Dragons of Stormwreck Isle Tips
Dragons of Stormwreck Isle Tips
#module-DoSI
See also DoSI Prep.
Source: Running Dragons of Stormwreck Isle – Tips for New D&D DMs
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.
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.