One
of the great things about fantasy roleplaying adventures is the vast
variety of locations you can set them in. From the dungeons that
started it all to forests, mountains, cities, and even bizarre planes
of existence, the options are virtually limitless. Yet perhaps one of
the least represented is the seafaring adventure. That’s not to say
that they are never seen, just that the vast majority of Pathfinder
and D&D adventures tend to be set on solid ground. The Skull & Shackles Adventure
Path is a notable exception, and so is the adventure Plunder & Peril.
In
fact, Plunder & Peril
is presented as three mini-adventures that can be linked together to
form one longer one or played separately. However, despite this
presentation, I question how effective these adventures would be as
stand-alones. The first would work reasonably well on its own, but
the other two are too dependent on the set-up of the ones before it.
As such, they will be far less effective run on their own and
much more satisfying if run together.
The
quality of the three adventures does vary though, with the first
two being good and the third
being weaker.
Put together, they make for an adventure that starts strong, stays
relatively strong, then ends
weakly, making the whole average out to about
mediocre. There are also a
lot of ways in which the PCs can “derail” the adventures and
there aren’t a lot of options for what GMs can do if this happens.
Plunder
& Peril is also offered as
an alternative to Raiders of the Fever Sea, the second
part of Skull & Shackles.
Essentially, GMs running Skull & Shackles
can choose to remove Fever Sea
and replace it with Plunder & Peril.
The introduction to Plunder & Peril
contains some guidelines on how to do this, including how to handle
Infamy scores (a mechanic used in Skull & Shackles).
The adventures also include plunder values (another Skull &
Shackles mechanic) for treasure.
I
haven’t read Skull & Shackles,
so I can’t comment on how effective a substitution this would be.
However, the text suggests that it would be a particularly good
substitution for groups who are not fond of ship-to-ship combat. That
said, from what I do know of Skull & Shackles,
I’m not sure why the PCs would go from having a ship of their own
(gained at the end of The Wormwood Mutiny) to giving that
ship up to become crew on another ship. I suppose the Magpie
Princess, the ship the PCs serve
on in these adventures, might be a better one than the one in
Wormwood Mutiny, but
unless they plan right from the start to take over the Magpie
Princess (ultimately, they’ll
probably end
the three adventures in control of the ship, but they won’t know
this to start), I’m not sure the change is necessarily worth it.
However, there may be other details of Skull & Shackles
that I’m unaware of that might make this choice more obvious.
The
first adventure in Plunder & Peril
is “Rum Punch” by Alex
Greenshields. This is a delightful little adventure in which the PCs
take part in a literal race to be part of the crew of the Magpie
Princess under Captain Varossa
Lanteri, with the draw of gaining a share of a legendary
treasure being their lure. Once they have secured a place on the
crew, they work to help refit the ship. Ultimately, they discover and
help to stop a mutiny by some of the crew.
“Rum
Punch” is the shortest of the three adventures, but it does a great
job of setting up a nautical feel, even though very little of the
adventure takes place on the ship itself and none of it takes place
while at sea. It’s set in a small little cove town named Lilywhite
during their Rum Punch Festival. The stakes in this adventure are not
particularly high, although
they set up much higher ones. Captain Lanteri is not being
particularly truthful about what her intentions are, and it’s
possible the PCs could learn of this in this adventure.
This
is one of the areas in which Plunder & Peril
can go off the rails. This adventure and the second both assume that
if the PCs learn that Lanteri can’t really be trusted, they’ll
still choose to serve under her, rather than leave or even stage a
mutiny themselves. Lanteri does try to bluff them into believing her
lies are minor, but if she doesn’t succeed in that, I can see a lot
of PCs choosing to leave or work against her, which will either end
the series of adventures or change them substantially. That said,
this is one way in which “Rum Punch” will work well as a
stand-alone adventure. The PCs might actually end up siding with the
mutineers, oust Captain Lanteri, and take off on their own
adventures.
The
second adventure is “Dangerous Waters” by Matt Goodall. Of
the three adventures in Plunder & Peril,
this is the one that most readily lives up to the swashbuckling, high
seas theme of the module. Indeed, it showcases the variety that can
come from such adventures. In
it, the PCs, now crew on the Magpie Princess,
begin a search for the pieces of a magic item called the Three
Reasons to Live. The adventure
takes them to several disparate locations and includes encounters
with a siren, a brine dragon, lizardfolk, and more. There’s a
search of a sunken ship,
journeys to remote islands, and an exploration of a ruined monastery
on one of those remote islands.
“Dangerous
Waters” is probably my favourite of the three adventures, but it
does have one major issue. It relies too heavily on the PCs following
all of Captain Lanteri’s directions. The adventure ends with
Lanteri betraying the PCs and leaving them stranded on the final
island. The PCs can then make an arrangement with a local triton to
gain hippocampus mounts to transport them away from the island.
However, as this adventure progresses, observant PCs will have less
and less reason to trust Lanteri to begin with, much less expect her
to actually wait for them while they explore the island. Arranging
for the abandonment could potentially take a lot of contrivance from
the GM.
This
ending (and the subsequent beginning of the next adventure) is a
reason why the second and third adventures don’t work well as
stand-alone adventures. After being stranded by Lanteri, PCs are
likely to want to find her again for revenge, not just wander off to
completely unrelated adventures. Likewise,
the opening of “’Black Coral Cove” by Steven T. Helt relies on
the background and set-up that “Dangerous Waters” provides.
“Black
Coral Cove” is, unfortunately, the weakest of the adventures in
Plunder & Peril.
It’s not so much that this is a “bad” adventure, but rather
that it just leaves
the whole idea of high seas adventure behind by being almost entirely
a dungeon crawl. Now, it makes sense that in seafaring tales, the
characters are going to come ashore once in a while. Indeed, they may
well go dungeon crawling once in a while. However, it’s an odd
choice to make a dungeon crawl the climactic conclusion of a
seafaring adventure. If there needed to be a dungeon crawl in Plunder
& Peril, it might have made
more sense as the second adventure, thus allowing the module’s
theme to be present for the closing adventure rather than to just
seem to disappear. Of course, the PCs may well go on to other
sea-based adventures after this one (which would certainly be the
case if you are using this as part of Skull &
Shackles), but it still doesn’t
quite work for me.
In
“Black Coral Cove”, the PCs chase after Captain Lanteri, either
for revenge or to beat her to the fabled treasure—or probably both.
This takes them to Brightglass Island and a temple
of the ancient cyclops nation
of Ghol-Gan. Inside the
temple, they face undead, golems, and various aberrations—typical
dungeon crawl encounters. Eventually, the dungeon leads them to a
secluded cove—the Black Coral Cove of the title—where they find
the Fearsome Tide, the
ship containing the final piece of the Three Reasons to
Live. There they have their
final confrontation with Captain Lanteri and with an incutilis lord
who has taken control of Lanteri.
Although
the inclusion of incutilises—aquatic aberrations—is somewhat
different, there’s not really a lot about “Black Coral Cove”
that really stands out. Indeed, it’s a very generic adventure in a
module that has not been generic at all prior to this. Yet despite
its genericness, it won’t work very well as a stand-alone since it
relies on the PCs having a history with Lanteri.
Plunder
& Peril also contains two
extensive appendices. The first provides full details on the Magpie
Princess, including full
statistics for key crew members (including Captain Lanteri) and rules
for influencing the crew over to the PCs’ side.
The second is a bestiary of new monsters that appear in the module,
including the statistics for an incutilis lord (standard incutilises
are in in Bestiary 4).
Overall,
I like much of Plunder & Peril,
but I feel it fails in certain key areas. It’s an interesting
experiment to present three short adventures in a Pathfinder
Module. However, I think trying
to make them both linked and workable as stand-alones was not
necessarily the best decision. It
has resulted in three adventures that don’t work well on their own
(except maybe “Rum Punch”), but as linked adventures, have many
ways in which the PCs can go drastically off-script.
I also feel it was a poor decision to conclude the three adventures
with a dungeon crawl. It loses the style and flair of the other
adventures and doesn’t have the opportunity to regain them that it
might have if the dungeon crawl happened in the middle. In the end,
Plunder & Peril
ends up as a mostly
mediocre module.
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