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Tips for running "The Cold and Hungry Sea"

Hey friends! Last night I ran the adventure that Harlen and I put together for the "Songs to Drown Sailors To" zine and I had a few notes I wanted to pass along! Personally I still consider myself a "beginner" DM, and I know a lot of you are the same, so I hope these will help you run this adventure effectively.

This post (obviously) contains spoilers for the adventure!

Managing Timing

This adventure is frontloaded with information gathering/roleplay and backloaded with combat. If you find that your players are spending more time than you'd like during the first half, I'd suggest skipping or moving Kyppli.

This NPC can be placed into the Chipped Tooth tavern if you need to speed up player progression, where he can simply appear haunted and warn the players away from Manglebone Bay with the story of Tristlen, whom he was barely able to drag away from the sea the previous day after their run-in with a feral merfolk. Alternatively, his key info can be given to Meera and Kyppli can be eliminated entirely.

Similarly, if your players reach Manglebone Bay past what you would prefer to be the halfway point of your session, you can skip the Mud Mephits or the Giant Octopus, keeping that area of the ship but eliminating the combat. I'd suggest leaving at least one combat, otherwise the final encounter is the only combat in the adventure.

Handling Spell Scrolls

You may note that there are two pieces of this adventure in which non-casters have and attempt to use spell scrolls. The DMG's description of spell scrolls is the subject of much debate — it both says that "any creature that can understand language" can attempt to use a scroll, but also that if the spell is not on your character's spell list, it is "unintelligible." I would simply suggest that you decide ahead of time how you want to handle it at your table. I see three options:

Personally, I played it that they could not read the scrolls, and asked the players to help them. Honestly, I think the adventure can hold up to any of those options without much trouble!

Balancing the Final Encounter

The feral merfolk are squishy enough that each could feasibly be destroyed in a single round by 5 level 3 players who are on their game and rolling well. However, they are also capable of dealing quite a lot of damage when they hit, particularly if they can manage to land Siren's Song and then Draining Kiss in succession.

If your party is level 2 or has fewer than 5 members, or if they tend to deal low damage for any reason, here are some tips to keep them alive:

On the other side of the spectrum, if your players land some particularly good attacks and wipe out most of the merfolk very quickly, you have plenty of options to keep the combat interesting.

Other Changes

Of course, I highly recommend reading through the adventure first and making any changes that you think will make it more fun or better suited for your players! For example, when running it, I found myself wishing we'd replaced the Giant Octopus encounter with a skill challenge of some kind.

If you have very loot-oriented players, I would also suggest coming up with some fun loot for the monster encounters and the merfolk nest. Some players may also be interested in shopping for more of Meera's items, so you might prep a list of her wares.

I hope this is helpful, and that you enjoy running The Cold and Hungry Sea! I'd love to hear how your game goes if you run it. Good luck!

Comments

I got this set up on Shard Tabletop last night to run next session! Just need to create a few tokens for NPCs and find a decent map to use for the last encounter.

Browncoat Jayson

Don't worry, I have you down as paid for August & September! You're all set!

Ginny Di

Hey, I signed up on AUG 20 but for some reason the payment for this month didn't go through, fixed now but hopefully it means I didn't miss out on this adventure

Red Ranger


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