| Fitzwalrus |
It's not terribly clear in the AP. From the description in the Day 2 section I assumed that any delay earned lashes for laziness for PCs and NPCs alike and played it that way, particularly as our fight only lasted 4 or 5 rounds.
Spoiler:
One of our PCs used magic to knock down a couple of Plugg's cronies, which sent Slippery Syl running on deck screaming "Sorcery!! Sorcery and murder!!" but that's another story. ;D
| Melissa Litwin |
Devastation Bob wrote:
Yes, I'm an incredibly slow gm and we've only had one session so far. Just wanted to be sure for the wake-up call on day 2, how much time do they have to get on deck? The baddies stay 8 rounds, then leave, so if it takes the pc's 9 or more, they're late for muster?
I gave my PCs 1 minute (or 10 rounds) to get on deck. That's really not very long. Of course, it only took them 5 rounds (30 seconds) because they have a monk who just danced around knee-capping people (he's a ratkin, which is a small race).