her out of an AP. Also, she's a rogue, and this is a pirate AP. Pirates and rogues share a lot of overlap...
Also, nobody likes gnomes or halflings. They are like small children; they are annoying and just get in the way. ;)

Heh. Scarred Lands hooked me with a blunt statement "no gnomes, halflings are a race of slaves". Now, I realize that this may have hurt feelings of wee folk lovers throughout the world, however at that time it was a great antidote on ill will left over after gnomes (little tricksters you love to hate), halflings (just like gnomes, and also love to steal your stuff) and kenders (halflings with annoyance factor cranked up to the maximum).

Still, there was one positive thing about kenders - they made me put down Dragon series, abandon D&D for years, and start on Warhammer.

Regards,
Ruemere


deinol wrote:
Rob McCreary wrote:
The problem is that Merisiel has lots of knives, and she gets cranky when we leave her out of an AP. Also, she's a rogue, and this is a pirate AP. Pirates and rogues share a lot of overlap...
Also, nobody likes gnomes or halflings. They are like small children; they are annoying and just get in the way. ;)

What about Small size furfolk, like the Frey from Oathbound?


who are the iconics for this ap again?


Nick O'Connell wrote:
who are the iconics for this ap again?
Rob McCreary wrote:
Alahazra, Merisiel, Seltyiel, and Valeros will all be gettin' their pirate on in this AP!

The Exchange

Pathfinder Starfinder Roleplaying Game Subscriber

Hmmmm. I'll have to play this one carefully. My PC's tend to be a bit...agressive. The whole pressgang thing could easily turn into TPKs in the first session as they go bezerk trying to kill the crew.


Are firearms going to be "required" for this AP (i.e.: NPCs with pistols, ships with cannons, etc.) or just optional?

Sovereign Court

TheLoneCleric wrote:
Hmmmm. I'll have to play this one carefully. My PC's tend to be a bit...agressive. The whole pressgang thing could easily turn into TPKs in the first session as they go bezerk trying to kill the crew.

It's important to manage your players' expectations right at the beginning of the adventure. This adventure starts in a very "non-standard" way from most of our APs, and if your players are not expecting it, it might very well turn bad.

Played right, this can be a really fun way to start an adventuring career, but your players need to be on board with the assumptions at the beginning of the adventure right from the start.

Sovereign Court

2 people marked this as a favorite.
Weren Wu Jen wrote:
Are firearms going to be "required" for this AP (i.e.: NPCs with pistols, ships with cannons, etc.) or just optional?

Just as firearms are not common in Golarion, so are they not common in Skull & Shackles. They *will* make a brief appearance late in the AP, but should be relatively easy to remove if you absolutely don't want any firearms in your campaign.

On the other hand, if you want firearms to have a bigger role in your campaign, the plan right now is to include a sidebar in each adventure with suggestions as to where firearms could be easily added.

So in short, firearms are mostly optional throughout the AP, except for right at the end. :)


Rob McCreary wrote:

Just as firearms are not common in Golarion, so are they not common in Skull & Shackles. They *will* make a brief appearance late in the AP, but should be relatively easy to remove if you absolutely don't want any firearms in your campaign.

On the other hand, if you want firearms to have a bigger role in your campaign, the plan right now is to include a sidebar in each adventure with suggestions as to where firearms could be easily added.

So in short, firearms are mostly optional throughout the AP, except for right at the end. :)

Thanks! That's a great way to handle it! :)


Weren Wu Jen wrote:
Rob McCreary wrote:

Just as firearms are not common in Golarion, so are they not common in Skull & Shackles. They *will* make a brief appearance late in the AP, but should be relatively easy to remove if you absolutely don't want any firearms in your campaign.

On the other hand, if you want firearms to have a bigger role in your campaign, the plan right now is to include a sidebar in each adventure with suggestions as to where firearms could be easily added.

So in short, firearms are mostly optional throughout the AP, except for right at the end. :)

Thanks! That's a great way to handle it! :)

Is your name inspired by alternity?

I am working on a future Mass Effect universe using the alternity rules:)

I love alternity. If there was ONE thing I wish Paizo could get its hands on it is THAT.


Carl Cascone wrote:

Is your name inspired by alternity?

I am working on a future Mass Effect universe using the alternity rules:)

I love alternity. If there was ONE thing I wish Paizo could get its hands on it is THAT.

Yep! Of course, a yeti was the closest pic to the weren that I could find. :P

I wouldn't mind an Alternity reboot, either.

Liberty's Edge

1 person marked this as a favorite.
Rob McCreary wrote:
Weren Wu Jen wrote:
Are firearms going to be "required" for this AP (i.e.: NPCs with pistols, ships with cannons, etc.) or just optional?

Just as firearms are not common in Golarion, so are they not common in Skull & Shackles. They *will* make a brief appearance late in the AP, but should be relatively easy to remove if you absolutely don't want any firearms in your campaign.

On the other hand, if you want firearms to have a bigger role in your campaign, the plan right now is to include a sidebar in each adventure with suggestions as to where firearms could be easily added.

So in short, firearms are mostly optional throughout the AP, except for right at the end. :)

MORE GUNS. I know why you have downplayed the presence of firearms in a Golarion AP, but of all the APs Paizo has ever done, this is the one to unleash the full weight of smooth bore cannon and musketry.

I know the decisions on this were made long ago and it is far too late to change anything, but something this important is still worth (pointlessly) repeating :)

Silver Crusade

Pathfinder Adventure Path Subscriber

+1elevtyoneoneone!


-eleventyoneonetwo!

The reason I'm still subscribing to the APs once S&S begins is that there aren't going to be an abundance of guns. Thank goodness.

The Exchange

Pathfinder Starfinder Roleplaying Game Subscriber

Ya. I may just have to lay the whole pressgang thing out on the table right away so the players know what they're getting into. Or figure out a way to motivate them NOT to go on a killing spree (right away). Maybe other hostages. Hmmm.

I've gota mix so it's touchy. Some are okay with scenes that start with them not in control of things. Others tend to go into a frenzy like a dog with it's leg in a trap if I take away their sense of empowerment.


Since the PCs start off without gear, does the module include guidelines for how you're expected to deal with things like wizards not having spellbooks? Or is the module designed in such a way that they'll get gear before those issues really matter?

Also, is this going to be like SfSS where you have (potential) allied NPCs that were press-ganged with you or is it basically the PCs against the world?


Rob McCreary wrote:
Weren Wu Jen wrote:
Are firearms going to be "required" for this AP (i.e.: NPCs with pistols, ships with cannons, etc.) or just optional?

Just as firearms are not common in Golarion, so are they not common in Skull & Shackles. They *will* make a brief appearance late in the AP, but should be relatively easy to remove if you absolutely don't want any firearms in your campaign.

On the other hand, if you want firearms to have a bigger role in your campaign, the plan right now is to include a sidebar in each adventure with suggestions as to where firearms could be easily added.

So in short, firearms are mostly optional throughout the AP, except for right at the end. :)

Thank the stars. I figured that with all of the pressure to remove guns, Paizo might cave and remove them completely, so I really like that. I plan on having guns in the books where it makes sense.

Spoiler:

This of course heavilyy hints that the PCs will come into conflict with the current Hurricane King, Kerdak Bonefist, who fights with a magical pistol.

Contributor

Rob McCreary wrote:
TheLoneCleric wrote:
Hmmmm. I'll have to play this one carefully. My PC's tend to be a bit...agressive. The whole pressgang thing could easily turn into TPKs in the first session as they go bezerk trying to kill the crew.

It's important to manage your players' expectations right at the beginning of the adventure. This adventure starts in a very "non-standard" way from most of our APs, and if your players are not expecting it, it might very well turn bad.

Played right, this can be a really fun way to start an adventuring career, but your players need to be on board with the assumptions at the beginning of the adventure right from the start.

Rob makes a great point, great pirates have to earn the respect (or is that fear) of their shipmates. But soon, there'll pirating to be done:)

Ahaaaaaaaaar!

Contributor

So psychhed to see a Shackles adventure path coming out. I've been chomping at the bitt to run a pirate campaign... looks like I got one!

Wonder about the primer though. Looks a little harsh... DM: "Okay, you start the adventure with... um... nothing. Oh, and you're chained in the hold of a ship... and it's sinking... Oh, and did I mention the cannibals?" I love it, but it's a little cruel...


Pathfinder Adventure, Rulebook Subscriber

I'm sure Mr. Pett will find a way to make the opening work for (almost) everyone just like James Jacobs managed to pull off a castaway/washed ashore entrance while still preserving the PCs' oh so precious starting equipment. Their gear is probably stashed somewhere or something.

Anyways, I am very excited to see this AP and think this might even be the next one I'll GM once we're done with Serpent's Skull...


Nullpunkt wrote:

I'm sure Mr. Pett will find a way to make the opening work for (almost) everyone just like James Jacobs managed to pull off a castaway/washed ashore entrance while still preserving the PCs' oh so precious starting equipment. Their gear is probably stashed somewhere or something.

Anyways, I am very excited to see this AP and think this might even be the next one I'll GM once we're done with Serpent's Skull...

Oh, but I WANT to start my PCs without their precious starting equipment. I've even been considering doing it in Serpent's Skull...


Pathfinder Adventure, Rulebook Subscriber

So simply ditch the secret stash with the PCs' gear... it could go both ways back on the shiv too.

Sovereign Court

MaxKaladin wrote:

Since the PCs start off without gear, does the module include guidelines for how you're expected to deal with things like wizards not having spellbooks? Or is the module designed in such a way that they'll get gear before those issues really matter?

Also, is this going to be like SfSS where you have (potential) allied NPCs that were press-ganged with you or is it basically the PCs against the world?

The adventure does include guidelines on how to handle classes like wizards and alchemists who require certain equipment, and the PCs will have plenty of opportunities to recover their gear (or scrounge for new equipment) as the adventure progresses.

There are also potential NPCs allies for the PCs - almost a whole ship's worth, in fact, though some will of course be friendlier than others.


Oh no, did this get pushed back another month? I coulda swore it said March was the date just the other day...


Ayrphish wrote:
Oh no, did this get pushed back another month? I coulda swore it said March was the date just the other day...

At this rate, the adventure path is going to become bi-monthly.

RPG Superstar 2009 Top 32

Ayrphish wrote:
Oh no, did this get pushed back another month? I coulda swore it said March was the date just the other day...

That will mean that there will be no Adventure Path book for March!


Are Shackles folk familiar with vanara? Their stats and bonuses would make for good sailors, but that close to the Mwangi Expanse they might be mistaken for charau-ka and shot on sight...

Paizo Employee Creative Director

Vanara are not that common in the Shackles... but they certainly wouldn't be mistaken for charau-ka, because:

1) Vanara are Medium, while charau-ka are Small.

2) Vanara are more humanlike, while charau-ka have more babboon-like colorful markings.

3) Vanara are on the whole more calm and relaxed, while charau-ka are super hyperactive and loud generally.

4) Vanara have long prehensile tales, while charau-ka have no tails at all.

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

Lord Fyre wrote:
Ayrphish wrote:
Oh no, did this get pushed back another month? I coulda swore it said March was the date just the other day...
That will mean that there will be no Adventure Path book for March!

In another thread Master Wertz stated that this is due to their printer taking an extra long break for Chinese New Year. Can't fault the people their holidays can we?


2 people marked this as a favorite.
James Jacobs wrote:

Vanara are not that common in the Shackles... but they certainly wouldn't be mistaken for charau-ka, because:

1) Vanara are Medium, while charau-ka are Small.

2) Vanara are more humanlike, while charau-ka have more babboon-like colorful markings.

3) Vanara are on the whole more calm and relaxed, while charau-ka are super hyperactive and loud generally.

4) Vanara have long prehensile tales, while charau-ka have no tails at all.

Coolness. So not likely to be suspected of being a demon-worshipping maniac killer monkey then...

Character concept: Vanara monk with Drunken archetype and Monkey Style feats. A mad-monkey monkey-man monk!

Paizo Employee Chief Technical Officer

James Martin wrote:
Lord Fyre wrote:
Ayrphish wrote:
Oh no, did this get pushed back another month? I coulda swore it said March was the date just the other day...
That will mean that there will be no Adventure Path book for March!
In another thread Master Wertz stated that this is due to their printer taking an extra long break for Chinese New Year. Can't fault the people their holidays can we?

To be accurate, I said we didn't have updated information on its arrival date because of the Chinese New Year. Right now, we're assuming it will just miss March, but they might tell us otherwise when they're back.

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

Vic Wertz wrote:


To be accurate, I said we didn't have updated information on its arrival date because of the Chinese New Year. Right now, we're assuming it will just miss March, but they might tell us otherwise when they're back.

Doh! My mistake. I sit corrected.


I want to start my AP subscription with this one but the option isn't avaliable. So when will I be able to choose this one?


As soon as Jade Regent #6 has been released. When that happens, you'll have the option of starting your subscription with either Jade Regent #6 or Skull & Shackles #1.


Rob McCreary wrote:
MaxKaladin wrote:

Since the PCs start off without gear, does the module include guidelines for how you're expected to deal with things like wizards not having spellbooks? Or is the module designed in such a way that they'll get gear before those issues really matter?

Also, is this going to be like SfSS where you have (potential) allied NPCs that were press-ganged with you or is it basically the PCs against the world?

The adventure does include guidelines on how to handle classes like wizards and alchemists who require certain equipment, and the PCs will have plenty of opportunities to recover their gear (or scrounge for new equipment) as the adventure progresses.

There are also potential NPCs allies for the PCs - almost a whole ship's worth, in fact, though some will of course be friendlier than others.

(Belated) thanks for the information. This sounds really interesting, but it's starting to look like some kind of mythical beast that's always on the horizon and never gets closer no matter how hard you try to catch up to it...


When can we expect the Player's Guide?


From past experience it feels as if they're usually out the same week as the first AP-volume is sent out to subscribers.


Would the Skull/Shakles incorporates detailed rules on ships and especially for Naval Combat in the first module? The Advance/DMG/CRB have useless and limited information. I want to have the PC's (even if they are part of crew) deal with ship vs ship battles from the beginning in my campaign.

I personally bought the Broadsides Naval Combat d20 system to include those rules in the adventure path.


So when is the art going to be updated?

Paizo Employee Chief Technical Officer

Dragon78 wrote:
So when is the art going to be updated?

We just updated #54... so probably in about a month.

Shadow Lodge

Pathfinder Lost Omens, Maps, Rulebook Subscriber

I subscribed to the Adventure Path as soon as I could start with this setting; it will probably be my introduction to GMing a Pathfinder campaign (although the re-release of "Rise of the Runelords" is also in the running).


Thanks for the info Vic.

I aslo have started my AP subscription with this AP.

Paizo Employee Chief Technical Officer

Vic Wertz wrote:
Dragon78 wrote:
So when is the art going to be updated?
We just updated #54... so probably in about a month.

Boy—that month just flew by!

Picture and description updated to match the finished product.


Adventure path covers just keep getting better and better! I wouldn't mind knowing who the artist is...:D


Goodness, that is an awesome cover. And I really like the background color. Very attention-grabbing!


Wow that month was so quick;)

Nice cover and also very interesting looking eyepatch there.

Scarab Sages

Pathfinder Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Superscriber

Nice choice on the color scheme for this AP. Looks good!

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