| MrFish |
Preparing in advance for this adventure I have a few questions.
1. What if the pcs want a different kind of ship, or a bigger ship? They seem to want to bring mounts along, for instance.
2. If the ship doesn't sink through sheer pc ingenuity (I know, I could fudge things but sometimes they frankly take me by surprise and I don't like them to think that I just block their ideas--I mean if it DOES happen) then is it such a big deal if the adventure happens another way? I'm asking mostly of people who've run this before, trying to figure out if that would ruin the fun altogether.
3. Is it a very different adventure if a pc has sailing and navigating ability?
4. So far my pcs don't trust Lavinia. I'm aware of the sidebar stuff on Rowyn Kellani for instance but what advice is there on running the expedition a different way?
5. What if they really don't want to stop at a given place or take the suggested route?
Pygon
|
My replies are based on the campaign as written. I haven't run it yet.
1. Maybe they could trade the Sea Wyvern for a ship with taller cargo space so that the mounts can fit more easily, but they will likely compromise how many passengers they can take.
2. I plan to make the ship sink anyway but allow the PC's little acts of heroism (saving someone who got knocked overboard, etc.). A simple fly spell might allow them to save more people than the plot suggests for HTBM - those NPC's would be the first to go in my book. I have a hard time imagining what the PC's could do at 6th level to keep the ship from sinking though. That storm is supposed to be more than the ship can handle, even with a fully sailing-skilled crew. Slamming into the reef just starts the downward spiral as the storm forces them towards land and on to the rocks.
3. See above :)
4. Keep playing her as trustworthy. Let the PC's decide for themselves whether or not to trust her. You could play up the Rowyn angle to give them another choice, of course, but if they chased her off, then right now Rowyn is just bent on revenge. In the worst case, where the PC's don't choose either, I can't think of much reason they would have to even go to Farshore. There isn't anything there that they would stand to gain, unless an NPC in Sasserine wants them to go there to represent their own interests. Avner could be used to give them a connection to Maravanchi, who has a vested interest in what happens there. The fact that they bring mounts might be an ice-breaker, too. Just don't compromise playing Avner as conceited and self-centered, and oh so debaucherous.
5. If they take a different route or just move on without Livinia, they will encounter the blockade without her warning, and might miss some of the encounter stopping points. The crew they hire could tell them that they need to stop for fresh water or re-supply at ports, which might encourage many of the pre-planned stops. Otherwise, see if you can rationalize similar encounters along the way (a plesiosaur instead of an ooze, some other aquatic beast instead of a hydra, etc.)
Hope that helps.
| DMFTodd |
>> 1. What if the pcs want a different kind of ship, or a bigger ship? They seem to want to bring mounts along, for instance.
Not a problem.
>> 2. If the ship doesn't sink through sheer pc ingenuity
If they don't shipwreck, then you lose out on Here Be Monsters and the XP. You'd be a bit behind for Tides of Dread. You could move the Orlangru portion of Here There Be Monsters to occur when the PCs are gathering resource during ToD. You could probably tweak thinigs to bring in the Dark Mountain road and the gargoyles as well as putting a resource in Dark Mountain Pass dungeon.
>> 3. Is it a very different adventure if a pc has sailing and navigating ability?
I'd say it's better. You can involve the PC in the handling, navigation, repairs on the ship.
>> 4. So far my pcs don't trust Lavinia. I'm aware of the sidebar stuff on Rowyn Kellani for instance but what advice is there on running the expedition a different way?
I'd have Lavinia spend a lot of time with the PCs. Many of the NPCs are a bother, let Lavinia be a big help. That should win the party over.
>> 5. What if they really don't want to stop at a given place or take the suggested route?
Most of SWW is just encounters to use during a sailing ship. They should be easy to change around if the party does something different.
| vikingson |
As for 1.)
Well, ship's cannot really be bought like a basket of apples. They usually need to be (custom-)build, or purchased if the opportunity presents itself. Merchant ships etc. in the harnour are likely not for sale since what would their owner and crew do without them ? Building time for a ship would be sveral months at least, depending upon the size, materials required (bigger ships need more solid parts which must be custom-hewn from trees of the appropriate size and type. This was a very real limitation in history, and unless there is a guild of druids growing special trees for ship-building, it is likely to be too ingame ).
Besides, purchasing a larger vessel would likely drain their not-all-that ample financial resources - reducing their capability to purchase magic items. They also need more crew to man it. Lastly, a larger vessel has a larger draft and less maneuverabilty, making it both less nimble and less workable if operating close to shore.... this might not really be what the characters are looking for.
As for the mounts - do point out that the Isle is both pretty broken in terrain and covered in dense jungle besides. So WTF do they want mounts fro ? To die messily while riding through the jungle ?
2.) Actually no, it is not a big problem, since basially you can introduce the "fogmire" scenario as an expedition from Farshore. Justmake sure the characters get enough XP to be able to face ToD.
That said - given the conditions at the end of SWW - specifically Beaufort 11 strength - near-hurricane - winds, high sea, their ship having run onto an off-shore reef and been smashed into it repeatedly for several minutes... and is on a leeward shore, anything but a actual miracle will mean the ship flounders and sinks. No kidding
Actually, the reef is not even needed. the actualy chance of a ship the "Sea Wyvern's" size surviving that situation, leak or no leak from the reef is minuscule IMHO. Even today, a ship of that size, under sail alone and in that position would be in the most dire of straits and unlikely not to be wrecked, unless it has dozens of miles of space downwind to drift to. Sailing ships of three or four-times the "Wyvern's" size, with steel hulls, modern pumps and significantly larger crews have floundered and sunk in those conditions !
Someone pointed out that "floation magic" from the SC ( a level 4 arcane spell ) might appearantly help, but in fact, as debated in a thread some time back, it would actually worsen the situation.
Put it this way - if the "Sea Wyvern" or its replacement survives the storm, afloat, navigable and off the beach, it is simply because YOU, as the GM decide (for whatever reason) that is does not sink !
All natural and structural factors involved indicate that the vessel will be that much floatsam on the Isle's beach, though.
This may not be readily appearant for a 'landlubber' but this is as bad as it comes, for a sailing vessel of that build and period.
3.)
My players had characters with profession (sailor) and knowledge (geography), and were running the ship autonomously, without NPC help. Plus, the players had real-life knowledge of the subject matter.
It didn't change the general plot of the adventure much, since the route is a no-brainer (yes, it makes sense ), the stop-overs are reasonaly sensible in placement and distance and actual sailing is nevermuch of a factor in the adventure as written. of course, you can add as much detail as you feel comfortable with, and can prepare with an interesting degree of detail. It may add to the tension and suspense of the adventure though, if the PCs are actually in control, and not simply only "in command" of the vessel.
The only factor askew is the speed and distance covered calcualtion done by the author which is... pretty slow, or rather erring on the sluggish side of things.
4.) Can't say much about this, since my guys never even contemplated not working for Lavinia.
If the group works for Rowyn though, best decide in advance if Lavniia goes to Farshore as well (and the PCs become a comepting team vying for control of the colony ) or if Rowyn send the group to take over the colony, while Lavinia steps off into oblivion on the sidelines of the campaign.
5.)
Well, the only necessary encounter (and even that is... adaptable) is Tamoachan, in order to introduce the bat-idol into the campaign. everything else is just "interesting" fluff, and could basically be left out, replaced or relocated as you like it. Avoiding too many of the encounters overall will seriously weaken the group though, and cause a higher degree of mortality once they get to the Isle, sicne the characters might be fith or sixth level, instead of seventh or eighth.
That said, the watering stops are reasonable and totally realistic, since in tropical climate there will be both a high use of water aboard, and the water in the barrels will spoil and go stale more quickly, requiring replacement if possible. This will make the "Flotsam Ooze" and "Hydra" encounters rather likely to happen at some time or another. Fort Blackwell is a sensible stop as well, and likely everyone aboard will clamor for a last night ashore, drinking their brains out before setting off into the great unknown. Renkrue Island is a good idea for reprovisioning, too. Rename it at your leisure, if the PCs try to pick another island.
Overall , also remember that they sail in convoy with the "Blue Nixie" and separating the flotilla is not a good idea in general. So basically, if the Nixie stops, so should the Wyvern (and vice versa).
| MrFish |
Hi thanks for all the advice guys, you've given me much to think on.
A few thoughts.
1. I think that I may compile ideas on another ship that I've gotten here as reasoning provided by npc advice.
2. I believe that I may recommend that they find local 'mounts' if that is what they want. The couple of personal followers that may come along will probably fit on the Sea Wyvern.
3. It's a good point about the inevitability of the wreck.
4. The ideas about just changing the names of places and so on is good.
5. I want to use the suggestion to simply make it very clear how Lavinia stands in contrast to the other npcs. I suspect that it is mostly that my pcs are just being a little paranoid. (I'm kind of planning this in advance as it will be my first major sea journey as a DM--they're just about to deal with the vault in tomorrow's session) I'm reminded by Pygon as well how useful she is as an npc.
6. I already gave Avner Meravanchi a cameo as a snobbish nobleman that they had a brief encounter with.
Guy Humual
|
I want to use the suggestion to simply make it very clear how Lavinia stands in contrast to the other npcs. I suspect that it is mostly that my pcs are just being a little paranoid. (I'm kind of planning this in advance as it will be my first major sea journey as a DM--they're just about to deal with the vault in tomorrow's session) I'm reminded by Pygon as well how useful she is as an npc.
Oh wow, you got lots of time, even my character, Tristan Lidu, was a little suspicious of Lavinia at first.
| Curaigh |
One of the aspects to make Avner annoying is his insistence that his horse come along. A critter that size needs a lot of feed which takes up valuable cargo space (as does the critter itself) so I would point that out.
L has also been taking levels in swashbuckler and there is a training room in her manor (we ran most of Bullywug Gambit last night :). It was helpful to have her break the binds and attack during that fight, but you could have her be seen about town on the way to swashbuckling school. Or they can see her practicing with the Jade Ravens. Perhaps even help catch one of the LDs that tries to lure the party into their trap. I like the 'timely dagger' that Harliss is given, so might try something like that. Something as simple as stopping a pickpocket could go a long way as well. I cannae answer for the rest of it, but others have done so O:)
| vikingson |
As for Lavinia - let her act noble, especially if she doesn't have to.
Maybe have them overhear a heated exchange between her and an NPC (the Jade Raven Leaderr, Tollin might be a good chocie) ? With her defending the characters against accusations of them being "dishonorable" "street trash" "incompetents" or whatever will raise their hackles.
Especially nice if initially they cannot perceive who the person defending their reputation is - perhaps by street noise, but making it clearly from the reaction of their detractor, that they are being defended heroically and with fervour.
Have her assist with introductory letters to the associations teh characters might want to join and get turned away from at the door of beng of too little reputation etc. at the moment.