Skip to main content

Monday Night Pathfinder Pirates: The Mutiny

The entire saga of Monday Night Pathfinder Pirates has been a building of tension.  Since the party of 6 were first dragged aboard the Carrion Crow, the PCs have been targeted for abuse by Mister Plugg and Scourge.  This week the group spent some final last time making preparations by trying to befriend the crew.  Shifts continued as normal, but this day found Sarith, the Magus, on the wrong side of the dice rolls and head into the bloody hour tied to the main mast.

Jacen saw it coming, shirked his duties, talked to some folks, and with the help of the half-giant who think he is a dwarf (siege weapon expert, fighter, cleric named Durgen), rigged some explosives.

The bloody hour began and the crew was all placed on deck.  6 PCs took position.  I slowly counted out the NPCs into two piles -- those that had been substantially influenced as to assist in the mutiny and those who were loyal to Scourge and Plugg.  Jacen then called Scourge and Plugg out, pouring over the reasons why Scourge and Plugg weren't going to be any good for any of the pirates.  His speech covered 3 main points that I had previously noted for motivation, and with the positive reaction of the crowd, more crossed to his side.  The battle was to begin with Scourge and Plugg and their 4 loyalists.

The battle lasted only a couple of rounds.  The 6 players worked together rolling dice and pushing the mutineers to an easy victory.  Enlarge Person was cast on the half-giant.  The druid covered the deck with obscuring mist.  Knives and weapons clashed and clanged.  Even Fishguts, the cook, got a blade in edgewise.  Scourge and Plugg were killed, as was one other loyalist.  Each were given burial at sea.  The mutineers presented Jacen with the Captain's hat and cutlass.  Jacen showed mercy to the loyalists remaining, tossing the cat-o-nine tails overboard that represented the harsh punishment of Mister Plugg.

Next came a long celebration.  Jacen worked the crowds to keep morale high and minimize new mutineers vying for power.  Dwarven fire ale flowed freely as Durgen lead a party that lasted well into the next day.  Jacen, as new captain, started assigning positions to the crew.

  • Captain Jacen (Human Rogue)
  • First Mate Kyte (Maenad Magus)
  • Ship Mage Sarith (Half-elf Magus)
  • Boatswain and Master Gunner Durgen (Half-giant fighter / cleric)
  • Healer Sandara Quinn (Besmarian Cleric)
  • Carpenter / Surgeon Druid
  • Master at Arms Shivikah (Fighter / Former Slaver)
  • Cook Ambrose "Fishguts" Kroop
  • Cook's Mater Sheena (Half-Elf Ninja)
  • Gunner Crew for the Second Ballista
  • (More updates next time)
Jacen also took to the duty of assigning quarters and figuring out the next step in their journey.  It appears the Bonny Kate is now headed to Luskan to let a couple of people off (Conchobhar who is leaving to check out  his merchant operation, Aretta who is a former loyalist leaving the ship).

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 the creature

Exploiting Weakness in D&D 5e: A Guide for the Evil Plotting GM

I wrote a similar article to this on Pathfinder, and though this is a pretty evil topic, it has been of use to a lot of folks out there.  So, now, I think, is the time to start a similar article for D&D 5e.  This will be a living document to be updated with suggestions and more information as I find better methods. In general, 5e is a lot more challenging for a GM, because the classes are reasonably balanced and because the game mechanics don't have a lot of scale over the 20 levels. Here's a general list of things to increase the difficulty for the party: Increase the number of foes and the CR (ignore the book CR system if it isn't offering a challenge) Spells against the PCs low saves.  A high level sleep spell, for example, could take out a party with no elves. Drag out the opportunity for the long rest.  After 2 short rests, the 3rd battle of the day is tough. Hit the most vulnerable PC first. It almost always forces another teammate to take an action to a