| Riskbreaker |
So... where did these two go? I may have missed something in the previous adventure that killed them off/removed them from the Sea Wyvern, but if I didn't, what happened to them?
If they died between adventures (presumably by drowning), why develop them in the first place? I guess Skald served as a red herring for Rowyn, but just having them both disappear seems a little weak.
Maybe their deaths are examples of the harsh situation the PCs have gotten themselves into?
James Jacobs
Creative Director
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So... where did these two go? I may have missed something in the previous adventure that killed them off/removed them from the Sea Wyvern, but if I didn't, what happened to them?
If they died between adventures (presumably by drowning), why develop them in the first place? I guess Skald served as a red herring for Rowyn, but just having them both disappear seems a little weak.
Maybe their deaths are examples of the harsh situation the PCs have gotten themselves into?
Their fate is left to the DM. Basically, we didn't have enough room to include all of the NPCs from Sea Wyvern in HTBM. That said, if Lyrith and Skald (and the other NPCs) become important to your PCs, you should absolutely retain them in the group during HTBM.
Also, killing of SOME named NPCs serves to keep the PCs on their toes, in the same way a TV show kills off characters now and then. You don't want to be in a situation where once an NPC gets a name and a picture the PCs assume that NPC is around for the rest of the campaign.
James Jacobs
Creative Director
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In my home campaign, I'm gonna let more survive as well. The thought was that if too many NPCs survive, leading a caravan of two dozen or more NPCs across the Isle of Dread would be too much for most DMs to keep track of. If you're feeling up to it though, having the PCs lead a large number of NPCs on this journey adds a really interesting level of complexity to the adventure.
roll4initiative
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In my home campaign, I'm gonna let more survive as well. The thought was that if too many NPCs survive, leading a caravan of two dozen or more NPCs across the Isle of Dread would be too much for most DMs to keep track of. If you're feeling up to it though, having the PCs lead a large number of NPCs on this journey adds a really interesting level of complexity to the adventure.
I am also going to have more NPCs survive the shipwreck. I had to run Seige of the Spider Eaters for my players after Bullywug Gambit and the PCs convinced the araneas (the PCs have no idea they are araneas!) of relocating to the Isle of Dread where they can live a secluded and safe life. After watching the True Story of the Mayflower Voyage on the History Channel, this gave me alot of wonderful ideas.
| LilDragon |
Im going to deal with the situation slightly differently Im hopeing a few Minor N.P.C grow on the characters. Churtle for example I change her alinment L.N when my P.Cs spared her life and changed her Expertise to a Cook/Alchemist and she follows the P.Cs to the Isle washing up on shore with the N.P.Cs. I feel shell come in handy (besides Churtle and Amella team up to make Urol's life miserable)
5-6 other important N.P.Cs manage to hold on to a floating piece of weckage and the Storm luckily blows them towards the South end of the Island where native recue them.
| Kirth Gersen |
I'm definitely keeping Skald around. If he's not with the original set at the wreck site, well then he washed up 5 miles down the coast. He's interesting.
I agree. I'll have him showing up in Farshore just before the pirate attack, having made his way across the Isle of Dread alone; hopefully one of the PCs will take the hint and grab Leadership as their next feat, and use him as a cohort (none of the PCs are particularly good with ranged weapons, which I suspect might count heavily against them in the future unless I subtly rectify it).
He needs a full name, though, especially since he's NOT a skald. Maybe he has a horrible singing voice and can't carry a tune, and the ironic nickname stuck? Or maybe his voice is the only beautiful thing about him?
Heathansson
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That got me thinking. Maybe they called him Skald because he sang like a canary to the authorities back in The Styes.
Only, he wasn't being a rat per se, he's just so out of it when it comes to interaction with humans that he had no idea what he was singing about was the wrong thing to do; he's just too out there to understand that certain things you just keep hush hush. He's a weird half fey from the woods, after all. He's a lost puppy in mean streets of the Styes.
| Kirth Gersen |
That got me thinking. Maybe they called him Skald because he sang like a canary to the authorities back in The Styes.
Only, he wasn't being a rat per se, he's just so out of it when it comes to interaction with humans that he had no idea what he was singing about was the wrong thing to do; he's just too out there to understand that certain things you just keep hush hush. He's a weird half fey from the woods, after all. He's a lost puppy in mean streets of the Styes.
You may have hit the nail on the head there. If you use him, I'd be obliged if you'd keep me posted on know how he works out in your campaign. I have a vague idea of him "going native" (fey) on the island, maybe picking up a few levels in sorcerer or druid, and ending up almost disappointed when he hits the settlements...