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Dragons of Stormwreck Isle Tips

The document provides tips for running the D&D adventure 'Dragons of Stormwreck Isle', including adjustments to encounters and NPCs to enhance gameplay. Suggestions include modifying zombie traits, introducing specific kobolds, and creating engaging side quests. It also offers advice for structuring the adventure's introduction and maintaining player interest for potential follow-up sessions.

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0% found this document useful (0 votes)
128 views3 pages

Dragons of Stormwreck Isle Tips

The document provides tips for running the D&D adventure 'Dragons of Stormwreck Isle', including adjustments to encounters and NPCs to enhance gameplay. Suggestions include modifying zombie traits, introducing specific kobolds, and creating engaging side quests. It also offers advice for structuring the adventure's introduction and maintaining player interest for potential follow-up sessions.

Uploaded by

asheraryam
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Dragons of Stormwreck Isle Tips

#module-DoSI
See also DoSI Prep.

Source: Running Dragons of Stormwreck Isle – Tips for New D&D DMs

Regarding the Zombie trait "Undead Fortitude", possibly increase the


DC of the Constitution Saving Throw every time by 5.
Introduce only 1 of the Kobolds in Dragon's Rest since there are too
many. Pick Myla the Kobold Alchemist since she has a connection to 2
of the Kobolds in the final chapter.
In the Seagrow Caves give the Octupus more than one attack. When
it dies highlight the boot that it took from Tarak and make it a quest
item they can return.
In the Wreck of Compass Rose, characters with Arcana or Religion
can get a general feeling of unease coming from the ship and that
there is a terrible artifact, to foreshadow the effigy of Orcas in the
lower hold of the ship.
In the Clifftop Observatory adjust the Kobolds as needed, do they
have to battle them, can they be negotiated, do they sleep throughout
the Spikerender fight, come as reinforcements, etc.
Possible followup adventures: Storm King's Thunder (skipping to
Chapter 2 since players are strong). Port Nianzaru in Tomb of
Annihilation. Homebrew: Stars Over Stormwreck. Critical Role's Call
from the Netherdeep.
Top Tips for RPG Game Masters
Tools of the Lazy Dungeon Master

Another Video with Suggestions: How to run Dragons of Stormwreck Isle -


14 changes you NEED in the new D&D Starter Set

One Shot Notes


Change the introduction so that the players are coming to the island
specifically to help them with the undead threat. Have them encounter
zombies on the beach, visit Dragon Rest, and get the shipwreck side
quest first. It matches with the beach zombies nicely. If they want to play
again, then just introduce the Seagrow Caves quest in the second
session.

They arrive in a coastal town that is recently seeing an uptick in zombie


population. The highest concentration of undead is on shipwreck cove.
General rumours in town that ships go down there all the time and people
know about the Harpy.

I'd run it from the start, cut a few NPCs if it feels like too much (keep at
least 1 cute kobold), and then have harpies turn up when people start to
get restless and have them kidnap the groups favorite NPC. Leave the
ending open and exciting because that's what will motivate everyone to
play again. If you wrap it up all neatly it's more like...Ok that was fun...and
then nobody follows up.

Wreck of Compass Rose

Top Deck

The captain's quarters has a dead captain who had a fancy hat and had
stabbed himself in the heart with a silver star that served as a key to the
chest. There was also another body pinned to the floor by a rapier through
the head. Hole at the back functions as a trap, they see the chest two
decks down, and then the ghoul making a single attack roll at whoever
looked in. Let's you potentially introduce the fact it can inflict paralysis in a
slightly safer environment.

Kitchen Galley has what looks like a skeleton on the ground, head moves,
it's just a dead body with a crab in it's mouth. Book on the table in front of
him has ships inventory. Musing that this Alietha is a bit odd but has paid
really well with a bunch of gold. Crossbow trap there because why not (tell
the players they see a trip wire on the floor when they enter).
Crew Quarters cabin full of worldy possessions strewn all over the floor.
Investigation roll to search it. A good roll finds the important thing fast, a
bad roll still finds it but takes some time. Love letter from Alietha to
Brathos yapping on about how they'll be together in this life or the next.

Mess Hall is basically a trap room, heavy door to break open, the
heaviness is two zombies sat on the other side of the door.

Crows nest, has a zombie in it, another sort of trap, zombie basically dive
bombs anyone that comes up the ladder, potentially knocking them off. I
do always then put a treasure up there as well.

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