How to start Plunder and Peril after book 1 and Plugg's possible salvation


Skull & Shackles


Soon I, with the players, will finish book 1, and after studying book 2 and Plunder and Peril, it seemed to me that Plunder and Peril would be much more interesting for me and for my players, with some elements from Raiders of the Fever Sea, for example, a treasure map on the woman's back and the treasures themselves. But how do you start Plunder and peril then? At the end of the first and the beginning of the second book, the heroes seize and repair the ship. Then what's the point in hiring another captain, in the treasure hunt, if they themselves will have a ship (not right away)

About Plugg... Plugg turned out to be a very charismatic character, as he constantly interfered with and waited on the players in different ways, which is why they hated him. They don't like the captain, but not as much as him. And I think if Plagg showed up with the captain in Book 3, the players would have a lot more motivation to stand up to them. But how can this be done then?

Grand Lodge

Hi Pro100Andr
I have done this.

After Rickerty's Squibs the players raided some ships and encounters from raiders of the fever sea. Then they visited Bloodcove too sell some plunder and gain some crew. But because they were trying to sell stolen apis consortium goods in a Apis consortium haborcity they got some troubles and 3 sleeper agents as recruits. A Vigilante, a Swashbuckler and a Bard.
After that the players take over Tidewater Rock which they defend against Isabella ”Inkskin” Locke (epic battle).
The PC lacked knowledge geography to read the treasure map and got help from the vigilante NPC who has a aristrocrat social identity and knowledge geografy. He tells them the general area in the shackles but needs better maps to find the right spot.
The PC desides to shop maps and suplies on their way in Lillywhite, which has a Rum Punch festival this time of the year.

From there I started Plunder and Peril with the following

Hyrix Snowfeather succeeds the mutiny, but Captain Varossa Lanteri and 3 of her
most loyal crew escapes in a rowboat in the night fog.
She has the important npc' with her:
- Japin “Heartbreak” Hinsin (Seasinger Bard lev 5)
- Vancid Creed (Alchemist lev 7)
- Belina Sky (Half elf Female Expert level 3)
- The Mynah bird “Loudwing”, which I changed to be,Belina’s pet although it often sits on the others

Ex.Captain Varossa arrives in Lillywhite to join a pirate crew and possible hijack a ship a few days before the players
Her plan is to tell a little of the treasure and work with the crew to get her ship back - and get the treasure without sharing it.

The Rum punch festival as normal, but change the race to be a festival to run with a full mug of Rum punch and come in first without spilling it.
Different drinking challenges in the different bars:
- Barer:Cailean’s Keg: The lucky Drunk’s Challenge and Stable d20
- God’s Revel Inn: BootBeer challenge and Pitfights

The players are recruiting and meets Ex.Captain Varossa Lanteri and her 3 friends. She tells them that her 1st mate Hyrix Snowfeather has betrayed her and led a mutiny. And she wants her ship back. She is even willing to share her prize treasure if the players help her get her ship back. They haggle the split.

They now have two treasure hunts. One which can wait and the second which has an competing pirate crew racing to get the jackpot first.
- They chose the second...

Then skip to the part with Blackwarn’s Gallows.
Varossa does not join the players to receive the pierce. Her argument is that she has a pierce and they should have a pierce as well so they are equals in their
Varossa is getting on friendly terms with the apis consortium agents and makes a deal with them to split the treasure with them instead.
The Vigilante (leader) is now Sailing Master and the bard is the Cooks Mate and the swashbuckler has planted evidens on the Boatswain’s Mate to get promoted to that role. As such they are part of the officers.
And the are making friends on the ship. The vigilante has the following social talents to help him:
Renown (Ex.): Spend 1 week to gain renown to up to 200 people
Feign Innocence (Ex.): As non magical permanent innocence spell
Ancestral Enlightenment (Ex.): make all knowledge checks untrained. Ranks gives +4

At Kelizar’s atoll, Varossa stays on the ship so the dragon doesn't recognise her.
Hyrix Snowfeather ambush them as they leave the atoll to claim the pieces of the 3 reasons to live (remember not to call it that to players as they need to think there is a 4th pierce).
In the fight Varossa shoots Hyrix and claim her ship back.
They then sails on together to the "last pierce" on to...

Warvil’s Folly: Varossa stays on her ship as she is worried to leave her ship such a short time after her takeover (bluff) but sends some crew with the players on shore (those she doesn't trust much).
I was worried that they would take to much crew with them on shore making the ships undermaned to sail away witout the players, so I let two other pirate ships follow them for a couple of days from their last port (where some crew talked over of their treasure hunt) They lost them at night two days before Warvils Folly. That worked well and they left the ships crewed minus a few chosen
The look on the players eyes was fantastic as they realised the mutiny!

From there just follow the book and perhaps follow up with the ending of raiders of the fever sea as well.

Tell the players that you are merging two stories so they will be slow on xp but get more
Write if you need more.


Sorry for the long answer. Honestly, I haven't fully explored Plunder and Peril yet, while I'm more focused on preparing the final battle with Plugg. But thanks for the tip, "take away" the ship from Lanteri. This will most likely forge her bond with the characters, making her more prestigious only in terms of Captain status. As I explore in more detail, I will respond in more detail to your other suggestions

Grand Lodge

I can see that my previous post is missing some words here and there. A cellphone is not the best option for large posts.

And I forgot to mention that I moved Kelizar’s atoll closer to Warvil’s Folly, as it’s original location near tidewater rock would be a large detour and ruin Varossa’s excuse not to join them on Warvil’s folly.

And write if you need more details or builds for NPC’s - The humanoid NPC’s in both Skulls and Shackles and Plunder and Peril are quite weak.
And here is a useful link to statblocks for the encounters.

About Plugg. My group killed him. Fleeing is difficult for him. But if he surrender then perhaps they would dump him on a small Robinson crusoe Island… there he could surrive and return from later.
If they leave him on bonewrack isle. He would eventually join the unliving. Perhaps the DeathKnell and Captain Whalebone Pilk comes by to pick up more Crew…

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