| Castilliano |
Pardon me as I don't have the adventure handy to double-check these facts.
If I recall it's a series of a dozen DC 30 Profession (sailor) checks to get to Kraken's Cove safely. If so, wouldn't it be as difficult to get the Sea Wyvern out?
With a map the reefs can be avoided, but I don't recall my players finding a map. They've cleared out the deeper parts of the caverns already and want to take the Sea Wyvern back when done.
So do we insert a map into the scenario or was the slow-down assumed to that the Half-Orc could get his bullywugs together?
BTW, they loved the long claw mark along the side of the ship.
| Joseph Jolly |
Pardon me as I don't have the adventure handy to double-check these facts.
If I recall it's a series of a dozen DC 30 Profession (sailor) checks to get to Kraken's Cove safely. If so, wouldn't it be as difficult to get the Sea Wyvern out?
With a map the reefs can be avoided, but I don't recall my players finding a map. They've cleared out the deeper parts of the caverns already and want to take the Sea Wyvern back when done.
So do we insert a map into the scenario or was the slow-down assumed to that the Half-Orc could get his bullywugs together?
BTW, they loved the long claw mark along the side of the ship.
You're right. It says that if the PC's don't have charts of the area, then they have to make a series of one dozen DC 30 Profession (Sailor) checks to navigate the reefs. My group just left the ship, then returned for it in the beginning of Sea Wyvern's Wake, with Amella Venkalie at the helm. Since she has a background in smuggling, I assumed she knew the waters.
| Bryon_Kershaw |
Pardon me as I don't have the adventure handy to double-check these facts.
If I recall it's a series of a dozen DC 30 Profession (sailor) checks to get to Kraken's Cove safely. If so, wouldn't it be as difficult to get the Sea Wyvern out?
With a map the reefs can be avoided, but I don't recall my players finding a map. They've cleared out the deeper parts of the caverns already and want to take the Sea Wyvern back when done.
So do we insert a map into the scenario or was the slow-down assumed to that the Half-Orc could get his bullywugs together?
BTW, they loved the long claw mark along the side of the ship.
I believe it's been addressed that there is a map of the area inside of either the Sea Wyvern or in the room where Harliss makes her stand (I don't recall which).
~ Bryon ~
| DMaple |
I was considering having the Sea Wyvern adrift outside the reef with Savage Pirates aboard, the PC's would arrive via the Blue Nixie, and the adventure would start as a boarding action.
The players would take a row boat to investigate the caves, navigating the reef. While the PCs investigate the caves, some of the crew of the Blue Nixie repaired the Sea Wyvern and got a skeleton crew on board. They could then sail back to Sasserine in time for the bullywug bit.
It's really an excuse to use the floor plans I did of the Blue Nixie again. :)
| DMaple |
Just to let you know the alternate start to The Bullywug Gambit went rather well, as the Blue Nixie approached approached Karken Cove, various bodies of dead and deformed fish, birds and sea mammals knocked against the hull, then they saw the smoke and the glow of a large fire behind a cliff, before which was the Sea Wyvern, moored near the beach then party planned to land on.
There were small fires on it's deck, scenes of carnage and three figures moving about on deck. The lard arm of the main sail had broken free and was resting across the deck, at the top of the Main mast few the Crimson Fleet Pirate flag.
As the Blue Nixie pulled along side the party boarded the Sea Wyvern to be faced with the full horror of the savage pirates feasting on their former crew mates. The pirates turned to face the new flesh, but the party made short work of them (the two front line fighter-types had purchased +1 Greatswords the day before), and the two more they discovered below deck. Unfortunately they get sprayed and the acid starts to rot the deck.
Amella Venkali (1st mate of the Blue Nixie) boards the Sea Wyvern with a skeleton crew to affect repairs, and the party take a row boat to head to shore. The row boat is attacked just short of the beach by a Large Savage Shark, which overturns their boat, the swashbuckling wizard, swift flies to shore, the warmage sinks like a stone, the cleric uses his free action travel ability to offset the penalties for fighting in water and together with the fighter and Truedive shifter finish the beast off while the warmage holds his breath and walks to shore.
The adventure then continues as published, although I saved the savage monkey attack until the party tried to rest having retreated from the caves after two members caught the savage disease, by the end of that encounter 3 out of 5 had the diease, and they were planning on returning to Sasserine to get cured.
Unfortunately they discovered the Blue Nixie had already returned expecting them to go back on the Sea Wyvern, and Amella hadn't managed to get the Sea Wyvern sea worthy yet...
They rested on the Sea Wyvern, while the party cleric treated the disease as best he could, thankfully they all passed the second fortitude save the next day. The Warmage is only -1 Int at the moment, the fighter -5 and the Barbarian/Ranger Shifter is -2.