Pathfinder Module: Plunder & Peril (PFRPG)

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Pathfinder Module: Plunder & Peril (PFRPG)
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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 Adventure Subscription.

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Fantastic Pirate Adventure

5/5

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!


4/5

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).


Great Module!

5/5

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+


Better than "Treasure Island"

5/5

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.


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Dark Archive

Pathfinder Adventure Path, Companion, Lost Omens, Pawns Subscriber

I believe there is a serious error in the module in Chapter 2, Event 3-H:

Spoiler:
In section H of Event 3 for Kelizar's Atoll the encounter states Adaros (2) and Great White Sharks (2). This would make the encounter worth 4000XP falling between a CR 7 and a CR 8 which classifies the encounter as being ewither Hard or Epic in it's Challenge Rating. I believe the module should reflect only (1) Great White Shark as that would put the encounter at 2800XP which is just above a CR 6 as reflected in the module on page. 23

I ran this encounter the way it was written and the group nearly TPK'd, if it wasn't for Hero Points, but they did lose the fight. I am hoping to get some clarification on the matter so I know whether I am accounting for all aspects of the Chapter (as there are a fair amount of them).

Scarab Sages

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps Subscriber

Now that I am rereading, I am having a similar problem as Jester, but in chapter 1.

In the fight with Mother Grund, the text calls out for two Onwu Azu's accompanying her, while the statblock says there are four of them.

While not as much as an impact as the white shark, its another inconsistency.

Contributor, RPG Superstar 2010

the Haunted Jester wrote:
I believe there is a serious error in the module in Chapter 2, Event 3-H:

Spoiler:

The two sharks accompanying the adaros could either be hammerhead sharks (CR 3), or sharks (CR 2), or bull sharks (CR 2).

Having 1 great white shark also works but is likely to make the adaros feel like an incidental part of an encounter with a Huge shark.

Dark Archive

Pathfinder Adventure Path, Companion, Lost Omens, Pawns Subscriber
Matt Goodall wrote:
the Haunted Jester wrote:
I believe there is a serious error in the module in Chapter 2, Event 3-H:

** spoiler omitted **

Spoiler:
The module specifically states that they call for a Great White Shark in two places which is why I didn't think of altering it in any other fashion that adjusting what was stated.
Scarab Sages

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps Subscriber
the Haunted Jester wrote:
Matt Goodall wrote:
the Haunted Jester wrote:
I believe there is a serious error in the module in Chapter 2, Event 3-H:

** spoiler omitted **

** spoiler omitted **

Also, I have the additional problem that I am running this for Pathfinder Society. I cant alter what's in the module, unless there is official errate or an official post telling me what has to be adjusted.

Contributor, RPG Superstar 2010

I checked my turnover and I had them down as 2 hammerhead sharks.
There's a problem because 2 CR 4s = CR 6 (not CR 4) as listed in the module. I'd go with 1 great white if I was running it for PFS, that way the CR for the whole encounter is correct. Woran if you want something official for PFS, I'd recommend you email Mike/John and/or Owen.

Scarab Sages

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps Subscriber

I e-mailed Mike:

mike brock wrote:

Please post in the product message thread so that the dev team can take notice. Please don’t alter the scenario as run. If you feel it will lead to a TPK, and you are not comfortable with this, I suggest choosing a different adventure to run.

Thanks,
Mike

Scarab Sages Modules Overlord

4 people marked this as a favorite.

The problem with using hammerhead sharks is they aren't in the PRD, so we'd have to reprint the stat blocks. It should be one great white shark for CR 4.

Dark Archive

Pathfinder Adventure Path, Companion, Lost Omens, Pawns Subscriber

Thanks Owen for looking into this matter.

Scarab Sages

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps Subscriber

Yes thank you very much!

Liberty's Edge

Owen K. C. Stephens wrote:

The problem with using hammerhead sharks is they aren't in the PRD, so we'd have to reprint the stat blocks. It should be one great white shark for CR 4.

Is this an official errata? :)

Mike

Scarab Sages Modules Overlord

4 people marked this as a favorite.

Unfortunately there isn't currently a system in place for "official errata" on Pathfinder Modules. There's a specific process for errata that includes having it written, double-checked, and edited, and we haven;t done that in the past on the softcover books (with one noble exception), so I can't say this is the same category of correction as the things we normally call official errata. That's something we're looking into, but there's no change on how we handle those things at this time.

That correction IS what I am saying on the matter in my capacity as developer of the adventure. This was my very first product developed for Paizo, and I made a mistake here. Mea culpa, and I'm already better at that job, but this one I got wrong.

Paizo Employee Developer

3 people marked this as a favorite.

That said, I have no problem with your using Owen's advised creatures entry when running this adventure in the context of Pathfinder Society Organized Play.


1 person marked this as a favorite.

You are both super-awesome.

Scarab Sages

Another problem I discovered:

Spoiler:

It states that Mother Grund is an Advanced 'Green' Hag, which is CR 5, and that she opens with 'horrific appearance.' Green hags don't have that ability, and advanced green hags would be CR 6. However, an advanced SEA hag has that power and would be of the appropriate CR.


Adventure Path Charter Subscriber

My copy is missing pages 33-48. Sucks.


Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Maps, Rulebook Subscriber
Ruki the Drunken Master wrote:
My copy is missing pages 33-48. Sucks.

If you bought it from Paizo (or can't exchange it where you did buy it for some reason), post in the Customer Service forum. They can replace a defective book.

Dark Archive

any solution yet to this only granting players one module of prestige (and the Gm only 2 tables of credit) for three adventures that award three levels worth of xp and prestige? the scenario tracker is still saying

Player has already run scenario

when they play part 2 and 3 (and the bonus chron) if they have played part 1 =/


1 person marked this as a favorite.

Our party Consists of a lizard-folk Brawler, a Skald/Hunter Half-orc whom has a trait that makes him look Full orc and a Kobald Sorcerer / Dragon disciple. Our skald/hunter friend has 3 companions all of whom are Dinosaurs. Trixie, Lilu and Tank. He has made it so we each can command one of them. as such The Kobald Rides on Tank whom is an Ankylosaurus while the other two are T-Rex's, I (the lizard-folk Brawler) Ride on Lilu. Yes they are all of Large size for riding. Our party banner is that of Tooth & Claw which Our skald Christoph Christopherson flies high and proud off the back of his Trusty steed Trixie. Our Kobald Friend Gek'ik being our parties source of amusement and also source of fear. During our previous endeavours He has been able to obtain many artifacts which cause terror in the hearts of any who come near. Seriously he has a mask that effects all adjacent people with a will save vs Fear even allies. As well with some Bullsh**ery we were able to obtain a book which allows him to steal the shadows of anyone who is either Not moving and willing or helpless. Which he can than summon from the book at any time to obey one command of them.:
During our adventure When we came to the part with the Brine dragon we were able to roll a grand total of 44 on our diplomacy check, causing Kelizar to become helpful to our cause. Later the captain abandoned us on the island her husband was once marooned on claiming that she would be back for us. Of course we didn't trust her so we Set off on the backs of the Hippocampi. but NOT to go after her as it had already been a day since she had left because of what we did to help the island lizard folk. Instead we rode back to the dragon and had him fly us off to the captains location. Using Kelizar to intimidate the ever-loving crap out of the crew along with getting his help with decoding the riddle to get inside the caves. After we conquered the dungeon and free'd the captain Our party skald who swayed the dragons heart took Jemma red-claws Claw arm for his own. Amputating his own arm to get the replacement. Now we own both ships as they sail under our flag which depicts our Parties name in its design. Tooth and claw. along with the skull of the Brine dragon.

Oh and did I mention that when we got to the inner cave we were like F*** that noise as we looked at the water and we cast Spider climb and Monkey-fish on our mounts. WHICH ARE T-REX'S. Imagine T-Rex's walking along the walls of the cave over the walkway.


A little frustrated by the encounter mistakes in this book. in addition to the ability problems with the Green/Sea hag, it's strategy says it lands when reduced to 45 hit points which makes sense with a Green Hag, but with a Sea Hag that means it only needs to take 1 point of damage.

Hyrix is also repeatedly referred to as a Jinx Eater, but as he is a Magus I have no idea if he is supposed to have the special abilities of a Jinx Eater but with different class levels or if it was just flavor.

Liberty's Edge

I got the feeling that Jinx Eater was just a title.

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Jinx Eater was just a title.

Silver Crusade

Adventure Path Charter Subscriber; Pathfinder Adventure, Companion, Lost Omens, Rulebook Subscriber

Yeah, sorry I deleted the post that had the question. I read on and found the answer.

Silver Crusade

Adventure Path Charter Subscriber; Pathfinder Adventure, Companion, Lost Omens, Rulebook Subscriber

We are near the end of part one and so far they had fun. Rum Punch festival was great!

RPG Superstar 2015 Top 8

The hag encounter is all kinds of messed up; I know this is an older module now but if anyone sees this and has any thoughts as to how they chose to run it, I'd appreciate insights as I've got to figure out how to run this (and what CR it should be). Here are the various issues; some of this is mentioned above but it's even more complicated than has been discussed, and no solutions have been offered, and I could use some suggestions sooner rather than later, so here's all the issues (again):

Spoiler:

1. Mother Grund statblock describes her as an "advanced green hag" at CR 5, worth 1,200 XP. Green hags (non-advanced) are CR 5 worth 1,600 XP.

2. Her tactics require her to use sea hag, not green hag abilities (evil eye and horrific appearance). She is also described as a sea hag earlier in the narrative. She COULD be an advanced sea hag (CR 5) and the green a misprint. But it gets more complicated...

3. An advanced sea hag has 46 hp. A green hag has 58. One of the tactics says she enters melee at 45 hp or less, which makes it sound like after she's been wounded a bit. The advanced sea hag needs lose only 1 hp for this condition to be hit and even the green hag only needs 13 hp dealt, which could be easily done by 1 4th level PC in a single lucky attack. In either case you could say "she enters melee once she is injured" and save some verbiage.

4. She is described as using several potions to prep for combat (alter self and fly) but we don't get a gear or treasure list otherwise. And then there's the best bit...

5. A tactic described in the narrative section (not the combat tactics section of the statblock) says she uses ray of enfeeblement on the party when they get in range, but neither sea hags nor green hags have the ability to cast this spell. FURTHERMORE, she is described as having a king crab familiar but hags do not have familiars.

I'm wondering if the original designer made her a sea hag with a class level in witch, wizard, or sorcerer (who can cast ray of enfeeblement and have a familiar) but then someone decided space needed to be save and changed her unique statblock for a generic one, but failed to update the narrative text AND statblock appropriately. ((It probably would have been better to trim unnecessary fluff and leave the statblock, which in my experience is far more what a GM needs than backstory!))

As I write this I'm realizing I should probably just write up a sea hag witch 1 and use those stats... I started running from modules to save me time and half the time they seem to do the opposite... *sigh*

Silver Crusade

Adventure Path Charter Subscriber; Pathfinder Adventure, Companion, Lost Omens, Rulebook Subscriber

Yeah, noticed that too, did the following:

Spoiler:
I ran her as green hag with her alter self and a potion of fly used.
The treasure is listed as standard, so you have to make it up on your own anyway, but she doesn't use armor or weapons, so any other treasure is good. I just used some more potions and gems and such stuff.
I didn't use the narrative ray of enfeeblement because, as you point out, neither hag has that ability.

RPG Superstar 2015 Top 8

Thanks. The more I read the text, the more I think the original writer intended her for to be a sea hag witch 1, which is why both a familiar and ray of enfeeblement are mentioned in the text. Then one of the developers/editors decided they didn't have enough space for unique stat blocks so wanted to change her to a more generic creature, and decided to change her into an advanced sea hag (to keep the CR the same) but accidentally wrote "green" instead of sea AND failed to fix the accompanying text that referenced her spellcaster features (which, ironically, would have freed up even more verbiage). This was then either missed through the editing phase--which, I hope not; I'd definitely kick myself if I'd been the editor and missed this--or it was quickly changed after the proper editing phases were finished and no one took the time to throw it back to an editor to be sure the adjusted text/statblocks were still consistent.

(This also explains the shark issue later in the book).

I think if you want the easy route, it's best to do as you did and run her as a (non-advanced) green hag. She doesn't even need a potion of alter self that way and her spell-like abilities make her a more versatile challenge for the party.

For suiting the narrative, one would probably have to re-write her up as a sea hag witch 1, probably with the sea witch archetype (so sea hag witch (sea witch) 1 -- also she sells seashells down by the seashore) -- which I'm probably going to do as having that class level helps explain why she's got onwu azus helping her out among other things.

Scarab Sages

2 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

She was originally written as an "old sea hag witch 2" with a scroll of fly. As you mentioned, that got changed in the development process.

Grand Lodge

I'm going to be running this for our PFS group, and wow does this need some errata. At the very least some of these clarifications should be put ON the Campaign Clarifications page.

Paizo Employee Developer

3 people marked this as a favorite.

For Pathfinder Society, you can make the following adjustments to resolve the discrepancies.

Changes:

The Racers in Rum Punch: Use the pickpockets from page 264 of GameMastery Guide, as listed. These NPCs have only 5 hit points, so change their morale to "A racer who takes damage yields."
Mother Grund: Make her an advanced sea hag, matching the CR, page citation, and general combat tactics. She enters melee only if reduced to 30 hit points or fewer. Since she does not have ray of enfeeblement, she instead uses a ruse to get the PCs within 30 feet so that they are within the range of her evil eye. The king crab is a pet, rather than a familiar. Instead of having a Knowledge skill, she has Handle Animal +6. Instead of having potions of the listed spells (alter self and fly), she can cast each spell as a spell-like ability 1/day.
Onwu Azu: In the mother grund encounter, there are four of these fish.

Grand Lodge

Linda Zayas-Palmer wrote:

For Pathfinder Society, you can make the following adjustments to resolve the discrepancies.

** spoiler omitted **

This helps immensely. Thanks for the update. Still suggest being put on the Campaign Clarifications page as not everyone will come looking here for the changes and corrections.

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