Upgrading the Sea Wyvern


Savage Tide Adventure Path


How many people have upgraded the Sea Wyvern. The group I run just finished Tides of Dread and with all their money they wanted to sink it into the Sea Wyvern. I have the Dragon magazine with all upgrade options and one of the players just went crazy. They haven't spent their money hardly at all up until this point so I think they spent over 50k on the ship. Has any other groups done this?

The Exchange

Chris P wrote:
How many people have upgraded the Sea Wyvern. The group I run just finished Tides of Dread and with all their money they wanted to sink it into the Sea Wyvern. I have the Dragon magazine with all upgrade options and one of the players just went crazy. They haven't spent their money hardly at all up until this point so I think they spent over 50k on the ship. Has any other groups done this?

Absent cannon and firearms, the best way to spend money on a ship (what issue of Dragon was that, anyway??) is hiring spellcasters. Seige engines aren't worth the time when a marginally competent (3rd-5th level) spellcaster can put much bigger holes in the enemy ship and crew. A couple of wands of Quench will come in handy, too.

Tom

Lantern Lodge

We put a permanent Mordenkainen's Magnificent Mansion inside the captain's quarters (the blue doorway has a sign about it that says 'City Watch Call Box'), and are presently affixing some sort of prow-piece that allows planar travel.

Now all we need are those sails that let us fly and something to allow time travel, and the Sea Wyvern's transformation into the TARDIS will be complete.

We have two Warmages and a Warlock in our party, so it's not like we're exactly hurting for Artillery.

-JLA


j.l.atreides wrote:

We put a permanent Mordenkainen's Magnificent Mansion inside the captain's quarters (the blue doorway has a sign about it that says 'City Watch Call Box'), and are presently affixing some sort of prow-piece that allows planar travel.

Now all we need are those sails that let us fly and something to allow time travel, and the Sea Wyvern's transformation into the TARDIS will be complete.

We have two Warmages and a Warlock in our party, so it's not like we're exactly hurting for Artillery.

-JLA

~laughter~ "Hello, I am the Doctor." "Doctor who?" "No, just the Doctor."


Thomas Austin wrote:


Absent cannon and firearms, the best way to spend money on a ship (what issue of Dragon was that, anyway??) is hiring spellcasters. Seige engines aren't worth the time when a marginally competent (3rd-5th level) spellcaster can put much bigger holes in the enemy ship and crew. A couple of wands of Quench will come in handy, too.

Tom

I want to say it is issue 353 but I don't have it in front of me at the moment. They are doing upgrades to increase it's speed, carrying capacity and it's ability to take damage.


If your group is doing so much to upgrade the Sea Wyvern, I would suggest making some alterations on the campaign in order to have more ship-to-ship combat. As written, there are only a few places where the characters have to fight on the Wyvern, Tides of Dread being one of those. Otherwise, it's dungeons, jungles, caverns, cities and the abyss.


I was kinda thinking that too. It's not like the AP is swimming in loot in the early stages. Whacking in 50k worth of party resources into the ship seems like an awfully big chunk that might be put to better use elsewhere.

I was thinking that perhaps Lavinia or one of the PC's affiliations could pony up the dough (or part of it) for upgrades.


j.l.atreides wrote:

We put a permanent Mordenkainen's Magnificent Mansion inside the captain's quarters (the blue doorway has a sign about it that says 'City Watch Call Box'), and are presently affixing some sort of prow-piece that allows planar travel.

Now all we need are those sails that let us fly and something to allow time travel, and the Sea Wyvern's transformation into the TARDIS will be complete.

We have two Warmages and a Warlock in our party, so it's not like we're exactly hurting for Artillery.

-JLA

A cloud keel for flying, planar sails for interplanar travel then your sorted.

Time travel just becomes a real headache for the DM.

Warmage 101


Jason McDonald wrote:

I was kinda thinking that too. It's not like the AP is swimming in loot in the early stages. Whacking in 50k worth of party resources into the ship seems like an awfully big chunk that might be put to better use elsewhere.

I was thinking that perhaps Lavinia or one of the PC's affiliations could pony up the dough (or part of it) for upgrades.

Well the NPCs did pony up some of the money since the special wood they used was from the Olman tribes and the wizard in town only charged them material costs. In the end it really made one of the players happy to deck (pun intended) out the boat. The players have kept to their sea faring ways even with all the land based stuff.

As far as treasure goes, they really don't seem to be that bad off. With the big items from the bat god and the fact that I modifiy some of the treasure in each adventure for the PCs they seem to be outfitted just fine at this point. With the use of Action Points it also makes the need for a ton of magic less needed.

Maybe I'll add in a few more water random encounters in the future adventures.

The Exchange RPG Superstar 2010 Top 32

Look away now, quick thread hijack!

ChrisP, you use Action Points - would you mind telling me how that's working out. I've just started DM-ing the AP and they are proving tricky for me.

My thread is HERE.

Thanks!

You may now return to your normal thread.

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