Good modules for a pirates campaign?


Lost Omens Campaign Setting General Discussion

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Hi, I've just started a Pathfinder campaign and the players decided they would like to play daring pirates looking for adventures and lost treasures. Can you recommend me any Pathfinder module, adventure path, pathfinder society scenario, etc., that deals with piracy, pirates or adventuring in the sea?

Thanks in advance!


Narno the Necromancer wrote:

Hi, I've just started a Pathfinder campaign and the players decided they would like to play daring pirates looking for adventures and lost treasures. Can you recommend me any Pathfinder module, adventure path, pathfinder society scenario, etc., that deals with piracy, pirates or adventuring in the sea?

Thanks in advance!

The beginning (especially) of the Savage Tide AP from Dungeon magazine.


But Savage Tide has no pathfinder rules...


Zyren Zemerys wrote:
But Savage Tide has no pathfinder rules...

Uh, PF and 3.5 are the same game (shh, don't tell anyone) ;)

I don't think ST even needs to be buffed for PF characters as it is pretty tough to begin with.


The first two adventures of Second darkness are pirate based but they are also 3.5


Cibet wrote:
Uh, PF and 3.5 are the same game (shh, don't tell anyone) ;)

No, they're not, full stop.

3.5 is not Pathfinder...

Paizo Employee Creative Director

Zyren Zemerys wrote:
Cibet wrote:
Uh, PF and 3.5 are the same game (shh, don't tell anyone) ;)

No, they're not, full stop.

3.5 is not Pathfinder...

In the two Pathfinder games I'm running, one of them is using a Keep on the Borderlands and another is using Temple of Death. If it's possible to run adventures from Basic and Expert D&D from 20+ years ago, it's even EASIER to run adventures from 3.5 from about 5 years ago... ;-P

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

The first book of Serpent's Skull does a pretty good ship-wreck in my read-through of it.

Also, The Hydra's Fang Incident (PF society scenario) is about chasing down a pirate - you could possibly lift some ideas from that.


Savage Tide would be a good one to run for pirates with a little modification....some ocean going encounters that could be used to expand upon.
I may be putting the entire set of magazines/modules on Ebay soon if you are interested...

Contact:
terok11[at]yahoo.com


I didn't say you can't use 3.5 modules for pathfinder games (actually you can use any module as a basis for a PF game). I just wanted to clarify that PF is not 3.5, which is a blessing and the reason why I stopped playing 3.5 and started PF.


I would second the use of second darkness, the first to books could easily be turned into a prate campaign and the drow stuff shouldn't be hard to remove.

while I haven't Dmed second darkness I found converting crown of the kobold king go Pf easy an AP should not be too hard.

The Exchange

A couple years ago Nick Logue announced a super adventure that looked pretty awesome and might work...oh, wait. Nevermind. Move along.


Treasure of Chimera Cove (for 7th lvl characters I believe) is a pretty fun nautical adventure. It's intended as a sequel to Tower of the Last Baron but you could run it on its own. Both are Paizo products but I think pre Pathfinder Final.


Anything Freeport from 3.5E

Maiden Voyage; an older Penumbra module.

The Nick Logue authored Indulgences which you can pick up

The Savage Tide AP from Dungeon

Grand Lodge

Zyren Zemerys wrote:
I just wanted to clarify that PF is not 3.5

Not to be argumentative, as I know what you're saying...

But I have a poster on my wall, and it says: "3.5 Thrives!"

Just saying...

Check it out HERE...


Wow! Thanks for the quick answers! :D

As a clarification, the system doesn't really matter to me, since I'm using a heaviliy modified conversion of the PF rules, so that's ok.

In summary:

- The first two chapters of Second Darkness
- The Savage Tide AP, at least the first parts
- Treasure of Chimera Cove
- Anything Freeport, yay! (I already have Freeport located North from the Arch of Aroden :))
- The first chapter of Serpent's Skull
- The Hydra Fang Incident, a PFSS
- No Plunder No Pay, another PFSS I've just found

I haven't found anything about Nick Logue or that Penumbra thing. It's a really nice list overall... Anything else I may have missed?

Thanks again!

Grand Lodge

Narno the Necromancer wrote:


I haven't found anything about Nick Logue or that Penumbra thing. It's a really nice list overall... Anything else I may have missed?

Nick Logue Indulgences: LINK

Penumbra's "Maiden Voyage": LINK

To add to your list:

Anything from Alderac Entertainment's d20 7th Sea line
(the link is for the Campaign Setting book, but there were many adventures and other supplements for it, you'll just have to look around for them)

And...

Green Ronin's "Skull & Bones"


I'll second the Skull and Bones supplement. It's not an adventure, but more a rules/setting supplement. They have a lot of little tweaks that help give more of a "pirate" feel to a game. It's designed to be more of a low magic fantasy setting to attempt to resemble the real world golden age of piracy.


There is a large Eberron adventure for 3.5 called Eyes of the Lich Queen.

The middle of the adventure (about lvl 7-8 or so) is all about finding the location of a haunted island called Trebaz Sinara in the Lhazaar Principalities (which is pretty much the Caribbean from the Pirates movies), and locating an ancient burial chamber on it. It was a lot of fun to run you just need a reason to go there if used out of context.


Souls for Smuggler's Shiv is a good start. It could be used almost as-is.

Racing to Ruin also strikes me as something that would fit nicely in a pirate-y campaign.

Thinking about it the entire Serpent's Skull Adventure Path makes for a nice pirate-y campaign, with a few tweaks here and there.

Scarab Sages

Necromancer Games Dead Man's Chest is absolutly worth checking out for a pirate campaign, aside from some rules and ideas it contains three adventures for various levels of play.
I second (third) the freeport adventures, Chimera cove, Parts of Savage Tide and the mentiones PFSS adventures.


I concur on Green Ronin's Freeport stuff. It's just so awesome. Scarbelly!!


Definitely take a look at Freeport. Very fun area, our GM really made it come to life.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I wish you could actually buy the Savage Tide stuff. Sigh..


Irontruth wrote:
I'll second the Skull and Bones supplement. It's not an adventure, but more a rules/setting supplement. They have a lot of little tweaks that help give more of a "pirate" feel to a game. It's designed to be more of a low magic fantasy setting to attempt to resemble the real world golden age of piracy.

The companion magazine, Buccaneers & Bokor has adventures. There were seven issues.

Paizo Employee Creative Director

So... just to satisfy my own curiosity...

What would you say is the NUMBER ONE adventure element that would absolutely have to be in a pirate adventure?


Pathfinder Companion, Starfinder Roleplaying Game Subscriber; Pathfinder Roleplaying Game Superscriber
James Jacobs wrote:

So... just to satisfy my own curiosity...

What would you say is the NUMBER ONE adventure element that would absolutely have to be in a pirate adventure?

Pirates! ;)

I would say sailing, buried treasure, and at least one walk the plank scene.

The Exchange RPG Superstar 2010 Top 16

1) Ships.
2) Warm weather.
3) Brigandry on the high seas. As Justin says, pirates.
4) An emphasis on artillery and hand-to-hand combat. I don't associate bows-and-arrows with pirates.


James Jacobs wrote:

So... just to satisfy my own curiosity...

What would you say is the NUMBER ONE adventure element that would absolutely have to be in a pirate adventure?

Is "pirates" too glib an answer? *grin*

Assuming it is, I would say that the number one element is a feeling of chaotic freedom. I'm afraid I'll describe this badly, but the beauty of being a pirate is the ability to sail away from the stultifying tedium of day-to-day existence at a moment's notice. Even if you go to chase pirates, you enter their world -- one of turbulent seas, unexplored islands, and no laws but what a man can enforce with his own cutlass! Yarr!

Also treasure. Lots of pirate treasure.

Lantern Lodge

James Jacobs wrote:

So... just to satisfy my own curiosity...

What would you say is the NUMBER ONE adventure element that would absolutely have to be in a pirate adventure?

Ships! beautiful pirate ships!!!

followed closely by tropical islands with buried treasure and lots of traps and skeletons. Possibly sea monsters, some stormy seas, maybe a volcano. Oooh and mermaids.

Contributor

James Jacobs wrote:

So... just to satisfy my own curiosity...

What would you say is the NUMBER ONE adventure element that would absolutely have to be in a pirate adventure?

Ship to ship combat.

Myths and legends of the seas (Davey Jones, the King of the Sea, etc.) Sailors are a superstitious lot, after all.

Neat bonus stuff: Underwater encounters! Plz-kthx. Magical tattoos and replacement limbs. Dolphin, octopus, parrot, and shark familiars and patrons. :P


Pathfinder Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Dagon and cool pirate towns!


Cervantes! j/k

I'd say: lore of the seas/cock and bull stories/pirate towns (the romanticized Tortuga)/ghost ships/colourful npcs/monkeys/parrots/gunpowder/black teeth/nice wenches/rum/tobacco/merrows/sid meier/hooks/tricornes/peg legs/exotic islands/hidden treasures...oh dear, can't decide :-(


James Jacobs wrote:

So... just to satisfy my own curiosity...

What would you say is the NUMBER ONE adventure element that would absolutely have to be in a pirate adventure?

Definitely a boarding action. With combat in the rigging, cannon/fireballs/alchemical bombs, knives clenched in teeth, and "aarghing."


Someone with a Peg Leg.

Men with names like "lil pete," "Stinky Sam" and One Eyed Willie.

People that drink grog and go aaargh

Leviathans and squiddies

Scurvy

Dark Archive

James Jacobs wrote:

So... just to satisfy my own curiosity...

What would you say is the NUMBER ONE adventure element that would absolutely have to be in a pirate adventure?

Sea Battles


mythic locales like the fountain of youth. I'd say lost cities but that was just done I'n serpent skull.

ship to ship combat so you can board the other ship on ropes and such.


James Jacobs wrote:

So... just to satisfy my own curiosity...

What would you say is the NUMBER ONE adventure element that would absolutely have to be in a pirate adventure?

Must be in:

- Ship to ship combat
- People to ship combat (boarding vessels and defending from being boarded)
- Monster to ship (and people on ship) combat

Must be out:
- Overland treks
- Completely dry dungeons
- Fey of any kind

Paizo Employee Creative Director

cibet44 wrote:
- Fey of any kind

Really?

Even gremlins? Even kelpies? Even nerieds?

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

@James Jacobs

Oh wait! I know this one, I put this list up in the "APs you'd like to see in the future" thread:

Quote:


Spoiler:

Homages to Treasure Island and Monkey Island.

Ship to Ship combat!

Wenches!

Voodoo curses, and hidden temples to ancient and primal volcano gods.

Wenches!

Swashbuckling!

MORE WENCHES!

Horrible things rising up from the depths of the sea!

Did I mention the wenches?

Ghost ships!

Wenches!

A sunken city!

Wenches!

Rival pirates, and legitimate authorities that need taking down a peg (I'm looking at you Chelish Navy!)

Davy Jones Locker

and finally,

WENCHES!


As to Fey, Kelpies, nerieds are well within the realms of Pirate Lore.

I'd also like to see an expansion of the Juju stuff from the Serpent's Skull adventure path.


James Jacobs wrote:
cibet44 wrote:
- Fey of any kind

Really?

Even gremlins? Even kelpies? Even nerieds?

Yes...and nail that man's foot to the deck!!!!

Who can name the best pirate movie of all time from the previous quote!!!!!!!!!!!!!!!!


James Jacobs wrote:

So... just to satisfy my own curiosity...

What would you say is the NUMBER ONE adventure element that would absolutely have to be in a pirate adventure?

Cursed treasures.

Voodoo style witches & Black Magic.
Sea Monsters.
Sea Chanties.
The hazards of running out of fresh food & water. (In a magic free zone, how can one cast those all too easy cleric spells?)
Doldrums and other hazards of navigation.

Oh.. sorry, you did ask for only one.


James Jacobs wrote:
In the two Pathfinder games I'm running, one of them is using a Keep on the Borderlands

Why thank you James, we now wait with patience while you email us all a copy of your (unofficial) re-write of this timeless classic :p

Grand Lodge

cibet44 wrote:

Must be out:

- Overland treks

+1 to this...

Nothing (IMHO) kills the feel of a pirate themed campaign (or adventure) than having the characters leave their ship for a long overland trek...

Keep it on the water, with minor jaunts along the coast, and upon small islands...


Coltaine wrote:

Someone with a Peg Leg.

Men with names like "lil pete," "Stinky Sam" and One Eyed Willie.

That's my bridge team!

Paizo Employee Creative Director

Shifty wrote:
James Jacobs wrote:
In the two Pathfinder games I'm running, one of them is using a Keep on the Borderlands

Why thank you James, we now wait with patience while you email us all a copy of your (unofficial) re-write of this timeless classic :p

Since my "re-write" consists of a relatively quick few sketches of the placement of the various caves, along with the list of what the denizens of the cave change into (kobolds into goblins, hobgoblins into dark creepers, bugbears into derros, Sandpoint Devil for the owlbear, drider for the minotaur, etc.), and nothing else (I'm doing the conversion entirely on the fly during the game itself)...

Presto! What's written above is pretty much my re-write! :)


James Jacobs wrote:


Presto! What's written above is pretty much my re-write! :)

I love the minimalist approach. :)

That said, I did a re-write a looong time ago and made the actual Keep an Urban adventure. People sort of forget there's an evil Cleric up there, he can make an event in and of himself.


James Jacobs wrote:

So... just to satisfy my own curiosity...

What would you say is the NUMBER ONE adventure element that would absolutely have to be in a pirate adventure?

Ridiculously over-the-top Robert Newton-style dialogue and accents

Scarab Sages RPG Superstar 2009 Top 32

terok wrote:

Yes...and nail that man's foot to the deck!!!!

Who can name the best pirate movie of all time from the previous quote!!!!!!!!!!!!!!!!

Yellowbeard FTW!!! :D

I agree. Best. Pirate. Movie. Ever!!!


James Jacobs wrote:

So... just to satisfy my own curiosity...

What would you say is the NUMBER ONE adventure element that would absolutely have to be in a pirate adventure?

As a couple people have said, "Pirates." Sadly that's not a flip answer. It's odd, but there have been a good number of pirate-focused things written out there that have a startling lack of actual pirates.

Given that is too basic, "ships." Similarly, a lot of allegedly piratical and nautical adventures etc. seem to somehow completely omit shipboard life, combat, and ship-to-ship combat. We all know the reasons why (rules not in core book), but it's still lamesauce.

I'm a huge Freeport, Riddleport, etc. fan but frankly I find myself having to inject a lot of actual pirate and ship stuff to carry out their alleged themes - heck in the seminal Freeport Trilogy Captain Scarbelly and his orcs is about the extent of pirate action and that's on land.

Piratical campaigns are great as sandboxes and also you can string together loads of stuff that didn't know it was pirate... More on that in a response to the OP!

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