In this adventure, the party gets involved in the internal squabbles of a band called the Pirate Pact, a crew of ruffians who hang out beside the Sellen River, north of Daggermark, and generally help to make the River Kingdoms an unpleasant and dangerous place to live. The introduction presents a convoluted picture, which the DM would do well to get his head around before running it.
The adventure proper begins with the party on a ship sailing up the Sellen River having been sent by Daggerford's venture-captain to meet with the leader of the Pirate Pact, the Black Marquis, one Urdul Bazzak. He'd offered the Pathfinders a rare book - and you know what Pathfinders are like when books are dangled under their noses - in return for their help... and the party are the help that has been sent. The assumption is that the party was despatched all the way from Absalom, you may wish to play out that journey if you have time or there may be other reasons why they're in Daggermark anyway.
Dark treachery, river battles and monsters galore stand in the party's path as they seek to do the Black Marquis' bidding and gain their prize... It's an atmospheric and enjoyable adventure that will suit the more robust explorer-types. Faction missions are quite challenging but capable of being achieved, some have it easier than others. A good addition to the series.
Return to Perils of the Pirate Pact page.
Reviewed: 6 February 2016