Pathfinder 1E Seafaring Adventure Modules?

koesherbacon

First Post
Does anybody have a list of seafaring PF Adventure Modules? My group is going to be going on a voyage in their next session and I'd like to take a look at some other adventures for some inspiration.

Thanks a lot!
 

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From Shore to Sea has *some* seafaring

It's not the primary focus, but the adventure is all aquatic-themed.

Of course, the entire Skull and Shackles Adventure Path is all about seafaring piratey goodness.
 


FGG's Razor Coast involves seafaring pirates and Polynesian styled islands with multiiple built-in plots for seafaring and island adventures. I actually found Razor Coast to be a lot more interesting for play and better ship rules, than Skull and Shackles campaign by Paizo.

I think the Fire as She Bears supplement for Razor Coast, that includes detailed rules for building ships, as well as a system where all the party members are active during ship to ship actions. In my experience, most ship to ship combat rules end up as an activity between the GM and one interested player firing for the PCs ship with a bunch of remaining bored PCs waiting for the fight to end, so they can participate too. FaSB has assigned positions on ship for every PC, and a round by round activity required by everyone during shipboard actions. For example, there's an assigned captain, a lead gun crew, someone assigned to bringing ammunition and powder from the stores, someone to control and alter the sails to speed up/slow down/make hard turns, a ship's doctor performing in action surgeries to handle wounded and get crews back to the fighting as fast as possible. In the FaSB subsystem everyone has a part in shipboard actions, so are a lot more interesting than most system sea battles.

A couple of supplements from Rite Publishing that make for interesting seafaring adventures include, #30 Haunts of Ship and Shore which is a collection of 30 seafaring related haunts for inclusion to any game, and 101 Pirate and Privateer Traits - which include one-time-use traits and some other very interesting atypical 'traits', aside from more normal ones for PF seafaring adventures. Fantastic Maps Merchantman is a deckplan for a merchant sailing vessel.
 
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'Skull & Shackles' immediately comes to mind.

But, I say make up your own Ocean Adventure...it's waaaay more fun to come up with Underwater Cities with creatures. Think Atlantis domed city. :)
 

You could look for the Savage Tide adventure path that Dungeon magazine did for 3.5e. It's tough going, but there are plenty of good ideas to harvest.
 

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