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Monday Night Pathfinder Pirates: Not the Wormwood

I just really like the backstory of the Wormwood Mutiny, and though it isn't the campaign I was to run, the first book is an excellent resource to introduce players to pirating.  I take my own artistic license to GMing it though.

So the group starts out in the Cutlass tavern in Luskan.  Jacen, a human rogue, and Kyte, a maenad magus, have arrived in Luskan looking to join a sea-faring crew after escaping as slavers in the Blinded City, the city of the followers of the four gods Myrkul, Bane, Bhaal, and Cyric that is found in the Anauroch Dessert.  Vladyr Stormwalker, a dwarven druid, has come to the tavern, as well, looking for a home on the sea.  A half-giant fighter name Durgen who thinks he's a dwarf is also present with a siege weapon strapped to his back, wanting to find a crew to join.  Sheena, a human ninja, also awaits for a chance to hit the waves.

At the appropriate time, Captain Johnston of the Wormwood, calls the sailors-to-be out to test for their positions on the Wormwood.  All find positions, though some are disappointed to join as swabs.  They are told to meet on the docks at sunrise.

Some of the new crew enjoys too much ale.  Others get jumped.  They all awake on a new ship at sea, shanghaid for a different crew.

Durgen's climbing skills earn him a spot as a rigger.  Sheena becomes the cook's mate.  The other 3 take on swab jobs.

Jacen talks up a man, Jake, held in the brig, trying to find a way off the ship, ever fighting his captivity.  He is saddened to watch the man later be keelhauled and fed to the sharks.

The ground finds a friend from the bar who offers them an idea to get some of their stuff back.

Sheena checks the galley and finds a weapon and some supplies.

The crew make enemies quickly amongst the crew.  Five men, led by a former slaver, first pick a fight with them in the crews quarters at night.  Later 4 of them start a fist fight under direction from the boatswain Scourge.  The characters successfully hold off the attack, but each get 3 lashes each for being late to their work.

Next week we will see what day 3 holds aboard their ship.

---

General impressions thus far:

  • The character group is overpowered for first level, probably because they have good stats and there are 5 of them.  I need to keep that in mind in future encounters.
  • Wormwood Mutiny book is hard to use at the game table.  Too much information is too scattered.  I desperately need to add tabs to the book to get around more quickly.
  • It is hard to roleplay someone else's characters.  I don't get them, and it takes to much info for me to get them.  I guess I think differently that the usual GMs when I consider what is important to roleplaying a character.
  • The players are taking their time in understanding the importance of making friends on the ship.  Jacen is working at that, but the others aren't.
  • Pathfinder Pirates is going to be a much heavier NPC campaign than I've ever tried before.  I need to build up a good deck of NPCs with stat blocks for moving ahead.
  • If the PCs get their own ship, they are going to need a lot of people to run it besides their 6 characters. What approach is best -- having a ton of NPCs, using magic to eliminate the need for the extra crew, giving the players extra PCs (maybe light PCs?), or something else?
  • There are a lot of rules the group (including me) don't have down yet.  Still working on that.
  • Still don't have my setup ready to go.  I didn't have enough room on the table for what I needed as a GM tonight.  Laptop needs to be more effective.

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