
Jay Walsh |

So today we are finishing the Sea Wyvern's Wake and starting the next leg. I am worried that the masher and T Rex might result in a TPK.
The part is as follows
Ranger 6/ Legendary Capt 1
SOR 6 / Dragonheart mage 1
ROG 4 / Swashbuckler 2
Cleric 7
It says the capt can make 1 check every 10 rounds to break the ship free of the reef. Does that mean he has to stay at the wheel for all 10 rounds, or can he fight and get back to the wheel once every minute and make the roll?
If only 3 PCs can fight the Masher I am worried.
When they wash up on shore and are attacked almost right away by the T rex they will not have had a chance to prey for spells, unless being passed out overnight counts as resting and I let them prey right when they wake up.
Any thoughts on this situation?
JAson

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You know your group better than anyone. If you want to make sure the TRex is a rude awakening instead of a guaranteed killer, that's fine. Just placing a big plastic TRex on the table is already a classic STAP moment! :-)
Let them wake up, pray, read, swim out to the boat once or twice, realize who HASN'T made it, and then let rip.

Hired Sword |

Amella has significant Prof(Sailor) skill and ought to be available to handle the wheel when the full party is needed elsewhere.
As for spells, they shouldn't have any real issue there, they should only have had the combat with the Masher on the reef on that day, surely not enough to have them burn through all their spells. If it really is that desperate with the T-Rex, don't forget that Skald is a pretty good archer and some other NPC's have some combat skills. Any other surviving sailors/passengers can be used as red-shirts to occupy the 'Rex's primary weapon.