Contest to replace the first mate (Wormwood Mutiny)


Skull & Shackles


Last session, during the literal "fog of war" while taking on the Man's Promise, a few of the characters sought out Mr. Plugg and murdered the hell out of him.

They should have lost the fight, but a failed save vs. the witch's ear piercing scream, and rolling 4 or lower four times in a row meant the last of Plugg. They finished it off by casting Undine's Curse on him (another failed saving throw) so he'd stop breathing once unconscious, and then made a masterful stealth check to toss him over the ledge into the shark infested waters before the fog cleared.

It wasn't what I was expecting but good on them! Plugg was terrible and he very much had it coming to him.

That said, there is a lot more Plugg is supposed to do in the adventure, so I'm looking at replacing him and I'd like to make it a contest the PCs can either get involved in themselves directly (oh how much fun it would be to try and corrupt one of them) or have them jockey for another member of the crew to win it. If one of the PCs get the role, I'd still send Kipper or someone else along with Scourge to back him up, so I'm not to worried about them getting the position if they really want it.

Any suggestions on challenges/contests that would make for a good first mate? With an additional prize the Plugg's tidewater cutlass would be awarded to the winner?


If this had happened in my game I likely would have run the contest but had Scourge become the first mate no matter the outcome and having one of his four toadies promoted to his previous position. I would also make it very clear to the players that the contest was fixed and it was Scourge's doing.

I would also have Scourge suspect foul play at Plugg's death and become increasingly paranoid and hostile (if its even possible) toward the PCs.


Got some suggestions from other GMs and I'm going to try this. After the fog clear Barnabas will see Plugg's cutlass on the deck and quickly realize that is him the sharks are tearing apart below.

He'll toss the tidewater cutlass into the water and say who ever hands it back to him will be first mate.

Challenges involved:

Acrobatics test to leap into the right hex (DC 10 + 2/person who has already landed on that hex this round).

Perception check to see the sword underwater DC 15 + 2 / 10’ away it is.

Swim text (DC 15 due to the two boats wake, fail by 5 means knocking into the hull and taking 1d6 damage) - After the first 15’ though, the water calms and the DC is 10.

Sword falls at a rate of 10'/round until it comes to rest 60’ down on a coral reef. At that point it kicks up a spore cloud around it and the perception check to find it increases to 20 for three rounds until the spores settle.

Attack roll to grab it. AC 12 (-2 to attacks because of being underwater). Once it’s settled on the coral reef a move action is enough to grab it (no attack roll needed).

Swim test to ascend is the same but the sword give a -3 penalty unless the swimmer has a place to put it (holding it in your teeth ticks off another round of air than a usual action).

Dangers:

Sharks (x3). Init +5, AC 14, Bite +5 (1d8+4), Swim Seed 60’. Perception +8, Swim +11. HP: 22 (Saves: Fort +7, Ref +5, Will +2. CMB +7, CMD 18). Will randomly attack people.

Fellow Crew (x4): Init +2, AC: 12, Attack +3 (damage by weapon +1), Swim +7, Climb +7, Perception +1, Stealth +3. HP: 11 (Saves: Fort +3, Ref +2, Will -1, CMB +3, CMD 15). Half will go for the sword, half will attack others.

Cog: Init +1, AC: 14, Attack +4 (Damage by weapon +3), (+2 attack/damage vs. humans), Sneak attack +1d6. Swim +7, Climb +7, HP 19 (Saves: Fort +4, Ref +5, Will -1 CMB +4, CMD 15). Goes directly for the sword.

Scourge. Init: +7, AC: 15 Whip +6 (1d3+2 non lethal) or Punching dagger +6 (1d4+2 plus black adder venom). Sneak attack +1d6. Stealth +8, Swim +2, Perception +1 (Saves: Fort +5, Ref +6, Will +1, CMB: +15, CMD: 18). Waiting up top to choke out the person who holds the prize

Seems like it might be too challenging, but I'm also betting our aquatic druid will summon a dolphin to go fetch it or that our sea witch will have a trick or three up her sleeve. And if an NPC get it, that's not the end of the world either.


Sean Nittner wrote:

Got some suggestions from other GMs and I'm going to try this. After the fog clear Barnabas will see Plugg's cutlass on the deck and quickly realize that is him the sharks are tearing apart below.

He'll toss the tidewater cutlass into the water and say who ever hands it back to him will be first mate.

Challenges involved:

Acrobatics test to leap into the right hex (DC 10 + 2/person who has already landed on that hex this round).

Perception check to see the sword underwater DC 15 + 2 / 10’ away it is.

DC is way too high.

DC 0 + modifiers:
+1/10 feet
+2 Unfavorable conditions while in air due to air/water change

Sean Nittner wrote:
Swim text (DC 15 due to the two boats wake, fail by 5 means knocking into the hull and taking 1d6 damage) - After the first 15’ though, the water calms and the DC is 10.

For there to be a boat wake, the ship has to be moving. Will the ship leave people behind? I would expect the ship to be stopped.

DC 15 for rough water, cause of a storm far off or high winds making waves. However, it drops to DC 10 once 20' down since you are blow the rough surface.

Sean Nittner wrote:
Sword falls at a rate of 10'/round until it comes to rest 60’ down on a coral reef. At that point it kicks up a spore cloud around it and the perception check to find it increases to 20 for three rounds until the spores settle.

This should be a modifier and not a flat value. Make it +10 for concealment while the cloud is up.

Sean Nittner wrote:
Attack roll to grab it. AC 12 (-2 to attacks because of being underwater). Once it’s settled on the coral reef a move action is enough to grab it (no attack roll needed).

Being underwater does not affect attacks. Using a bludgeoning or slashing weapon has a -2 underwater. Reaching out to grab a weapon is more of a piercing motion, which has no penalty.

Underwater-Combat

A sword on the ground can be picked up automatically, provided someone else is not trying to take it from you. Catching a sinking sword, I would rate as AC 9 (10[base]-5[dex 0]+2[size]+2[falling])

Sean Nittner wrote:
Swim test to ascend is the same but the sword give a -3 penalty unless the swimmer has a place to put it (holding it in your teeth ticks off another round of air than a usual action).

The dangers will be sufficient to hamper the PCs. No need to invent extra barriers. Remember, without a swim speed, you only move at half speed, so it will take 4 rounds to ascend from the bottom if they make the checks. That is after taking 4 rounds going down, and some more looking for it or fighting.

Sean Nittner wrote:

Dangers:

Sharks (x3). Init +5, AC 14, Bite +5 (1d8+4), Swim Seed 60’. Perception +8, Swim +11. HP: 22 (Saves: Fort +7, Ref +5, Will +2. CMB +7, CMD 18). Will randomly attack people.

These sharks will TPK anyone going down, since the PCs are 1st or 2nd level. Anyone bleeding in the water will be attacked. Remember, the ship is running at almost minimum crew. The captain does not want to loose anyone. I suggest you have the captain wait for the sharks to leave before tossing the weapon overboard.

Sean Nittner wrote:
Fellow Crew (x4): Init +2, AC: 12, Attack +3 (damage by weapon +1), Swim +7, Climb +7, Perception +1, Stealth +3. HP: 11 (Saves: Fort +3, Ref +2, Will -1, CMB +3, CMD 15). Half will go for the sword, half will attack others.

Have the captain rule that anyone causing leathal damage will be disqualified. Non-lethal damage is OK.

Some of the crew will go ahead and do lethal damage, but they never intended to win. They are instead supporting their favorite. Also, they harry rather than full attack, as they only have to slow down the competition.

Remember to apply the damage modifiers for underwater combat linked above.

Sean Nittner wrote:

Cog: Init +1, AC: 14, Attack +4 (Damage by weapon +3), (+2 attack/damage vs. humans), Sneak attack +1d6. Swim +7, Climb +7, HP 19 (Saves: Fort +4, Ref +5, Will -1 CMB +4, CMD 15). Goes directly for the sword.

Scourge. Init: +7, AC: 15 Whip +6 (1d3+2 non lethal) or Punching dagger +6 (1d4+2 plus black adder venom). Sneak attack +1d6. Stealth +8, Swim +2, Perception +1 (Saves: Fort +5, Ref +6, Will +1, CMB: +15, CMD: 18). Waiting up top to choke out the person who holds the prize

Seems like it might be too challenging, but I'm also betting our aquatic druid will summon a dolphin to go fetch it or that our sea witch will have a trick or three up her sleeve. And if an NPC get it, that's not the end of the world either.

I like the idea on Scourge waiting up top. His cronies are below attacking and weakening the one who retrieves the sword, but lets their leader get the prize.

Anyone gives him lip, he replies "the captain only said the one to hand it back to him, not who brought it up from bottom. Oh yeah, you get the sweat box (or maybe a whipping) for your impudence. Anyone else?"

/cevah

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