Skip to main content

Monday Night Pathfinder Pirates: Making Friends the Easy and Hard Ways

New Player this week playing Sarith -- another magus -- this one is a male human.

The other magus, Kyte, was absent this week.

---

This week started off with the group recovering in the hold from 'the bloody hour' which got them all whipped by Mister Plugg.  He enjoyed it.

The crew started trying to make friends this week:

  • Jacen talked to Sandara, and Sadara offered to watch over Kyte who was recovering from the whipping.
  • Jacen managed to start a sing-along with Rosie who played the fiddle.
  • Jacen had a good chat with 'Fishguts', the cook.  Fishguts left him alone just long enough for him to grab a short sword.
  • Sheena was able to get her katana back from Cut-Throat Grok by claiming it was cursed.
  • Sheena was also able to snag a lock to lock up her katana.
  • Durgen, the half-giant who thinks he is a dwarf, tried to talk Cut-Throat Grok into giving him his hammer back.  Instead, he ended up seducing her.
  • Durgen met up with Cut-Throat at night in the quartermaster's closet on the main deck.  She passed out drunk.  He checked out one of the chests, but didn't take anything, and ended up passing out too.  The were luckily found in the monring by Caulky, the captain's cabin girl, who simple stated, "I don't want to know." and walked away.
  • Jacen managed a nice talk with 'Ratline', a halfling.
  • Sarith chatted up one of the crewwoman, who seemed to take a liking to him.
  • Various other conversations produced odds and ends information.  The Druid did some listening and got some info.
  • The group of newcomers got sent to the bilges to hunt down some dire rats in the bilge water.  They killed them easily and ended the session searching the water for items.
---

A few GM notes:
  • I truly hate the organization of the Wormwood mutiny module.  I can never find anything during gameplay.
  • I hate when the module gives a page reference in the core rulebook.  Obviously, this is useless for using the PRD online.
  • I hate the search feature on the PRD -- it is mostly useless too.
  • I need to remember to bring the core books for a couple of more weeks.
  • The base for the combat tracker is too light and it falls off the table.  Not good.
  • The new NPC cards are awesome.  With 29 NPCs on the ship, having a card for each with a picture for the players, and a stat block and notes on the back for me is awesome.
  • Since school is out, we'll now be playing 4 hours a week -- 6 to 10 on Mondays.

Comments

Popular posts from this blog

5E Starting Gold and Equipment for Higher Levels

The DMG has a rough recommendation for starting gold and equipment for higher levels, but with my groups running one-shots, we wanted to nail it down to level by level. Here's my DMG-inspired table. Generally I allow equipment to be traded in during character creation for half book value, where applicable. I also, as a GM, offer to make custom magic items for players who can't choose. A list of magical items by rarity can be found here  with stats available in the DMG. I also generally allow players to buy healing potions (2d4+2) for 50gp and greater healing potions for 250gp (4d4+4). PHB items are available at book cost at creation. I do not allow other equipment to be purchased except in game. This is generally based off the "high magic" campaign. Level Starting Gold Starting Equipment / Magic Items 1 - 160gp  OR Standard starting equipment 2 210gp Standard starting equipment 3 285gp Standard starting equipment 4 365gp Standard sta...

Rules for Flying Creatures in 5E

I'm not one for just throwing my players willy-nilly into something new without an idea of how it would work.  Flying races are on the horizon for one of my games, so here are my clarifications for flying creatures: A flying creatures requires a minimum space of at least 3 times their height in all directions in order to flight. For example, a 6 ft tall flying creature requires a room to be at least 18 ft in all dimensions before they can fly in it. A flying creature can attempt to grapple a creature.  If the the target or grappler are flying, grapple attempts are at disadvantage. If neither are flying, grapples are per RAW.  The state of flying or walking is determined by the last square you have moved.  To change between walking and/or flying, you must use at least 1 space of movement.  Movement rules per RAW apply (PHB pg 190 "Using Different Speeds") A successful grapple check by a flying creature can allow the flying creature to potentially carry th...

An Analysis of Tasha's Caldron of Everything: Spells

 I am going to be evaluating "Tasha's Cauldron of Everything" for incorporation into my own games. I figured I would go ahead and record this analysis on my blog here so other folks can follow along and glean some useful information from the time I spent. I tried to find an in-depth analysis elsewhere, but at this time none so detailed as this seems to be available. You will not find any of the text in its entirety in this blog. I will be referencing the first printing of the book, so please refer to that as you read along. There are no released errata for the book at the time of writing, although there are errata from other books that affect some of this content. There are 21 spells in Tasha's Cauldron of Everything. This includes Booming Blade, Green-Flame Blade, Lightning Lure, and Sword Burst cantrips that were originally published in Sword Coast Adventurer's Guide. There are 9 spells that allow you to summon creatures of various types. Three spells are notabl...