Capt. Rand Savage |
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I wrote an introduction for the game that takes place at the Formidably Maid Tavern. I used the "fluff" written in the first 20 or so pages of the "Wormwood Mutiny". I first figured on the idea that the players would want to come back to the Formidably Maid, either for vengeance, or possibly to confront Capt. Harrigan again later after they mutiny. One of my players has the full scale map of Port Peril, so I picked an "L-shaped" building in the western, crescent shaped island that is obviously the poorer section of the city (poorer = more wooden buildings). I also looked for something close to the docks, where the Wormwood could be waiting. I chose a position one dock north of the "h" shaped dock.
The "fluff" refers to an attempted attack/possible gang-rape on Sandara Quinn by Master Scourge, and the "tagget oil" poisoning. I opted to have this scene unfold in front of the players while they are taking in the evening meal and entertainment. I also changed the antagonist to Mr. Plugg, instead of Master Scourge. The characters arrive and the tavern is nearly full with only a few tables empty towards the middle of the room. With few open seats the players are forced to sit close together. Sandara Quinn comes in alone, on shore leave, attempting to get an evening meal. Mr. Plugg sees her come in, and follows her across the room and proceeds to sit down and "solicit" an evening together. Sandara immediately repulsed, says no. This reaction makes Mr. Plugg become agitated and violent, intending to force her out of the tavern. The players are inadvertently invited to intervene to save/rescue Sandara. This brings Captain Harrigan and Master Scourge to back up Mr. Plugg since he is outnumbered. This chivalrous act gives Sandara a reason to be helpful when the players end up onboard, as well as a reason for Harrigan, Plugg and Scourge to be adversaries. Sandara slips away before they can erupt into a fight, and the bar keeper offers a round to everyone in order to keep things from getting out of hand. Other crew members (the press-gang) emerge from the crowd and slip the tagget oil into the food and drink of the players. As things calm down, the players feel sleepy and start to slide into unconsciousness one by one, waking up the next day onboard the Wormwood.
It was not a long encounter and it gave the group an opportunity to introduce their characters, and unite them in a common goal early on. This also makes Harrigan, Plugg, and Scourge into instant enemies, and supplied me with a ready made reason for them to be mean and threatening to the players.
Just my take on it....Savage
Uri Meca |
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I played it out though I made it clear to the players that there was some obvious railroading. They had their reasons to be in Port Peril at that bar as suggested in the Player's Guide. The PCs were strangers to each other so they did not work as a team yet, unlike the Wormwood crew. All but the monk had the good grace to fail their saves vs the oil of taggit. So the Wormwood Recruitment Team simply attacked the monk once their other targets were mollified. We rolled it out: he was level 1 and was outnumbered like 6- or 8-to-1. Got a sack over his head and was flank sneak-attacked until dropped.
Like Capt Savage, I half expect my gang to make a point of going back the the Formidably Maid to see if they can find some familiar heads to knock together.
No regrets. Sure, there was a railroad but the dice played along and I hate god-moding my PCs even more.