Realistic mutiny against pirate PC’s.


Advice


So I was running the Skulls and Shackles Campaign when the pc's decided to go off and do something else. Long story short, they stole baba yaga’s teleportation cauldron and are now in on another plane of existence, yet as of now they think there just near the crown of the world. Natural most of the crew did not sign up for this kind of adventure and would like to go back to the shackles.

I would like ideas for a decent mutiny that doesn't involve the pcs just walking through their crew.

Of the original crew it is the 4 pc level 8 (a gunslinger, ninja, witch, and alchemist) and Sandara Quinn (the rest died or were given ships of their own). The rest of the crew is sailors picked up at port, a slave they bought for comic relief, and a merfolk wizard who they allied with too uses the cauldron.

Any suggestions?


Poison in the soup? Half the PCs have poor fort saves from their class at least.

Alternately maybe with enough aid anothers the sailors have a chance of bull rushing PCs off the deck. Doesn't work if the PCs can fly of course.


avr wrote:

Poison in the soup? Half the PCs have poor fort saves from their class at least.

Alternately maybe with enough aid anothers the sailors have a chance of bull rushing PCs off the deck. Doesn't work if the PCs can fly of course.

The witch and alchemist can fly, but good idea. What kind of posion would you suggest?


Crew calls a meeting, votes, sends a spokesman to inform the PCs that they would like to go back to the Shackles now, please.

PCs get to make a Diplomacy or Intimidate check to convince the crew to keep going.

(or a Bluff check to lie to them about their new course).

On a failure the crew refuses to sail the ship unless it's towards home, but doesn't immediately attempt to kill the PCs.

Meanwhile, inquisitive local outsiders start investigating the strange becalmed vessel, leading to a few encounters (violent or otherwise depending on where they actually are). If the PCs don't resolve the situation, eventually an armed revolt is sparked by some disguised outsider with a secret agenda, which should add enough oomph to the encounter to make it not a pushover.

If they win, they reassert control over the remaining crew and mumblings cease. If they lose, they get dragged before the Sultan of the Marids to explain their intrusion into his realm, or whatever.

(What plane are they on?)


Coriat's scenario is a good one. One follow-up idea: Pirates can be a superstitious and cowardly lot. If they know that the PCs would whup them in combat, they might not tryto mutiny by main force. On the other hand, if the PCs leave their ship to go off on adventures, the remaining crew might raise anchor and try to head back somewhere else. If the players want to track their ship down, that's another adventure ...


Well a mutiny shouldn't be out of the blue. There should be grumbling, there should be complaints, there should be the PCs laughing at the crew and shooting the messenger for daring to make demands. I don't know if that's already happened or not.

With poison, the difficulty is price and DC. The save DCs are all really low, and while you can up that by adding more poison (with no upper limit, if I recall) it gets more expensive. Moreover, where do they GET the poison? They're in a frozen ocean of another plane.

Speaking of which, being on another plane tends to be noticeable to someone with a decent Knowledge Planes or who paid attention to the plane shift and has spellcraft.

Mutinies themselves come in two brands. Either the sailors rise up with shouts and a riot (necessary to psych themselves up, sailors are heavily indoctrinated to obey the captain) which will be BRUTALLY put down by the higher-level PCs, or slitting throats in the night, which is pretty dang effective but is an "unfair" and unfun TPK.

Really, "realistic" is out the window simply because high-level characters don't make sense. An 8th level fighter can take a pistol shot to the face and a second one to the chest and be fine. In the real world a cabin boy with the gunslinger's stolen pistol can hold the entire party hostage.

There is also the "strike" option where the sailors simply explain, in rational terms, that the party cannot kill them because the ship won't sail without a crew and so negotiations must be made. This also raises the point that post-mutiny, the PCs can be in a bad way simply because they just slaughtered their entire crew.

Let's see...poison option: Getting the poison takes some GM magic. Crafting poison takes weeks and the cheap stuff is nearly 100 gold.

Dosing the party's stew with knockout poison means they can be tied up and have to talk their way out. Dosing them with strength and dex damaging poison means they have to fight while severely hindered, though that means dick-all for the witch and rather little for the alchemist. Damaging their casting stats is an option, but problematic for other reasons.


Coriat wrote:

Crew calls a meeting, votes, sends a spokesman to inform the PCs that they would like to go back to the Shackles now, please.

PCs get to make a Diplomacy or Intimidate check to convince the crew to keep going.

(or a Bluff check to lie to them about their new course).

On a failure the crew refuses to sail the ship unless it's towards home, but doesn't immediately attempt to kill the PCs.

Meanwhile, inquisitive local outsiders start investigating the strange becalmed vessel, leading to a few encounters (violent or otherwise depending on where they actually are). If the PCs don't resolve the situation, eventually an armed revolt is sparked by some disguised outsider with a secret agenda, which should add enough oomph to the encounter to make it not a pushover.

If they win, they reassert control over the remaining crew and mumblings cease. If they lose, they get dragged before the Sultan of the Marids to explain their intrusion into his realm, or whatever.

(What plane are they on?)

"not' hermaeus mora's apocrypha. When the witch rolled up her patron, on this dnd warlock patron maker table, she basically made hermaeus mora. So that who she chose as her patron, fast forward to now and she sacrificed her familiar to power baba yaga's cauldron as a last ditch effort to escape baba yaga's three riders. the act suprised everyone, so i decided to roll with it. Nice Idea, the party have been OPENLY talking about replacing the crew with undead so a little push would really all they need at this point.


boring7 wrote:

Well a mutiny shouldn't be out of the blue. There should be grumbling, there should be complaints, there should be the PCs laughing at the crew and shooting the messenger for daring to make demands. I don't know if that's already happened or not.

There is also the "strike" option where the sailors simply explain, in rational terms, that the party cannot kill them because the ship won't sail without a crew and so negotiations must be made. This also raises the point that post-mutiny, the PCs can be in a bad way simply because they just slaughtered their entire crew.

The thing is that the ship can sail with out the crew, the party have been stockpiling skeletons so the witch can cast Skeleton Crew in the event of an "emergency". So at this point the crew knows they are expendable.


An outsider interested in mucking things up for the PC's is likely the way to go. If they still have Baba Yaga's cauldron then that would provide plenty of incentive for some powerful outsiders to align with the crew against the PC's.


Nevermind; the post after the one I replied to answered my question.


Have the crew members been praying? Perhaps a god hears their prayers and sends an inquisitor ...


Do you WANT to have them go back to the shackles? Or are they enjoying the tangent they have gone off on?


Well, if they're going necromancy, I recommend poison. The only question is whether Random Sailor #7 turns out to have been packing 3 flasks of "Auntie Nightshade's Natural Causes" or the Merfolk wizard is packing poisoncrafting knowledge and betrayal.


Pirates love gold and rum. If the PCs are keeping that flowing, I'm not sure the crew would mind plane hoping, supposing it was no more dangerous to them than the standard Shackles activity I'm not sure they'd want to mutiny. It would really depend on how they treat the crew.


Paladin of Baha-who? wrote:
Do you WANT to have them go back to the shackles? Or are they enjoying the tangent they have gone off on?

Eventually, but for now they are enjoying the tangent they have gone off on?


If the PCs have skeletons prepared for making an undead crew, where the crewmates can't threaten them with a work stoppage, and can't realistically threaten them physically, they could petition the PCs to let them off somewhere because they didn't sign up for this. It could be an entirely peaceable petition. If they deny it, they could then perform all sorts of little bits of sabotage or passive-aggressive resistance in various ways. Following orders precisely to the letter, even if that results in problems, and so on.

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