Marcos Farabellus

Ravien's page

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Dark Waters Rising

I will add it at Rickety's Squibs after the wasp encounter but before the landing. I think it will make a great addition! *evil grin*


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I was able to find it:

Dark Waters Rising

I will add it after the wasp encounter but before the landing. I think it will make a great addition to Rickety's Squibs! *evil grin*


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Xp3ndable! wrote:
Ravien wrote:


I added 14 additional crew (some of them with pc classes). This was to keep the feeling to be highly outnumbered in the beginning and to lessen the impact of the additional ship actions.

THanks that should be a lot of help. What do you use to make NPCs? Is there a program or an app out there to help with that?

I used Jamis Buck's npc generator to create the skeletons and then added some extra flesh. It is a 3.5 generator, but it is still useful!

You can find it and his other generators (dungeons, loot, towns) online at Myth Weavers.


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Xp3ndable! wrote:

I appologize if I am hashing over details coevered elsewhere but...

I have a rather large gaming group and am getting ready to start this AP. Are there any suggestions for dealing with groups of more than 4 PCs?

I'm running with a group of 7. This is what I did so far:

All major NPCs get full hp. If there is no major NPC all NPC get full hp and I might add additional NPC when it fits.

Actual changes to the adventure:
I added 14 additional crew (some of them with pc classes). This was to keep the feeling to be highly outnumbered in the beginning and to lessen the impact of the additional ship actions.
For taking over the Man's promise I choose some hostile NPCs and then rolled randomly which NPCs were relocated to the Man's Promise.
That worked out quite well, but you will need some aide to not loose count in the final battle.

I doubled the number of normal pirates for the wake up commando (some with crossbows with special bolts dealing nonlethal damage).

The brawling had 6 pirated attacking them.

Only 4 PCs chosen at random did the bilge action. (The "room" is to small for more PCs.

I added an additional reefclaw at the reefclaw reef.

The assassination attempt was changed to a sabotage attempt in the rigging.

At the attack on the Man's Promise I added about 50% more sailors and an additional officer (also a ranger) who did use two weapon fighting.

I added an additional ship wench (but they did not get near the tent).

In the riptide cave I increased the total number of grindylows by 50% and added an additional melee based "boss" in one of the 1st two chambers and a wight in the room north of the trap (with a few grindylows waiting in the outer tunnels driving the PCs towards the wight or ambushing them if the encounter the wight without the need to drive them there.

My group just rested before entering the riptide cove. Everything worked out quite well so far. It will be interesting to see how they do in the cave as there are some reports about the final encounter in the cave being very hard with some groups fleeing by just seeing what awaits them.


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I will probably use the red pirate flag from this page.