Michelle A.J. wrote:
If this is not indicated by the NPCs intelligence or wish for cooperation, this sounds like arbitrary punishment on the GMs part. Bad style IMHO, but your mileage may vary. After all the usual NPCs have neither the information needed nor the time to study the characters and adapt their tactics to it. Or see HP bars over h their heads or know which powers 8if any) have been expended. It might be feasible for some of the mooks in theSpoiler: but not your average riff-raff or the mercs at the Salinery or the Gills (which actually can be pretty deadly )
Phantasmagorum or Nox and Hound or Most NPCs are unaware of the PCs or their capabilities. Given that the final chapter of Act I is pretty long and harrowing and logically must be finished in one run, it will certainly put the Magus in his place and make him hold on to some resources. Facing Nox at the end after the preceeding two levels will most certainly check him besids the magus will feel out of his depth in wide parts of the second AP and the early parts of the third^^
Tangent101 wrote:
Sound's like ... ahem.... hogwash. The commoners claiming to be the Silver Ravens to "get some free loot(ahem reward)" are lying about their identity in public,and hence end up possibly dead for their trickery. Unless the PCs intentionally use some people as decoys. Unless you can plausibly reason that taking gifts from local rulers commonly leads to sudden unexpected death through assassination you are willfully penalizing the players for being careful and not playing the scene as "intended". Not my idea of a fair and fun game.
Got very lucky when fighting her ( after having the group severely depleted by the rest of the dungeon and the Phantasmagorium before) with the witch (armed with Accursed Hex) bum rushing her, succeeding on Evil Eye and getting her "slumbered". While her hell hound killed the witch on the next round ( and subsequently got slaughtered by the rest of the group), the sleeping Nox was summarily decapitated with her own glaive for "sleeping at her post" and naturally failed the Fort Safe. Her head was taken along to prevent any raise dead or similar nonsense. But basically it came all down to luck - if she had saved, she would likely have slaughtered the group's remaining 2 characters. Overall - that fight cost the group 2 of 4 characters (thief and witch) . and since the group was aimed (at social play a la "Ultimate Intrigue") which they enjoyed but mostly had nothing to do with the pre-written plot, and severly disliked , Spoiler: the underwater excursion in Act II the group gave up after the Dismal Niche part of "Dance of the Damned" (by then 6 characters had been killed 3 of them by the Aboleth).
Deep inside Book 1 and having great fun. Small party of three Aasimar Inquisitor (Zeal Domain) of Cayden, Mr. Handsome Guy out to save the world.. female Elf Investigator (think "Sherlock on Elf") who lacks any sense of humour. Yes, basically a Cumberbatch female Kitsune Cartomancer Witch with a strongly Desnan attitude of making dreams come true (and sowing Chaos in the process). What could possibly go wrong.... Yes, they really try to stay under the Thrune radar
I started the campaign off at level 2 as a player and GM'ing it as well. Worked quite well : for one, multi-class builds did not just pop-up out of nowhere (always a bit of a concern for our role-play enthusiastic groups), and gives the players less of a "Jim Hawkins" feeling, allows them to have some competence. On the other hand - even at second level, we never felt overpowered, and since XP are reduced for the challenges posed....
PS - Even at 2nd level we lost 2 characters in the first book, due to traps and monsters. A friend's game of four was wiped out on Bonewrack by a single bad call. so 2nd level does not feel like an overpowering advantage
There was a thread about this back in 2012... - Trade from and to Sargava not under the Sargavan flag (and the Garundian nations further to the south) - trade to and forth from Bloodcove more possibilities (GM might need to elaborate)
But overall : the Shackles as pre-written unfortunately make little sense as the base for pirates riding the trade routes.
Also take into account that an awakened bird first need to recognise a ship, establish and communicate a precise direction (yeah over there to you left, no, that left... not quite... that left perhaps?) and in most likelyhood has no idea what precisely he has spotted "sails, yes many sails, can I have that fish now, you promised." Perhaps even having the ship run upwind just to encounter say the "Dominator" or other warship on their luv, who has now also spotted them Oh, and the bird will have to survive on the local diet, which might or might not be a problem. Few insects and small birds of prey out on the open ocean. Or lambs and hares or cadavres. Third and last, remember that one is sailing in tropical waters and evaporation from the sea will certainly cloud the horizon, especially on sunny days. Sea mist and haze. Poor visibility PS as for "loyalty"
Quote:
- emphasis mine - - A falcon may perhaps spot a ship (perception rules are nice as abreaking mechanism, but in fact, under these rules you could not spot a person at the other side of an empty football pitch), but need not necessarily be inclined to tell the druid about it and simply enjoy the freedom to fly about ( will the druid ever know that there was a ship on the horizon ? unlikely...) PPS An awakened animal is not a druid companion anymore (be default)
I'd also like to mention that the witches slumber only works for a single round at that level, which would mean you'd have to be right next (aka face to face) to the target for a CdG. Just to sound in on the "this don't really work" choir Don't see a reason why a swim speed reduces the Keel Hauling (you are bound on ankles and wrists and slowly (!) pulled along under the ship...usually from side to side)... no freaking way to swim. And it also feels ridiculous to keelhaul someone who can actually breath water. Pirates cheat and bend the rules at every whim, so why not here ? (Or maybe someone even forgets to turn the Capstan for a quick smoke while you are underneath or perhaps drops some blood into the water to lure some sharks for a quick lunch break ? Or keelhauls you lengthwise from bow to stern - and not sideways^^). Channeling Energy. Please (!) remember that has to be done THROUGH a holy symbol (and the keelhauled's hands and feet are tied ). So the symbol has to be in hand A cleric must be able to present her holy symbol to use this ability. as per RAW. Personally, I'd go with a quick amputation maiming which both fits with Harrigans brutality and visciousness, and can - if the players survive that long, be reversed with a regeneration. Finally a use for the archetypal pirate's hook or a pegleg ! And then send the maimed buggers up into the rigging ....where they should actually have both hands to hold on and work.
Sprocket262 wrote: Wow, it was actually pretty easy destroy it, we got the Alchemist into the powder stores and he blew it up, i'm guessing that was not supposed to happen and the Dominator was not played correctly. No, not really played as written - methinks, the Dominator is not originally armed with Guns at all....no powder magazine. And the "Dominator" is a heavy frigate of the Chelian Navy and will likely be crewed accordingly (there is far too little information on the crewing of the opposition warships in the whole AP) but there should certainly be a contingent of competent hell knights, some chelian clerics (to minister to the crew and supervise the commander) and some decent healing ability aboard. Nevermind the likelihood of an Alchemist. Possibly some competent boatswains, an expert master etc. plus a bunch of alchemical weaponry (which is great for handing out to the mooks)Spoiler:
keep in mind that the Chelian Navy caught hold of Harrigan and his "normal" crew pretty easily in the adventure's background, and I feel unconfortable if a heavy unit is actually manned in such a way that the players will assault it as a pushover...
Gunpowder-magazines are - just btw - usually well guarded (and well-locked outside battle) and to see 4-6 players overwhelming a full ship's crew to gain access to the magazine ? Also - did the Alchemist (and everyone else) escape the explosion ? A ship blowing up will deposit its timbers anywhere and everywhere within a few hundred yards... the masttop of L'Orient which blew up at Aboukir was found on a British man-o- war 1500' down the line
Usually, what makes the fights with larger parties slightly unfair is that the players' actions increase massively, especially against single targets. One opponent vs 6 sets of actions. Players fare less well against a dispersed group of opponents, who each have their own abilities and initiative... And players usually do not fare all that well against magic, especially if they cannot readily identify the caster and/or counter him, they usually feel hard pressed. Say, have the caster hide in a group of pirates ( and have the PCs pick him out with a Perception check). Exchange some spells or offer some minor casting support to larger ships or groups... usually a number of "greases" make any boarding action hazardous (try using it in the rigging)... or a number of "Glitterdusts"... or a single blindness or a nicely placed silence. I personally always wondered why the Chelian ships had so little chaplains/clerical support on them, even or especially in a commissarial function ( I mean, who controlled the ghouls on the Infernus ?). Make sure that underwater combats follow the rules, and have players NOT communicating easily underwater... even if you have water breathing, you are still talking through the water in between you.... and message spells only work by transmission via the caster. Stealthy swimming is not really uncomplicated either. Or fighting on a constantly swamped deck with seas breaking over the sides - or it simply being slippery from spray. Or fighting in a tidepool, hip-deep in water (where simply ducking under the surface provides good safety from spells and missiles. In general - make the environment work against the players if you want to apply pressure. And yes, of course perhaps add some additional monsters or late-coming reinforcement to some fights
Patrick Renie wrote:
Ouch.... and while similar to the barbarian's power (which can be used only once per rage), it seems slightly more useful for a ranged caster than for a melee-based fighter, and with endless repitition and re-location possibilities. Cue in - battle of Agincourt. Thanks for the clarification
This may have been asked already, but are there any limits that apply to "Swamp's Grasp" , the Witch Hex option offered for the werecrocodile kin ? Will it work on any sort of ground ? Stone floor ? Ship's deck ? Even on a horizontal wall of force ? The desert or arctic icefields ? Or is there something missing from the description ?
tbug wrote:
Perhaps someone with some common sense (Sandara might be an option, or perhaps Rosie ) might remind them that Harrigan was awfully fond of Master Plugg (aka "regards him as something like a son" ), and since there won't be any evidence of Plugg's treachery and mutiny, telling Harrigan that they killed Plugg and Scourge for whatever reason(and it will come out - there are too many loose-tongued pirates aboard) might NOT be a wise chocie.
2ndGenerationCleric wrote: I think if anyone should try that elsewhere, have them roll a percentile-high chance of the vine bit being secure enough to hold weight. You do realize that is precisely one of the problems if you use "just any" rope hanging from above on a ship ? Most ropes on a ship have a clear end, beginning and likely function.... Purple Dragon Knight wrote:
So you have never adventured in a bazaar ? A tournament field with flags flying ? In a circus ? In a theatre ? Or on bridges ? Scaffolds on construction sides ? The bridges of Goblin Town ? If you limit something permissible to the specific/exact terms only, and not to the meaning of the text, you do kill any imaginative play. Besides killing common sense. "So Captain - I can swing from a rope on our ship, but I cannot swing from a chandelier ? But I can do so IF the chandelier is on a ship ?"
Sorry, your argument does not really seem to fly... ( First everyone wants to strike down realism, than everyone wants to do everything just by the book)
Seannoss wrote: How do people help guide the PCs away from the officers? I've had a few of them keep to themselves. Now a PC thinks that there's a stowaway on board. that could be fun to play with, but not what I was shooting for. Quarterdeck is/was for officers only - approaching it without orders, is a punishable offense (lashes). Harrigan & Co stayed there for us, observing the crew. Sailing done on the quarterdeck (manning the helm, shifiting sheets was done by "old hands" Plugg, Giffer, Scourge and the master carpenter were "approachable" since they worked the decks, but no-one ever bothered to talk to Scourge and Plugg, and everyone else really implicated really hard that ingratiating themselves with their betters would not do. Peppery walked around the ship, but kept an unearthly "DO NOT TALK TO THE WIZARD" attitude around her.
Purple Dragon Knight wrote: I agree 100% with Cevah. Remember it's good, yes, but it's useless outside ships. Imaginative players will reasonably expect it to work in woods/jungles (hey look, vines !) as well as many types of buildings/structure (bazaars, anything with lines stretched across the place for flags etc.. - like market fairs). So be careful
KarlBob wrote:
Well, tell the player beforehand ? If he chooses to dig his own grave, so be it.
2ndGenerationCleric wrote: Oh wow. I just realized I think I was talking about something tougher than everyone else. I wasn't referring to simply swinging from one side to the other, I was talking about swinging to the far side of the ship. Like, to get behind the enemy. In case I hadn't made that clear. Pendulum mechanics would really prevent that . As would the opponent's ship. Since it is utterly outside reality, I would ask for a sizable perception DC (to pick a rope that actually allows it. For starters, the rope has to be anchored on the opposite ship, somewhere around the mast tops, roughly 40' up and an Acrobatics check for the swing say DC 15( +2 target threatening the swing) and the landing part. (or two acrobatics checks, - one for swinging, one for landing safely.
Shadowborn wrote: Never let reality get in the way of a cool idea in a fantasy role-playing game. The rule of cool should always prevail. When judging whether an action would work or not, I always use cinema "reality" rather than the real world because, let's face it, the real world is a real buzzkill sometimes. What one guy finds "cool", another one finds silly. Utterly silly. And personally, I prefer my campaigns to anchor themselves in reality (for the mundane part at least) and preserve the "fantastic" for magic and the supernatural. The real world works very well if you use is correctly, creatively and with some imagination. YMMV
Perhaps check out some underdeck-pictures of age of sail-naval-craft ? There are ropes (tarred), clothing , sails, hammocks (yes, made from cloth) and far too many inflammable substances everywhere ( there is heated tar in the gaps between the floorboards). And this is the tropics, so everything will in fact be dry as cinders. Factually, open flame was one of the most frightening things for people on an ago of sail ship. Usually, the pantry was covered with bricks or terracotta tiles on the floor and even the ceiling to prevent a fire. Open candles anywhere ? No way. Perhaps take a look at a very nicely arranged lower deck : http://www.contemporarysculptor.com/hms%20vi14.jpg That being said...... Have Peppery Longfarthing have "Pyrotechnics" among her spells, which will quickly vanquish most fires on a ship (in an emergency, hand her a scroll or wand). Then have the offending druid strapped for the mast and receive his first round of lashes, as well as having the Captain explain that "this sad heap of stupid" tried to burn down the ship ( and everyone on it), which should set up a nice social penalty for the druid.
2ndGenerationCleric wrote:
Still : a silly ...ahem hollywoodes-que... concept and almost impossible to do regarding the reality of sailing ships
Gillman and Undine seem.... nifty when it comes to the AP, but actually.... yeah well, they usually are not. Or at least not around here. Water Breathing is nice to have, but a any humanoid swimmer cannot keep up with a sailing ship (which usually travel at 30'+ each as basic speed), so basically that ability is less useful. Also, climbing aboard a rocking and wet ship's side (usually no less than 6' straight up from the surface - more like 10'+ on galleons and merchants) proves a major problem for getting back aboard (simply watch the "Open Water" movies to understand the big problem ). Besides they can be readily identified (nice gills/nice colour and fins) and around here are regarded both with some overt racism ("yeah blue boy, I am looking at you !") and in the beginning of our game (We have an Undine who is actually willing to play the "native fish boy" approach to things) who then got a lot of "special" assignments outside the boat from Scourge & Co. Like : Checking the anchoring hawser (in an environment with plenty of sharks) or regularly being commanded overboard to check on the ships underwater plating. Strix are the only thing explicitly forbidden as are all of the furries : Catfolk, Kitsune, Grippli, Ratfolk, Merfolk and all the reptilian breeds. Houserule, yes. Seems like everyone agrees that they are silly as concept. Same goes for Blood of the Moon and Blood of the Night stuff as being higly probmelatic for in group gameplay.
Other races which are plenty relevant in our campaign are Tieflings, who basically are the ultimate outcasts who have plentiful reason to strike back at civilization and Cheliax ). Sylphs and Undines have been located inside the campaign, as well as some aquatic elves. Hobgoblins and Goblins are universally viewed as opposition Current group : Half-elf, Dwarf, Half-Orc, Elf, Undine.
Interesting : In our own campaign (all mature players) there was a strong tendency for Scourge and Plugg to use sexual molestation both to get their way and to frighten the players. The targeted character reacted harshly to that... Harrigan and his "Cabin girl" were featured with a strong implication of being "indecent" (nothing was ever proven - mostly because Caulky was actually not a human girl in that campaign).
In my own current campaign, the characters used both sexual attraction to procure alliances from some NPCs (yes, basically at least one character wh***ed around to gain loyal devotees in preparation of the mutiny), and besides this, they got faced with Scourge mixing Conchabar's "philtre of love" into their daily rum, which made for very interesting implications, which are still affecting the party and their alliances.
In a friend's campaign : their GM basically played Sandara in "ultra-slutty" mode, and practically had her throw herself at the PCs. Which led to strong group-internal complications, since two of the characters were originally intended as a couple. They had some fun scenes of "spiteful lovers" after that, and of course there was a strong motivation to actually rescue Sandara. Campaign ended prematurely on Bonewrack. Overall : the "loveboat angle" of the first AP seems to be pretty common, at least in the circles I move in... Which again is fun.
TritonOne wrote:
Of course that Hellboy-version is fictitious - but I like the tone, gestures and arrogance conveyed. If I would ever GM Reign of Winter ( I presumably won't), I will look to that malevolent arrogance sans humour and moderate to low tonal inflection as something to go by. On the other hand, I find your certainty about the way the factual (historic Rasputin) acted and spoke quite surprising^^
De Mazra, Boatsman's mante
Merrow was using his claws to slowly climb up onto the ship, DeMazra looked over the sides to find out what the splashing and hammering noises meant. And she did.
You realize that rope swinging from the masttops is likely to end you wrapped around one of your own ship's shrouds or sheets ? Nevermind cutting a rope attached to the side to swing over - which usually supports something , which is why it was tied down ? Hollywood, Tarzan and Jack Sparrow, I blame you for these heroic shenanigans...
As someone said - anything and nothing might be true about Rasputin. Play him any which way you want, but funnily enough, I find the portrayal of Rasputin (by Karel Roden) in "Hellboy" quite fitting, given the AP's scenario.
Finding thunderman's extrapolation slightly "off", especially given the difference in shot-weight in comparison to penetration power I might want to offer some of our way of sailing around with cannons. Using 6 pounders (3D6), 9 pounders (4D6+4), 12 pounders (6D6+6) and 24 (8D6+12) pounders in our campaign, all of them long guns (the carronade seems not to have been invented yet in our Golarion). basic ranges are between 300' (light guns) and 500'-600' for the larger calibres. Basically, for increased range one needs both a longer barrel and enough propellant to hurl the shot the distance, which in history commonly lead to barrel bursts, if the barrels were extended too much. Like a "long" 24 pounder or even stronger gun. We left out elevation for range extension - or rather, it has not come up yet since noone has dared attack a coastal fort. The ( traditionally )farthest reaching guns are long-sixes, long-nines, and very rarely long-twelves (who were awfully troublesome both for their weight (usually being mounted on the forecastle, massively affecting the trim) and having to be secured extremely well, since the forecastle is usually at the end of a ship's pitching ===> hence a gun should be secured really well before it crashes down the maindeck lengthwise and possibly out the sterncastle's windows). Much easier to do with a lighter calibre. Quote:
compare Age of Sail Artillery, Wiki As for penetrative power - the fact is is that the heavier shot is propelled with more force from the expanding gas (hence has higher momentum projected on basically the same point of impact), yielding high pressures and making penetration or ripping right through a target far more likely (actually roundshot cannonballs could crash right through dozens of people - and did in pitched battles ). Again, momentum should should be considered here. But my players flinched on a proposed houserule that allowed anyone in line with the initial target to be struck as well, if the first target was killed outright - basically raking the stern with a large gun (12+pounds) would probably allow the roundshot to crash through most of the ship. Yes, that would actually be realistic, aka "raking the stern" All guns use point blank rules against characters with their first range increment with solid shot (cannonballs) aka, negating armour (yeah big surprise) and have Crit x4 as by Pathfinder. As a houserule we assume that a cannonball that has penetrated an objects hardness (x4) or destroyed it through outright damage has pierced the object. 6 pounders usually stand no chance, 9 pounders are usually outclassed, 12 pounders have a roughly even chance to pierce and 24 pounders are real ship wreckers. Which makes battering a ship into cinders possible, but one needs big guns for that. It also makes armouring the hull etc. worthwhile. On the other hand they are siege engines with corresponding requirements. There is also grapeshot - with a much reduced range, resulting in a line-of-effect of damage (AoE effect with a Reflex DC for half damage), consisting of hurled musket balls (or pebbles at times), in common use for clearing decks or countering troops of boarders. As for gunpowder : Alchemically it is pretty easy to assemble - and was developed in at least two scientifc speheres mostly independent of eachthe other and can be prepared with some care (requiring a lab - especially one without open flame), but the chinch is the supply of potassium-nitrate and safe grinding for a fine powder, which makes full-scale production difficult (I would assume that Alkenstar has either some decent supplies of Potassium-Nitrate or has the alchemical know-how to synthesize it from other elements. Most certainly, most pirates do not have the know how. A cruel GM might also want to take a careful look on magazines and storage of gunpowder of renaissance naval vessels. One might also consider the problems of trimming the vessel with large cannons aboard, and how the enormous recoil and masses are being dealt with (one might take a good look at the sinking of the Vasa on what happens if that 3 ton piece is torn loose (it weighs more than most SUVs).
Shaun wrote: There is a special condition specific to this AP in "Wormwood Mutiny" that basically states when a character boards an enemy ship during shipboard combat, he's flat-footed for the first round afterwards due to climbing the gunwhals or somesuch. Which basically is utter nonsense - or does anyone believe one is flat-footed by vaulting over a fence (or climbing it ?). After each and every jump or leap ? Later on characters will fly or teleport/dimension door aboard their targets - are they going to be flat-footed as well ?The whole "condition" is basically a device employed by Monsieur Pett in that particular combat. I don't see much legitimacy on his part to decide upon a boarding rule...
We never actually used it, simply because it is utterly silly if applied universally. As for "fortification" - the gunwhale provides cover and/or concealment for the defenders who - looking at history - used to gather in its cover and strike anyone oncoming from this "safer" place. And if the defenders gather behind the gunwhale - there will be very little space for any boarders to attack from.
Trying to remember my last three character deaths.... - being chased all over a place with limited exits : aka a ship - by an errant demon who was both faster than my char and able to teleport, if he needed to. - running from a monster we had no chance fighting (mosquito swarm at 3rd level ), and which was both faster than us, not bothered by terrain (fly 50' perfect) and could simply wait for us to bleed out while chasing us. Actually died because I tried to jump into the sea from a cliff, and got killed for not jumping far enough and crashing into the shore. - trying to outfly an unfriendly dragon.... Running is not a universal failsafe =)
TritonOne wrote:
I put that into a briefing I handed out to the players prior to character generation and also included some experiences from my own run as a player as "piratical advice". Such as hints concerning relevant spells, important skills and likely difficulties (no heavy plate in the rigging, please, one handed weapons being best choices with regard to seamanship). Left out the precise details of the Shackles and their "rulers" but simply named it a "ramshackle republic of free ships" Still, one guy picked a Chelian and was pretty surprised when he quickly became the universal scapegoat and an undeserved reputation as a cheat and liar. Which shows that not every player understands a not so subtle warning.
Hmm. we simply had an actual "training session" with everyone participating to assess the characters' fighting abilities. base attack and Int or wisdom to see who was how competent. Party tank actually challenged Harrigan for a friendly match (after having wlaked through everyone of the "lower level" crew.... ... couldn't hit Harrigan for three rounds Harrigan only tapping him for single points of damage, finally got feinted and struck for massive non-lethal damage that almost killed him.(Non lethal sneak feint for about 36 points - char had 18 (of 22) HP at that time) After that, everyone was pretty certain that Harrigan was "competent" and not to be trifled with. conclusions were drawn about the likely power of Longfarthing and noone considered mutiny as long as those two were around. I do see a problem if the chracters actually try to put up a show against any "monstrous" assailants... and fail
Just trying to point out that sees like a redundant/unmerged thread, if one regards S&S Obituary
After having been molested (ahem : naval personel trying to storm their Xebec ) by the Rahadoumi Convoy Escort "Finder's Keepers"(yeah a rough translation^^), they took over said schooner. They are currently considering to rechristen her, but also intend to keep the ship mostly in its original colours and shape (possibly including the name ) to wreck havoc on Rahadoumi slave trade..
Mrs Camelot wrote:
Well, Norgorber being pretty evil and underhand, some ideas (which should make the player blanch a bit ) : - kill an important subordinate (especially one who trusts the PC crew), or one who has put up pretty good faith with them. Say, Rosie, Kroop, possibly Sandara or whoever rings abell n your campaign. Norgorber asks for ruthlessness and readiness to betray (especially at his whim ). Even better ask the player to do it underhand and keep it a secret from his allies. - promise to slay two other pirate lords, through assassination, their names to be revealed by the God. Then have Norgorber ask for them to slay an important ally in AP#5, throwing their coalition into disarrays: perhaps not the master of the Gales... or alteratively, slay the High Priest of Besmara or somesuch to weaken her faith ? - Establish the defenses, natural hazards and layout of all important pirate ports in the area (down to manstrength etc.) and betray them to the temple of Norgorber to help them infiltrate the Shackles. - Spy vs Spy : have the Assasin go one-on-one with a high-ranking assassin of the Red Mantis, to test his mettle and competitiveness. then sacrifice the head of slain opponent. And of course escape with his life and no blemish on it.... Nasty enough ? Because, after all, the assassin in question would be asking for a relic in return, so no sense in making it easy
Mrs Camelot wrote:
Wouldn't they normally be inclined to do so, in order to gain a valueable (if nefarious) ally ? No idea how "thankful" individuals in the service of Norgorber are in your campaign
some "unnatural" stuff from our campaign Flatbottom Fish :
Ship of Worms :
"Nominal Island"....
Dinosaur cliffs :
I have planned to have part of map needed for the treasure to be found within a labyrinthine set of multiple maps painted over each other, painted on the walls of the tower (in her Ladyships chambers). The Lady knows which part is the real one, but also has some alternates to "show" if mistreated/blackmailed. I have also planned to her only being eligible to a man of standing : real nobility, or presenting some really well done forgeries and bluffing their way into her charms and good grace. After all, she is the renowned "Lady of the Rock", not some wench to be enticed to the haystack in the barn ! So the team either needs some continuous perform (acting) or some very good bluffs from the suitable bachelor. Plus possbilby some guts because most characters are urrently in (more or less loose) relationships with crewmembers^^ Or some nefarious blackmail. I am not sure what the crew will actually do, but first off, I need to introduce them to Isabella....
In my campaign, I only have the players "recruit" from the crew aboard (was acommon wish, to keep a common bond and plotline) . They can pick and play along with one of the estblished specialists on-sip (and have to abide with the personality in plain view, so far), and may exchange said character, if they still want to, at the next port picking up a new PC. Makes them very careful not risking many "replacements", and also makes them hiring the weirdest characters around.
Have them recruit from the crew (do the players really know the individual levels and abilities of everyone ?). New player might have to deal with an established persona, or "experience a sudden change of temper"... Maybe the character affected a disguise until now, trying to hide his allegiance and background from Harrigan If you want to recruit "on the island", maybe have a shipwrecked survivor from the recent storm wash up near the northern cape, his boat wrecked on the surrounding reefs and then have him/her light the emergency pyre thereabouts, thinking that the pirates/group may rescue him .
Or well... in a friend's run of the AP, they had a "new" PC drop in from the sky (victim of a spontaneous - GM fiat - Plane Shift effect ), with the player ( a Witch on the run) using Feather Fall to break the descent. Hence getting marooned on the island, requiring a good standing with the party to travel to a more civilised place ? Just make sure, introductions are not too absurd, everything else... characters lost in teleport or dislocated by an angry Djinni/Genie, go for it, just make it memorable and give the PCs a reason to dare trusting the "new guy"
Gnomezrule wrote:
Well, actually the storm is not a good stopgap. My gang mutineed during the storm (and in fact I know of only one or two groups who did not mutiny prior to Bonewrack) , taking full advantage of limited sight (strong rainfall), a slippery deck, and hitting people with heavy objects Like a barrel they cut the ropes to a gnome (patch) overboard with a bullrushing barrel, which knocked her into the scupperwash and outside the ship.Nevermind that the proceedings on Bonewrack are harsh enough as they are, and become even more slanted against the characters if you both enforce the time-limit and have them assault the ship with limited means after rescuing their friends.
Gnomezrule wrote:
Well, actually the storm is not a good stopgap. My gang mutineed during the storm (and in fact I know of only one or two groups who did not mutiny prior to Bonewrack) , taking full advantage of limited sight (strong rainfall), a slippery deck, and hitting people with heavy objects Like a barrel they cut the ropes to a gnome (patch) overboard with a bullrushing barrel, which knocked her into the scupperwash and outside the ship.Nevermind that theproceedings on Bonewrack are harsh enough as they are, and become even more slaned against the characters if you both enforce the time-limit and have them assault the ship with limited means after rescuing their friends.
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