Thank you for considering my concerns. Okay. I don't really want to be leveled up. I genuinely care about my character's well-being, and facing six pirates and a leader with life drain poses significant challenges. It's likely that at least one of our characters would die if not experiencing a TPK.
With utmost respect, I suggest a more balanced encounter with pirates of bandit or thug level. My previous remark, though it was meant as sarcasm, was misunderstood in part due to the limitations of text communication.
Regarding our plans, instead of leveling up, I propose waiting for the pirates to leave, acquiring better weapons in town, and then proceeding with the mission we were hired for. I'm thoroughly enjoying this campaign, as it offers a unique and captivating concept. However, I believe that adjusting the monsters to match our current levels would enhance our overall chance for success and enjoyment.
[ +- ] Bandit Stat block - CR 1/8
# Bandit
Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class | 12 (leather armor)
|
Hit Points | 11 (2d8 + 2)
|
Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA
|
| 11 | 12 | 12 | 10 | 10 | 10
|
| | | | | | |
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels.
[ +- ] Thug Stat block - CR 1/2
# Thug
Medium Humanoid (Any Race), Any Non-Good Alignment
Thug | https://www.dndbeyond.com/avatars/thumbnails/30849/318/1000/1000/638064499691067109.png
Armor Class | 11 (leather armor)
|
Hit Points | 32 (5d8 + 10)
|
Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA
|
| 15 | 11 | 14 | 10 | 10 | 11
|
| | | | | | |
Skills Intimidation +2
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Multiattack. The thug makes two melee attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.