Wormwood Mutiny | Please Give Insite


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I am playing Skulls and Shackles Wormwood Mutiny and right now we are going really slow and we are definitely not finishing it, but still I just want to know anything that would provide advantages to the 'us' the players. Do not worry I will not use this in game, I am just curious. - I will use this as player information not character information.

Please only give info in part three.

Examples of possible advice/tips
1. How to gain respect / favorability of the captain.
2. Where a secret chest is.
3. How to be gain more gold / favorability / advantage

(That sort of stuff and anything else that would provide advantages)
Once again please understand that this is for pure curiosity.


I don't know about the second one, but as far as the first and third go, here are my thoughts.

1. As written, you can't. He has no interest in you, and has complete faith in Mr. Plugg, who hates you. Making nice with Captain Harrigan is something you'd have to talk to your GM about. At one point later on before the mutiny there is a feast, and you might be able to make some progress with him there, but it comes so late it won't even matter.

3. Use your actions to influence crew members. The most important thing you can do is increase your friends and reduce your enemies, however you choose to do so. Make friends with Grok and Ambrose Kroop if you can. Either Diplomacy to make them like you, or Intimidate to make them afraid of you. If your GM rewards roleplaying, you can help NPCs on their actions or other things like that.

The first part of the game is a tiny sandbox hurtling down a railroad track. If done well, it can be a lot of fun. The status quo is that the officers basically hate you and there's nothing you can do about it but make nice with your fellow flunkies. Plugg and Scourge hate you, and you should probably hate them too.


The Dread Pirate Hurley wrote:

I don't know about the second one, but as far as the first and third go, here are my thoughts.

1. As written, you can't. He has no interest in you, and has complete faith in Mr. Plugg, who hates you. Making nice with Captain Harrigan is something you'd have to talk to your GM about. At one point later on before the mutiny there is a feast, and you might be able to make some progress with him there, but it comes so late it won't even matter.

3. Use your actions to influence crew members. The most important thing you can do is increase your friends and reduce your enemies, however you choose to do so. Make friends with Grok and Ambrose Kroop if you can. Either Diplomacy to make them like you, or Intimidate to make them afraid of you. If your GM rewards roleplaying, you can help NPCs on their actions or other things like that.

The first part of the game is a tiny sandbox hurtling down a railroad track. If done well, it can be a lot of fun. The status quo is that the officers basically hate you and there's nothing you can do about it but make nice with your fellow flunkies. Plugg and Scourge hate you, and you should probably hate them too.

thanks!


bump


1) The captain hates you, he will always hate you, if you talk to him he will kill you. It is called the 'Wormwood MUTINY' for a reason
2)No idea what you are talking about and I just finished running the module
3) You will have trouble getting wealth and Gear until the end of the adventure , this is deliberate . Your characters are not meant to be happy rich crewmembers, remember MUTINY. Making allies of the crew will help in the end and everything changes towards the end of the AP the first part is meant to set the scene for why you MUTINY


I ran this AP a few years back. The answers have been fairly well covered, but I will say a few things.

The month or however long your characters spend as pressganged crewmembers is there to instill hate for Harrigan and his crew. This isn't one of the APs that expects you to be good - you're pirates (or will be). The idea, like emphasized above, is to mutiny - such a thing in these circumstances means killing those you can't have join you. There are several NPCs aboard that will help - if you can convince them that life under your leadership will be better. That whole first month is more of an rp exercise, much different from the average beginning of an adventure. Trying to mutiny without support would mean certain death, so you have to work at it.

As to loot, that requires a mutiny, with a lot of support. They're not about to let you pressganged swabs to walk around armed unless there's going to be combat imminent, so there are plans to be made. Plus, you can't just light everything on fire - you need the ship. The idea in this AP is that you start with nothing and have to earn everything the hard way.

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