Savage Tide Adventure Path

Sea Wyvern's Wake

The Voyage South


After leaving the Tamoachan ruins and dealing with a near mutiny at the hands of a lovely but deadly sinister succubus who went by the name of Anya. We find the crew of the Sea Wyvern making sail for the Olman Isles in an attempt to run the Crimson Brotherhood’s blockade.

Consulting with Captain Venkalie, Mako and the rest of the intrepid heroes prepare for combat after Arianna spots red sails on the horizon twelve miles off the port bow. New to the Azure Champions is Uthanrah Haleettln (Uran) an elven wizard and his faithful companion Compy. A plan is made as the Vanderboren squadron closes with the vile Crimson Corsairs. Uran casts a few spells and the heroes alight upon the wind to bring the fight to the Purity’s Prow. Meanwhile the Blue Nixie and her sister the Sea Wyvern break to port and engage Besmara’s Blessing.

Flying over the waves invisibly the Azure Champions drop onto the command deck of their target surprising the captain and his officers. Swift work is made of the Crimson Captain and his number one. Mako smashes Captain Lars in the chest, caving in the man’s ribcage dropping him in the first twelve seconds of combat. The first mate also falls under the fatal blows of the psychic warrior’s hammer. The ship’s mage vainly attempts to defend himself only to be cut down by Michael’s katana. Sandra Quinn, the enemy ship’s chaplain, begs for mercy as when she throws down her weapons and parlays for the life of the crew. After the dust settles on the Prow, the Sea Wyvern and Blue Nixie managed to catch the Blessing in a crossfire. The Sea Wyvern scores a victory when she hits the enemy ship’s magazine destroying it in a massive blast leaving splintered timber and burning flotsam in its wake. Cecil and Uran make a quick assessment of the enemy crew and assign a prize crew to Purity’s Prow. The squadron now at three vessels heads toward Fort Greenrock where stores will be replenished.

Two days after the engagement with the Crimson Corsairs, the wreckage of a ship is spotted dead ahead. The heroes investigate. After a short swim, Mako recovers a ships log, cargo, and crew manifests. He also finds a strange piece of metal lodged in the hull of the derelict. He pulls this loose as well and returns to the Wyvern. The logs are poured over and it is noted that the Sea Ghost had recently stopped at Fort Greenrock where they took on cargo and some passengers. The chunk of metal seemed to be of an unusual manufacture. It had small holes evenly spaced along its perimeter and was maybe 3/8 to half an inch thick.

On the fourth day smoke is spotted on the coast where Fort Greenrock should be. Purity’s Prow is dispatched to investigate. Upon inspection by spyglass it is determined the outpost was attacked and destroyed. A shore party is put ashore to investigate. The palisades are torn down and most of the buildings are burned or still aflame. The main building too is nothing but ash. Hundreds of black fletched arrows indicate the post was attacked by lizardfolk. Eerily there is much blood but no bodies. Inspection of the ground reveals reptilian tracks leading all directions into the nearby jungle. What is also evident the no human footprints leave the grounds. The stores are also destroyed except for flour and other grains. These are loaded into the longboats and returned to the squadron. Captain Venkalie decides it is too risky to attempt a rescue of any survivors citing the dense jungle as the perfect place to become lizard food. She grumbles about how stupid it was to have a poorly guarded outpost like this in the first place. Remembering what they read in the Sea Ghost’s log it seems the logs and manifests where falsified. Which still leaves question weighing on the minds of the heroes.
Leaving Fort Greenrock behind the next stop is the Atikula River where freshwater stores are to be refilled. Miss Vanderboren mentions that it is a picturesque stop with a 90 foot waterfall and could be a chance for anyone to refresh themselves with a swim in the clear waters.


All is well as Merry and Michael explore the falls. Merry takes a shower under the falls while Michael checks the nearby jungle. Mako, Uran, Mr. Gibbs are filling water barrels when they are attacked from beneath by a huge twelve headed hydra. Mako is nearly torn apart by the beast. Uran dives overboard knowing he stood no chance in a melee fight and Mr. Gibbs tries to row away. The wizard summons a large crocodile to attack the creature. Seeing its food slipping away the hydra sets upon poor Mr. Gibbs nearly tearing him limb from limb. Michael runs back to the edge of the jungle frantically signaling the crew of the Prow to engage the beast. He then leapt into the water in an attempt to rescue Mr. Gibbs and Mako from certain doom. Merry also swam toward the blood stained waters praying to her patron. She is answered and channels healing energies to her companions. Mako is stabilized and saved from drowning by Merry’s prayers. Michael managed to make it to Mr. Gibbs’ longboat and places himself between the hydra and the sailing master. Uran blasts the beast with a well-placed fireball and the crew manages to score to hits with their cannon. Soon Cecil riding on the back of a dolphin arrives and fully heals both Mako and Mr. Gibbs. The beast is soon finished by katana and hammer blows. Mako follows the sinking carcass to the bottom to harvest the heads of the hydra. While below he finds a treasure chest and a strange cloak. The party returns to the Sea Wyvern and Purity’s Prow where they exam the contents of the chest and the cloak. With food supplies needing replenishment the ships continue southeast along the coast to the Axuxal Islands. Miss Vanderboren has planned some shore leave there before the last leg of the journey to Farshore.
During the cruise to the Axuxal Islands the strange yellow lights are spotted again at night. The Sea Ghost log also mentioned these lights. Purity’s Prow and the Sea Wyvern attempt to investigate, only to be evaded by the phenomenon.

Upon arrival at Renkrue on the eastern most of the Axuxal Islands the small fleet is greeted by hundreds of canoes full of Olman tribesman. They welcome the crews and invite everyone to their humble village. The day is spent gathering supplies for the last leg of the journey. Additionally, the heroes seek out the priests at the St. Cuthbert mission in an effort to cure Arianna of her dread affliction. Unfortunately, the priest that could have helped died three years ago of a strange jungle malady. The priest that is here is only able to offer his prayers. Captain Venkalie, Mako, Michael, Uran, Cecil, and even Arianna are invited to a feast in their honor. At the break of dawn the ships way anchor and strike for the blue waters of the Volhoun Ocean and their destination, Farshore colony.

Four days of clear skies and strong winds are marred in the evening by gathering storm clouds and driving winds. With turning back not an option the ships prepare for the worst. Howling winds and rain soon began to whip the vessels. The decks are awash in green water the Captains order all non-essential crew below and life lines to be rigged. The winds whips the sea into a stinging spray and visibility is almost nil. All three ship desparately try to remain on course. During the eight hour squall sight of the Blue Nixie is lost. However, the Sea Wyvern and her prize carry on through the storm. As dawn breaks so does the storm. The Nixie is nowhere to be seen and it is discovered that the both ship have been blown off course by over a hundred miles. It takes most of the day to make the course corrections and continue the voyage south. Uran dispatched air elementals to search for the Nixie, they return with no sign of the vessel. The crew is concerned that she may be lost to the storm. Captain Venkalie squashes such rumormongering and reminds all that the mission is to resupply the colony. “There are many lives at stake if we do not complete our task!”, she charges.


Another two days of clear sailing break when on the dawn the ships find themselves in slack winds and a dense fog. Slowly the fog is burned away by the day to reveal a massive field of Sargasso entrapping the two ships. The crew is ordered to clear the stinking weed from the hull in order to make way. Yet as fast as the foul green stuff is cut away it grows back, almost as if it was trying to keep the ships from escaping. A mere six hundred feet away another ship is also spotted but judging from its condition it is not the Blue Nixie. A full survey of the Sargasso reveals a massive buildup toward the center of the 3 mile wide field of Sargasso know in legends as “Journey’s End.” Mr. Gibbs says that once a ship is captured by the Sargasso it is doomed to become part of it forever. He also says that sometimes the weed comes alive and feeds on the sailors often dragging them overboard to certain death. Mako ascertains that the heroes may have to go to the heart of this massive floating island and destroy the weed at its source. It is not long before the legends are affirmed. Strange weed-like creatures begin to climb aboard Purity’s Prow moaning “outsiders” over and over while attacking the crew and heroes. The weeds come alive and entangle Michael and Mr. Gibbs trying to drag them into the sea. All the heroes strike at the stinking horrors smashing and slashing. Soon the aberrations are repelled but more are seen on some distance from the ships. The Azure champions make for the nearby derelict hoping to find some clue on how to combat the walking weed. They find the “Rage” another caravel similar to the Sea Wyvern. Arianna goes aboard first finding the desk spongy and rotten. The rest follow taking care not the place too much weight in one place on the rotten deck of the wreck. The ninja discovers a book in the captians quarters that may contain clues as to the fate of the vessel. When she removes the book the desk on which it was resting falls into the gaping hole below and into the stinking water of the Sargasso. As if awakened, weeds near the Rage begin to reach out and attack the heroes yet again. Each of the aquatic monstrosities is destroyed and the contents of the book saved.

Total XP for the session per character 11,040


Uran (oo-ran) had a lot of fun. Though he would be damned if he ever admitted it.

Uran offered the party access to any wondrous magical item that he can craft.
He stated he would gladly offer all items he can craft at 40% off list price (that is he pockets 10% for his troubles and to cover the cost of lab etc.).
NOTE: List may mean something different in Scott’s game and depends on what he has to pay to craft it for you. If Uran’s cost is more or less than expected he will request the difference or let you know it is cheaper than expected. He is VERY meticulous fair in his cost and what it cost you.

The first sea battle was fun, and very fast. Not unexpected with nice set of tactics and surprise on our side. According to the DM we kinda surprised him pulling a “Seal Team 6” on it. Alway love surprising the DM!

Uran was suitable impressed with the Hydra. As the play had read something about them in the bestiary, and wasn’t overly impressed at the time, I was VERY surprised at just how deadly whatever template was used made the thing. I’m assuming it had around 12 heads and was very nasty.

Finally a storm showed up separating the Blue Nixie. This seemed required by box test (yeah I’m old school lol), but was run in a clean manner. I’m guessing it was required so we would “lose” the Blue Pixie. Ready for us to lose our ships or find the Blue Nixie is lost, I’m fairly sure that is how they would run it.

A very clean game. Very fun and enjoyable. Most everyone remoted in. A very nice game and I like that I could run from Houston and wasn’t at a massive disadvantage like I’ve been in other game run remotely.

Sea Wyvern's Wake

As a DM I wasn’t really suprised. I have come to expect the unexpected from my players. However, in keeping in character for my NPC’s they truly were surprised. The two captains of the enemy vessels expected easy pickings. What happened was a different story entirely. The SEAL team 6 manuever as I’ll call it now took one of the ships out of the naval engagement. This left one ship to attack the fleet as it were. Outgunned and outmanuevered Besmara’s Blessing turned out to be Besmara’s Curse as the goddess would have the winds of fate deliver another ship to the deep.

I particularly enjoyed having an old friend back at the “virtual” gaming table and look forward to more sessions in the future.

Another note… we have another player joining us next session. He promises to stay for more than two sessions. Derrick has joined the campaign here on Obsidian Portal and will be playing in person Saturday he is bringing a “tank” as he calls it. Everyone please welcome him to the group.

Sea Wyvern's Wake
SSveter SSveter

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