
NineSouls |
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In Bullywug Gambit, my players have decided to skip the caves in Kraken’s Cove and go straight for the Sea Wyvern. But it says nothing about the Sea Wyvern other than it is the only surviving ship in Kraken’s Cove. Are there people on the ship? Is there any treasure on the ship? I mean is the ship just empty.
I do know in Sea Wyvern’s Wake it says the ship is a caravel-class sailing ship and the full statistics appear in Stormwrack.Please Help Me.

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There are more details about the Sea Wyvern in the next adventure (The Sea Wyvern's Wake). It has 4 decks (two cargo, one main deck and 2 upper platforms (bow and stern, helm at stern). It's around 65 feet long, requires a crew of 7 and can comfortably house 22 people total with 1 captain's bed, 3 double crew bunks in the stern cargo and 7 triple passenger bunks in the bow cargo.
That said, there is nothing on board (no crew, treasure or cargo). You can put what you wish there, but according to both adventures, it is entirely abandoned and ripe for the picking.
Of course, if your players skip the caves in favor of taking the ship before someone else does, they will miss out on the levelling and plot development opportunities. You may want to place a couple crew members on board that know that Harliss is trapped in the caves somewhere, and that she plans to avenge what happened upon the Vanderborens.

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In Bullywug Gambit, my players have decided to skip the caves in Kraken’s Cove and go straight for the Sea Wyvern. But it says nothing about the Sea Wyvern other than it is the only surviving ship in Kraken’s Cove. Are there people on the ship? Is there any treasure on the ship? I mean is the ship just empty.
I do know in Sea Wyvern’s Wake it says the ship is a caravel-class sailing ship and the full statistics appear in Stormwrack.Please Help Me.
The Sea Wyvern is detailed more in the next adventure, "The Sea Wyvern's Wake." Including a poster map of the ship.
At the time of "Bullywug Gambit," it has no crew. Said crew is either dead or has been turned into savage monsters, and are among those encountered in the caves. The ship itself has had its cargo already transferred to the caves or other ships.
That all said, if your PCs are looking to skip the actual caves, it might be cool to put some of the encounters from the caves into the ship. Perhaps the savage deinonychus is running loose on board along with a few savage pirates, and Harliss has barricaded herself into one of the rooms below decks?
EDIT: Ha! Scooped by Pygon!

vikingson |

In Bullywug Gambit, my players have decided to skip the caves in Kraken’s Cove and go straight for the Sea Wyvern. But it says nothing about the Sea Wyvern other than it is the only surviving ship in Kraken’s Cove. Are there people on the ship? Is there any treasure on the ship? I mean is the ship just empty.
I do know in Sea Wyvern’s Wake it says the ship is a caravel-class sailing ship and the full statistics appear in Stormwrack.Please Help Me.
The ship is presumed empty, or rather abandoned, without a crew, which has presumably been killed/transformed by the Savage Tide triggered by Vanthus or otherwsie fled from the scene, never to return . Hence it would be ripe for the taking. Nothing is said about her cargo, so feel free to make that up - one oif the major blunders in BWG to my mind.... the smuggler's hideout which actually had neither any notable contraband stored there, or even provisions for storing them. Something easily remedied....
Consider your campaign world and what substances from abroad are likely to be heavily taxed in the region - then locate a sizable stack of said stuff either on the ship or in the hideout. Keep in mind that the PCs might end up in possession of that (illegal) stash - and may draw significant financial advantage from it, depending upon their scruples... even if they actually run it through customs and pay taxes, they might still turn a profit from it, since they acquire it for free.
In my campaign I used tobacco... most of which had gone up in flames from Vanthus' pyromania.
There is a (pretty nifty) fold out map for the "Sea Wyvern" in Dungeon #141, which comes in very useful in "Sea Wyvern's Wake" (also in Dungeon #141 ), where the "Sea Wyvern" is assumed to be the default vessel for the group after having taken possession of her. Check your copy of Dungeon #141 for it
While the map is not actually very nautically correct, it will suffice for all but the most detail-obsessed groups (mine definitely excluded, hehe ). Otherwise, consider the far more sensible deck-plans from "Stormwrack", page 98, where most of the relevant rules for handling her can be found as well
As for taking control of her in BWG... well, it is unlikely that a group at this point in the game will have seven capable (knowledgable with at least some ranks in profession : sailor ) characters to be able to crew her and sail her off. In fact even hoisting anchor should be beyond their capability right then, since that is easily the most strength intensive activity possible on a period ship, believe me (speaking with 30+ years of sailing/naval experience here...). The anchor will weigh between 1200 lbs and 2200 lbs.... all to be hauled up vertically....by hand !
The characters should return later with some capable crew to grab the ship and make her ready for the voyage in SWW. Sailing her with a crew of less than the minimum seven is an invitation for naval disaster, especially if adverse conditions should occur. The characterss ill likely also be ignorant of any local conditions like reefs, sandbars, currents, winds and passages. rop them a hint with regard to this should they feel overconfident
In short - dom't panic. Just point out to them that they either haven't got the slightest clue how to sail and operate her, or, if they have some skills, tell them that they know for certain, that they need more crew to operate her.
If they ignore the warning, let them run aground (very realistic) or face some other ignominous nautical disaster.
Hope this helped

vikingson |

How realistic are the Sea Wyvern deckplans? The same question applies to most of the Stormwrack plans.
In particular, is there really room for so many decks?
There is enough room for the three decks shown (plus the fore and aft castel ). A caravel of that size would draw about 7'- 10' of water ---> meaning 7' - 10' of her hull are below the waterline, and another 6' - 8' are above the waterline to the edge of the gunwhale (that is the "solid "railing ). Ship decks were rarely higher than 6' interiors, often with lower ceilings and supporting beams cutting down headspace by another few inches.
Basically the "Sea Wyvern" has the "hold", the lowest deck, with probably sloped sides (the further out, the more pronounced the slope from the hull ) , underneath which there is only approximately one or two feet of hollow, taopered space, the bilge where all the run-off water, liquids and waste accumulate to be pumped out of the ship. messy place to be and not a good space to hide in *sniff*
Above that would be the "orlop" (using Royal Navy terminology here ) deck, which contains the mess etc. which will be pretty crowded and ventilated only through the hatches and the gratings covering those. Called the "lower deck" on the "Stromwrack" deckplans
The main deck is mostly open to the air, with the forecastle and aft cabins being topped by the another layer of wooden deck, teh forecastle and the quarterdeck
As for realism..... welll *deep sigh*
There is hardly any, to be honest. Most galling is the positioning of the masts and the hatches - which are neither centrally spaced nor big enough to allow proper loading, plus not being in line above each other, making stowing of the hold _very_ awkward.... Ships were made for hauling cargo, and making them difficult to load is pretty dumb.
Another major mistake would be the stairs leading up and below. These tended to be a) close to the hatches and b) close to the centerline of the ship, to make ascend and descend easier if the ship leans sideways. It is also a good idea to keep hatches and stairwells as far removed from the deck's edge as possible, to reduce the risk of seas lapping overboard and into the ship through open hatches. Interestingly, this is accurately done on teh "stormwrack" deckplans for the lower deck, but not with regard to the main deck hatch
Stairs and ladders usually started underneath hatches and were very steep (angles of 70° and up) with handholds running alongside for support. Basically they were ladders, and yes, accidents on them were pretty common if one did not keep a firm hold.
Stairwells like the one leading into the "Sea Wyvern"s hold are a contraption of the the late 19th and 20th century, basically from the age of steamships onward, when the numbers of non-naval people onborad increased steadily, and "landlubberly" comforts were beginning to be introduced.
That's the main advantage of the "Stormwrack" deckplans, they depict ships with a symetric layout, areas for actual storage etc... although the main-hatches... oh my *foolish grin*
On deck there is no space for a capstan (large vertical winch), so using the mainsail's yard or lifting the anchor would be... nigh imposssible without some other mechanical help like a huge pulley - whcih eats up even more space ! On the "Stromwrack" deckplans, you could replace the two siege engines with these much needed mechanical aids.
The steering is unnaturally placed, and there is no or little space under the quarterdeck for the tiller, pulleys etc needed to actually move the rudder. Caravels and ships of their period were also mostly steered with a tiller or a levered tiller, the actual steering wheel appearing only with the large, multi-decked spanish galleons, and basically the steering wheel is simply a "remote control" for moving the actual tiller (which is still required and found a few decks lower... a massive 4'-8' beam of wood, 10"+ strong and pulled sideways by chains or ropes from the steerage above.
There are no provisions on deck for belaying ropes, yardage, halyards or even safety ropes - which also come in handy as improvised weaponry, as historic belaying pins were prone to be, There are no real provisions for storing small craft like a dinghi, cutter or pinnace, needed to get ashore from an anchored vessel.
There is no place for a galley, e.g. an area for the fixed stove used for baking, cooking and central heating (not all that important for this adventure...).
There is no sanitary facility... well big news, these have been missing from dungeons, palaces and manors for ages in fantasy roleplaying. They would be located bowward of the forecastle...
BUT.....
All of this is historic accuracy against flavour and a nice, miniature scale map to play with and on. Just ask yourself how much accuracy your group wants, and how much extra work you are willing to occur for it. We made a 1:1 scale copy of the map, than rebuild the "Wyvern" ( two ex-naval forces players, plus two history buffs, including your truly who felt ) isnide out, but that is something we actually did because it was fun for us... your mileage may vary significantly.
If one needs helps imagining the "Sea Wyvern", here are some graphic links for a historic caravel, e.g. the "Nina" of Columbus first trans-atlantic fleet
Nina
and some Wikipedia information
http://en.wikipedia.org/wiki/Caravel

Tatterdemalion |

As for realism..... welll *deep sigh*
Yeah, I have the same reservations. Beautiful though WotC's and Paizo's maps are, I've constructed my own; I was aware of (and have corrected) many or most of the issues you also have. BTW, the Nina reconstruction is very much the model for my deckplans.
I was unaware of how limited head room was on these ships -- this will allow me to add a useful orlop deck.
And yes, I also do this for the fun of it.
Thank you so much for you input :)

vikingson |

Vikingson:
If you were willing to share an electronic version, I would love to see your version of the Sea Wyvern. I'm at protoshoggoth@verizon.net.
If not, your help has nevertheless been invaluable.
Thanks.
unfortunately, ours is hand-drawn and in the possession of the players ( yeah I am a trusting GM ). Will see if I can take a reasonably resolved and contrast-enhanced photography of it next weekend.
If you have further questions about period ship-building, keep asking.

vikingson |

Great information vikingson,
I'd love to see your version of the sea wyvern as well. Could you post it online somewhere?
If I remeber to make the photo (lots of "social" stuff to prepare for the Scuttlecove session), I will post that online.
But in all honesty - don't expect any fancy miracles. As I said we did a copy (like in "Xerox") and then redrew the bulkheads, supports, hatches and other features on that map.
And NONE of us is into graphics design or especially skilled with a pen, inks or paintbrushes.....

Tatterdemalion |

...But in all honesty - don't expect any fancy miracles. As I said we did a copy (like in "Xerox") and then redrew the bulkheads, supports, hatches and other features on that map....
That wouldn't bother me -- I've got a fairly professional-looking deckplan (I'm good with Photoshop), but I'm striving for some more realism.

vikingson |

Sorry for having been sloppy about the promised photography, but the player with the map ( here's to you Finn !) had a pretty bad "car vs. mountainbike" accident two weeks ago (the dangers of Halloween) , and is currently "out of comisssion", with a bunch of steel screws and pins turning him into a one person re-enactment of Robocop.
As he is in charge of maps and handouts, as well as the Olmanic spirits, we are currently unable to play at the scale we are used to, and the maps are stashed in the depths of his bachelor's appartments wilderness (where noone, not even his fearless mother, dares to tread with hope of sorting it all out ) - putting them out of reach. No volunteers have been found to test the waters and dive for them *wicked*
hence : no map = no photo = nothing to put online. Sorry for that - let's see if I can arrange another messy accident for Finn the fearless

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Sorry for having been sloppy about the promised photography, but the player with the map ( here's to you Finn !) had a pretty bad "car vs. mountainbike" accident two weeks ago (the dangers of Halloween) , and is currently "out of comisssion", with a bunch of steel screws and pins turning him into a one person re-enactment of Robocop.
As he is in charge of maps and handouts, as well as the Olmanic spirits, we are currently unable to play at the scale we are used to, and the maps are stashed in the depths of his bachelor's appartments wilderness (where noone, not even his fearless mother, dares to tread with hope of sorting it all out ) - putting them out of reach. No volunteers have been found to test the waters and dive for them *wicked*
hence : no map = no photo = nothing to put online. Sorry for that - let's see if I can arrange another messy accident for Finn the fearless
I take it poor Finn was the one on the mountain-bike :(
Poor guy, I hope your friend gets well soon, and thanks for the update vikingson. I knew you hadn't forgotten about the plans and I'm still curious to see your design.

Tatterdemalion |

I've put together a map of the Sea Wyvern that may be interesting. I'm fairly good with PhotoShop, and I have entirely too much spare time on my hands :)
She's still a work in progress -- criticism and suggestions are welcome.
A few warnings and explanations:
- this is my attempt to fix some of the less realistic aspects of the Stormwrack-type deck plans -- but not all
- there are some components that I'm not motivated to explain -- included, though, are hatches, bunks, hammocks, ropes, a capstan, an oven, anchors, extra spars on the main deck, chests, barrels, and a rat ... and other stuff
- areas sheltered from the elements are shaded, but not necessarily walled in (specifically, an area beneath the quarterdeck)
- a shaded area in the master's cabin is the tiller overhead; it's controlled by the wheel by a series of ropes and pulleys -- a wheel is simply too iconic an item to leave off the ship, realistic or not
Thanks to a number of people on this board (especially Vikingson), who helped this get to where it is now.
I hope some people can use it :)

Tatterdemalion |

Thanks for the kind words :)
The internet ate my first attempt at this, so this will be a briefer description.
The decks are, from left to right, bottom to top: orlop deck, hold, main deck, and quarterdeck.
Both lower decks have quarters aft -- hammocks only on the orlop, with no door, or adequate ventilation. I've also added (not on the current map) an enclosed forward compartment with locked door to store valuables (like rum) and to serve as a makeshift brig when necessary. A small hatch leads to the bilge.
The galley is forward of the main hold. I didn't know what to make a stove look like, or how big it should be, but there's one in there. The aft cabin beds crew or important passengers in six bunks. Most passengers and crew set up hammmocks or other bedding wherever they can (as was historically done), and take their meals wherever convenient. Hatches lead up and down -- ladders can be affixed to open hatches, and a companionway leads from the hold to the 'navigation deck.'
On the main deck, a sheltered area is what I'm calling the navigation deck, where senior crew work and charts and are stored and consulted. The large locker is for sails and related equipment. A capstan just aft of the foremast aids in lifting heavy objects, notably cargo, anchors, and yards.
The wheel on the quarterdeck controls a tiller through a block and tackle system. The rudder itself is overhead in the captain's cabin; while the setup is odd, I wanted to keep a wheel (because they're cool) and I reason that the master's cabin can, because of the shape of the ship, be given adequate headroom.
Historically, the privy was at the bow. I'm deliberately avoiding detailing this feature unless my players demand it (which they may).
The plans are suppose to indicate both walkable deck space as well as the walls that curve upward and outward (most noticeably on the orlop deck), which can provide some additional lateral space. Note that the hammocks in the lower cabin aren't necessarily directly over the floor as a result.
It's supposed to be a compromise between accuracy and coolness (and likely suffers somewhat from my ignorance).
Let me know if there are more questions. I've enjoyed piecing it together, and I suppose I like showing it off a bit.
Please offer any criticisms, corrections, and suggestions.

Hagor |

Tatterdemalion |

...The rudder itself is overhead in the captain's cabin...
I meant tiller. It's a beam about eight feet in length giving a relatively large lever arm to aid in moving the rudder; additional mechanical advantage is gained with the block & tackle setup.
The rudder, of course, is outside the ship -- partly within the semicircular notch at the stern (main & cargo decks).

nevermind |

BTW updated some detail and added labels.
Incredibly nice - too bad our poor "Sea Wyvern" already
got sunk in the Hurricane off the Isle. Currently resting at the bottom of the ocean 1/4th of a mile from the beach, cracked in two afterhaving her keel broken on Masher Reef. She only made it to teh bech through heroic "frosting" by the Wizard, who kept her sprung seams caulked wih ice from the "winter' blast" reseve feat. poor girl was out and incoherent for the next day after...
Consider your deckplans "stolen" as a definite compliment to your skill and nautical understanding !
And, recommendation to the Paizo Staff : Please, hire Tatterdemalion as a freelancer the next time you need a realistic map of a ship. As far as I can tell, this carrack might actually have sailed and worked properly.

nevermind |

Tatterdemalion wrote:...The rudder itself is overhead in the captain's cabin...I meant tiller. It's a beam about eight feet in length giving a relatively large lever arm to aid in moving the rudder; additional mechanical advantage is gained with the block & tackle setup.
The rudder, of course, is outside the ship -- partly within the semicircular notch at the stern (main & cargo decks).
That part of the construction is basically the only thing that I would consider... un-nautical.
That recess very difficult to build, keep watertight and strong enough to mount a rudder - especially in an age without precision mills for cutting the frames. That is why wooden (european)ships used to feature a strong, massive nigh vertical sternpost, into which the pintels could be set. Asian and most arabic ships used side mounted rudders and steering-paddles anyway.....but that is absolutely a minor quibble. Not to mention that in worlds with possibly magical wood and trees (too many "Locke Lamora" books of late ) structural problems might just be not that much of a problem as in our world.
As for the "seat of ease", the hanseatic cogs - featuring an aft-castel/superstructure actually extending out and over the aft hull-sides, featured a partitioned-off "gallery" with a seating arrangement not unlike that of a medieval castle. While I haven't seen the problem adressed in non-fiction literature, it is featured on bothe historic rebuilds of hanseatic cogs I have been on.
that unnamed chamber on the starboard part of the navigation deck may just serve fine for something like that.

Tatterdemalion |

And, recommendation to the Paizo Staff : Please, hire Tatterdemalion as a freelancer the next time you need a realistic map of a ship. As far as I can tell, this carrack might actually have sailed and worked properly.
Thanks :)
For the record, I think the Sea Wyvern from Dungeon is awesome. I'm using it as another important ship in our campaign.
My players and I, however, can be quite picky about little things. Worse, we've all see Master and Commander recently, so we're excited about recreating shipboard details as best we can.
Then there's Pirates of the Caribbean... :)
For the main inspiration for these deckplans, check out the replica of Columbus' Niña.

Tatterdemalion |

The rudder, of course, is outside the ship -- partly within the semicircular notch at the stern (main & cargo decks).
That part of the construction is basically the only thing that I would consider... un-nautical. That recess very difficult to build, keep watertight and strong enough to mount a rudder... but that is absolutely a minor quibble.
Thanks, that's exactly that kind of input I'm hoping for. That feature is the one I'm most uncertain about (so it's not so minor to me), and the jury's still out.
As for the "seat of ease", the hanseatic cogs...
I'm aware of some actual engineering solutions. On the Niña (or at least a modern-day replica), what I call a navigation deck is actually a sheltered area for the tiller, with seating all around (here). I used that as some inspiration for my solution, and I know water in the master's cabin would be a problem in real life -- and maybe IMC :)
In the end, and at the urging of my group, we just wanted to find a way to keep a wheel, despite knowing it wasn't an accurate technical feature -- sacrificing realism for some flavor. The current setup is likely gone if I can think of (or be provided with) a more realistic solution that still preserves the wheel.
We'll see what happens.
Thanks again.

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I guess it's only fair to mention that the original deck plans for the Sea Wyvern are based on This product

Tatterdemalion |

I guess it's only fair to mention that the original deck plans for the Sea Wyvern are based on This product
That's a great product, and I'm trying to duplicate it as closely as possible with my plans. I'm going to glue them down on foamboard (cheap from Wal-Mart), but I'm not sure I have the skills to mount everything so beautifully.
In fact, I think seeing this got me started on the deckplans -- which has probably burned up waaaay too much of my time :)

Sben |

For the main inspiration for these deckplans, check out the replica of Columbus' Niña.
Which is very handy -- if you use these Sea Wyvern deck plans, you could also use this picture of the ship!

nevermind |

In fact, I think seeing this got me started on the deckplans -- which has probably burned up waaaay too much of my time :)
definitely NOT too much time - I for one am deeply thankful, and IF we capture another ship within the course of the campaign (as a faithful purchase of Dungeon I am well aware of the fact that we will in all liklihood be sailing some more places later in our campaign - even if I skirt around the actual issues as long as we haven't played them ), I will try to "press" that layout into use, instead of the "Sea Wyvern" map.
Good idea about the foamboard - might try that myself, since I am the miniature buff hereabouts
as for the "navigation deck" - that is a feature of the hanseatic cogs as well, providing some shelter in adverse weather. IIRC, they mounted the tiller close to the beams above, conserving headspace that way.
As for the master's cabin - a very true issue (we actually had that mishap in the campaign, with the stern windows stove in by swell and the chroniclers precious notes swept into oblivion ), but it can be countered by battening down the rear windows with wooden shields in stormy conditions.
A last detail if you should be updating the maps - try to precisely locate the pumps's position on deck, that might become a very relevant detail (it was for us ) on Masher's Reef

Tatterdemalion |

As for the master's cabin - a very true issue (we actually had that mishap in the campaign, with the stern windows stove in by swell and the chroniclers precious notes swept into oblivion ), but it can be countered by battening down the rear windows with wooden shields in stormy conditions.
This is a place where I think magic will beat technology. The 'windows' on my Sea Wyvern will be planks of wood with invisibility and permanency cast on them. Seems to me wizards could make good money supplying such items (though relatively expensively, since it'll cost them 1000 xp each).
A last detail if you should be updating the maps - try to precisely locate the pumps's position on deck, that might become a very relevant detail (it was for us ) on Masher's Reef
Thanks. Any idea what form (size & shape) a technologically-appropriate pump would take?

Tatterdemalion |

I'm trying to make two significant changes to the plans, and I need some guidance, if anyone has suggestions:
- wheel & tiller: I'm squaring off the stern, but I need to put the tiller somewhere that it can be realistically controlled by the wheel (via block & tackle setup). Should it stay overhead in the captain's cabin? This would result in an opening near the ceiling that would see some water coming in, from time to time. If not, where should the tiller go?
- pump: I'm trying to research chain pumps. Are these permanent fixtures on a ship, or are they assembled when needed? If permanent, where/how is it usually mounted? If assembled, how much can it be broken down -- can it fit in a large chest?
Thanks for any help :)

Hired Sword |

- wheel & tiller: I'm squaring off the stern, but I need to put the tiller somewhere that it can be realistically controlled by the wheel (via block & tackle setup). Should it stay overhead in the captain's cabin? This would result in an opening near the ceiling that would see some water coming in, from time to time. If not, where should the tiller go?
- pump: I'm trying to research chain pumps. Are these permanent fixtures on a ship, or are they assembled when needed? If permanent, where/how is it usually mounted? If assembled, how much can it be broken down -- can it fit in a large chest?
Wheel -- Create a crawlspace between the quarterdeck and the captain's ceiling to house the mechanism for the steering. Seal the captains quarters the same way every other part of the ship is waterproofed.
Pump -- Some assembly required, parts stored in a chest, or better yet, strapped the inner hull of the ship down where its needed and quickly accessible. Thats how I would rule on it.
Cheers!

vikingson |

nevermind wrote:As for the master's cabin - a very true issue (we actually had that mishap in the campaign, with the stern windows stove in by swell and the chroniclers precious notes swept into oblivion ), but it can be countered by battening down the rear windows with wooden shields in stormy conditions.This is a place where I think magic will beat technology. The 'windows' on my Sea Wyvern will be planks of wood with invisibility and permanency cast on them. Seems to me wizards could make good money supplying such items (though relatively expensively, since it'll cost them 1000 xp each).
nevermind wrote:A last detail if you should be updating the maps - try to precisely locate the pumps's position on deck, that might become a very relevant detail (it was for us ) on Masher's ReefThanks. Any idea what form (size & shape) a technologically-appropriate pump would take?
I could help you out there .- roughly a 1'-2' feet diameter wooden shaft ( or tube), probably lined with lead or copper sheets, inside of which a chain with leather (broiled - for firmness) cups would circulate in a loop, to which they are fastened. Large winch-handles like those on a coffeegrinder on deck, driving the whole loop/chain via a transmission. Often in stages, the firststage heaving up water to one deck and into a reservoir there, than further up on a second chain - usually driven by the same transmission. This whole thing neds to be well greased, both for reducing traction and improve the seal when pumping stuff up. These used to be the Royal NAvy pumps well up into the 19th century. Of course they were securely mounted in place - but canvas hoses, sealed with grease and lubricants could be used to pump water out from hard to reach spots, or project it into some specific place.
At least two people should be able to grip each of the two handles for major pumping - say 6'-8' space on either side of the winch ? Often enough the pumps were placed on the lower deck, with the pipe-shaft reaching up above over the main deck, spilling the pumped liquid out onto the deck and out the drains through the gunwhale/railing (after all, the deck is canted).That sort of pump is a tad sensitive to floating objects (say, like a potato ) getting stuck in the pipe/cups, jamming the whole mechanism
As a magical alternative, a small water elemental bound into a pipe, sucking water up and beyond its body on command should work pretty well. Prices for this may vary - but the ease of handling....

Tatterdemalion |

I could help you out there .- roughly a 1'-2' feet diameter wooden shaft ( or tube), probably lined...
Thanks.
How would this translate onto a ship the size of a caravel? Should I add a permanent structure and, if so, where? I'm considering just aft of the mainmast -- a tube straight down from there could roughly terminate at the lowest point in the bilge.
It appears that the transmission can be small enough to store away when not in use -- only the pipe need be a permanent.
Corrections & suggestions welcome :)

vikingson |

yeah, this would have to be a mounted pump - I would estimate a double 1' (on the outside) shaft - one with the cup-chain going down, one with the chain, cups and water going up.
As for placement - I would assume the pump mechanism to be in a protected place - it seems to be pretty nasty pumping water on the main deck if some gale sweeps over the decks, not to mention being accidentally washed away....
So I would assume the pump and handles/cranks to be located in the main hold, with the top end and spigot located on the main deck.
As for the shaft itself - its lower end would have to be very close to the deepest part of the bilge, for efficient pumping. This, in all likelihood (there is no profile for the underwater hull and keel given with your map ) puts it slightly behind the main mast.
Then again, place it wherever it seems to fit best, especially with the limitaions of a 5' grid, since fantasy ships may have non-realistic hullshapes anyway

Tatterdemalion |

Updated.
Thanks vikingson and others.
I've put the pump just forward of the mainsail, above the pipes leading to the bilge. My understanding of the mechanism (at least the one I'm envisioning) almost requires the mechanism be at the outlet. Water will flow out the pipes and across the weather deck into the ocean. I considered curved pipes to be an overly-difficult engineering challenge. The handles to the pump are stowed when not in use, and may actually be the capstan handles (seems a good solution to me).
I've also eliminated the curved notch in the stern (engineering again), but left the tiller overhead in the captain's cabin. Some water through the opening will have to be tolerated, unless someone (including my players) can give me a solution.
Some labels have also been added :)
Knowing my players, I'm sure they'll ultimately want to make their own modifications -- I tried to leave flexibility in my plans for that.
As always, corrections and criticisms are invited.

vikingson |

I've also eliminated the curved notch in the stern (engineering again), but left the tiller overhead in the captain's cabin. Some water through the opening will have to be tolerated, unless someone (including my players) can give me a solution.
A solution for the tiller-rudder joint would be an inverted "cowl" over the opening and the head of the rudder, enclosing the opening in the stern from above, the sides and straight aft. Done from wood, brass, bronze or even steel ( I would say bronze for its resistance to corrosion )
A greased leather or canvas apron (probably somewhat funnel shaped ) for the opening itself, and one should have pretty tight seal.Also it would fair to remember, that the tiller in your Sea Wyvern is a sizable distance from the waterline and the stern will lift with every wave rolling under it from behind... after all, a ship floats. Waves crash into it only if they are to steep.
Two small recommendations
first, better move the galley stove to the rear bulkhead of the galley. For one, this is far better for the trim of the ship. Second, you gain the space necessary for a cable-locker, to stow the anchoring hawser - a rope of at least 2" tarred hemp, with something around 600'+ of length . That would be just enough to anchor in 20' of water - the formula being 30' of rope /1' of depth. So best pack something like a 1000' hawser for anchoring in most bays.
Then again, with two anchors you would need twice that amount of hawser, savvy ?
Second, best mount some stays and chains for the mizzen-mast too. It really likes some support, and those also make it easier to climb.
Third, perhaps you should consider a forecastle structure, even if it us just an elevated foredeck like on the original map. Adds some space for a forward locker, and would protect the forward capstan from the worst of the weather.
Last aside - sails where usually stowed on the yards (and spars) while at sea. Spare sail was kept in the hold, in a separate room, often enough with spare cable, ropes, sailcloth and sewing supplies.
I thoroughly appologize for adding to the level of detail on your map - and thus your workload. A wonderful map you drew up, leaving me more than slightly awed.
Kudos !

Tatterdemalion |

A solution for the tiller-rudder joint would be an inverted "cowl" over the opening...
Thanks for that solution -- I'll use it. This design feature has been difficult for me to come to terms with, and I have repeatedly come close to eliminating the wheel as a result.
...move the galley stove to the rear bulkhead of the galley... far better for the trim of the ship... gain the space necessary for a cable-locker...
I'll do that. I had no idea how much cable was necessary for anchors :o
Second, best mount some stays and chains for the mizzen-mast too. It really likes some support, and those also make it easier to climb.
They're supposed to be there -- careless omission on my part. I may also add some ratlines.
Third, perhaps you should consider a forecastle structure, even if it us just an elevated foredeck like on the original map. Adds some space for a forward locker, and would protect the forward capstan from the worst of the weather.
One of my players is pushing for the same thing. I don't like the idea of a full forecastle, but I might add enough height to have a locker accessed from above.
...Spare sail was kept in the hold, in a separate room, often enough with spare cable, ropes, sailcloth and sewing supplies.
I knew this, and I labeled a small closet as a "sail locker" to fill this role -- though I'm not sure there's actually room for entire sails.
I thoroughly appologize for adding to the level of detail on your map - and thus your workload. A wonderful map you drew up...
Absolutely no need to apologize. I am enjoying immensely the process (so far), and I like to achieve as much realism as I can with such things.
In fact, I am deeply grateful for you input.
Thank you :)