How did your groups Mutiny take place?


Skull & Shackles


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I was a PC in a group that waited until after bringing supplies back from the island & the mutiny was forced upon them.

In the Game I am currently running for S&S, my PCs started giving the Officers and hostile NPCs food made with the bilge water in an attempt to soften the crew up with dysentery. About 1/2 the crew got it, including Master Scourge...they over took the ship on Evening of Day 2 as soon as they heard whispers & rumors of being sold into slavery in Blood Cove.

I found this to be rather hilarious.....namely because one of the PCs said "Wait so who are we pooping.....isn't that guy friendly"

Silver Crusade

Pathfinder Lost Omens, Rulebook Subscriber

My mutiny happened in much the same way your first one did. We did as we were commanded to by Scourge and suddenly we return to the ship and the mutiny had all but started without us.


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for those curious: Bilgewater Bisque


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Pathfinder Companion Subscriber

My players were determined to be good pirates, and after they were attacked when they returned with supplies they researched what Plugg and company were supposed to be doing (ie going to Port Peril to sell the ship) and did that. They just wanted to make a good impression on Captain Harrigan.


Huh, the group that I am running for decided that didn't like Plug and Scourge especially after they forced Quinn and Rosie to sleep in the officer's quarters with the rest of the crew loyal to Plugg, so the first night that the Wormwood was out of sight they laid a trap, they raided the armory and armed the crew on their side with crossbows and created a killing field outside the cabin. The rouge of the party also found and trapped the trapdoor with the help of the wizard, so Plugg, Scourge and all those loyal to him quickly fell full of crossbow bolts before they could even raise much of a defense.

Shadow Lodge

The group in my campaign decided to attack after exploring Bonewrack Island for gear and supplies.
They had a pretty good idea that Plugg meant to kill them all when they returned to the ship, so they did their best to sneak up on the Man's Promise. Some of them were able to swim out there with Touch of the Sea.

They even built a mantlet to protect them from missile fire and fixed it to the bow of the ship's boat as they sailed back to the ship.
Good thing too, because Plugg and Scourge had the crew fire at them with the ballistas from the sterncastle the whole way. Almost sunk them.

Once they got aboard, the fight didn't last long. They hated Scourge so much that they were fighting each other for the chance to kill him.

Grand Lodge

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Our mutiny apparently happened waaay before everyone else's. Then again, our group has a tendency to pre-empt our GM and go off the rails regularly.

We've got some Chaotic Goods in the party who weren't super keen on the idea of attacking some random merchant ship. Our GM also really played up how horrible the officers were, to the point where our characters were finally convinced they were going to be murdered in their sleep anyway if they didn't take some initiative. So, since we knew we were going to be sent on board the next target first as cannon-fodder, we planned ahead with all our friendly-aligned NPCs.

When we were sent aboard the Man's Promise, my witch put down an Obscuring Mist-- presumably as part of our plans-- and a bunch of our friendly NPCs used the cover to hop ships even though they weren't supposed to. Meanwhile, we had made friends with Fishguts the cook, who had levels in rogue; we had him do a Disable Device on the bilge pumps and take some key parts with him an hour before we closed in on the Man's Promise. One of our PCs had noticed the oil barrels when wandering around, so we had Fishguts set fire to them as his last action before joining us. Apparently, he decided on his own initiative to let all the animals go free too, since it wasn't right to leave them in cages as the boat sank.

Connabar's job was to surreptitiously cut *nearly* through a few sail ropes before leaving, since he was on rigging at the time.

All told, we got our friendlies on board the Man's Promise, quickly told the other captain that we'd fight on his side if he left *pronto*, and we cut the grappling hooks and overturned the boarding planks behind us.

Barnabus Harrigan and his buddies tried to board after us, but Harrigan *tanked* his save against my misfortune hex, and ended up botching his attempt to swing across the two ships. I have never seen a more satisfying 1 on a d20 in my life. Scourge made it across, but between everyone we had, we pounded him into the ground. Our gunslinger took his fancy coat.

There's talk that Harrigan *might* have survived in spite of his smoking, sinking, animal-overrun ship. Nevertheless, we screwed him over pretty completely.

I hear the rest of the module was jury-rigged to accommodate the fact that we were hanging out with the merchant instead of killing him. We hit a storm and needed water and fought some stuff on an island, but we eventually dragged ourselves to Rickety's Squibs, and the grateful captain sold off his wares and bought us a newly-squibbed ship from the recently-arrived Captain Pegsworthy in return for our help.

Given our reluctance to attack random passing boats, the GM has messed with the game a bit to put us up against his version of the Aspus Consortium. Who feels bad for slavers, right? Chelish slavers. Even better.


In my campaign the mutinity took place when the players refused to take punishment during the second storm. The heavy rain made ranged weapons pretty hard to use, so everyone got up close. After Plugg scored a lucky crit against the PCs frontliner (bringing him down to -13 HP as they were only level 2 at that point), both the PCs shaman and Sandara desperately tried to heal him back up with channel energy, which caused the rather hillarious situation where both sides crew members were typically healed back up the very next round after taking damage or going down, keeping casualities low.
The shamans selective channeling feat did really pay off there, as he could exclude Plugg and Scourge from the healing and the party could eventually overwhelm them.

Liberty's Edge

Our mutiny was only allowed to take place after returning supplies to the man's promise from the island as our dm insists that the module only allows fro the mutiny to take place at that time...

Shadow Lodge

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In my game, the mutiny happened at sea; as soon as the Wormwood was out of sight, everyone started flinging accusations at each other. Nobody could stand Plugg & Scourge, and it looked like a storm was coming.

Plugg had almost won the crew over with, "You're really trying this now? Just get to your stations, or doom us all," but later pushed an insolent Sandara overboard with his cutlass.

What followed was a dramatic tussle on board a nearly adrift ship sailing right into a storm - people grabbing the helm, only to get shoved away, opponents teaming up to attack the odd boarding grindylow - and when he was staggered and disarmed, the ship's barbarian picked up Mr. Plugg and threw him overboard. Scourge fell soon after, but the mutineers' victory was short-lived as a huge wave flung them directly into a sandbar.

They found Mr. Plugg later, though - tied to a post and half-eaten. That didn't stop them from mutilating him even more.


Pathfinder Adventure Path Subscriber

We never even made it to Bonewrack Island before our mutiny.

Our party had individual reasons to desire revenge after being shanghai'd. Not all of them were good reasons, but hey, who needs those when you're a pirate? So we all started in our ways to subtly work towards a mutiny pretty much from day one, and it was due to Scourge and Plugg beating us down that we found an alliance with one another.

Our party's halfling seasinger, Babette, batted her eyelashes (amongst many other less savory acts) to win over a majority of the crew, even going so far as to play matchmaker between the PCs and some NPC crew. Collectively, we stood up to the officers, but only to the point of suggesting mutiny without opening threatening it. Thus, Harrigan was happy to get us off his ship and let us be Scourge and Plugg's problem.

And that very night after acquiring our new vessel, we became their final problem.

With so many allies in the crew, one of them (I think Conchabar) warned us that Scourge and Plugg had secreted out certain members of the crew whom we had never managed to win over. Obviously because they were terrible judges of character. They were all meeting in a storeroom, plotting on how to take us out that night so that we would stop being such a thorn in their sides.

Our swashbuckler had worked on secreting away a good deal of weaponry for the eventual mutiny, and we wasted no time handing out actual and improvised weapons to our loyal crewmembers and then snuck onto the deck where the meeting was taking place. Our goblin alchemist had mixed several alchemist's fires and decided to jury-rig them all into a big and unwieldly bomb. So with the crew at our back, we knocked politely on the doors to the storeroom, then threw them open and tossed the explosive inside and slammed it shut. Scourge, Plugg, and the handful of crewmembers they had at their disposal took severe fire damage before breaking the door down (one of them burned to death in the room), and then came face to face with us and an armed crew. Plugg took a boarding pike to the face repeatedly, even after going unconscious and dying from blood loss; Scourge, whom we all knew was secretly a coward, tried to escape by running onto the deck but was swarmed by the crew and beaten within a few inches of his life.

Babette was named Captain on the spot and she strangled him with his own whip. It should come as no surprise that she later took on a cohort who was a priestess of Calistria and became a dedicated lay worshipper herself, obsessed with vengeance on Harrigan.

Of course...we then had to put out the fire we made on our own ship. We knew it would set that part of the ship on fire, but did we care? Nah. And that gives you an idea of the kind of pirates we made for the rest of the campaign!

Shadow Lodge

The Shifty Mongoose wrote:

In my game, the mutiny happened at sea; as soon as the Wormwood was out of sight, everyone started flinging accusations at each other. Nobody could stand Plugg & Scourge, and it looked like a storm was coming.

Plugg had almost won the crew over with, "You're really trying this now? Just get to your stations, or doom us all," but later pushed an insolent Sandara overboard with his cutlass.

What followed was a dramatic tussle on board a nearly adrift ship sailing right into a storm - people grabbing the helm, only to get shoved away, opponents teaming up to attack the odd boarding grindylow - and when he was staggered and disarmed, the ship's barbarian picked up Mr. Plugg and threw him overboard. Scourge fell soon after, but the mutineers' victory was short-lived as a huge wave flung them directly into a sandbar.

They found Mr. Plugg later, though - tied to a post and half-eaten. That didn't stop them from mutilating him even more.

That is awesome. It's a great story, and it sounds like it was a blast to play out too.

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