Making the Sea Wyvern attractive


Savage Tide Adventure Path


The later part of STAP assumes the players are motivated to bring the Sea Wyvern along - even to the abyss. Bringing a low-level crew to the abyss seems downright absurd, even using the leadership feat. But maybe a little creative reading of the rules can make it more attractive (as I love the idea of sailing the abyssal seas).

First, I changed the Leadership feat as it applies to followers, adding one level to all followers per four character levels. I don't really recommend this for everyone (there are probably lots of misuse potential), but for my rather play-nice group, it works well. This gives the crew a tiny bit of staying power. It is also a nice place to put some minor NPCs for social interaction - they even reformed Soller Vark from the very first adventure and have him as a provost on board. :)

Second, I decreed that the Sea Wyvern is a place . You can teleport to it if you have studied it. You can cast hallow and other location-based spells on it. This makes it quite useful in the abyss and when vile damage starts appearing.


I don't see this as that much of a problem. Of course there are a number of possible NPCs too who could be enticed to such a trip, if only to help save LV...


the players, upon sailing into the Abyss should have decent number of quite capable followers to crew the Wyvern, having basically exchanged lower level followers for a few more capable one ( some of which have sailed with them since Sasserine.
They basically saved everyone from the original crew and brought them to Farshore. These guys are treated as around level four to five (two characters with leaderships scores of around 20 atm ), Amelia rose alongside them like a cohort (she is not at the moment, but a pretty loyal follower ). The guys are level 16 atm... have an established base, a heroic reputation and CHA scores of 14-16.... WHich means aroun six level 4 followers together in the first place, plus some beefed up guys instead of the 30-40 footsoldiers....

Of course theye people are no real help when having to fight off demons etc., but they can take care of the ship, defend it from most minor assaults and are capable/skilled crew.


Pathfinder Adventure Path, Rulebook Subscriber

Would constructs make a viable crew? Maybe that could be an upgrade.


waltero wrote:
Would constructs make a viable crew? Maybe that could be an upgrade.

As for menial man-power, yes. But no initiative on their own, execution of orders beyond a reasonable result and lack of communication on their part (why should they mention water in the hold or a snake slithering aboard ?) might managing and supervising such a crew an extreme chore


One of my players has always wanted to be a ship captain, so i've started writing up a sheet of "Crew for Hire" that could potentially be turned into followers. We have "party cohorts" where the heroic reputation of the party attracts followers/cohorts as well. I think with a little rules finagling, the crew could be brought in line pretty fast.


Would you mind posting that list? I'm sure that after the sea wyvern crashes, my players will probably want to hire a new crew.


Once the party reached the Isle of Dread and repelled the first assault when arriving to Farshore I had them encounter some hadozee from Stormwrack. They seemed to be a good fit for the isle and once the group found out about their love of ships it didn't take long for an offer of employment. The group really seemed to like having an unusual crew that were capable as well.

They took the ship to Scuttlecove using some of the druid's spells to control the currents making the trip a quicker one. The ship took some damage in the process which the hadozee are repairing while the group heads into Scuttlecove. I can't wait to see the looks on their faces when they realize they need to sail into the Abyss!


Our DM did a similar thing, and allowed certain long-running NPCs to remain on board, as well as allowing us to hallow the ship. I haven't seen any real game issues come up as a result (and your point on vile damage is well taken, believe me), and the RP opportunities that have resulted have been well worth the rules-bending, IMO (for reference, we're in the last module now). I intend to do much the same with the Wyvern, if not more, when running my own STAP campaign for another group of players -- especially because I run for a more RP-intensive crowd.

On a personal level, having the Wyvern around when I gained my fifth level of Legendary Leader and acquired the To Hell and Back ability was especially cool, since by then we had done exactly that (or at least the chaotic-aligned equivalent *g*).

Spoiler:
That, and now our Sea Wyvern has a force missile ballista and an acid launcher as its primary guns. Thanks, vanquished demonic armies! ;)

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