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In Book 2 of Skull and Shackles
Location: Mancatcher Cove
Victims: Every Single PC, Total Party Kill
Culprit: Canopy Creeper
The DM did not read the full encounter with the Canopy Creeper before starting the encounter. Had the captain of the PC ship, which is his DM NPC take the PCs in a boat into the mouth of the cave, straight into the Canopy Creepers tentacles. Three out of four characters were grabbed, being the sorceror, the druid, and the fighter. Sorceror had no spells without material components and couldn't help once grappled, fighter couldn't overcome DR of the monster with piercing and bludgeoning weapons, druid couldn't damage the creature quickly enough. Healer Witch couldn't do anything to help and when she tried she was immediately grabbed by the Creeper's 100 foot reach. Apparently the adventure path assumes you sail the whole boat into the mouth of the cave, and let the canopy creeper potentially focus on some NPCs, or at least have NPC crew members there to damage it while some PCs are grappled. DM did not know this until the fight had already started, but refused to fix the mistake so because the unwinnable encounter was already in progress, so now the entire group is dead.
Name: Jaqueline "Captain Scrappy Jack"
Beloved by her crew for her fierce "them's fighting words" temperament, Jack found herself in the water tangling with a Giant Sea Drake. Thanks to some timely summoned flanking assists she put a lot of holes in that thing's hide, but it's powerful bite also took a toll. Unknown to her while she was basically defeating a dragon the sorceress Isabella "Inkskin" Locke was assailing her ship above. Jack no more than surfaced when she heard someone calling for the captain of the Instigator. Jack, with her customary bravado, shouted "down here you idiot." She never saw or heard the Lightning Bolt that finished her.
After their plunder was stolen by Inksin and her crew Jack's sizzling body was fished from the waters, and First Mate (now captain) Callous Deepsea swore bloody and protracted vengeance. They were still considering what to do with her body when a group of strange cloaked Undine rowed out in the middle of the night and asked to take the corpse for proper Undine rites. They disappeared with Jack as mysteriously as they had arrived, leaving everyone to wonder if that was in truth the last they would see of Captain Scrappy Jack.
I'm on character #3 already...damn!
#1: The Possessed Oracle, Cadoran
Cadoran fell, rather anticlimactically, when the party decided to mutiny early. Aboard the Man's Promise, Scourge and Plug had begun to have their own fun with some female members of the crew. One of our number took exception, and attacked Scourge and Plug. It was nearly a TPK, but some quick thinking brought a few NPC's into the fray(btw, Krupp is a BEAST). Cadoran died trying to save Sendara.
#2: The Bonecarving Necromancer, Jack Scrimshaw
If he wasn't taking the -20 on grapple checks to grapple multiple opponents, then he was making it even more unwinnable.
Ice Titan wrote:
Problem in a way is : Why sail the ship into the naturally becalmed narrow harbour at all ?. It's bascially a narrow windless cove, overgrown with a canopy, which should really close down any wind. So one is basically stuck with rowing a dinghy into the cove...Hope you guys do continue the campaign
Name: Kara of Rain and Thunder
Race: Human Barbarian
Origins: I originally said to my friend running this that she's from our world's equivalent of Australia due to her badassitude, so... what the hell. The Satan's Armpit Desert in another friend's part of our world which we pretty much said was Dark Sun.
Adventure: Tempest Rising (sort of.)
Location: The Wreckers.
Cause of Death: My sister!!!
Your Character's Sister?: No, my sister! D:
Things Went Off the Rails Already: When we started tonight, Mike the DM couldn't find the book. When the book was found, and our place in the adventure recovered and re-briefed, he added in some of the stuff he came up with.
Yay Homebrew!: I should have worried a bit when I saw him making a ninth-level wizard. Particularly when her ninth-level feat was "I Have An Extra Fifth-Level Wizard Spell Slot."
Ohh God: We didn't think that much of it at first as we debated just how exactly we were going to get a holy golden relic of the Passionate Tempest, considering we have one ship and don't want to tear the hell out of it on the Wreckers. This is the only time my character is ever accused of having a good idea when I say, "Kara thinks we should just put out back to sea, find another boat, kill everyone on it, and wreck that one instead. Kara likes killing things."
The Plan In Action: We come across a white ship with monks on a religious pilgrimage. We attack because, well, we're all kinda jerks. Mike the DM mentions as we close the distance that the monk in the crows' nest is the only one armed (with a bow) and I immediately go white.
Me: Oh, $@#+! He has a bow?!
Four Rounds of Flurry-of-Failure Later: We have a boat. And we orphaned the little girl who was aboard the monks' ship, which Kara (sort of) adopts. Sort of.
The Part Where Things Go Pear-Shaped: We get the monks' white ship through the shoals in the Wreckers successfully, as far as "tear the living hell out of the bottom of the boat thanks to this @*&*@%ing coral" goes. Then comes six shortboats full of mooks, which takes our sorcerer two rounds to cook with Lightning Bolt.
The Problem: That ninth-level wizard that replaced whatever we were actually supposed to fight here drops a Mind Fog on us. Failing that was not in my best interest, but what the hell. I'm the only one who can see in the fog thanks to my barbarian archetype, and the -10 penalty to my Will save ensues my guaranteed failure on anything mind-affecting.
The Guaranteed Failure On Anything Mind-Affecting: "Kill your friends!" and a Dominate Person spell. Roll 1d20-3, and I want to tear our gunslinger apart with my scythe. I am not very successful, and decide to turn my attention on our druid, who for some reason, has 15 Defense at 7th level.
The Gnome Fights Unfairly: He orders his crocodile to go after me after it's apparent that I want to kill everyone not named Kara. His last orders to his crocodile are "Muriel!! Kill!!!" before he fails two consecutive saves on Phantasmal Killer.
Jesu Christo, Uno Crocodillo: That bastard tears the hell out of Kara, and my sister's character decides to try and take me out of the fight.
My Sister: Okay, I'm nearby. I'm gonna use my shortsword and my humanbane trident.
And she brings it on. She critical hits on the trident (one of three hits) and I go from 42 HP to -27. Getting knocked the hell out ends my rage, which puts me at -41. Kara dies as she lived- screaming in utter incomprehensible rage at the heavens.
The Replacement Tricorne Hat-Filler: A qinggong monk. We were given one free revival, which the entire surviving crew decided to give to Eustice the druid. I'm not particularly upset, mostly because I actually don't believe in reviving characters and I said, "Kara's happy now. She's in the Hunting Grounds, and she's enjoying her new weapon- the M-280 automatic rocket rifle."
At the Cove in Book #1, it was a "TPK". Party of 5 enter the Brinebrood chamber. It was the Queen/Whale/Octopus/Devil fish. They managed to "eliminate" the whale/octopus fast by casting sleep.
They had big problems moving through the lake of hooks. The queen casted entangle and that made things worst.
While entangled, the cleric went unconscious after being hit several times by the devil fish, the Barbarian and Oracle were "useless" not being able to make the reflex saves to move. The Bard tried to rescue the NPC's but was attacked by one lacedon and went into negatives. The Sorcerer went down to help the Bard and got hit by 2 lacedons but made his save. He managed to grab the Bard and moved to the surface.
At this moment the group got frustrated and started talking about how difficult the encounter is, if I modified it, etc. They asked for the CR of each creature and after calcualting it turned out to be a ~CR 12 (Queen CR 3, Whale CR 3, Devilfish CR 4, Lacedons CR 2) encounter not CR 6 as written on the book. I am no developer, but I understand their frustration and I said this was the hardest encounter and in the threads people survived and made it. I think their main frustration was not being able to move at all (basically 3 out of 5 PC were "useless" w/ the entanglement). They were 2nd level (almost 3rd) when they entered the Cove. There were several things they did not do aboard the Wormwood and several creatures they did not defeated in the island before getting into the cave to get more xp. Maybe that could have been my fault as DM but is not my fault if they don't do stuff to get XP's. Also, being 3rd level would not made much difference in terms only of being able to make their Reflex saves. I did scaled up several encounters on the island so they get equivalent xp since they are a goup of 6 (one was absent last night).
Anyway, I do not like TPK especially b/c it takes the fun away. So the Sorcerer managed to be diplomatic and roll 27 on his checks vs the Queen eventhough she was "berserk" b/c the Whale "died". They managed to talk their way out and lick their wounds but were not to leave w/ the NPC's (one was dead already).
I did "warned" them that this AP has several encounters like this and if this situation arises again in terms of being overpowered I will not hold back and let the encounter takes its course.
I did adhoc XP so they can level and while rowing towards the ship divine intervention came in and they leveled w/o resting. They mutinied very easy killing 2 NPC's; Plugg barely escaped after some rounds; and Scourge became a prisioner. The crew got demoralized after Plugg escaping and the Bard being diplomatic and intimidating.
After the session I gave proper XP which I inflated a bit. The party is almost 1/2 way into 4th level and they have to be 4th to begin Book 2.
At the Cove in Book #1, it was a "TPK"...They asked for the CR of each creature and after calculating it turned out to be a ~CR 12 (Queen CR 3, Whale CR 3, Devilfish CR 4, Lacedons CR 2) encounter not CR 6 as written on the book.
First of all, that encounter is an absolute nightmare. The island as a whole is quite devastating as various threads on this board have attested. So you're not alone in having a tough time with it. It also seems like there was just some plain old bad luck, which happens. I would definitely advise future groups that being level 3 before going into Riptide Cove is highly advisable. As GM I probably would have steered them toward a couple extra encounters. Maybe just put a few more Grindylow encounters in the cove on the way and encourage them to stop and rest before getting to the end or something.
To clarify though - it was definitely NOT a CR 12 encounter. When calculating the CR of an encounter you don't just add the CR of the various enemies. To calculate the CR of the encounter you add up the XP of each enemy and check it against the chart.
So the encounter with the Queen & Whale:
Now when you add in the Devilfish (CR4 = 1200xp) which is supposed to be a separate encounter, but really runs together in most games you get:
Total = 4000xp = roughly CR7-8
If you consider the whirlpool and the lake of hooks as significant tactical advantages for the bad guys you might add +1 to the CR of the encounter at your discretion. Still not CR12 but, yes, a very challenging encounter for 3rd level characters. Even more so for 2nd level characters.
As others have pointed out, the Queen is supposed to flee when the Whale dies. It is the Whale who goes berserk if his mommy is attacked. Glad the mutiny went well and hopefully you won't hit any more speed bumps quite like that one.
Well, one thing is, if they killed the whale--according to her tactics, the queen flees when he's killed. That could have saved some of them, right?
they cast sleep on the whale for 2 minutes it was "defeated". Since they have guills I ruled that it did not died. What I ment by the Queen going "berserk" was being dispaired. THe whale was not slain :)
However it was a nice "trick" to put him to sleep.
We finished book 1. They have to be 4th level by book 2. I guess I will have some sea creatures board the ship to get more XP's. But this will mean having 1-2 encounters per day while they sail to get theship Squibb. I think this might be not too realistic. Any comments on how to give them ~3000 xp?!?!?
I'm one of the players (the wizard) in the game Cojonuda mentioned. The GM ran the game well, it's just this part of the adventure was brutal as a 2nd level player.
The entire cave adventure actually bled together with no chance to rest since we were operating against the tide and the clock. It was nearly one huge tactical battle. There were seagoblins, constant hindering with seaweed hook traps, entanglement, the grate trap that one member triggered, a summoned octopus but the worst part was the environment, which I don't believe was factored in the game designers challenge rating. We are humanoids (small and med sized) that had restricted movement, and vision, during 4/5ths of the cave adventure (5 and 7.5 foot movement or double it if a full round action) IMO that constant restriction was not factored in the overall CR rating of this adventure.
You can catch them up in XP no problem.
Here are some ideas your players should not read:
Throwing an encounter or two on the way to Rickety's is one good option. There are a lot of good free modules out there you could run in a single session as a side-quest to give them extra XP. Here is a whole thread of good suggestions. I think "Salvage Operation" from Dungeon 123 is particularly popular.
Another idea is to allow them to make it to Rickety's but then have Rickety advise them that the necessary work on the ship will take 2 weeks or so (longer than it says in the book). Fill the extra time at Rickety's with some land-based encounters. I had my party go exploring up the river a bit and deal with some Water Nagas. You could easily add some wilderness encounters or a brawl with some of Rickety's laborers. Or have Rickety's be attacked by Sahuagin (previewing some of book 2).
Shouldn't be too hard to catch them up.
Baldwin is one of three more experienced DM in the party...they are always on my case lol!!!!!!! ;)
I do appreciare their input and comment/suggestions after each gaming session on how to modify and what to consider.
Sabe: thanks. I am such a duffus, I do have some stand alone modules (one-shot) I can throw at them which I did not thought about. THX for your guidance.
Honestly depending on how many PCs you have, and if they are all level 3, the next part might be a little tougher, but should still be rather do-able at level 3. Afterward they should be level 4 then I would just do a little more pirating then they would need to otherwise have done to make up the balance. I think once you get passed the Cove, the PCs have some time to make up the difference before things get overly nasty again. The next section also seems to have a lot more outs in case you need to throw the PCs a life line. There are NPCs around and most of the things they encounter do not need to be out for blood.
Sorcerers typically have Eschew Materials as a free feat, so unless they swapped it for something that should not have mattered. There are still some penalties for being grappled, but there should have at least been some options.
Question to you and all: Plugg escaped and of course he will be a recurring foe. The players are asking if they get XP for defeating him. I think not b/c he will be a recurring foe. Base on RAW, players get double XP for defeating the same foe twice even if it retreated? They got the Infamy, etc. but do not know about XP.
Yes they get XP for defeating him.
Any time a conflict occurs and the PCs resolve it in their favor they should get some sort of XP. Since they took the boat from him and made him run they get xp even if he does not die. If he comes back and fights them later on, then they will get xp again.
There are exceptions, the retreat should be a full on withdraw from the situation. Going to another room to heal up, or if the PCs spend the day chasing him in the woods and catch up with him again I would say that is all part of the same combat, it is just longer then standard and only counts once. Obviously if the PCs are the ones that retreat then they would not get the xp.
My group had our first casualties of the adventure. Here is our group:
Captain Vorr Highwind(Male Half-Elf Rogue(Knife Master) 3rd)(My PC)
Morbash (Male Orc Alchemist(Vivisectionist) 3rd)
First Mate Mulder Three-tails (Male Kitsune Bard(Street Performer) 3rd)
Boatswain Riki Fourhands (Male Vanaras Monk(Martial Artist) 3rd)
Master at Arms/Master Gunner Richorn Blackburne (Male Gnome Gunslinger (Pistolero) 3rd)
We had just finished laying out our plans to mutiny against Plugg and Scourge when the Man's Promise was beset by a massive storm. We delayed are plans to deal with them after the storm. During the storm a pack of griddylow attacked and made off with Sandara and Conchobhar, two of our allies who were to help in the mutiny.
When we wrecked upon the island Mr. Plugg commanded us to get fresh water and that if we weren't back in time he would leave us. We didn't take kindly to this and "prepared" ourselves to search the island. We spread word to our allies Crimson Cog, Fishguts, and Owlbear that the time was now. We came upon the deck and in a display of force attacked Plugg and Scourge.
After a close fight we captured them both and left the remaining crew to guard them and finish repairs while we went to save Sandara and Conchobhar from the griddylow.
We fought our way through a few ghouls and giant toads before our luck ran out. We came upon a large tent and were set upon by a pack of ghouls. We fought bravely yet a few of us succumbed to the ghouls paralysis. Before Riki and I could dispatch the last of the ghouls they had torn the throat out(Coup de Grace) of our Ship Surgeon, Morbash. I told the rest of the crew that we must press on to save the rest of the crew and to get some plunder. We buried Morbash and continued our search.
Later after fighting through giants crabs, an Anhkeg, and a swarm of Bot flies we came upon a stockade. Inside we found a hanging man, who we soon found out was a ghast. Riki got close to search the body when it came to life and attacked. I ran to his aid only to have the ghast climb of the hook and paralyze Riki, as well as myself. I could only stare in horror as the rest of the crew failed to kill it quickly enough and it killed me.(Coup de Grace) Thankfully, the rest of the crew dispatched the vile creature and buried me.
Riki, Muldor, and Richorn were all that was left to save Sandara(our only hope of bringing the Captain back to life, we had found a Scroll of Raise Dead with a lucky random chart roll earlier). Together the three fought past the griddylow using stealth and Sleep spells from the bard and somehow managed to defeat the Whale(thanks to a lucky Crit from the Gunslinger) and the Queen. They then rescued Sandara and Conchobhar reclaimed our bodies and made it back to the ship were i was brought back to life(albeit a little weakened -1 negative level).
We celebrated our victory by dealing with Plugg and Scourge to the crew delight. Before we had left Morbash had severed the legs from Plugg and we kept him in the Sweatbox. After hours of punishment we dragged him out and executed him in front of the crew and dumped his corpse overboard. As for Scourge we beat him senseless and then tied him up with ropes and hung him from the figurehead to dangle above the sea. His fate would be to either die of exposure to the weather, starvation, or dehydration, which ever came to claim his body first.
We then set sail.
Damn i hate ghouls.
My group had our first actual casualties the other day. Which is a suprise seeing we just finished book 3 the same day, but early game our DM had some kiddy gloves on due to us having multiple new players. Once those gloves came off we had many lucky times where things could have been completely different if it wasn't for the 'favor of the dice gods'.
Party: (all at 8th level and male)
During the mutiny of Plugg and Scourge, Scourge was killed but Plugg escaped, though was badly scared by a Scorching Ray on one side of his face and a botched lashing earlier on the ship on the other side of his face. Our DM introduced a major power in another pirate city so that he could provide extra plot lines. This power is named 'The Siren' and is a powerful influence throughout most of the shackles, but with no real foothold in Port Peril.
Plugg had received a new ship, the Nemesis, that was entered in the regatta. Once our ship outmanuveured the giant dragon turtle and entered the Eye, Plugg's ship rammed into our side. He had recruited every marine that our ship had sold into slavery and they all trained specifically to be able to defeat us.
During the brief combat, our sniper was made useless by the winds, our inquisitor, fighter and my rogue all boarded their ship and traded blows that were then healed by Plugg, and their wizard redirected our sorcerer's own fireball back upon our ship. At that point, Urthadar, who had become friends with Owlbear ordered him to take Scrag's wand of fireball (47 charges at CL7) and go give his old friend Plugg a hug and then break the stick.
While Owlbear was running to Plugg, one of the marines grappeled him right by the mass melee and Plugg ordered them to kill Owlbear. Their wizard started casting a spell directed at Owlbear the same time that Owlbear broke the wand. our DM ruled that this empowered the fireball wand so that the 47 fireballs release were heightened to CL 10.
We realized that everyone would die, excluding Plugg, Tanith and Scrag. DM intervention with Siren mischief, and an NPC named Morrik arrives and everyone is given a choice of life or loss of vital part of their being. For Urthadar, he had to choose his life or the life of everyone in his order, to which he gladly gave his own lofe. In Kith's case the loss was never being able to wield a blade again, to which he made a deal with Morrik, that Kith would die, transferring all his knowledge and talents to Morrik if as far as anyone knows was that Alfon is and always has been captain of our ship, The Betrayal.
So with a tribute to poorly worded wish spells, DM fiat says as far as anyone is concerned Kith never existed and all actions taken by him everyone remembers Alfon doing.
Incoming PC replacements:
Sad to report two deaths in one night during my game
Name of PC: Grogg
Name of PC: Beaks
just finished book 2 with a TPK.
4 humans walk into a throne room. 2 fighters, rogue and a druid. last encounter of this part, so chose to stay and finish. 2 crits and 3 rounds later.
Will start book 3 with a new party. I must be a terrible GM, cause I have killed 11 characters to date. I roll dice in front of the players and sometimes they get hot.
I must be a terrible GM, cause I have killed 11 characters to date. I roll dice in front of the players and sometimes they get hot.
Incorrect - the dice killed the characters for you. This does not make you a terrible GM. ;)
Hear Ye, Hear Ye! I have a tale of an Alchemist's Death! At the hand of two Undead Whores!
Turin the Mad wrote:
That has to be awkward though. New party is suddenly approached by the old crew.
"Um..Our officers got killed, would you take over the ship?"
going to pick up in book 3.hopefully they choose to work for Tessa. Will be using faction points for this. new characters with an already connection.
Well I could say that I tricked the players into coup-de-gracing Owlbear as he slept from the Oil of Taggit.
Plugg drugged him, dressed him up as the captain, and put him in the hammock at night..
The Gunslinger then dun came and and shot him in the head. He got better, don't worry! Reincarnate's not too expensive :P
Awww, poor Owlbear. :(
That's just mean.... but perfectly in character for Plugg.
They did horrible things to Plugg and Scourge (And Conchobhar) for it. Horribbbblllle things.
Scourge got whipped until unconciousness, healed, whipped again, healed, then had his gold teeth ripped out while he was concious. They then tied him up and dunked him in the ocean for a few minutes at a time, then brought him back up for a quick breath and sent him down under. They did this until he finally died. May have scraped him along the coral reef a teensy bit too.
Most of Conchobhar's punishment was during the mutiny itself. First he was put to sleep by the Witch. Then, the same Fighter who ripped out Scourge's teeth went over and ripped off both of Conchobhar's ears, waking him up. He then beat him to 2 hp, at which time Conchobhar had finished screaming in pain from the ears and instead begged for mercy. He was given such. Later, they disabled his voice box and tied him to the front of the ship to serve as their figurehead. He was there for days until they finally let him loose into the water as they were nearing Rickety's. Before that, though, they shoved his Flaming Sword Cane (I added that) into his Parrot Familiar (Added that, he was a Sea Singer Bard) and roasted it from the inside and ate it. The Fighter did that, as well.
Plugg got the worst of it. They took one of his ears, poked out one of his eyes, cut his tongue so he had a permanent lisp, permanently damaged his leg's tendons so he had to hobble around, cut off his fingers at the first knuckle, and tattoo'd the name "Captain Plugg" on the back of his head. They did this while he was alive and concious. He was then assigned as the ship's Runner, so he would be constantly moving around and in pain. They like to parade him around when telling their tale in port.. might come back to bite them in the ass.
Needless to say.. it was hilarious.
No one dead yet in my Play by Post. In my Face to Face, we avoided any deaths in The Wormwood Mutiny but so far we've had three deaths in Raiders of the Fever Sea. And we've only just reached Mancatcher Cove. I don't think any of them have been too unfair, except Mancatcher Cover. The baddie is listed as CR8, but half the party are level 6 and they didn't come close to a win.
Having tried putting into harbour to avoid the Death's Knell, when they put back to sea and it comes for them the third time, they say f#$% it and ram it head on. This makes for a very thin bottleneck between the two ships where pirates and Brine Zombies slaughter one another. Unable to reach Whalebone Pilk, Brutius, the half orc Sorceror, comes up with the brilliant plan of swinging by rope across the rigging onto the Death's Knell. He zaps Whalebone Pilk with his short-ranged Scorching Ray and finds himself suddenly unable to breath as the air is sucked from his lungs. By the time the rest of the party scythe their way through the zombies and defeat Whalebone Pilk, it is too late for their fallen comrade.
They get him resurrected at Besmera's Throne with a lot of fast talk, diplomacy and money.
Isabella 'Inkskin' Locke:
They are aboard ship when Isabella 'Inkskin' Locke flies out to greet them and lightning bolts Captain Elneth. Fortunately the rogue makes her save so she lives. Ka-Hina the cleric casts obscuring mist, so unable to see the party, Isabella casts geyser around the main mast, boiling the unfortunate NPC lookout. Brutius leaves the obscuring mist and casts flaming sphere at Isabella, who responds with another lightning bolt. Brutius fails his save and plunges into death.
The canopy creeper is wayyyy tough. Brutius' player has created a replacement half orc greatsword wielding damage dealing fighter. Alerted by screams in the middle of the night, the officers charge on deck to see vine tendrils carrying off their crew. With no sorceror, their ranged damage verse the beast is laughable. I nerf it somewhat by remembering to -20 from its grapples, but every hit is still 1d8 damage and -1 strength, it still gets 4 attacks and it's still 100' away from them. The fighter and Ugo, the natural weapons ranger shapeshifter, eventually try climbing up the vines to the creature, where they discover that my descriptions of crewman being bitten in half was less flavour text and more an indicator of its immense bite attack. The fighter successfully retreats down for healing after 3 hits, but Ugo stays on and is eventually grappled and falls unconscious as Elneth arrives. By now, drained of strength and with no one to flank with (as if), she does 1d6-2 damage and realises there's little to be done and swings back down to join the surviving officers and crew below decks. The creeper proceeds to devour Ugo, a fitting end for the cannibal.
Totally off topic here, but I saw this quote below and had to answer-
They did horrible things to Plugg and Scourge (And Conchobhar) for it. Horribbbblllle things.
Why do groups dislike Conchobhar so much? I had assumed that my group would love his ridiculous style since it fits with their normal way of being, but one of the guys was getting in good with Rosie and she grumbled a bit about one of his advances and a rivalry has quickly grown between them.
Conchobhar got a good lecture to back off from Rosie, and so to show the he will flirt with whoever he wants the next morning the gnome brought one of the girl's in the group her breakfast(laced with his elixer of love). Naturally, though it caught everyone off guard(including me) our groups goblin announces he is going to grab her biscuit and stuff it in his mouth(she made the mistake of feeding him once and he's like a seagull).
After seeing the goblin googly eyed following her around all day the original instigator of all this decided he was going to get his revenge and waited til the middle of the night and summoned a dire rat to bite the gnome and is now pleased with himself as he starts to see signs of filth fever showing in the gnome. And since this happened the night before the group was supposed to have to go down into the bilges to deal with rats, it worked out really well story wise.
We've only done one session so far so I'm definitely looking forward to seeing where this goes as it builds.
Conchobhar being a Bard with an above average Cha makes him harder to influence than other NPCs, thereby making a flub on the cheack easier and sending him towards Hostile. At least that's the math and what happened in my game.
My players LOVED Conchobar and made him friendly by giving HIM Rosie's fiddle so he could get on her good side.
In our game we did the same thing, plus we've saved his life twice now.
To stay on topic, no pc death's yet (2/3 through first book), but the npc Crimson who we took with us was critted horribly to death by the Rahadoumi captain, who was then in turn horribly critted by my corsair.
In my game, they messed up the diplomacy check with Conchobhar, so he quickly turned sour and joined Plugg and Scourge's group and helped unsuccessfully fight off the mutiny. He had.. plans.. for Rosie (who was on the players side) that he was going to enact during the mutiny, but the fighter got to him first.
They reeeeaallly disliked him.
players mostly hated Conchobar's foppish ways and superior "I am a a well-bred gnome" manners, and nastily framed him as the "Midnight burglar" of the Quartermaster's store (while hiding their ill-gotten loot in various creative places... say like deep in a bag of mildewed lentils ) with a finely ornamented magical dagger from Grok's provisions in his chest.
Of course Conch caught the full wrath of Harrigan, and since keel-hauling was out (the ship was being repaired and lying hauled over on a sandbar), Harrigan left the gnome on a tiny atoll, with a very rusty knife, but also broken hands and kneecaps.
Perhaps the PCs will have some mercy once they mutinied and try to rescue him... but much ill-will was gained by Conchobar slipping Rosie his Philtre of Love in her rum (which then was drunk by one of the players...).
So I might turn up with an evil, undead Conchobar following the PCs steps...
Oooooooo ... what a delightfully evil idea!
Perhaps the Death Knell might happen by - while Whalebone Pik usually does away with his victims, who's to say he might not be looking for new crew from time to time?
"Laddie, do ye fear Death?" ;D
My crowd hasn't resolved Conchobar's status yet, but I'll defintely keep this in mind for him or any other crew members that it might be appropriate for.
An undead Plugg with his own ship, perhaps?? Hee.
Player deaths so far:
Wormwood Mutiny (Bonewrack Isle)
Lucky ghouls hits (and crits), unlucky fort saves, and a couple coup de grace later... dead rogues.
"Flame" real named unknown
Devilfish: The replacement PC for one of the rogues above was scouting ahead and got ambushed by the devilfish. In an uncharacteristic act of heroism, Flame enters the black cloud of ink to rescue her comrade. Both PCs are knocked out and kept prisoner to feed the Whale - Flame did not survive her injuries.
We're about 3/4 through Raiders and so far no deaths, but I have feeling that will change with either Isabella or Krelloort.
On behalf of our GM:
Name/Race Bloodclaw/ female catfolk-tiefling
The Gory Details: Two pirates had made off with a lady pirate during the first game of hurl to have thier way with her. The storm druid attempted to intervene, got beaten unconscious, resulting in both ladies getting violated. The lady pirate exacts spectacular vengeance by way of framing the two bastards for stealing some of Captain Harrigan's stuff. They are messily killed by the Captain. The deceased men's buddies are pretty ticked, plotting revenge. They get the chance when they catch Bloodclaw on bilge duty with them. Before she had a clue they shivved her and dumped cargo on her corpse in an attempt to make her death look like an accident. We hope that the chirurgeon notes the knife wounds and we get to see two more dorkwipes get keelhauled to death.