SAVAGE TIDE - Sea Wyvern's Wake - Thoughts and Alterations (SPOILERS!)

Wik

First Post
Alright. So this is the thread for all you GM's (and players that have finished the module) to discuss the adventure. Talk about what you like, what you dislike, and any changes you're throwing in.

And feel free to Spoil away.
 

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Personally, I'm running this adventure on December 28th. The group has been prepping for it in the last session, and they're really loving (and by "loving", I mean "hating") Avner Meravanchi. I'm playing the role of spoiled nobleman to the hilt, and they're just loving it. The Sea Captain has also been introduced already.

When the group found the Sea Wyvern (I had the captain of Lavinia's ship sail them there), they thought they were gonna get into a fight. Instead, they found Tavey, the ship's first mate, who had been busy cleaning the ship and keeping it in working condition. While he's not supposed to latch onto a character until "Here there be monsters", I've already had him start following the paladin along... all the while discussing his plans to become the world's greatest pirate - or maybe a renowned smuggler (yeah, the group has already picked up on how being a renowned smuggler is probably not a good thing).

I plan on cutting out the encounter with the flotsam ooze in favour of expanding Tamoachan a bit. I want to put in the encounter with the crayfish and hermit crab from the original Tamoachan adventure (the crayfish talks and casts spells... I was thinking of using him as a humour/RP encounter). I also want to throw in some Dracotaurs, simply because they're a cool monster and Tamoachan might be my best chance at putting them in.

Speaking of Tamoachan, the fight with the winged demon is going to be tough. While our group will have a new player by then (who is most likely going to be a warlock) they won't have their main damage source (a melee character) available in that fight. I can see our rogue (an archer) dishing out mild damage, and our dragon shaman doing likewise with his acid breath. Seriously, though, with no one in the group able to do more than a 2d6 ranged attack, that little demon is going to be TOUGH.
 
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Oh, and I thought of another thing I'll be adding. I really want that encounter with the scarlet brotherhood pirate ship to go better... as it stands, I'm pretty sure my group will go through them in the surprise round. I was sort of hoping for a set piece pirate battle (especially since the group is putting a cannon onboard their ship), so I might take some of the XP from some other encounter and put it into the pirate encounter.
 

Yep, more pirate stuff is what I would add. And in fact I would maybe build in something earlier on (before this adventure) to maybe lead up to it -- a "wanted poster" for some of the pirates encountered here, for example.
 



Crothian said:
Which number is this in the series?
Sea Wyvern's Wake is the third adventure in the adventure path.

Aside from adapting it to Eberron (I've already picked out a route, but may go along with the 'official' version if it gets published online soon enough), I'm not planning to make any major changes.
 

EricNoah said:
Yep, more pirate stuff is what I would add. And in fact I would maybe build in something earlier on (before this adventure) to maybe lead up to it -- a "wanted poster" for some of the pirates encountered here, for example.

That's a good idea. Granted, there is a bit of a set-up (Lavinia talks about the Scarlet brotherhood blockade), but that's nothing. A wanted poster could be nice, although maybe one of those destroyed forts that the PCs encounter has been looted by pirates, as opposed to lizardfolk?
 

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