
This idea of the scenario not quite fitting the scenario appears in a few other spots. Squaring these things up is the challenge of the writer but it is effectively punted off into some explicit player advice that trickery and social monkeying is the correct answer this time around and violence should be applied later. I can see how the writer wanted to do something interesting but the whole level system does lead to the suggestion that violence can be applied to solve all problems as it is for the GM to avoid throwing inappropriate hazards at the players.

I also had to smile wryly at the advice that this adventure contains a number of high-level characters oppressing the PCs with the expectation that the group do not confront them physically due to the suicidal imbalance of power.
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Having characters with no interest in piracy is just going to cause problems later when the characters free themselves and then have no reason to join the freebooting. This setup works best if the characters are roguish and bent on a piratical career anyway and this little piece of railroading represents an involuntarily frogmarched advancement of their plans anyway. It is an interesting premise and helps introduce the Path's main villain from the off, but immediately you have to think about the PCs motivations. The PCs start the game press-ganged into service on a pirate vessel having been drugged and stripped of their equipment.
