Rule Lawyer wanted (Advocate for the DM)


Savage Tide Adventure Path


Help! I am just about to end SWW on Sunday. I really don't want to do the abrupt scene change written into the adventure. You know, SWW ends with the shipwreck and HTBM starts with the PC's washing up on the beach. I'd like to give the PC's a chance to act after the ship capsizes.

Why? I loaded the Sea Wyvren with named NPCs and took time to give every one of them a distict personality. It has taken 5 weeks for me to run this chapter. I'd like to force the PCs into making a choice who to save.

My problems? In my party I have: an aquatic half-elf with some extra feats invested in swimming, a duskblade smart enough to by a ring of floating in case he falls overboard in full armor, a fighter wearing the Cloak of the Manta Ray, a PC "captain" with both profession-sailor and profession-shipwright, and a carpenter NPC settler.

Anyone have advice on how to RP the shipwreck without leaving the PCs sheparding a dozen minor characters accross the isle? Also, how can I "discourage" the party from sticking around to fix the ship? Luckily, they captured Purity's Prow and have transfered some repair supplies over there, and they wasted some lumber building a wheelhouse.

BTW, this STAP Rocks! That scene change has been the ONLY complaint so far!


Dag Hammarskjold wrote:

Help! I am just about to end SWW on Sunday. I really don't want to do the abrupt scene change written into the adventure. You know, SWW ends with the shipwreck and HTBM starts with the PC's washing up on the beach. I'd like to give the PC's a chance to act after the ship capsizes.

Why? I loaded the Sea Wyvren with named NPCs and took time to give every one of them a distict personality. It has taken 5 weeks for me to run this chapter. I'd like to force the PCs into making a choice who to save.

My problems? In my party I have: an aquatic half-elf with some extra feats invested in swimming, a duskblade smart enough to by a ring of floating in case he falls overboard in full armor, a fighter wearing the Cloak of the Manta Ray, a PC "captain" with both profession-sailor and profession-shipwright, and a carpenter NPC settler.

Anyone have advice on how to RP the shipwreck without leaving the PCs sheparding a dozen minor characters accross the isle? Also, how can I "discourage" the party from sticking around to fix the ship? Luckily, they captured Purity's Prow and have transfered some repair supplies over there, and they wasted some lumber building a wheelhouse.

BTW, this STAP Rocks! That scene change has been the ONLY complaint so far!

the reef the ship is stuck on is called " Masher Reef" for a reason...have one pop up to start eating the dead- that should convince them to not try and save everyone.


I'd say let the PCs save as many people as they can. Let em show off the toys they had the foresight to buyi (though I like the idea of the masher too) It'll let them establish a deeper emotional attachment to all of the NPCs you built...

Just before Olangru eats them....

The Exchange

If you are happy to get a rude lawyer instead of a rule lawyer, you can ask Sebastian his opinion. He has one on most things.

I suspect this hasn't helped.


Our ship was beyond repair, we had to go looking for someone to help us build a new one.So far things have gone well aside for that.


Turbo Gorilla wrote:

It'll let them establish a deeper emotional attachment to all of the NPCs you built...

Just before Olangru eats them....

I like the way you think. My plan was "just before they drown right in front of your eyes"

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