Mutiny on the Sea Wyvern: who has done something like that?


Savage Tide Adventure Path


In my campaign the atmosphere on the Sea Wyvern is getting tense and the PCs are adding to the tension. In the beginning the PC captain did her best to keep tension under control, but she has been neglecting that lately and gone complacent. She thinks she has everything firmly in hand. Also, PCs have been involved in a series of mysterious incidents where several NPCs have disappeared under questionable circumstances. The PCs have explained away all these incidents, with high bluff checks, but these explanations were even more worrisome than the events that they were meant to hide. The PCs have been telling stories about people disappearing in mysterious cursed tempels dedicated to ancient Olman gods, about attacks by demons and mysterious undead and about Olman plotting to murder innocent NPCs.
And one of the PCs together with Skald shot a (savage) albatross.
The crew is muttering and getting more and more superstitous after hearing all these stories. The final incident was that the captain accused an Olman passenger of killing one of the other passengers. The Olman confessed, but his behavior was strange and he was screaming about a curse (he was under the influence of a very subtle magical effect). The captain decided to let him walk the plank.
The named NPCs who are really getting worried, are Skald, Avner, Amella and Lirith. Amella notices from her earlier experiences aboard ships that something is brewing, and is worried that the captain cannot control the situation anymore. Avner is angry with two of the PCs, since one stole "his" girl, and the other is downright rude against him all the time. Lirith has allied herself with Avner, since he is rich and the PCs have been totally ignoring her so far, dismissing her as unimportant. And Skald has begun to worry that some of the PCs might be evil (though he does not have any hard evidence, and one of the PCs he does not suspect, is his friend). Then there are some nameless crew members who are simply superstitious, especially about the albatross.
There is another named NPC (of my own making) who knows for a fact the truth behind one of the incidents, because he was there. He knows the PCs murdered an NPC, and is even an accomplice to that murder. It was necessary, since it was a dangerous and evil NPC. However, this named NPC is getting worried, because he suspects that the other incidents on the ship also have to do with getting rid of undesireables, and fears that it will soon be his turn, because he knows too much about the PCs.
And then there is father Feres, who is emotionally manipulated by one of the PCs. She is seducing him for her own ends, and certainly not out of love. She does not do anything to hide it from the others, and people are beginning to notice. Moreover, the Olman who was forced to walk the plank, was a competitor of father Feres for her attentions, and is now conveniently gotten rid of.
Contacts with the Blue Nixie are also not very good at the moment, as there is friction between one of the PCs and three of the Jade Ravens (since the PC is flirting with Liamae).
For me as DM this feels like an explosive situation. The question is when and how I am going to let this explode.

Spoiler:
The Sea Wyvern is close to the first storm and the sargasso, and will reach these next session. The sargasso would probably be a good moment, as will be the second storm. However, it is a bit heavy to have the group strand on the Sargasso without a ship, but it would be a good idea to have some conflict on the ship. It would also create a sense of urgency for the PCs. Another moment I am thinking of, is the storm just before the shipwreck. This could even mean that the Sea Wyvern survives the storm and the PCs are forced to leave the ship and stay on the Isle of Dread because they bring bad luck.

Ideas would be very much appreciated, especially if someone has had a similar situation (a mutiny) on the Sea Wyvern. How did it go?


If the NPCs are strong enough to mutiny and win, they could maroon the PCs on or near the beach where "Here There Be Monsters" begins. Or if a struggle erupts at this juncture, it could doom the PCs' efforts to control the ship and make the shipwreck inevitable.

If the NPCs believe the PC captain is putting the ship in danger through bad decisions or poor seamanship, it would certainly be plausible for them to mutiny in the storm.

They could also cut their way out of the kelp patch and leave the PCs behind after the PCs defeat the Mother--they might leave a small boat behind just to avoid feeling as though they've murdered the PCs.

It would probably be a good idea to make a little roleplaying/encounter flow-chart to plan how to give an escalating series of signals that a mutiny is in the works, and some idea of what responses might be effective in quashing the mutiny at what juncture. A PC overhears mutinous talk at the scuttlebutt--if the PCs take drastic action to punish the mutineers and restore discipline does this squelch the uprising or fan the flames of resentment and lead to something worse later? That sort of thing. If you don't give some warning signs and give the PCs an opportunity to act on them, the players might feel railroaded.

Also, depending on the number of active mutineers and whether they are able to catch the PCs by surprise, a mutiny might well not succeed even if it's twenty crew members against four PCs.

Avner might be a good leader for the mutiny. That would give the PCs an excuse to execute him summarily, but there would be later repercussions--Avner's uncle could easily suborn some witnesses from the crew into giving false testimony that Avner was unfairly accused and unjustly executed.

Some sources for ideas on how a mutiny might work:

Robert Louis Stevenson's "Treasure Island" (I'm sure there's a movie version or three if you don't want to read it--but it's a pretty quick read and a great classic--the expressions of tension and distrust on the ship between officers and crew are a good model for how to foreshadow the mutiny.)

Herman Wouk's "The Caine Mutiny" (novel, adapted into a movie starring Humphrey Bogart as Capt. Queeg--modern setting, but plausible psychology, and the mutiny takes place in the middle of a hurricane that threatens the safety of the ship).

"Mutiny on the Bounty"--I think there are a couple of movie versions of this, plus the real-life historical tale--there are several historical accounts and you could get a synopsis from Wikipedia.


"Mutiny on the bounty" actually gave me the idea. It gave me the feeling a mutiny always starts with an execution.

I also have a copy of Treasure Island, and have recently seen a stage version of it. This was also a source of inspiration.

You are right that the PCs should see it coming. But they already do in a way. After the session on Friday one of the players commented: "O no, this is it! We went too far!"

They wanted to keep the execution factual and businesslike, but they like melodrama and it became much too dramatic. That is where it probably went wrong.

Spoiler:
I was thinking maybe using the sargasso as the last straw, and perhaps stage the mutiny during the storm. Then they have enough time to see it coming, and I can give them lots of clues. And again it makes the shipwreck less railroady. Am I lucky!


The situation with my group is also strained, primarily between the crew and the PCs. (Most of the named NPCs are simply caught in the middle.)

The PCs were already seen as foreigners, "witches," (and one is a reincarnated goblin), what with sailors being a superstitious lot.

To date the crew has witnessed the PCs going ashore several times are returning with loot and magic, but the sailors themselves have seen none of it. (I take that back... last session the PC captain gave the crew 1 gp each.)

What's worse are the various accidents and deaths that have plagued the ship since its launch. A message scrawled in one victim's blood claimed that more would die by the hand of the ghost of Penkus himself. This obviously doesn't sit well with the crew.

And pretty much every PC has Charisma as a dump stat.

What I did to better track this situation was to create a simple matrix with a column for each PC and a row for the crew and each named NPC. I put a number in each box on the matrix based on NPC/crew's perceptions of PC actions. Handing out rum rations, for example, causes a temporary uptick in the captain's reactions. But if bad things happen, the captain's score tends to go down, unless he did something to correct it, whatever it was.

Needless to say, the scores have been dropping. There are some sourcebooks out there that provide some ideas on how to handle mutinies, but no matter what happens, its a lose-lose situation for PCs if they end up with a ship but no crew to sail it.


I have made a table with all the NPC attitudes, which I check and correct after every session. Needless to say, NPC attitudes are worsening (some downright hostile).

It sounds like you have a similar situation. Superstition also plays a role in both cases.

My PCs not only left for shore and came back with loot, but every time they left for shore, the NPC who had accompanied them, had died or disappeared. Moreover the captain has a servant who is seriously underpaid and treated unfriendly. There are reasons for this, but the crew does not know them, and this is what they see.

PCs have been acting downright mysterious, often going off in order to consult among themselves, or with one NPC.

I am thinking of letting the PCs make a diplomacy check against the ring leader of the possible mutiny at the moment when the next stressful situation occurs, and then roll with the results.
They also have a "mole" in the crew, a person whom they think works for them. However, they do not know this person is an opportunist and will finally choose the winning side. But he might drop some hints as long as he still thinks the PCs are more or less in control of the situation.

Spoiler:
In order to not let them lose the ship, I am planning to stage the mutiny at the end of SWW during the shipwreck. Then if they come back for the ship, they will have the resources to recapture it if necessary. But frankly I think the PCs are strong enough to crush the mutiny.

I want to introduce the mutiny more to keep the players on their toes than create huge problems for them.

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