Pimping the Sea Wyvern


Savage Tide Adventure Path


Did anyone have pcs who did this or do it themselves? I was reading the Dragon article on it and thinking Hmmmmm especially based on comments I got in my mounts thread. Here's the important part--what if this has an effect on the shipwreck?


My PCs have begun pimping out their ship as well but they left the Sea Wyvern to rot on the reef and decided to get a better ship. The Druid used the Raise Ship Spell from Spell Compendium to ressurect and repair giant ship of the Wreck where Emraag was. They are ironwooding and making siege engines rooms and all that on a ship that is twice the size of the Sea Wyvern. Besides I was getting sick of all the Caravals in the adveture its like everybody who owns a ship has a caraval class.


MrFish wrote:
Did anyone have pcs who did this or do it themselves? I was reading the Dragon article on it and thinking Hmmmmm especially based on comments I got in my mounts thread. Here's the important part--what if this has an effect on the shipwreck?

some modifications made - rearranged hatches (ventilation and stowing cargo ) , a capstan, rearranged the masts (maritime purism...), put in some cabin walls....

Copperplated the bottom (armour and anti-shipworm protection) , reinforced the rudder and the bow, installed some great crossbows (ballistas just appeared too massive - and too ineffective in comparison to a well-placed fireball ) on pintel mounts, but up some supports along the waist to stow the cutter and pinnace overhead (shade, plus extra space ),cut in some hatches just above the stern waterline for easier unloading (bolted).

Oh, and got us a crow's nest.

None of this affected the shipwreck ( a reef being a reef - noone doubted for a second that the ship would be battered to pieces )- when they ran aground, they cursed, barely suvived and refloated the ship some weeks later

Later they got themselves an enchanted figurehead and a water elemental bound into the hull for propulsion and better sailing ability.... Blessing the hull to provide some damage reduction versus evil are under consideration

I wonder what will happen once they hit the outer planes ( planning to go into Limbo besides everything else....)

The Exchange

My group is doing this right now, planning to leave Sasserine with Lavinia soon. They want a harpoon gun instead of a ballista(had to make stats)so as to harpoon a sea monster and not let it escape, and are planning to mount heavy crossbows and cannons on the sides. They are also planning to buy a wand of mending and a wand of make whole to repair the ship if necessary. I don't know if I can keep them on the reef with some of their preparations. I worry that 50 charges of make whole would fix the ship, and 50 charges of mending is nothing to sneeze at either.
I also plan on offering several different loads for the cannons like cannonball, grapeshot, shrapnel (bucket of nails, good for rippin' up sails), and shredder (3-4' lengths of chain to be shot towards the rigging to disable a ship and to be a mean pirate eradicater).

Sczarni

my party didn't do too much to the wyvern itself.

the party's crafting wizard has all kinds of fast-creation-stuff (spells, feats, wicked skills, etc) and decided to make some warships when they put back into port at sasserine.

yes, 3 warships.

they also "bought" several of the rats-end-fleet ships off Farshore when they won that battle, taking their reward as ships instead of gold.

so, the Cleric has a fleet of 3 caravels, all with Radiant-Servant style continual flame spells on the bow/aft/main mast

and the Ranger with his Wizard cohort has the 3 warships under his command.

luckily, they leave them usually under the command of the followers/other cohort, and only take the 1 warship where they go.

-the hamster


4,500gp Everful Basin: Cheapest way to provide infinite water. Decanter of Endless Water is more portable but costs twice as much.

5,660gp Forbiddance: Block teleportation effects and cause automatic untyped damage to incoming enemies. Cheaper if the entire party and crew shares a single alignment.

1,450gp Hallow: Recast annually, permanent magic circle against evil. Can add permanent Death Ward, Invisibility Purge, Silence on enemies, etc. for a nominal extra cost. Requires annual maintenance.

3,000gp Hole of Hiding: Bunks for 8 without taking up any actual space. Or extra cargo space.

43,200gp Table of Feasting: If you don't have a cleric, you want one of these. Provides a Heroes' Feast every day for up to 36 people.

90,000gp Tornado's Eye, or 75,000gp Hurrican's Eye: Carry a personal tornado around with the ship, which stays safely in the eye at all times. Enemy ships and flyers probably get killed just trying to get to you, and you should be warded against teleportation anyway.

25,000gp Veil of Obscurity: Ship appears to be a random patch of empty ocean, beating out Spot, Listen, Scent, and even Tremorsense or Blindsight. As long as you don't attack, bump into the other ship, or otherwise obviously blow your cover, you can hide the occupants from observation by any enemy force and your enemies don't even get a saving throw.

13,150gp Wall of Force: The boat hull is now nigh-INVULNERABLE, or at least 90 square feet per caster level is. If you ever plan to take the Sea Wyvern into actual combat, you want this, even though it's expensive. You can't cover the rigging, though, or the doors. And the area between doors requires its own casting, because a Wall of Force has to be completely unmarred and continuous.

The following permanent upgrades affect 4,000 cubic feet of ship:

7,500gp Chamber of Comfort: Affected area is always comfortable, as Leomund's Tiny Hut.

22,500gp Inscriptions of Vacancy: Affected area is proof against scrying.

60,000gp Secure Chamber: Permanent, undispellable Mind Blank for all occupants as long as they stay inside, with no need to waste spell slots on recasting it all the time. Don't leave port without it.

10,000gp Zone of Elemental Immunity: Ship is outright immune to damage of a specific element. If you want to sail on lava in Gehenna, you want this. An enemy Fireball can't singe even the rigging and sails unless the enemy casts it from the deck of your own ship. Note that all occupants are likewise immune to that element, as long as the source of damage is not on board the ship.


Holy cow, a lot of serious pimping being done there. How did those of you who got magical adjustments done get that done seeing as you are mostly stuck with Farshore or Scuttlecove in the majority of the adventure path? Or did they go to Sasserine or Cauldron?


To clarify, my group is still in The Bullywug Gambit, so they haven't had the time or resources to actually make any upgrades. Nor will they have the resources to add these things for quite some time. These are particularly useful upgrades culled from The Stronghold Builder's Guidebook. Some of them are merely extremely useful, while others will be basically required since I don't plan to have the Crimson Fleet passively wait to be destroyed. Making the boat into an anti-scrying architectural item, for instance, is much more cost-effective than making an anti-scrying wondrous item for every single PC and NPC crew person.

It is my expectation that the group will install at least some of these themselves, since we're playing in Eberron and there simply aren't enough high-level NPCs to reliably procure the good stuff. We currently have a warlock who might end up doing quite a lot of the work if she survives, and they'll probably pick up a cohort or other NPC to supply the Create Wondrous Architecture feat.


Hm...interesting. How available though (since you haven't run this stuff yet) will shipwrights, mages capable of casting such magics etc be? And out of curiousity if you are running it in Eberron then where are you placing Sasserine? Or are you using a different city?


MrFish wrote:
Hm...interesting. How available though (since you haven't run this stuff yet) will shipwrights, mages capable of casting such magics etc be? And out of curiousity if you are running it in Eberron then where are you placing Sasserine? Or are you using a different city?

I'll drop some NPC with the appropriate feat in Farshore, but the PCs will have to provide the caster level, the cash, the xp, and the spells known prerequisites themselves. If that NPC dies, they can find a new one in any big city, although every single such NPC will be fit only to assist the PC doing the real work. The purpose of such NPCs is solely to ensure the PCs don't have to take the item creation feat themselves.

Basically, the PCs need a seven-person crew no matter what, and there aren't enough PCs to fill that quota out. So one of the NPCs might as well be a shipwright (probably Artificer 5 or something) that can cooperate with a PC caster to upgrade the ship.

I put Sasserine in the Lhazaar Principalities, just like in the conversion notes. There's plenty of empty space in Eberron, and plenty of unnamed cities, so I didn't see any need to make up a new name for the city. There just coincidentally happens to be a city in my Eberron with the same name as a city that happens to be in Greyhawk.


Actually that's helpful, I'll bear in mind to be ready to improvise a bit for crew outfitting as well.

Community / Forums / Archive / Paizo / Books & Magazines / Dungeon Magazine / Savage Tide Adventure Path / Pimping the Sea Wyvern All Messageboards

Want to post a reply? Sign in.
Recent threads in Savage Tide Adventure Path