There are a few encounters that are really dangerous and potentially deadly especially as groups have very little access to tools to deal with them. A mutiny is the expected outcome of the volume, but they need to do it as the right time. If they try to mutiny too early, it's going to be the end of them. Groups who feel they can resolve everything with violence are going to be in for a surprise if they step out of line at the wrong point. The PCs are also put face to face with some very high level and dangerous people. It is a gold mine for those who love roleplaying. Not a lot of your typical action happens for pretty much the first half of the book. It is a roleplaying heavy volume of the AP. Their freedom is very limited and they are punished for the slightest infractions. Which is another way of saying they are enslaved. The group starts out press-ganged on to the ship. They'll also make some enemies who will be there until the end. They'll make lots of friends and those friendships will payoff and create an awesome tapestry through the AP. Once the inevitable happens, it's quite the payoff for the group. The antagonists are really well done in that your group should definitely grow to hate them. Next to Rise of the Runelords it's been the AP I've wanted to run most. I've wanted to run it for a long time and finally got to start it last year. I've had this ever since it was first released. The rules for running this Adventure Path and Chronicle sheet are available as a free download (479 KB zip/PDF). The Wormwood Mutiny is sanctioned for use in Pathfinder Society Organized Play. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world's oldest fantasy RPG. RussellĮach monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign.
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