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So one of my players in planning some kind of Mutiny while still on the Wormwood (which does go for quite a while before they get moved to the Promise).
He is an alchemist and has the role of Cook's Mate, and his plan is to kill of the Cabin Girl when she comes for the food, use disguise self as her and then try and poison the officers and take them all out while they are weakened.
He of course does not know the level of the Officers, and so therefore believes this plan has a chance of success. He does understand that the NPCs will be higher level, but no way he is thinking level 16 for the captain, more like level 8 and the others much lower.
He is also not telling his plan to any NPCs at all so so far I have no opportunity to have the NPCs talk him out of it. He will probably tell Fishguts about it right before he pulls the trigger on the plan.

How could I play this out? Especially as I do not have stats for the officers beyond the ones they are meant to fight in this adventure.


I am looking to GM the Skull and Shackles Adventure Path for my group. This will be the first Pathfinder game we have ever played, coming off the back of a few 4th edition games. I have DMed 3rd edition before for different folks a long time ago.
After coming back from 4th edition and its use of point buys I am unsure what to do about ability scores for the players. I am afraid that some players will not like idea of rolling for stats, and I am not sure which point buy method to go with if I do that.
What do other DMs do/recommend for this AP? 4d6 drop the lowest, 3d6, 2d6 + 6, dice pool or a point buy? If point buy, how many points do you give out, 10, 15, 20 or 25?