Modules and Scenarios for this adventure path


Skull & Shackles


I like running Paizo modules and society scenarios as side quests. What are some good ones set in or around the Shackles?

Liberty's Edge

Also interested in an answer to this question.


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There's a great list available here.

From the thread above:

Valadorn wrote:

Pathfinder Modules/Society Scenarios:

From Shore to Sea
Treasure of Chimera Cove
Silent Tide
The Hydra's Fang Incident
Perils of the Pirate Pact
The Devil We Know—Part I: Shipyard Rats
No Plunder, No Pay
Murder on the Throaty Mermaid

I'd personally add to this list:

River of Darkness (3.5E paizo module)
The Harrowing (PFRPG paizo module)

Also consider in 3pp:
"To the Edge of the World" by Wolfgang Baur (from Kobold Press)
"Grave Undertakings: The Ship of Fools" by Richard A. Hunt and Tom Philips (from TPK games) Note: the preview is FREE.

Contributor, RPG Superstar 2010 Top 16, 2011 Top 32, 2012 Top 4

Lithrac wrote:
"Grave Undertakings: The Ship of Fools" by Richard A. Hunt and Tom Philips (from TPK games) Note: the preview is FREE.

Thanks for the shout-out! ;-)

I designed Ship of Fools as a stand alone adventure, so it's very easy to slip it into a campaign at any point the PCs are in the open sea. If anyone has run this as part of your Skull & Shackles game, I'd love to hear how it went.


Tom Phillips wrote:
Lithrac wrote:
"Grave Undertakings: The Ship of Fools" by Richard A. Hunt and Tom Philips (from TPK games) Note: the preview is FREE.

Thanks for the shout-out! ;-)

I designed Ship of Fools as a stand alone adventure, so it's very easy to slip it into a campaign at any point the PCs are in the open sea. If anyone has run this as part of your Skull & Shackles game, I'd love to hear how it went.

A pleasure. I bought it recently and I intend to use it when my PCs reach 6th level. I'll get back to you to tell you how it went.


I created a nice little list of adventures that'll get me through "The Price of Infamy," I think. Thanks a lot.

If anyone has any other suggestions, let me know.


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Alright, you got me started on my definitive list, and here's what I will (or may, in some cases) include in my S&S campaign. Note that I've included the Savage Tide adventures, but mainly as resources - I don't intend on playing both APs at the same time with the same PCs. I also mean my PCs to be on the "Slow" track for exp.

Additional adventures for Skull and Shackles:

[1st] Alternate start – Souls for Smuggler’s Shiv [AP#37] – At the end, the Wormwood picks the PCs up and press-gangs them. Simplify the adventure (less monsters, less exp) to last one session. The other castaways are the influenceable NPCs of the Wormwood.
[1st] DM118 Box of Flumph
[1st] DM137 Spider Eaters
[1st] To the Edge of the World (hard to implement)
[1st-5th] There is no Honor [Savage Tide #1] Great maps, Parrot island, Pirate ship map
[1st-5th] The Bullywug Gambit [Savage Tide #2] Great maps, awesome encounters
[1st-5th] Pathfinder Society Scenario 1 - Silent Tide
[1st-5th] Pathfinder Society Scenario 2 - The Hydra's Fang Incident
[1st-5th] Pathfinder Society Scenario S2-13 - Murder on the Throaty Mermaid
[1st-7th] Pathfinder Society Scenario 17 - Perils of the Pirate Pact
[2nd] DM123 Salvage Operation - Play during the Wormwood Mutiny, around Day 15.
[4th] River Into Darkness [module]
[4th-5th] Racing to Ruin [AP#38]
[5th] The Sea Wyvern’s Wake [Savage Tide #3] Great for random sailing encounters
[6th] DM106 Tammeraunt's Fate – Great followup for “Cracking the Rock” in [AP#56]
[6th] DM114 Torrents of Dread [Isle of Dread]
[6th] Grave Undertakings - The Ship of Fools
[6th] From Shore to Sea [module]
[7th] Treasure of Chimera Cove [module]
[7th] Here there be Monsters [Savage Tide #4] [Isle of Dread] Great island exploration encounters
[7th] DM120 The Forsaken Arch
[7th-11th] Pathfinder Society Scenario 38 - No Plunder, No Pay
[8th] No Response From Deepmar [module] – PCs have to exfiltrate a prisoner from a Chelaxian penitentiary facility
[9th] Tides of Dread [Savage Tide #5] [Isle of Dread] Steal some encounters
[9th] The Harrowing [module]
[9th] DM113 Practical Magic
[9th] DM121 The Styes
[10th] DM138 The Weavers [followup to the Styes]
[11th] The Lightless Depths [Savage Tide #6] Some neat aquatic encounters
[13th] The City of Broken Idols [Savage Tide #7]Taboo Island works as a Gol-Ghan ruin
[15th] Serpents of Scuttlecove [Savage Tide #8] Again some good maps and great encounter ideas
[15th] DM111 Strike on Rabid Dawn - Asmodean cultists infiltrating pirates
[15th] DM125 Seekers of the Silver Forge - Replace Gith with Gillmen, add some Aboleths, and Gol-Ghan references
[17th] Into the Maw [Savage Tide #9] A little piraty, and a good way to expand beyond the campaign as written

Notes:
- Dungeon Magazine adventures - check the online supplement for maps & handouts!
- Some of the comments are not mine, but DM_aka_Dudemeister's (from the thread mentioned above).
- Adventures are listed in the order of levels, not in the order I intend to play them. The order of play could look like that:

Spoiler:

Souls for Smuggler's Shiv - simplified version
Start Wormwood Mutiny
Day 15: Salvage Operation
Finish Wormwood Mutiny
Play Rickety's Squibs
Start sandbox phase: Spider Eaters, Box of Flumphs, There is no Honor, PFS scenarios, etc.


Lithrac wrote:
Tom Phillips wrote:
Lithrac wrote:
"Grave Undertakings: The Ship of Fools" by Richard A. Hunt and Tom Philips (from TPK games) Note: the preview is FREE.

Thanks for the shout-out! ;-)

I designed Ship of Fools as a stand alone adventure, so it's very easy to slip it into a campaign at any point the PCs are in the open sea. If anyone has run this as part of your Skull & Shackles game, I'd love to hear how it went.

A pleasure. I bought it recently and I intend to use it when my PCs reach 6th level. I'll get back to you to tell you how it went.

Me too, its waiting in the wings so to speak, im using it instead of the Illusion ship in part 3, my players are only just getting to tidewater so it may be some time yet. Looking at it I think it's going to be a good fit though :)

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