The Wormwood Mutiny (GM Reference)


Skull & Shackles

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Cuup wrote:
Wilken wrote:
I'm probably missing something really obvious but...If the skeleton crew takes the Man's Promise to Port Peril and sells it, how are they getting back onto the Wormwood?

Well, that's all but irrelevant since the AP wholly assumes they don't make it to Port Peril (between the storm, and Plugg's plans, the GM would basically need to force it to happen for some unknown reason). However, if I were forced to come up with an explanation, I'd say the full plan Harrigan gave Plugg was to return to Port Peril and sell the ship, then hang out there for a week or so while they wait for the Wormwood to catch up (possibly targeting some fresh new press-gangees while they wait). Meanwhile - and if you haven't read the full AP yet, you wouldn't know this detail - Harrigan swings by his hideout on Gannet Island to drop off supplies, let the dog out, water the plants, etc. and then returns to Port Peril to pick up his loyal crew and have himself another press gang.

Honestly, it's not a great plan, considering how small his crew is. You'd be justified in scratching your head over it if you were on such a crew.

The plot purpose is to take Harrigan and most of the high-level officers out of the plot long enough for the PCs to succeed in a mutiny. In-character the rationale is seriously lacking.

- Andrew <:-{}


quistar wrote:
Cuup wrote:
Wilken wrote:
I'm probably missing something really obvious but...If the skeleton crew takes the Man's Promise to Port Peril and sells it, how are they getting back onto the Wormwood?

Well, that's all but irrelevant since the AP wholly assumes they don't make it to Port Peril (between the storm, and Plugg's plans, the GM would basically need to force it to happen for some unknown reason). However, if I were forced to come up with an explanation, I'd say the full plan Harrigan gave Plugg was to return to Port Peril and sell the ship, then hang out there for a week or so while they wait for the Wormwood to catch up (possibly targeting some fresh new press-gangees while they wait). Meanwhile - and if you haven't read the full AP yet, you wouldn't know this detail - Harrigan swings by his hideout on Gannet Island to drop off supplies, let the dog out, water the plants, etc. and then returns to Port Peril to pick up his loyal crew and have himself another press gang.

Honestly, it's not a great plan, considering how small his crew is. You'd be justified in scratching your head over it if you were on such a crew.

The plot purpose is to take Harrigan and most of the high-level officers out of the plot long enough for the PCs to succeed in a mutiny. In-character the rationale is seriously lacking.

- Andrew <:-{}

The slated plot purpose. If you've tinkered with the story a bit on your own or one of the many helpful topics/posts here, you can mentally log a reason as to why he bails with only his best.

In my own game(Which my players will never be here so whatever), in addition having Cheliax around his neck(He leaves to go collect spies, move supplies they left, etc), Harrigan has a few other less than "up and up" contacts in the Shackles that he'd rather not show his fairly new crew.

In my game, even before getting captured, he was looking for allies within and without..., along with enemies. Harrigan is a man that would do a lot to put him on top. As such, he tapped into a shaky alliance/partnership with one of the Terwa Lords from the Sodden Lands or even just a powerful tribe of Lizardfolk in the Shackles.

By helping them to understand how the Pirates work, the Lizardfolk rise in power while Harrigan not only gets a cut, but also some fiercer allies to call on should things to south and swimmers to loot wrecks for even more gold. But after getting captured, he's struggling to balance his new Full traitor status, along with his leashed dreams, and the obligations he has to this inhuman ally.

In my game, he goes off to try to convince them to give him some time, come to see if they will ally with Cheliax when the fleet comes, or perhaps find a way to END this little issue.


Hey slight question if someone's still around to help me.

The Owlbear encounter bugs me. His morale says that if he's reduced to 15 HP he'll get a club and then lower than 10 HP he'll try to back away and end the fight.

But the fight should be dealing Non-Lethal damage anyway. You don't deduct those from hp. Should I run it based on how much Non Lethal damage he's taken?


MerlinCross wrote:

Hey slight question if someone's still around to help me.

The Owlbear encounter bugs me. His morale says that if he's reduced to 15 HP he'll get a club and then lower than 10 HP he'll try to back away and end the fight.

But the fight should be dealing Non-Lethal damage anyway. You don't deduct those from hp. Should I run it based on how much Non Lethal damage he's taken?

Yes


Cuup wrote:
MerlinCross wrote:

Hey slight question if someone's still around to help me.

The Owlbear encounter bugs me. His morale says that if he's reduced to 15 HP he'll get a club and then lower than 10 HP he'll try to back away and end the fight.

But the fight should be dealing Non-Lethal damage anyway. You don't deduct those from hp. Should I run it based on how much Non Lethal damage he's taken?

Yes

Okay I'll do that.

One other stupid question while I'm here. How'd Owlbear get his HP?

2d10 okay that makes sense, he's got 2 levels of fighter. Where's this +9 coming from?

His Con bonus should be +2, so that's 4 extra HP over two levels with +3 from toughness to bring it up to 7. Does he have favored class bonus HP?

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

I'd say that has to be it. I think only the NPC classes don't grant it.


TriOmegaZero wrote:
I'd say that has to be it. I think only the NPC classes don't grant it.

Thank you. Getting ready to run this. So I might have some questions.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

I just had session one this past Sunday, so we'll be figuring things out together. :)


TriOmegaZero wrote:
I just had session one this past Sunday, so we'll be figuring things out together. :)

Yeah it's jsut small things on the character sheets and tactics I'm puzzling over. There' enough info/topics to help reworking the AP to be a bit better. Like I'm using(God what's his name) changes that has a cursed Cloak that needs to see torture on the wormwood.

All that I can understand and work with or put my own spin on. It's other stuff like...

Master Scourge is a level 2 Rogue. Also Level 2 fighter but the question is his Rogue side. He has Evasion to help out and should have a Rogue Talent..., but I don't see it?

Did he pick a Rogue Talent to get an extra feat? That and his Handaxe has a +7. That's not a weapon you can Weapon Finesse so it shouldn't run off his dex. Hmm No wait that's due to Master work. Doi

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

It doesn't look like it. Rogue talent lists Bleeding Attack.


TriOmegaZero wrote:
It doesn't look like it. Rogue talent lists Bleeding Attack.

Hmm weird. I don't ahve that. But I have a hand me down copy so maybe that part saw some fading or damage. Or just an error.

Might pick up a PDF to get a better look.


Definitely get your hands on a pdf. They're much easier to reference ([ctrl f] is my best friend!), and they never suffer from wear and tear.

Rogue Talents are always listed in the SQ (Special Qualities) entry, at the bottom of the Statistics section of the stat block (directly under Languages). Also, 2nd-level Rogues get Evasion.

I can sympathise, though. I've come across stat blocks that have just not added up, causing me to spend quite a bit of time cross-referencing every single line, looking up rules for every little term or ability, only to realize that the stat block was right all along. Occasionally, I've come across some legit errors, but it's usually a waste of time, though I've come to referring to it as a learning experience for my own sanity :)


Cuup wrote:

Definitely get your hands on a pdf. They're much easier to reference ([ctrl f] is my best friend!), and they never suffer from wear and tear.

Rogue Talents are always listed in the SQ (Special Qualities) entry, at the bottom of the Statistics section of the stat block (directly under Languages). Also, 2nd-level Rogues get Evasion.

I can sympathise, though. I've come across stat blocks that have just not added up, causing me to spend quite a bit of time cross-referencing every single line, looking up rules for every little term or ability, only to realize that the stat block was right all along. Occasionally, I've come across some legit errors, but it's usually a waste of time, though I've come to referring to it as a learning experience for my own sanity :)

It's worse for me. I play most my games online so while it lets me auto math a lot of stuff, if the math is wrong all those boxes start going wrong.


Other question cause I'm not sure how to run this.

Daily and Nightly actions - Shirk and Sneak, allow you got make a check(Probably Stealth) to take 10 or 20 on Perception.

What should players use that for? I'm trying to think of things they might be able to see or hear around the ship that could be useful. ot them.

And while I'm using the changed rum rules, I'm also adding a new daily action.

"Lazy - ditch your duties to rest and relax. Heal Fatigue or ability damage(1 point). Stealth Check to find a safe spot and/or Bluff check to talk your way out of punishment".


There's not a whole lot to give PC's who decide to take a look around, especially if the Wormwood map is a communal tool. Plus, it's a ship; there's not a whole lot to explore. You could consider letting them find a hidden item in the Galley or the Bilges. You could also consider letting them find the presence of the traps outside the Captain's Cabin, or if they get into the Quartermaster's Store while Grok is out, a trap present on one of the chests or trunks. Alternatively, you could give them a view of the islands they're passing and instead allow a Knowledge (Geography) or Profession (Sailor) check to get some info about the setting.


Cuup wrote:
There's not a whole lot to give PC's who decide to take a look around, especially if the Wormwood map is a communal tool. Plus, it's a ship; there's not a whole lot to explore. You could consider letting them find a hidden item in the Galley or the Bilges. You could also consider letting them find the presence of the traps outside the Captain's Cabin, or if they get into the Quartermaster's Store while Grok is out, a trap present on one of the chests or trunks. Alternatively, you could give them a view of the islands they're passing and instead allow a Knowledge (Geography) or Profession (Sailor) check to get some info about the setting.

That could work. It just seemed weird to me for basically the same reasons you listed. It seems far to small to go around exploring and doing so could end up blundering into a trap or high level NPC that doesn't want you there. Or punishment.

Using it to check for items, traps, or even location might be useful. That and maybe a Perception check on any of the crew to notice a habit or overhear muttering


Hmm. My team is interesting?

Shifter(Race) Sorcerer
Human Swashbuckler
Teifling Samurai(Later Barbarian maybe)
And Tengu Rogue.

They've done decently on their first day. Teifling doesn't trust Sandara, the others trust her a bit more after talking her into ASKING for help rather than giving back their items. SO they have 1 friend, and a healthy dislike of Plugg and Scourge already. Just 2 issues;

1) How do you run the day? My players wanted to do some RP(And we're an RP heavy group) during the day actions and I let them at least for the first day to set the stage some more. But if they do as much RP as they did on the first day, It might be a while before the Man's Promise shows up, even if I move it up time wise. Tips?

2) Someone got assigned Bilges on the first day and helped convince Magpie(Female in my game) to do a runner. Well not run just "not be there when they came". So Magpie is hiding out on the Wormwood right now(There HAS to be a crew made compartment or two you can hide around). So while the crew haven't found Magpie yet, suggestions on how to do this? Daily checks to see if they find 'em? DM auto hide/find? Also looking into crazier ideas. Player or two mentioned something about how Magpie might be Besmara in disguse as in my description/bio of her I mentioned that "No one recalls how she boarded or but even fewer can recall when she wasn't part of the ship". This could lead to a tricky idea or two on my part. Something interesting but not too strong/out there to draw the eye of the Captain. Thoughts?


Oh dear oh dear oh dear this is GOLD but this is also "Wtf how to do this."

Okay so!

My crew is slowly getting NPCs together but they're also coming up with plans to steal the ship. Not A ship. The Wormwood.

The overall plan seems to revolve around getting most the pirates to believe the ship is Cursed and want to jump ship. Or at least scared enough to transfer over to the first ship they can find. I'm... unsure how to play this.

On the one hand it's great. They'll thinking about how to do this(Summon Rats to have rats flee the vessel, have the Cleric of Besmara and the PC with Touched by Besmara come up with some black spot curse idea or something, slight wind control, among other things.) And I've placed some other spell casters on the crew to liven up the Warrior pirate NPCs so they might be able to rig enough stuff together.

BUT..., then there's Harrigan. And Peppery. One if not both of them would probably easily see through the fake out and get the crew back in line along with lases to those involved.

It's a such a good idea and would give Harrigan such a personal vendetta against the PCs to hound them the rest of the way rather than showing up randomly hating the PCs for.... killing his First mate that was jerk anyway? And probably would have slipped a knife into Harrigan?

Such a ploy is grand but I'm unsure as how to allow it outside of "GM says so".


Sounds like you got your hands full!

Magpie really being Besmara is a cool idea, and if that's the case, don't even worry about the crew finding her. You can go ahead and roll Perception each day for the crew to find her for the sake of keeping the PC's in the dark, but the result really doesn't matter, especially since Besmara has the Trickery Domain and Deception Subdomain in her portfolio, she'd have no problem hiding unnoticed on a ship where the highest caster level is 8th. Something you could consider asking yourself, though, is does Besmara know about Harrigan's plan with Chelliax? The safer bet would be to say no she doesn't, because if she did, I'm not sure if the captain would be safe with the Pirate goddess on his ship while he's actively planning on snuffing out perhaps the single greatest concentration of her worshipers (i.e. the pirates of the Shackles).

As for the PC's current plan...It would definitely be tough for a group of 1st-level PC's (and one 3rd-level NPC) to convince an entire ship's worth of people that the ship is cursed. Remember that the officers (besides Scourge, the Cabin Girl, the Cook, and Owlbear (i.e. the guard dog)) are anywhere between level 5 and 7, the spellcaster is 8th-level, and the captain is 16th-level.

If Magpie IS Besmara, I don't see her interfering, since she's want to leave pirates to their own devices, anyway. If you really do want this plan to work, though, Magpie being Besmara could be your best bet - maybe she DOES know Harrigan's plan, and this is the most overt way she intends to stop him. In that case, maybe you should have the Man's Promise show up way earlier than scheduled, so either Harrigan can slink away in his Wormwood after losing his entire crew, or have another ship ready for him to escape in if need be. You could then have Besmara say something like "thank you for helping me deal with that traitor", and disappear. Unfortunately, the goddess of Strife doesn't disappear without consequence, and just from disappearing, a massive storm begins to swell, which winds up marooning the PC's just off of Bonewrack Isle.

Personally, I wouldn't GM-fiat this plan into success, for it's way too ambitious for such low-level PC's. They're certainly welcome to give it a try, with you granting their antics a bonus on Bluff checks to convince everyone that the ship is cursed, but the more people who see through the ruse (this could include plenty of standard Swabs and Riggers if they roll well), the more those Bluff bonuses are gonna get cancelled out with a growing crowd calling out the lie. When the rumors do reach the Officers, you could weigh the number of nay-sayers vs. the yay-sayers for if the PC's still get a bonus on their Bluff checks vs. the officers' Sense Motive checks. And don't forget that Peppery could very well have access to some Divination magic that could instantly get to the bottom of everything.

So the rumor has stretched up and down the ship. Let's say it doesn't pan out, and the PC's are exposed for starting this very poisonous rumor. Obviously having the lot of them keelhauled wouldn't be very fun, so maybe instead they all get a ridiculous amount of lashings, but Sandara (the NPC they likely depend on for healing, and the one the officers pin as the most responsible for starting the rumor, since she's the Cleric of Besmara) gets put in the sweat box. So, no one has died, but the PC's lost their divine support for the immediate future, which means the punishment in store for THEM won't be something they can just undo with healing. Still, they can continue with the adventure, and eventually get Sandara back when they pull her out of the sweat box.

Now let's say instead that the rumor does its job, and the vast majority of the ship now believe that the Wormwood is cursed. OK, now what? I doubt anyone would just jump ship in the middle of the ocean; that's an even more sure way to die than waiting for this curse to take them. Plus, drowning to death just sucks, and few would take that over fear of the unknown. Maybe instead, mob rules slowly start to supersede the established chain of command, and Plugg and Scourge start to lose control of the Swabs and Riggers. Maybe even though they failed their daily task skill checks, they just don't show up for Bloody Hour. Plugg and Scourge go down to the crew quarters, but when they try to force the crew to attend Bloody Hour, the mob just takes the officers' whips away and kick them out. "We're already cursed, Plugg, I'm not getting whipped by the likes of you!" This is where you'd need to be careful, because when Harrigan hears about insubordination on this level, he's most certainly going to step in, and mob rules don't matter when the mod is 1st- and 2nd-level, and the boss is 16th-level. Harrigan would probably need to kill a few people to get everyone's attention, and I don't mean keelhauling, I mean marching down to the crew quarters and one-shotting whichever poor NPC's happened to be in his way until he had silence. He could say that whatever curse they thought they were dealing with paled in comparison to his ire, and he would be killing another sailor every day if he felt they were still slacking off, and the killings would be far slower than those they witnessed just then.

Unfortunately, the PC's wouldn't really have much choice at that point than to listen, or else they'd die. So a lot of the rest of Part 1 of this book would probably play out similarly to as written, but you could then modify Part 2, and say that everyone who goes on the Man's Promise does so as a form of banishment. Harrigan, now with a fresh batch of sailors who don't think the ship is cursed, wants to make an example of those who did now that he can spare the bodies, and ties up all guilty parties, and leaves them on the Man's Promise, which is also set to sink. Plugg and Scourge are tied up for failing to keep order on his ship. All bound sailors, both NPC's and PC's both enemy and ally must work together to get unbound and fix the breach in the hull as Harrigan sails away laughing. Once the immediate danger is addressed, you'd then have Plugg and Scourge, backed by their allies, vying for control of the Man's Promise. They could be slightly pacified in their animosity toward the PC's after surviving the ordeal, and could be less ready to whip everyone on the PC's side. Plugg and Scourge could even argue that they're the most experienced in sailing and leadership, so they just need to keep control of the Man's Promise until they can get to a port, at which point, they can figure out what to do. Sandara could even chime in if the PC's aren't willing to give Plugg control of the Man's Promise, and quote one of Besmara's aphorisms: "Settle your quarrels on land, for a ship divided is doomed to sink".

What Plugg DOESN'T say is that he plans on offing the PC's eventually; he's just not confident in his ability to keep order again if the first thing he does on this new ship is kill the most likable group of sailors. Eventually, the storm hits, and the rest of Part 2 and 3 can play out pretty much the same, with Plugg telling the PC's that their mission on Bonewrack Isle is to find water, NOT find Sandara, and then having Plugg decide that now is a good time to go back on his word, and kill the PC's when they return.

So there, that's all my thoughts on how to handle the PC's plans. In my versions, the PC's machinations wind up not really mattering all that much, since the end result is the same, but the important thing is that the PC's will see the entire adventure as a result of their actions, while you the GM won't be up a creek because the PC's went so far off the rails of the AP that you don't know how to proceed. Hope this helps :)


Thanks Cuup, this kinda helps a bit.

I'm not sure I would make Magpie be Besmara. At most I was thinking of homebrewing maybe a servant of Besmara. Like a Lightning Elemental, or maybe homebrew a Brine Elemental(Besmara's Planar allies don't include a Humanoid unless I want to get to a Ghost pirate captain in her service). So whatever I would do is probably make something that can disguise as a human.

Though if Magpie IS Besmara herself, I can roll with it as she sometimes masks herself as a Sailor to give boons or banes to the captain based on her own treatment. Or to get a feel for the mortal way of Pirating. Or to just end up trolling mortals.

But yeah that was my own worry. Harrigan and Peppery would quickly figure out it's fake and take steps to just END this silliness. So even if the PCs roll well and come up with a good plan..., Harrigan says no. Not unless they come up with a good plan.

I've already had Sandara push them into waiting a bit. The Sorcerer I have can use Breeze and Alter Winds, and while they might not be struck enough to actually change a ship's direction, Sandara has suggested to use the slight nudging to get the Wormwood to one of the busier sailing lanes in the area. If they can do that, and find another ship, the Crew will probably favor attacking it for plunder(And maybe egged on by the PCs). Harrigan might dislike bowing to the crew's wishes but also realizes he needs more men and ships so this is a good thing for him anyway.

Of course there's also been a suggestion or two of stealing the Wormwood during the boarding and Pillaging phase.

My group is thus far liking it but we've only had 2 sesssions are are just on day 3(We do text and get wrapped up in RP and rules) so I'm taking steps to skip over some days or combine them to get to the Man's Promise faster. Cause I like what they are doing but I think I might have a player rebellion if I come down too hard.

Other issue, I didn't take EVERYTHING from them so they don't have to spend so many days on getting their gear back. That's a bit of a mistake and I don't want to change it now(Especially as 2 players took Gold based Traits) but they did have to hunt down their weapons and a personal item or two.


Player 1: Okay yeah, we have a good plan about this. Biggest issue is the Captain and his Wizard.
Player 2: Yeah. ..., and maybe make sure the ship isn't alive. Cuz if it is it might not take kindly to us kicking out it's captain

Me: ....., K.

So my players are still going with the idea of tricking everyone into thinking there's a curse. The Tengu has already convinced 1 pirate, and got an officer to listen enough to bring it to the Harrigan. But then I saw this in after game chat.

This is.., wow. This something I didn't even think off. I'm already using Dudemaster's Clock idea so I wonder if I can't have some of that curse leak out and animate the ship a bit.

Or maybe have the ship, which was at one point a prized and renowned vessel end up getting taken by Harrigan and for lack of a better term, mistreated and it wants a new Captain itself.

This is actually an interesting idea my players came up with(Half my games are my players just GIVING me ideas), so interested in opinions here.

I still like the idea of the PCs getting the Wormwood out from underneath Harrigan. A friend like Kroop or Sandara can easily suggest Rickety’s Squibs as a place to get the Wormwood cleaned up and refit, and which gets them onto Bonewrack Island(On a larger time table than 1 day but not quite free). And again, this gives Harrigan a motivation to be this lurking danger in the background up until the climax of his role.

The big issue here is the idea of what the PCs will get if they yoink the Wormwood. How much plunder might be in the haul or anything left over by high level characters. Still I can probably hand wave some of that as Rickety needing more cash/goods to squib a big ship like Harrigans.


Okay so....

My players have killed Scourge before the Island. Mr Plugg is... probably going to follow if they get a chance.

They whipped up talk of the curse into a frenzy and made it look like Master Scourge was the source of it(Who had already whipped up the crew about another character being the cause so they were primed). Mob rule came around and Scourge was tossed overboard and torn apart(Seemingly).

Harrigan clamp down on things shortly after that but refused to heavily punish people. The next day was going to be the storm so he needed every able body hand he could get and tired/broken ones wouldn't help. He did however, publicly tribute some gold in Besmara's name to the sea as a way of lifting the curse and weathering the storm. He just used the Crew Funds to do it as punishment. He went a step further and named Mareen, the least superstitious sailor as the new Boatswain. And then he made sure no one would have free time to cause more trouble that night.

During the storm, Mr. Plugg's cronies moved in for revenge. A Rope trick attack on the sails, a crate 'tossed' by the waves, and a boarding ax coming 'loose'. The group were able to overcome these and have ideas as to who attacked them in the dark. To top it off, Plugg sent Varg(My replacement to Owlbear, a dim illusion covered Gnoll) overboard. Plugg had seen the group's Sorcerer talk with Varg and was able to convince him to help implacate Scourge. Mr Plugg does not like that he has lost control of his pet and sought to kill him in a way that didn't seem suspicious but also should Varg get dragged back and shown as a Gnoll, he can blame the PCs for saving this odd creature instead of his prized dog.

So the group is going to clash with Mr Plugg in the next few sessions and I've speed up the arrival of The Man's Promise to happen before the crew starts stabbing each other.

I have, I think, figured out what to do about Magpie. She's actually some sort of specially crafted Ship Sentinel who belonged to the pervious captain of the Wormwood and refuses to see Harrigan as the true captain so causes misceif when she can. The reason she can't be found is because she returns back to the bow of the ship to hide.

I've read through the books and the Wormwood itself doesn't seem to be special at all or even notable. But having Magpie be shown as some sort of spirit/guardian can help tip the players off to some info, though she doesn't know everything. She's prevented from entering the captain's cabin unless invited and Harrigan's secret meetings take place on land so she has limited knowledge of his betrayal.

If the PCs and possibly their allies keep up on this curse idea(Along with the fact I've already painted the Wormwood as kinda beat up and run down with comments from the Carpenters), I might have Harrigan claim the Man's Promise and punish the starting crew by making them sail the "Cursed" boat back to port. Which lets the PCs try to take the ship.

Cause while Harrigan and his allies can stop them while on board, there's nothing plot wise that stops the PCs from taking it.


Ran another combat event.

After the storm the Wormwood passed through the debris field of another ship. This drew the attention of the dead souls of the sunken ship which removed into Floatsam Terrors and followed.

As a Punishment for earlier events, the PCs where on night duty and had to fight weaker Floatsam Terrors till help came. Afterward they heard about some Terrors below decks and were able to trick 2 crew members they didn't like to go down and fight them.

Which then the PCs came in and murdered the villainous crew. Well, killed one, spared the other if he worked for them.

2 days till the Man's Promise.


Right so...

They got the Man's Promise and killed Plugg pretty fast. This was expected, I didn't' give Plugg living 5 days before he got axed. However, because I'm bad at experience and they've kinda twitted their thumbs for a lot of days, I've leveled them up to 4.

So they're going to Bonewrack Isle at level 4. Ideas on how to make it tougher besides just giving "Advanced" to everything?

Related, we're playing Auto Bonus Progression at Level+1. So they actually have some of the stats expected even though they are behind in funds/spending.


Honestly, not much tweaking is needed to keep Bonewrack tough. Just don't pull any punches and they should still be peeing their pants. Those Mosquito Swarms can be lethal without the right party.

What is the party composition?


Cuup wrote:

Honestly, not much tweaking is needed to keep Bonewrack tough. Just don't pull any punches and they should still be peeing their pants. Those Mosquito Swarms can be lethal without the right party.

What is the party composition?

Lemme see... and they are level 4 now. We're also playing with some extra rules such as Automatic Bonus Progression and they basically have 3-4 feats each given some other house rules we use. So they are swinging at or above level even with the lack of loot I've given them. I have

Samurai Sword Saint 2/Barbarian 2
Swashbuckler 4
Sorcerer 4 (Stormborn)
Rogue 4
Summoner 4. This is my newest player and I have to see if they mean normal or Unchained.

Grand Lodge

MerlinCross wrote:
Cuup wrote:

Honestly, not much tweaking is needed to keep Bonewrack tough. Just don't pull any punches and they should still be peeing their pants. Those Mosquito Swarms can be lethal without the right party.

What is the party composition?

Lemme see... and they are level 4 now. We're also playing with some extra rules such as Automatic Bonus Progression and they basically have 3-4 feats each given some other house rules we use. So they are swinging at or above level even with the lack of loot I've given them. I have

Samurai Sword Saint 2/Barbarian 2
Swashbuckler 4
Sorcerer 4 (Stormborn)
Rogue 4
Summoner 4. This is my newest player and I have to see if they mean normal or Unchained.

Does your players have Burning hands or similar swarm hitting abilities?

If not, then let them find a wand of burning hands - Perhaps next to the bonefire or at the bride ghouls.

The easy fights are the frogs and the coconut crabs. Just add more frogs and crabs.

The bride ghouls can get some extra hp. Just play them defencesively (they are quite clever). So when the players close up they get full attacks. One can act as bait while the others circle around. Perhaps add a swarm if that is not enough.

The grindylow cave takes time. If the players goes in at high tide, then dont change anything. The Devilfish are nasty at High tide as its Cave is only submerged at High tide. If the players go in at low tide. Then give the Queen and the whale some cannonfodder support - perhaps the Queen can release the lacedons. The Queen has really few hitpoints. By the way chill metal is really funny when the rescuers dive down to reach Sandara. The Ice makes armor and weapons float upward :)
Remember to use the grindylows swift action trip before they attack. If the target is prone, they are easier to hit.


*Khan* wrote:


Does your players have Burning hands or similar swarm hitting abilities?
If not, then let them find a wand of burning hands - Perhaps next to the bonefire or at the bride ghouls.

The easy fights are the frogs and the coconut crabs. Just add more frogs and crabs.

The bride ghouls can get some extra hp. Just play them defencesively (they are quite clever). So when the players close up they get full attacks. One can act as bait while the others circle around. Perhaps add a swarm if that is not enough.

The grindylow cave takes time. If the players goes in at high tide, then dont change anything. The Devilfish are nasty at High tide as its Cave is only submerged at High tide. If the players go in at low tide. Then give the Queen and the whale some cannonfodder support - perhaps the Queen can release the lacedons. The Queen has really few hitpoints. By the way chill metal is really funny when the rescuers dive down to reach Sandara. The Ice makes armor and weapons float upward :)
Remember to use the grindylows swift action trip before they attack. If the target is prone, they are easier to hit.

First my Summoner is playing Unchained. But given he took over a character I made with 3rd party Eidolon book and gave him permission to use parts of that, his power level is gonna be maybe off. That covered, let's go.

1) They don't have burning hands but the Sorcerer is pulling up AoE spells anyway since they don't have to worry about splash damage on the boat anymore.

2) They landed not in the marsh as they own the ship themselves. I throw a couple crabs on the beach they landed on with their sailors and that was a bit harrying of them(a crit's a crit regardless of damage dice)

I've also, as a replacement to the Plugg/Scourge fight, made a crab alpha. Fiendish Man Eater Crab, which raises it to roughly a CR4 monster I believe. Toss a feat or trick or something on top of it and it should be a decent threat(And the shell might be worth something).

3) Exta HP on the Ghouls could be good but given they don't have a cleric, also just deadly without the HP. Granted the boost means they can survive a hit from the Samurai.

4) The cave is gonna be the hardest part regardless of what they do. Also I didn't see anything about Chill Metal causing enough ice to float up. That could just be handwaved as DM fluff.

Grand Lodge

Look at the bottom of the text Chill Metal.


*Khan* wrote:
Look at the bottom of the text Chill Metal.

Okay I see the text. Though it says "Unattended"

Grand Lodge

MerlinCross wrote:
*Khan* wrote:
Look at the bottom of the text Chill Metal.

Okay I see the text. Though it says "Unattended"

Well you could give them penalties to swim checks and reduced swim speed downward if they hold on to their weapon or are wearing metal armor. As the layer of ice growth thicker the penalties increases.

But be carefull if they are low on ressources from the long Dungeons crawl. This is already a tough encounter, because the party need to split up to save Sandara and the other crewmember.


So Ive been reading through the book and who is the woman with the robot arm on page 67? It just seems so weird and out of context.

Grand Lodge

Emereldmaster333 wrote:
So Ive been reading through the book and who is the woman with the robot arm on page 67? It just seems so weird and out of context.

I dont have book 1 with me right now, but my guess is Captain Jemma Redclaw from Plunder & Peril adventure. You can use it as an alternative book 2.

I have been planning on mixing Plunder & Peril with Raiders of the Fever Sea (Book 2)

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