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My players' party set sail for the Isle of Dread during our gaming session last weekend, and I was rather surprised by how many of the PCs talked someone into going along with them. I had planned out an appropriate contingent of NPC colonists and sailors for the Sea Wyvern (now re-named "Ursus Major"), but ended up replacing most of them with choices made by my players - the shifter captain wanted to recruit one of his brothers (he came from a pirate family), the wizard recruited his childhood friend/love interest from Witchwarden Tower, the druid talked his love interest into going along, the restored and rehabilitated Brissa Santos joined to make a new start in Farshore, etc...
So now I have the unexpected problem of having too many "important" NPCs on board, and not enough "freebies" to kill off en route to keep things hopping. I don't want to treat these NPCs with kid gloves, but neither do I feel comfortable killing them off randomly. I'm particularly nervous about dealing with the shipwreck at the end of Sea Wyvern's Wake.
How did you decide who lived and who died (besides DM fiat)? Did you allow checks to increase a percentage of NPCs saved?

Thunderbolt Kid |

I think it would be fine if SOME of PC's close friends died along the way.
It would add much more to the adventure if the Captain's brother dies along the way, and now he must avenge him! Of course, only you know your players. If that captain is a sensitive guy, you don't want to make him break down in the middle of the session when his beloved brother is gone.
Anyway, kill in moderation is my suggestion :)

Matthew Vincent |
I'm particularly nervous about dealing with the shipwreck at the end of Sea Wyvern's Wake.
You don't *have* to kill anyone when wrecking the ship. Since the PC's (along with Tavey, Urol, Avner, Avner's horse and Amella) are assumed to survive without rolling, their NPC's can also.
If that strains belief, start 'Here There Be Monsters' with most people inside the wrecked ship and/or lashed to it (with a couple people washed up on shore nearby).
The NPC's can replace Tavey, Urol, Avner or Amella as desired.

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i would say the more the merrier...
more NPC's means more ability to kill them.
Keep the ones your players REALLY like for last, and feel free to pair off NPCs for Olangru to kill, dinosaurs to eat, etc.
Stretch it out and really creep them out with the demon monkey, and you'll have more fun.
for more inspiration: watch the "Blair Witch Project" again, and "The Ring".
you'll get the fear down right that way.
-t

Khartan |

Here are three threads I think you check out. They are cross linked to each other, but I’m providing links to all three here for your convenience.
Living Shipwreck
Question About The Sea Wyvern Shipwreck
Minor Quibbles And Questions Re Sea Wyvern’s Wake
There’s a lot of material here, but it applies directly to what you are asking about. No sense reinventing the wheel, as they say.
Hope this helps.