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!
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!
Awesome Module.
The best of those long modules so far.
My players enjoyed the 2nd part the most, 3rd part the least (very much a dungeon crawl).
The only reason I cannot give 5 stars, is because of the first opponent at the black corral cave.
Reducing the HP is not enough in order to justify this monster at this tier. It does not scale well.
The attack bonus is ridiculous, and damage (plus Power Attack as written in the tactics at Bab+11) and crit range 19-20 means that you can easily kill any char with one attack.
If that was the boss fight it would be ok, but this should not happen right after they rolled their first initiative and did not commit any stupid mistakes. And it actually did happen at my table. I had to cheat and ignore the critical hit from the claw (50 dmg), which I really don't like doing.
Also the CMD makes it incredibly hard for meele rogues to participate in this fight (tumbling into flank).
The short of it: This is a great module. I highly recommend it to anyone. Perfect balance of roleplay and roll-play.
I've given the module a read-through, and have started running it as a mix of PbP and online play. It actually works well for this format, which is really nice. Plus, the artwork for the NPCs is good stuff.
Without babbling too much on possibly spoilery details, I can say that this module does work very well as a segue from The Wormwood Mutiny. A+
We played "Plunder and Peril" over this weekend and had a really great time. It is a wonderful mix of different locations and challenges and it manages to incorporate just about every pirate theme possible. I would score it a certain 5 star adventure and a possible improvement of Raiders of the Fever seas. The first adventure seemed a little short and we played that in a long evening until 1.00am in the morning. It set the scene very well and established the plot and the crew. Part 2 was a very long haul and took all Saturday. It was pretty challenging for the players and incorporated a good balance of role-play, combat and skullduggery. Part 3 took us about 8 hours and I had to miss out a couple of arbitrary encounters so that people could hit the finale and get home. It served as a brilliant climax to the story where all the loose ends came together.
The whole story hangs together very well and it would be a real shame to break it up. These adventures are not three separate missions, they are one tightly scripted long saga.
What I am actually quite pleased about, is that they are using the module line to write adventures that can easily fit into one particular AP, without losing its stand-alone potential. I'd love to see more of that. Maybe even a high-level module that can be used to continue a particular campaign (or that possibly ties into several campaigns), but works just as well as a stand-alone module.
Let's say they did an adventure on finding/fighting Runelord Sorshen under the mastaba in Korvosa. This adventure could easily be linked to Rise of the Runelords, Curse of the Crimson Throne or Shattered Star. This tie-in to several APs at once could also result in better sales figures for high-level modules.
What I am actually quite pleased about, is that they are using the module line to write adventures that can easily fit into one particular AP, without losing its stand-alone potential. I'd love to see more of that. Maybe even a high-level module that can be used to continue a particular campaign (or that possibly ties into several campaigns), but works just as well as a stand-alone module.
Let's say they did an adventure on finding/fighting Runelord Sorshen under the mastaba in Korvosa. This adventure could easily be linked to Rise of the Runelords, Curse of the Crimson Throne or Shattered Star. This tie-in to several APs at once could also result in better sales figures for high-level modules.
The Modules seem to be one of the trickiest things for Paizo to keep on track... I am not surprised by this one slipping, I expect getting three / four authors collaborating and getting something internally consistent, with 3 unique adventures and a linking story may have been challenging...
Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Koor wrote:
I too would love to know the map size in advance. I'm thinking of picking up a map holder for it so that we can use wet erase markers.
Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
I think i paid approx 25 euro's for a sheet of 1 square meter at the loal DIY store, which serves all my needs. Not really cheap, but i think it will last a long while.
I just noticed that Amazon has adjusted the release date on this to July 2015. Are they pushing this back yet again? I pre-ordered from here expecting September. :(
I just noticed that Amazon has adjusted the release date on this to July 2015. Are they pushing this back yet again? I pre-ordered from here expecting September. :(
Amazon's release dates for Paizo products are typically several months later than the Paizo release dates.
And in particular, their pre-release date estimates seem way off. At one point the Adventure Card Game Skull and Shackles was on Amazon as releasing in January 2015, then released fairly close to the Paizo street date. So just because Amazon is right now saying July 2015, that doesn't mean it will take until July 2015 for them to actually have it.
While I am far from an expert on shipping times, I've held an advanced copy of this product in my hands. Now as I understand it that was not part of the regular print run, but I can't imagine the lead time on the advance copy was so great the product itself won't be out way before July.
The Map, by the way, is everything I could have hoped for. :D
Will this be sanctioned for PFS and if yes, will the release date be the same for PFS or will that come after the initial release? I'd like to offer this up to play during a PFS mini con i'm hosting next month.
They have stated it will be made available for PFS play, but chronicles for modules have been on the back burner here lately, so unfortunately there's been no timeline given for when to expect them as of yet =/.
They have stated it will be made available for PFS play, but chronicles for modules have been on the back burner here lately, so unfortunately there's been no timeline given for when to expect them as of yet =/.
I am really curious to see if there is any guidance how this module can be best included in an existing S&S campaign (that has not reached the level range of this module).
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Magabeus wrote:
I am really curious to see if there is any guidance how this module can be best included in an existing S&S campaign (that has not reached the level range of this module).
Counting down the days until I receive my pdf...
While not an answer specifically to your request, each chapter does include a sidebar for inserting it individually into an ongoing campaign.