log in or register to remove this ad

 

5E Savage Tide Adventure Path

pukunui

Hero
Ugh. And Age of Worms was pretty horrid
I couldn't agree more! My group is most of the way through (we're 18th level) and I'm getting so sick of how railroaded this AP is. The first half was pretty fun, but from the end of the arena on, it's just been awful. Tyranny of Dragons allows for more player agency than Age of Worms. I can't understand why so many people regard it so highly.

By the way, when I first joined this group several years ago, they were most of the way through a 4e Eberron conversion of the Savage Tide AP. I missed most of the adventures that actually took place in Eberron (sort of - the DM seemed to be using the standard 3e multiverse rather than either the 4e cosmos or the Eberron one), as my PC only came in after they'd already moved into the outer planes. The fight against Demogorgon was pretty epic - and we had to contend with Vol.
 
Last edited:

log in or register to remove this ad

ugulu

First Post
We're still not close to starting but it's giving me lots of time to learn the intricacies of 5e so I'm getting more comfortable figuring out how to convert things like the Huecuva to make it tough but not impossible (finding the sweet spot to convert DR to resistance/immunity is more art than science I think). Sasserine does seem like a great setting that will be underutilized - but am looking forward to jungle survival and time on the Sea Wyvern.
 

solomanii

Explorer
THread Necromancy!

(apologies in advance!)

For the DM's who did convert and play this what did they think? How does it compare to the Ghosts of Saltmarsh? I am interested in doing a pirate adventure for my next 5e campaign so checking out old dungeons and the like for ideas.

Thanks.
 

humble minion

Adventurer
Not a conversion, but my $0.02...

My group got to about 14th level in Savage Tide around the time it was released, before real life intervened and the group broke up (we were in the middle of an off-path sidequest at the time). I did (and still do) really like it, but it does have issues.

Agree that Sasserine is a cool setting and it gets horribly underused, and PCs who tie their backgrounds and character goals closely to the city will probably be disappointed The lethality can be an issue. I mostly dealt with that by having a powerful party - 5 PCs, very high points buy, a bonus feat at 1st level, etc etc. Plus I ran regular side-quests to keep my party a little ahead of the power curve. War of the Wielded (from a Dungeon mag around the same time) was a good one, plus encouraging them to hunt monsters on the Isle of Dread etc. They still managed to get half of Farshore wiped out by failing to prevent a trio of vrocks performing a dance of ruin in the middle of the settlement though. Farshore, unfortunately, suffers a bit of the Sasserine disease - PCs get attached to it, spend a bunch of effort defending it, hexcrawling, building it up - and then at around level 14 they'll leave it behind and pretty much never return.

It handles high-level play fairly unevenly, as far as I could tell (we didn't get past City of Broken Idols). I get the attraction of having the PCs sail their pirate ship into the Abyss, but in my experience as soon as they got Wind Walk the ship got left behind (like Sasserine!). The second-last adventure is a pretty broad sandbox that requires a lot of fleshing out by the GM, and the last is a short brutal dungeon crawl (this is a problem with 3e published adventures generally - high-level stat blocks are so big that they eat up page space for everything else!). The variety of enemies is a nice feature. Lots of demons, pirates, jungle monsters, aberrations - one of the complaints about Age of Worms was that it was so undead-heavy that rogues, enchanters etc fell useless. Could use a really good dragon fight, but still pretty solid. There's opportunities for negotiation and intrigue as well as blasting. Paladins of the strict LG might find themselves tested, you'll have to associate with some pretty awful people here and righteously fighting all the bad guys you meet is a recipe for dying early and pointlessly. Something for the GM to remember.

There's some great stuff here, and much of it is mineable. Sea Wyvern's Wake and Here Be Monsters are worth looking at for low/mid levels of your pirate campaign, Sasserine could be a great home base city, and The Maw is a really nice and deadly non-linear adventure location. One thing that it really rubbed in for me is the importance of personalising your pirate ship's crew. PCs aren't going to be sailing the ship by themselves, and they're going to spend a lot of time with these people, they need to have personality.
 
Last edited:

solomanii

Explorer
Excellent, this is useful. Sounds like it has some good stuff and a lot of filler - which I find typical of the Paizo AP - but salvageable.
 

Pilpock23

First Post
Running this now in 3.5 and our group is just finishing HTbM. It’s been terrific thus far. Like will not do the middle section because it’s a bit too, “Pirates of the Caribbean,” but will return once the group levels up to take on the Abyss section.
 

solomanii

Explorer
Thanks for the info. I am reading through it now, seems more good than bad. Will need to do some surgery but should work fine.
 

Remathilis

Legend
I'm running a modified version of it right now. This is what I've done so far.

1. I ran the first two modules (No Honor and Bullywug) mostly as written. I shortened the lotus dragon dungeon for time and pacing.
2. I ran a few of my own adventures in Sasserine after that. Some tied back to the modules.
3. I ran the entire Lost Shrine of Tamoachan from Yawning Portal and did the Sargossia encounter separate.
4. I did run some of In Wyverns Wake to get the group to the Isle.
5. Ran a fairly straightforward version of Here There Be Monsters and Tides if Dread adventures.
6. Skipped the rest of the Isle and let the group do some other adventures (Eye of the Leviathan by Goodman, Tamerughts Fate and the Styes from Saltmarsh)
7. Picked up the module line again in Scuttlecove.

I've also been running the game in Eberron.
 

solomanii

Explorer
Hi Remathilis, so which specific adventures did you skip and why? Looks like you skipped or truncated "The Sea Wyvern's Wake", "The Lightless Depths" and "City of Broken Idols"?
 

Azzy

Newtype
Wow! I was ready to be appalled and disappointed by the bit of necromancy (as I tend to be), but it looks like it was necroed for a good reason and started a great conversation. +50 to House SoloManII.

As for the adventure path, I remember subscribing to Dungeon for it and I loved reading it. However, I never had the chance to run it. I'd love to hear more from those that have.
 

aco175

Hero
I found the first half a good adventure, but most of the island was not my groups fun. The dinosaurs and islanders were ok, but once they went underground it fell apart a bit.

If I was going to do this again I would most likely place it in FR with changing the city to use a better map, maybe Waterdeep or even Neverwinter. I may even change the jungle theme to a winter one with a lost island with cyclops and dragons, maybe frost dinosaurs. Maybe skeletal dinosaurs controlled by a necromancer who the local viking tribes fear. A lot of the last part I would homebrew and the adventure would likely end around level 12-15.
 


Remathilis

Legend
Hi Remathilis, so which specific adventures did you skip and why? Looks like you skipped or truncated "The Sea Wyvern's Wake", "The Lightless Depths" and "City of Broken Idols"?
I basically split Sea Wyvern's Wake up into chunks after the group got the Sea Wyvern, I let the sail around with it a bit and be pirates. I did the Sargossa as a "random encounter", ran the full Tamoachan rather than visit the outskirts, and then later did the voyage to Farshore with some of crew-based elements (the false priest, the Rowan's revenge) before ending with the storm. So, I did a lot of it, just out of order.

As for Lightless Depths and City of Broken Idols, it was twofold. In 3.5, the time spent on the Isle of Dread is from levels 7-15 which is a significant chunk of game. Further, it felt anti-climactic after defeating Vanthus. Finally, I wanted to do some other quests as well (esp after getting Ghosts) so it was easy to eject the further island/dungeon elements for some different locals.

Going forward, Scuttlecove and Into the Maw are both on the agenda, but I don't know if I plan to run the remainder as-written. Due to the fact I'm running it as part of Eberron (with the backstory Demogorgon is aware of the crack in the Siberys ring and trying to exert influence there) allows me to mix in some additional Eberron elements as well.

Overall, I've used it more as skeleton to hang my nautical adventures on and augmented and changed it as I saw fit. The players are enjoying it and can't wait to get back once we're all allowed out of our homes again.
 


aco175

Hero
What is wrong with the island?
It just was not my table's fun. The ancient race of half-whatever they were and the drag of extending it several levels made if less fun. This tied to the jungle theme takes my group away from their comfort zone. Parts of the island were ok. The initial shipwreck is a straight railroad, but takes the PCs on a trail across the island through some cool sites, but is more railroad. Dealing with the local tribe and some of the smaller quests around the town is ok, but once you head to the mountain and under it, it looses me.
 

Vael

Adventurer
I've yet to run Savage Tide, but it's always been a favourite of mine and one I've been wanting to run; I've toyed with 4e and 5e adaptations.

But I do kinda agree that while the shipwreck on the Isle of Dread is a pretty good adventure (though I do want to write a "what happens if we do try and rebuild our ship here" alternative), the subsequent adventures on the Isle are a little sloggish. TBH, again, only from reading it, the adventure path peaks at "Tides of Dread" (the build-up and fight for Farshore).
 

Pilpock23

First Post
Curious if anyone ran Into the Maw through the end. Would like to know how it went play wise and balance wise. Thanks.
 

Zardnaar

Legend
Never played the AP but have mined the crap out of the individual early parts.

I've used the Sasserine parts in ,3.5 and run the Isle if Dread parts and the boat voyage to the isle in 5E.
 

solomanii

Explorer
I also think, with all the 5e support now - like the converted Isle of Dread, Saltmarsh and Yawning Portal stuff that it maybe "easier" to convert this now than it was back in 2014.
 

Zardnaar

Legend
Thoughts on truncating this adventure and just basing out of Sasserine?

Go to the isle, maybe help Farshore but change the plot?

Shift the focus to Farshore or Sasserine?
 

NOW LIVE! 5 Plug-In Settlements for your 5E Game

Advertisement2

Advertisement4

Top