fey'Dorian's page

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Aside from the staying on their feet and avoiding being washed overboard there isn't much for PCs to do until the mashers show up at the end of SWW. I know there's a laundry list of what happened to some of the passangers and crew but I'd like to give my players a shot at at least keeping some (ie the named) npcs alive.

I have to reread through HTBM but I wonder about some of the mechanics of the attempts. Like say saving someone falling from the crows nest (can feather fall be done at range?) I intend to have Amella (the second in command) to STRONGLY suggest if not out right order everyone to get secure once she spots the oncoming storm.

Also I have an artificer who created the little "helper golems" from the Ebberon book. I'm concidering half of them being washed away and/or becoming masher chow but any ideas on how that would effect the progress of the ship limping along to shore?


Scuttlecove the hive of scum and villainy seems to be the current favorite location for a pyromaniac Diviner I'm tempted to name Turin (baring permision of course). I'm still considering but it made me curious about any other unique NPCs running around STap.


While I'm sitting here thinking about it. I was wondering how people have made use of the 4 petrified people in front of (forgive me) Tomoachan. My players haven't given me any background to play with yet but I've seen few mentions about releasing them and what happens. I don't have the Dungeon issue infront of me so I don't recall much.

So please, do share! ^_^