Thanks very much! Do you have a campaign journal? Would be interested in hearing how your story unfolded.
I don't know if you passed on the rules for finding crew or not. I don't have the books available. It's either the support articles of Wormwood Munity or in the support articles or adventure for RotFS. I think it's a roll of Bluff, Intimidate or Diplomacy for a chance to recruit 1d4+4 crew members in a port (all day work) or to make a roll once a ship is captured. If it occurs during a ship capture, basically the rest of the crew chooses, slavery, walking the plank, death, etc. -- but not joining the crew. I restrict the crew recruitment to once per port of call, as that is not specifically said. But the logic there is that it is all the abled-bodied that the PCs can find to coerce into joining the crew at that time. I use the crew gets restless, ready to go, attrition side of things if they just camp out and relax in port until more people come through. Then they aren't playing a pirate game, they are playing WAR.
As for plunder, that is also included in this AP as a suggestion. I also forget which of the first two modules this was in, since I don't have the books, but the suggestion is 1 point of plunder to the crew every time they go into port to "keep them happy." This is also a way to keep ships down, either they are having to haul a ship back to port, thus losing the gains of the raid or else sell the ship in order to afford the "crew happy tax."
As a GM I find your advice here pretty useful. Did I pass by the rules for finding crew? How many at each port?
Are you suggesting that to put into any port will cost one plunder point? What is that based on? I am not sharp shooting you, nor do I think it's a bad idea. Just trying to see it all the way through.
As for the bigger fish, the ship combat doesn't seem to do much, especially with wizards and "mending." Placing some high powered NPCs would do the trick though.
I really appreciate your message and thoughts regarding this.
My players have been capturing ships and recruiting a lot of sailors. The rules make it difficult to sink ships so when it comes to ship to ship combat they trounce the opposition presented in the books (finishing Raiders on the Fever Sea) and take their crew and ships.
This is making them become pretty high powered. I want them to feel like heroes but I feel like the AP isn't challenging them. Especially developing a fleet so early. Would love to hear your thoughts and experiences.
Four years after this thread began... All I can say is I'm grateful to have found it. I'm beginning the campaign this weekend. The only thing I didn't see here that I plan on including in addition to these wonderful ideas is a riddle contest run by either Brodert Quink or Veznutt Parooh.
Awesome man! Keep the pics coming!
This is great! I haven't played this AP but I just scored my anniversary edition and have been reading through it in anticipation of running it after I'm done with S&S.
James Jacobs wrote:
Yes, there is the ship's wizard and he has Craft- ship building.
Of course they don't have the tools or man power to do the job.
Now that they have taken over the ship we will be heading to Raiders of the Fever Sea. I'm going to start looking at the message boards for that adventure now to anticipate what may come up.
I also agree with sabedoriaclark. I'll have to bump things up a bit.
One of the problems I have with this AP is that the PCs have very skilled NPCs who could make things very easy for them. I broke the fourth wall during the mutiny to say, "Basically, Sandara and the others will handle the rest of the crew while you guys deal with Plug and Scourge." Honestly, I did not want to handle the battle rounds for every NPC on e ship. I know this is mentioned somewhere in one of the books for the campaign but when you have NPC allies that could seriously alter encounters it becomes touchy.
Love to hear some thoughts on how people handled that.
Figured it out...
The tank is a half Orc barbarian that wears studded leather armor and has an 18 dexterity. I have trusted my players since they are experienced but I think I need to question what they do more.
Thanks to everyone for your input!
I have GM fatigue from argumentative players and players whose goal it is, is to break the game. I find that I have the most fun running for inexperienced players. There is still magic for the inexperienced and they are willing to try things that are exciting.
Yes, they slipped up next to the Wormwood on a jolly boat covering their approach with a silent image of the sea masking them. They padded the oars and made a group stealth check, all in the middle of the night- I called it dim illumination.
I mentioned something about using the wand would alert the enemies but the player said it was a silent action and you didn't have to vocalize anything.
In older editions you always needed to speak a keyword to enable magical wands and staves.
Sounds like I was snookered.
Sweet! The PCs in my game have completed the mutiny but are going back to inspect the Invernus so I think I'll use this idea!
The PCs are in Giant Squid territory and come across an abandoned ship. Within are zombies, a kuru cannibal Druid, ghouls and vermin. To cap it off a dying giant squid starts tearing the ship apart as the PCs find the treasure within, tentacle doom awaits your 2nd level PCs!
I'm newer to running PF, having converted recently from 4E which I know well. I didn't realize the stirges provoked attacks of opportunity, and I trusted the player to handle the spell and its duration which clearly was a mistake. He used six summons and averaged high on his rolls.
The group's tank had cat's grace, Mage armor and already had a 17 AC not too mention an 18 dexterity. Combine that with some bad rolls and the fact that to PCs were invisible for a few rounds. The one using the wand was invisible. I really should have had him come out of invisibility after using the wand. I know he'd argue that he wasn't attacking but it sure was offensive!
Mort the Cleverly Named wrote:
Anyone else find that the mutiny went too easy? The Players in my group wanted to sneak back to the ship in the dead of the night. I had the Player's friendly NPCs tied and gagged on the deck after having tried to mutiny while the Players were absent. Plug intended to maroon the PCs so Ambrose staged a failed mutiny. Then Plug and Scourge lay hidden in wait, buffing themselves with their potion of Blur and Black Adder poison.
However, the Players had the wand of Summonng Nature's Allies from the Brinebood Queen which they used to keep summoning stirges each round until the enemy crew was subdued. Plug and Scourge were hidden in the captain's cabin. After triggering traps, the PCs got in, but with the aid of several stirges, Plug was quickly reduced to a weakling.
Also the PCs had their wizard buff their tank beyond being able to be hit. In fact he was only hit twice... The last strike against him was Scourge's death blow, a natural 20 that was confirmed.
Anyway, as the adventures are written, I could see my group walking through the encounters like they have so far.
Now they want to stay on Bonewrack Isle for 20 days and use the wizard's Make Whole spell to raise the Invernus and skip Rickety Hake's , believing they can customize the Man's Promise by themselves.
Anyone else facing these challenges?
About to begin this book but I may run into some trouble. My players want to spend 20 days on Bonewrack Isle and raise the Invernus from its watery grave instead of go to Rickety Squibs. They want to skip the chop shop and refit the Man's Promise by themselves.
I want them to be able to do things they want but I'd sure like them to get to Rickety Squibs.
My initial thoughts are that even with their talented wizard and his make whole spell, they don't have the right tools on the ship to refit the ship and "squib" it.
Anyone have thoughts or have players skip Rickety Squib's?
iPad use old be great! This all sounds fantastic but for me, nothing will replace the real tabletop experience. I love Paizo's physical maps.
That bing said... Their approach to this is why they keep coming up on top of the RPG scene!
Love, love, love Parhfinder nd the Paizo team!
Ayup, knowing whether this is going to work on tablets would be great...
The writer makes it hard for the PCs to like these louts and makes them completely enjoyable to run as a GM.
I had a PC- half Orc barbarian- who tried to chum up to Scourge which presented a quandary since all PCs are supposed to hate the duo. The others hated them right away, but Scourge picked in them right away.
I dealt with the half Orc easily enough by having Sandara fall for him which in turn made Scourge jealous. He began doling out punishment to the half Orc and not so slowly did their thoughts turn to mutiny. I'd say the first book of the AP went pretty much as scripted.
There are plenty of chances to make sure the PCs hate the NPCs. Just ham up the acting as GM to engage your players and they won't feel railroaded since they get to actually role play!
Goblins Eighty-Five wrote:
I like this idea. The sahuagin subplot seemed too similar to the grindlylows in the first AP book- at least from encounter standpoint... Go inside aquatic creature lair and crawl...
I use this often and it works great. My PCs start thinking about what the answ could be. They come up with great ideas and sometimes I use them. After all they are putting thought into the game, it would be a shame not to reward them. And sometimes one of their thoughts will trigger cool plot devices I hadn't thought of before.
This is really how good collaborative storytelling while playing RPGs goes down!
The catch-all GM answer:
"Yes, that is mysterious isn't it?"
(And then say no more, leaving the answer a mystery)
I agree 100%. Great addition to the thread for those laboring over this!
I'm about halfway through the Wormwood Mutiny and wanted to share a couple of things that other GMs might find useful.
First, even though I have over 1,800 minis, I bought the PDF paper minis for this adventure and find them extremely useful. I used the images for each one to create an NPC packet for the PCs to look through. By having the pictures and names together, they could get a better sense of who was on the ship and make notes as they win the crew members to their cause or make deadly enemies.
During the storm, I had Rosie fall overboard. The PCs rescued her but also saw it as an opportunity to get rid of Fipps Chumlett, the NPC who has been Scourge's toady in my game. They felt accomplished getting rid of him and getting away with it. I think by letting them achieve this victory it will help prolong Plugg and Scourge's life, ensuring the mutiny is the big finale.
Right now, they just fought the reefclaws. I placed that encounter on a very small island so they want to explore for a bit. I'll set up at least one more encounter there. Since I'm just leveling the players up at plot points, rather than assigning XP, this won't be a problem.
Can you tell me a little about the Salvage Operation?
Love the idea of the cap'n making a PC cleric work under pain of the lash. I'll be using this when I begin the campaign next month!
Love the AP so far. One thing that keeps bothering me is the map on page 33 of Tidewater Rock. The staircase does not seem to match from floor to floor. Anyone else troubled by this?
Otherwise, great continuation and I too enjoyed the cover art!
Really? There are posts quibbling about the hot pirate girl's teeth? People please... I'd rather the picture was perfect rather than a hag without teeth or false teeth, as is described in the adventure.
Rob McCreary wrote:
I don't see this as a problem. Harrigan goes for the deal because it would allow him the seat of power he seeks, giving him the strength of ruling power granted by Cheliax. Kroop and the others may have escaped capture and Harrigan sought them out after he was released. He might have concocted a story about escaping.
Kroop doesn't have to be loyal to Harrigan. Remember, he's a drunk and Harrigan takes him back because he needs a crew. Kroop takes a liking to the PCs so it's not a huge stretch for him mot jump ship to the Man's Promise when the PCs mutiny.
This all keeps it loose which will allow GMs to improvise as needed when their players do the unexpected. Don't make anything hard and fast so it becomes difficult to change on the fly.
For anyone running or playing the Skulls and Shackles AP looking for some good tunes other than Pirates of the Carribbean, check out Alestorm- a Scottish Pirate/Metal band. Excellent songs that get you other mood for this campaign!