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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Great resource

4/5

I don't play Pathfinder, but like many, I love the stuff and I look to include it in my gaming whenever I can. Not everything Paizo produce is great, but so far I've always enjoyed their Adventure Path initial offerings. There's something special about level 1 adventures. I guess it's the fresh feeling of starting something new, something with potential. Of course, these don't always become classic oft remembered campaigns, but they could do, and that's exciting. 

This adventure is part one of a 6 part campaign called Skull and Shackles. It's about pirates, and that's almost all you need to know. This is a genre well served by the RPG hobby, so I was interested to see what Paizo could bring to the party. 

One of the things that Paizo does so well, and continues with this adventure, is to go to real world myth and legend to inform its stories. Even though it's set in a fantasy world, with dungeons and dragons aplenty, there's deep rooted and respectful research running through the whole endeavour.  Within this adventure you can check off at least a dozen piratical must haves, including press ganging, parrots, boarding actions, digging for treasure, floggings and more. 

The detail provided is both broad and deep. The ship, it's crew and it's journey are spelled out and started out comprehensively. It's almost too much, but better to have the detail there than not. The party will be on a ship for 21 days, and every day brings something new to the story. The conditions are cramped and brutal. In fact, one of my worries is just how brutal this could be. This scenario needs some mature players, as the temptation to fight back against the odds will be strong, and will end up with dead PCs pretty promptly. Infractions on the ship are Not brooked and the punishments are potentially deadly. 

Even if the PCs keep their heads down (and that makes for a dull adventure) the NPCs will be pursuing their own agenda, and there's plenty of those aboard. What's not immediately obvious to the party is that they need to win friends and influence people, not slay every creature that crosses their paths. Given that their captain is 16th level, that's a clue that they'll need to use their wits first and sword and spell second. And even that assumes they can get a hold of their kit, which is not a given. 

The GM has an awful lot of info to maintain. I would absolutely have to get myself organised before running this. Whether that be spreadsheets or index cards, or a bunch of sticky notes, I would recommend several careful reads before starting. 

The fact is, the story that unfolds is pretty standard, but the level of interaction available to the party is enormous. Every nook and cranny of the ship and it's crew is explored. Every days events are detailed. The author has packed so much content into this that he has had to supply a list of potential ship actions that the pcs will use to squeeze in their extracurricular activities. The party are kept so busy just staying alive that they really have to work hard to push their agenda. 

And therein lies the dilemma with this adventure. If your group likes to improvise and roleplay their way through obstacles, then large parts of the text will be 'wasted'. On the other hand, there's enough content here to play through this entirely with dice rolls, and it wouldn't be a bad game at all.  But in doing that, the GM really becomes more of a referee than a guide. Obviously, groups will find their own way, but be prepared to not use every piece of the adventure provided, I just don't think you can. 

The second half of the adventure becomes less constrained and the party will get the opportunity to play in a more traditional exploration and combat style. In fact, the difference in tone is like day and night. I wonder if it's possible for groups to love both halves of this adventure? 

As with all APs, the adventure is only part of the deal. You also get a serial, this time written by Robin Laws (I loved it), as well as essays on pirate life, Besmara the goddess of pirates, and a bestiary. 

Overall, this is a great package. Whether or not you continue the campaign through the rest of the AP is immaterial. This is a super detailed resource that could launch any nautical campaign, in any ruleset. In fact, most other pirate themed adventures would skate over the detail provided here, and simply rely on the groups knowledge of films and stories. This book puts in the hard work for you. It provides a lot of structure, and absolutely delivers a pirate tale with aplomb. It's a challenge, both to run and to play, but worth every minute.


Excellent RP opportunities abound!

5/5

I ran the early part of this AP this afternoon, after my players took what seemed like forever to generate characters. They thoroughly hate Mister Plugg now....just after 90 minutes of gameplay. If this AP can invoke that kind of emotion in your players, you can guarantee there will be an enjoyable game. It's full of interesting NPCs and new rules that have me very excited to be back in the GM's seat.

In the player guide, paladins are singled out as a poor choice for initial character. I disagree. There are many opportunities to use Charisma based skills like Diplomacy, and the LG alignment restriction isn't too terribly big a deal. I interpret "lawful" to mean honorable, or following a code. You can be a code following, honorable pirate paladin without much trouble (at least as far as I've seen so far.)


Thunderous opening for a High Seas Adventure

5/5

Having just finished reading the Jade Regent Adventure Path, the first volume of Skull and Shackles blew through me like a breath of fresh air.

This introduction to a pirate's life shines through with the author's love of and firm grasp on the myth of the occidental pirate. A fine blend of the mundane and horrible life of a real pirate seasoned liberally with the excitement and wonder of the piratical myth combine to reawaken in me the excitement of Treasure Island, Pirates of the Caribbean, and Peter Pan.

This first volume is relatively light on the supernatural, but bursting with wonderful opportunities to role-play and is sufficiently strewn with combat to keep the grid-strategists happy. The emphasis here is much more on the atmosphere of living on a pirate boat than on Pathfinder combat.

If this module is a good guide to the entire Adventure Path, expect plenty of opportunities to live the life of a pirate as grand as any in history, your name whispered and feared throughout the Inner Sea. This module is somewhat more RP heavy than Jade Regent was, but the Path should satisfy those looking for crunch with entirely new combat rules for high seas combat and some real use for all those skills usually ignored... I'm looking at you Profession(Siege Engineer).

I won't say more for fear of spoilers, but I suspect if you bear any love for Pirates (Sid Meier's in particular..) you will love this module and are doing yourself a disservice if you don't run/play in it.


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Dark Archive Vendor - Fantasiapelit Tampere

HangarFlying wrote:
I'll hedge my bet: AHAAAAAAAAAR!

Now it's official. This is on my list of "movies to get inspiration for the Skull & Shackles"! :D

Scarab Sages

1 person marked this as a favorite.

I raise with a Yo-ho-ho.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Does anyone else think the title is misleading, considering that

Spoiler:
the mutiny doesn't take place on the Wormwood at all when that ship probably is hundreds of miles away from Bonewrack Isle when the mutiny takes place?

Liberty's Edge

Zaister wrote:

Does anyone else think the title is misleading, considering that

** spoiler omitted **

Spoiler:
Meh, I'm not too concerned. The First Mate is committing mutiny by not obeying the Captain's orders by changing course and wanting to set off on his own; so if the Wormwood is the flag ship, one could still consider this to be a mutiny, even though the actual mutiny is occurring on a different ship.
Contributor

HangarFlying wrote:
I'll hedge my bet: AHAAAAAAAAAR!

Splendid:)

Paizo Employee Director of Narrative

Stockvillain wrote:
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?

That was an accidental omission. The answer to your query is in this post.

Liberty's Edge

First I'd like to say that the art in this book is amazing. I know I shouldn't be surprised but I can't stop gushing about it. Brilliant once again.

I've just breezed through the book but I read the end game for the AP, and all I can say about the final boss and the aftermath of that battle... wow! Just wow.

Contributor

Absolutely Mike - the artwork just keeps getting better and better.

Glad you like the ending - ahaaaaaaaaaaaaaaaaaaaaaaaaar!

Rich


Did they choose to leave the pregen characters out of this module for a reason? I would have been interested to see the skill selection they'd have used.


Pregens have been dropped. In addition, they didn't rebuild them for each AP specifically, just put the same stat block in, so they weren't really that helpful for character build decisions (one of the reasons they've been dropped).


So, I assume this hits the game store this week?.....


Yeah, Spanky. Street date is Wednesday the 25th


sweeeeeet.

Wednesday is Pirate Day, I reckon.

Shadow Lodge RPG Superstar 2013 Top 16

I'm guessing that Alestorm are the soundtrack for this AP. If you're not familiar with them, have a listen to Captain Morgan's Revenge.


Picked up The Wormwood Mystery at Orc's Nest yesterday, along with The Isle of Shackles campaign setting and the Ship's Cabins map pack. Printed off the Player's Guide this morning and the Skulls and Shackles Item cards are on their way from Amazon, so I'm well on my way to immersing myself into this adventure path.

I've started reading the adventure path. As others have said, the artwork is glorious! I read a little later into the night just to get to the description of Rosie Cusswell.

Sczarni

Kradlum wrote:

Picked up The Wormwood Mystery at Orc's Nest yesterday, along with The Isle of Shackles campaign setting and the Ship's Cabins map pack. Printed off the Player's Guide this morning and the Skulls and Shackles Item cards are on their way from Amazon, so I'm well on my way to immersing myself into this adventure path.

I've started reading the adventure path. As others have said, the artwork is glorious! I read a little later into the night just to get to the description of Rosie Cusswell.

I love Rosie! When I run this, I'm going to have to resist the strong urge to turn her into a GMPC...

Dark Archive

Kruelly would be positively tickled by this adventure hehehe

Shadow Lodge

Pathfinder Lost Omens, Maps, Rulebook Subscriber

Two points:

1) The movie "Pirates!" is in theaters today in the US.

2) Mr. Plugg is shown as having "Heavy Blade" training.
As he fights with a cutlass, this should be "Light Blades".
(assumimg his attack values as shown are correct, if you try
to build his character in Hero Lab the numbers don't match).

Shadow Lodge RPG Superstar 2013 Top 16

I don't know if it's been done before, but the option to turn off the map grid and labels in the PDF is brilliant.

Looking forward to running this one :)

Sovereign Court

JohnF wrote:


2) Mr. Plugg is shown as having "Heavy Blade" training.
As he fights with a cutlass, this should be "Light Blades".
(assumimg his attack values as shown are correct, if you try
to build his character in Hero Lab the numbers don't match).

A cutlass is statistically identical to a scimitar, and therefore belongs in the heavy blades weapon group.

As far as I can see, his attack values are correct (+5 BAB, +2 Str, +1 Weapon Focus, +1 weapon training, +1 magic = +10, or +8 with a -2 penalty for Two-Weapon Fighting). Since cutlass is a new weapon, perhaps its stats are not yet in HeroLab?

Contributor

Been looking forward to this for a very long while! I'm liking everything about it... Seems to be made for a lot of embellishment on the part of the GM, which I'm good with. Some great suggestions and lots of good NPC's to play with.

Game rule: anyone says "Ar" gets five lashes from the cat! ;->


Finished reading this last night. For someone who hasn't been RPGing for 25 years it was a lot to take in, and a revelation. Lots of fun stuff in there but it seems like an awful lot for a GM to manage, and possibly requires players with a certain mindset who really want to roleplay pirates rather than ones who want to hack and slash.

I think I'll be collecting this path and all the extras and then putting it aside for a while until I have some players I can trust to do it justice.


Kradlum wrote:
I think I'll be collecting this path and all the extras and then putting it aside for a while until I have some players I can trust to do it justice.

Heh, that's what I did with Kingmaker... Skull & Shackles is much more appropriate for my group than KM.


1 person marked this as a favorite.
DLandonCole wrote:

I don't know if it's been done before, but the option to turn off the map grid and labels in the PDF is brilliant.

Looking forward to running this one :)

Glad you're finding this feature useful! This started in the Jade Regent adventure path and we're looking into what else we can do with it. :)

Grand Lodge

I have a question about the Kuru race. What weapons are they using in the picture? Because those most definitely aren't clubs.

And I've only got one thing to say about the Lusca. My god, you actually managed to design Sharktopus. Granted it's got three heads, but still.

One thing I'd love to see is a full write up on Nightclaw. Not so much him though.

spoiler:
I'm insanely curious to know about that locket of his wife which keeps him from being destroyed in the sunlight. Is it an artifact? Is it divine magic of his dead wife's spirit keeping him from bursting into flames? I'd love to know so I can put it on other vampires, if at all possible.


I noticed no description of the Wormwood's pirate flag. I guess is up to DM then. Comments?


Would the stats of the other Wormwwod Officer's become available?


I have a comment:
The stairs in the Officer's and Capt's room are "off-limits" to the PCs. I am wondering how are they supposed get to the lower decks? Is it through the hatches? Does a magical stair appears?

As of now I had them go down via the stairs in the Cpt's quarter. Those staris are outside the Cpts room.

Comments?

Sovereign Court

This is one of those annoying little things that pop up when you do tie-ins between multiple products.

The best way to solve it is to add a stairway under one of the hatches on the main deck down to area A6. That way the crew can get belowdecks without having to go through the officers' or captain's quarters.


Chris Lambertz wrote:
DLandonCole wrote:

I don't know if it's been done before, but the option to turn off the map grid and labels in the PDF is brilliant.

Looking forward to running this one :)

Glad you're finding this feature useful! This started in the Jade Regent adventure path and we're looking into what else we can do with it. :)

You could always use try adding some Darklands maps as layers beneath the surface maps that you could turn off and on.

(For an example, check out Denis 'Maldin' Tetreault's Underdark map.)


Just purchased and this is excellent!


Anyone else have a problem with the PCs stealing the wrong ship?


Question:
Any idea what is the height of the lower decks of the man's promise or any other standard ship? Is it 5, 10, or 15 ft??

THX


Pathfinder Starfinder Roleplaying Game Subscriber

I am taking my group through this, and there are a number of questionable design decisions that I wonder were play tested.

Spoiler:

1) The initial 'time on the ship' is set to 20 days. This includes 2 ship actions at a minimum per day per PC (with lots of seemingly pointless DC 10 checks, but with occasional con checks which are quite hard and result in various whippings.) Add in 5 bonus ship actions per pc at the end. Lets make an EXTERMELY conservative guess that a ship action takes 2 minutes of real time to resolve. 20 days x 2 actions +5 x 4 PCs is 180 ship actions!!!! At 2 minutes per action that's 360 minutes or SIX HOURS. And we aren't even counting the actual encounters and events during this time!

I ended up cutting it in half and it was still tedious and dragged over two sessions.

2) Shipwrack Isle or whatever its called: I hope you like monsters with improved grab. Giant frogs, Ankhegs, vine-chokers, giant crabs. All with improved grab. This is a nightmare for PCs with average CMDs (and are 2nd level at this point). Being constantly grappled is NOT FUN.

3) Botfly swarms? Sure, these are CR3, but if the group lacks a character with an AoE spell, they are a TPK waiting to happen. 31 hp? 2d6 damage automatic, IMMUNE TO ALL WEAPONS. Oh, and they give ghoul fever? Basically if the party doesn't have a sorcerer with burning hands, its game over, or they do a lot of un-fun running. I just took them out completely but since they were factored in to get the players up to level 3 for the caves at the end, I had to fudge XP.

I love pirates and was so psyched to run a pirate themed campaign, but I'm definitely going over each adventure going forward and dramatically re-working anything like this I See again, as it is constantly annoying and frustrating my group.

Webstore Gninja Minion

Added spoiler tags to post above.


I disagree that piracy as presented in this AP is consistent with good alignments.

Spoiler:
PCs who are good will be motivated run away from this AP as soon as they touch the mainland in the second module. What they are presented with as the life of a pirate - theft from, and murder of, random merchants - is evil. The AP blurbs hint that most of the activities in the AP are not actual piracy. But *in game* the PCs will not know this. They will have touched the mainland with their stolen ship and have a real opportunity to escape what they have been shown as a life of evil doing. Good PCs should be excluded from this AP.

Scarab Sages

Would Drunken Ki Or Liquid Courage Make The Rum Ration Any Less Dangerous, Or Would They Just Add More Benefits To Go With The Dangers? Do Drinks That Get Converted Into Ki Or Grit Points Still Require Fortitude Saves?

Note: Yes, This Stupid Browser Capitalizes Every Word. I Apologize In Advance For Any Eyestrain It Causes.


This volume is listed as being in "Backorder"; any estimate on when more copies will be available? My local store sold their last copy of #55.

Webstore Gninja Minion

Cuuniyevo wrote:
This volume is listed as being in "Backorder"; any estimate on when more copies will be available? My local store sold their last copy of #55.

I'm working on acquiring some back from distribution, but chances are not good.


Thanks for the response and heads-up. I suppose I'll end up getting the pdf then.


Will this ever be reprinted? I was going to buy the series, but this one is not in print. I looked elsewhere and the only copies are on Amazon or other resellers for $88 up to well over $300 for one copy of just this. PDF's are not as useful and thus won't buy the series if that's the only option. Hope this gets reprinted!

Community Manager

VonSerrng wrote:
Will this ever be reprinted? I was going to buy the series, but this one is not in print. I looked elsewhere and the only copies are on Amazon or other resellers for $88 up to well over $300 for one copy of just this. PDF's are not as useful and thus won't buy the series if that's the only option. Hope this gets reprinted!

We don't have any plans to reprint the AP at this time.


Hope this is the right place for this....

There's an omission in the stat block of one of the new monsters presented--the Tidepool Dragon (pp. 82-83). Does the little fellow have standard treasure or maybe triple like some of his big, bad cousins?

Sovereign Court Senior Developer

Profession Smith 6 ranks wrote:

Hope this is the right place for this....

There's an omission in the stat block of one of the new monsters presented--the Tidepool Dragon (pp. 82-83). Does the little fellow have standard treasure or maybe triple like some of his big, bad cousins?

I'd say it should have standard treasure, like its faerie dragon and pseudodragon cousins.


If there is anyone considering running this campaign setting be prepared to do the following

(1) Speed up the first part of the book because it starts to bog down.
(2) Be prepared to drastically adjust the content on the island so the CR is appropriate for the level party.

With a few tweaks this can be a fun adventure.

(note: hard to believe this book passed play testing as written)


Liz Courts wrote:
VonSerrng wrote:
Will this ever be reprinted? I was going to buy the series, but this one is not in print. I looked elsewhere and the only copies are on Amazon or other resellers for $88 up to well over $300 for one copy of just this. PDF's are not as useful and thus won't buy the series if that's the only option. Hope this gets reprinted!
We don't have any plans to reprint the AP at this time.

any plans yet? I would love these as physical copies, but they are going for $100 plus for a few of them not sold here. Maybe a hard cover deal like the Curse of the Crimson Throne?


2 people marked this as a favorite.

Maybe in 16-24 years, Captain Brown Bear. Even if they do continue making the hardcovers, there are 7 other APs between Throne and Shackles, and they don't put one out every year. My experience with modules and AP's is that I use a lot of print-outs, notes and scratch-paper even with the books I own physical copies of, so I wouldn't let the PDF format stop you from getting this one. It's good. =]


This adventure nearly killed my group, so you'd better pay attention to the following advice (this includes GMs):

First, absolutely everybody needs a rank in Profession sailor to avoid seasickness checks. Everybody MUST have Climb as a class skill, and have it maxed out at each level. No joke, the DM is told to assign the PC's to whatever job they are worst at, which includes climbing the rigging and falling to their deaths. Quick tip, elves can give up their WPs to get Climb and Swim as class skills.

It is a VERY good idea for everyone to have class access to Swim. Heck, if you can get yourself a Swim speed, that's even better! Our party had an undine in it who gave up all his racial stuff to get blindsense 30ft in water, the ability to breathe underwater, and limited fast healing while in water. This saved his butt repeatedly.

The party desperately needs to have PCs with lots of Charisma to befriend the NPCs! In ours, we had a Cleric with a high Diplomacy and a Wizard using Charm Person and a untrained Charisma check, and they still didn't turn 4 of the crew.

You need to give up your first and third level feats for defensive ones like Lightning Reflexes, Toughness, Combat Casting, and in the future Uncanny Concentration would be great. Those first two feats quite literally saved PC lives, no joke, I saw the dice rolls. GMs, replace the wand of magic missile and the wand containing a paladin spell with Cure Light Wounds wands or the party will not make it through part 3 alive. No joke.

If there ever was a book that needed a Rogue (or at least a Ranger with the Vagabond Child urban trait to get Disable Device) and a Cleric, this is it. You need Stealth, Perception, Disable Device, and Escape Artist is recommended as is Acrobatics. Diplomacy, Heal with a high Wisdom, LOTS of healing so those channels are incredibly needed. Our party got by with a Ranger and a Cleric of Besmara, and barely made it.

It would be a good idea for someone to be a follower of Besmara, someone who values Diplomacy and Perception.

Part 3 WILL KICK YOUR BUTTS. You have all of 2 days to complete it, and there's lots of disease, encounters, and such waiting. My group tapped out all of their healing they got throughout the book here, including the half strength CLW wand I had planted. 3 out of the 4 got a severe case of ghoul fever with lots of Constitution damage, and not from the ghouls. If your party does not have an area effect damage dealing spell like Burning Hands ad nauseam, you will die. Really really.

Note that the Hurricane Savvy character trait and Knowledge Geography are great for anyone who is going to be your pilot/navigator in future books. GMs, be dead certain to get Aquatic Adventures and Isles of the Shackles so your PCs can not only handle the need to buy mithril armor in the second book, but also handle the problems of underwater combat and survival.

Now, there are two books that can serve as your second book in the campaign. One of which is Raiders of the Fever Sea, and this one expects you to commit acts of piracy so it's not likely LG characters (and likely not LN) will work out. In it, you will have to make a side trip once your boat is operational to Port Peril to buy mithril armor.

The other book is Plunder & Peril, which doesn't make you become a full ruthless pirate. The down side is that you won't find a city big enough to buy mithril full plate etc in it, and it doesn't look like you will be able to schedule a side trip once the adventures begin. Thus, you will have to wait until the much maligned 3rd book, Tempest Rising, to get to Port Peril to get your armor.

If you want to give the players languages that actually apply to the campaign, check this out https://skullandshacklestheathenianexperience.obsidianportal.com/wikis/lang uages-of-the-shackles


1 person marked this as a favorite.

Can we get this title for print-on-demand?

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