
Month after month, conditions continue to deteriorate on the Pelican. Captain Demos insists that times are difficult for everyone, that sacrifices must be made for the good of all crewmembers. "Trade is tough, and the coin is lean. Once we have unloaded our haul, all will be well again." His words have grown ever more hollow with each port you reach, and each trade deal that goes through.
You know that deals are being made, and that coin is coming in, but the captain always claims it is not enough to pay a fair wage - the wage you signed on for! While you and your crewmates suffer on scraps and lack of sleep, you have caught glimpses of the lavish meals that are being prepared for the Captain and his officers. You know that his lies are only sustaining things so long as all are too fearful to rise up and call him out. One person is not enough to stand up to his vanguard, not even a handful. But half of the crew? More, even? With enough support, any tyrant can be toppled.
Whispers have filled the crew's quarters for days now. The captain needs to go, many are prepared to take the fight to their oppressor, and finally the night has come. You and your friends lead the others in a call for mutiny, and by morning you will either be dead or the captain and his loyalists will be...
Setting & Game Information
This game takes place on the Forelle Sea, though it begins off the coast of Murvos in Gleios. The sea is a harsh place with many dangers, ranging from treacherous waters, to dangerous sea creatures, and to the ever-looming threat of pirate attack.
Your merchant ship, the Pelican, has mostly traversed the seas between Gleios, Akiro, Talguta, Brennis, and Cru'un, trading goods between those nations before stopping for periods of time in Murvos - Captain Demos' hometown - for leisure and to see loved ones. Most of the crew are originally from the city as well, so return visits are often met with much excitement.
Character Hook
You are a sailor on the Pelican, a merchant vessel captained by a Gleiosian man named Demos. Over the past several months you have had your rations decreased, your pay decreased, and your workload and workday extended. Several sailors have broken and either been fired, killed, or died of their own hand as a result of the harsh conditions on board. All the while, the captain and his lackeys continue to experience luxury at your expense.
A group of you have had enough, and decided that it is high time Demos answers for his crimes. Slowly and carefully, over several days, you have whispered and recruited as many of the other crew members as you could to join in your mutiny, and tonight - the night before your landfall in Murvos - is the night you've decided to launch your attack. Will you succeed in taking the ship? If so, what will you do after?
The Current Crew
Danelos Patrevonis, Disinherited & Dangerous - Fighter (Defender) - GROMkill
Sébastien "Séb" Barbeau, Seasoned Seafarer - Warlord (Leader) - Namelessjake
Terzo, Sealegged Nomad - Ranger (Striker) - BartNL
Castor Selenos, the Novice Navigator - Sorcerer (Striker) - Scratcherclaw
Kairon Lergaros, The Shaded Jester - Warlock (Striker) - Chanchabruhh
Past Crew
Teddy Krantz, Travelling Hero With a Dark Secret - Hexlbade (Striker) - benderfan deceased
Einar Tamara-Stormur - Skald (Leader) - KupoTheMagus deceased
Arkadios, the Spectacular Swashbuckler - Ranger (Striker) - FinalTemplar deceased
Character Creation Rules
System: 4e
Level: 3
Stats: 25pt buy.
Race: Any published, refluffed as human, elf, orc, or dwarf (or any combination of two e.g. half orc/elf, half dwarf/human, etc.). Half-races are generally infertile, so you can't get down into quarters of a race.
Class: Any published.
Feats: Choice of free expertise feat.
Themes: Any published.
Background: +2 to a skill or add a language.
Equipment: One non-magical weapon set (one ranged weapon, one two-handed melee weapon, one main hand and one off hand melee weapon, or one melee weapon and one shield) or implement of your choice, one non-magical piece of armor you are proficient in, and 10 gold to spend on random fluff items (again, non-magical). Remaining unspent gold will not be kept.
Skills: There are no class skill restrictions; any class can train any skill. You still must take the mandatory/bonus skills granted by your class as usual (e.g. Arcana for a wizard). In addition, every class starts with at least 4 trained (before accounting for race/theme/feats/etc.) regardless of what the builder says, and any that would otherwise have fewer gets more to make 4 as a base number.
Rituals: Component costs for all rituals are reduced to ¼ their normal values to encourage ritual use. Also, Raise Dead will not be allowed in this game – dead is dead, though we hope that doesn’t have to be an issue.
Inherent Bonuses: Yes
Languages: We will not be using the standard 4e languages, but instead the Ganoltir languages. Since you are sailors, every character should know Common as the default language for this game, and should they gain additional languages (from race, theme, feat, etc.) then simply choose additional ones from the list of custom languages as seen here.
Hybrids: In any game I run, you will be allowed to take the feat "Hybrid Talent" as many times as you like as a hybrid character. I feel like this helps make up for the fact that most hybrids are incredibly sub-par, and it allows for some really interesting combinations if you look hard enough. The CB does not allow for this option by default, though, so you will need to house-rule it and keep track of the benefits manually.