Savage Tide in Play ***Spoilers!!!***

Hussar

Legend
Having recently finished off my World's Largest Dungeon campaign, I realized how invaluable of a resource the WLD in Play thread was. There were massive amounts of information in there and, since I'm going to be starting a STAP campaign in the near(ish) future, I'm wondering if it would be possible to start the same sort of thing for STAP.

Here's a couple of ideas that I've been bouncing around in my head.

I'm raiding my Dragon collection to bring out some PC races to seed in Sasserine. I'm hoping to get the Lupin, Gripilli (sp), and Diaboli shoe horned in. Additionally, I want to add Kenku, Half-dwarves (from AEG's Secrets), and some sort of lizardy race, possibly the short tailed Assatthi from Secrets of the Assatthi in.

My thoughts are that those taking the initial races will get some sort of bonus - possibly the regional feats from the Player's Guide and maybe some other goodies. If players want to go beyond those races, they can, they just don't get the goodies.

I'm also wondering if people have done any sort of introduction adventure before the first one. I'm thinking a short bit to get the PC's introduced to eachother. Something like this: The PC's are near the docks in a market when someone brings though a cage with a fair sized critter. Local Lotus Dragons wanting to cause mischief, drop the driver with a well thrown stone and a wand of knock with a couple of charges opens the cage, depositing the critter into the crowded market. The PC's possibly see this (nod to those who take spot type skills) and have to react. Hopefully the PC's come out heroes and this gives the impetus for the maid to find them later. (sorry, no books in front of me and I forget names)

Whatcha think?
 

log in or register to remove this ad

I'm busy adapting the first chapter of The Mad God's Key from Dungeon 114 as an intro adventure.
Instead of a locksmith and key I'm using one of the PCs backgrounds for the shop. His folks trade in rare animals for the Arena and he's angling to get himself a Riding Dire Sea Otter.

I'm having him meet a few Lotus Dragons who try to get protection money. He hires the other PCs to act as watchmen for a few nights and they'll stop a few trouble-makers. Interrogation will lead to the half-orc from TMGK and the docks chase scene which is just great!
If he escapes, he'll be rowing straight to the Blue Nixie to report. It'll be one of three ships moored off the chase area of the docks - like this is perfectly normal and has nothing to do with the STAP plot - which, in a way, it is.

If they do capture him, I may have a boat with a few of the Nixie crew row in to help, and I'll make sure the players didn't notice where they set off from. If it's dark they won't even see the boat until it's close enough to have came from absolutely anywhere!

Their ultimate success here will bring them to Lavinia's attention and get the story proper started. Their failure will just mean they're looking for work when a contact of theirs hears about Lavinia's job via Kora. Imagine their surprise (and possibly joy) if they lost the half-orc and then bump into him on board the Nixie. Animal smugglers - aha! It all fits nicely, and leads into the STAP too!
 
Last edited:

Interesting ideas! I cannot think of why those races wouldn't fit. Then again, I am not familiar with Greyhawk.

I personally want an intro adventure, too. I am thinking of something simple, like all PCs starting on a merchant ship and it's attacked by pirates. I haven't come up with the details yet.

I am actually changing quite a bit of the AP. I was thinking fast-forwarding things 40 years in the future without Demogorgon or Lavina's family-- madness, I say. I'll probably adding more Far Realm creatures than are allowed by the FDA (the aboleths are already there).
 

Instead of an intro adventure, I Just asked the players what they did that made them famous... the Goliath told a story about how he survived an encounter with an ogre in the arena (the sole survivor, in fact), the Rogue did some neat stuff with her knife on the docks, and the dwarven dragon shaman just gathered a crowd naturally.

Personally, if I had a chance to start the campaign again, I'd be introducing Avner Meravanchi in the very first adventure, because he's become the centre of the campaign. I'd also play up the Kord/Wee Jas schism a bit more - we didn't get around to playing with that until the end of the Bullywug gambit, and by then, it was too late (the PCs were about to leave Sasserine, after all).
 

Noteworthy Encounters in Episode 1 - There is No Honour

1. The Rhagodessa in the first encounter. Our goliath and dragon shaman rushed ahead and encountered this while the fight on deck was winding up. It almost killed the Goliath in the first round (technically, it did, but I let it slide, since i don't want PCs dying in the first encounter). Beware... that thing is LETHAL.

2. "The Crucible" can be a tough encounter... we went through it easily, due to the dwarf having a huge AC and nothing being able to hit him. But the crocodile still nearly knocked him out.

3. The fight with Rowyn needs work. I knew it'd be a cakewalk, so I added a few roguescoming up the hallway from behind to stall the PCs. Note that the encounter area is really small, so there's very little room for Rowyn to maneuver. I'd up the size of the room a bit, to maybe open up some tactical options.

****

Episode two - The Bullywug Gambit

1. The fight with the Savage Raptor has led to party kills (I know of a group that ran through it that all got killed in that fight; our group would have, except for the cleric casting Cause Fear on it - and my forgetting that the creature was technically immune).

2. Another tough fight is the fight in the tunnels near the end of first part, where the savage pirates attack the group en masse. We almost had a TPK - half the group was in negatives, and we suffered our first PC death. You might want to encourage a heal of some sort before they get into those tunnels... maybe drop a healing potion or two a room earlier.

3. The Fight with the Rust Monster and Chief Lorpth is another tough one - our group loved it because the rust monster knocked the dwarf's AC down something like ten points. The Chief knocked our Goliath down to -9 in two hits. If you have a melee group (we did), the Chief can easily wipe out at least one character.

4. Drevoraz is a really simple fight. Our group killed him in two rounds (he fled, they chased him, and we had a running battle between crowded streets, before the final duel on Ancestor Island... lots of fun).

***

Episode Three - the Sea Wyvern's Wake

1. Don't assume that the PCs will figure out what's wrong with Conrad. Our group didn't (evne though they had a paladin!), and wound up having to fight a Blue Slaad on the ship. It was awesome (and they said it was the toughest fight they'd had to date).

2. Rowyn is annoying. If you can get rid of her earlier, it makes the adventure easier to run, in my mind.

3. I changed a few adventures so I could expand upon Tamoachan, including the intelligent crayfish and hermit crab "gods" from the original adventure. I also got to use some Spark Lashers (minis handbook) in a fight against the group that was kind of fun.

4. The "wave after wave" element of the GIant Sargasso is annoying. It was a tough fight, and our group enjoyed it, but I think it might be better run if you try to avoid too many fights with the plant creatures.

5. The Mashers are TOUGH. One of them almost killed our group, and then our dwarf was dumb enough to provoke attacks from another. The second one was dispatched a bit easier, but the group came pretty close to at least one PC death.

6. When we ran the native trading village, our group REALLY screwed up on diplomacy checks after Avner tried to "buy" the chief's daughter. They brought the village's reaction down by one grade... and then the dwarf tried intimidating the chief, rolled a 1, and brought the reaction down another grade. The third player tried, and rolled a 1 again... the village went from friendly to hostile in only a few hours. It was a pretty fun encounter (our favourite so far), with the PCs being chased off the island.
 

Wik said:
Noteworthy Encounters in Episode 1 - There is No Honour
Just thought I'd add my own comments to reinforce some of these.

1. The Rhagodessa in the first encounter. Our goliath and dragon shaman rushed ahead and encountered this while the fight on deck was winding up. It almost killed the Goliath in the first round (technically, it did, but I let it slide, since i don't want PCs dying in the first encounter). Beware... that thing is LETHAL.
Very true. I've run that encounter twice, for different groups, and in one case a character really should have died, whilst in the other, all three of the PCs who were on the ship at the time were knocked down to negative hit points, and it was just random chance that it chose to start eating a downed pirate before finishing them off, allowing the last PC to board the ship and kill it from range.

This is with 2nd level characters.

2. "The Crucible" can be a tough encounter... we went through it easily, due to the dwarf having a huge AC and nothing being able to hit him. But the crocodile still nearly knocked him out.
My party actually missed out the Crucible entirely - they accessed the lair from the taxidermist's shop, and never saw any of the secret doors leading to the crucible area.

What nearly got them killed was the Ixitchoatls (that's close to the right spelling, I think). I'd allowed races and options from Stormwrack, and my seafaring party decided to take on the ixits in the water. Bad idea - with some decent Tumble checks, the ixits managed to inflict extra Skirmish damage with practically every bite, and brought multiple PCs down to single digits despite the cleric standing in the shallows healing them nearly every round. Only some generous interpretation of the drowning rules let the Darfellan barbarian survive after he was reduced to negatives while below water.

3. The fight with Rowyn needs work. I knew it'd be a cakewalk, so I added a few roguescoming up the hallway from behind to stall the PCs. Note that the encounter area is really small, so there's very little room for Rowyn to maneuver. I'd up the size of the room a bit, to maybe open up some tactical options.
Good advice. I increased the size of the room, but there's still no real opportunity for Rowyn to strut her stuff and present a serious threat to the party before weight of numbers overwhelm her. She barely managed to tumble out through a gap in the players' ranks and flee down the corridor far enough to drink her potion of Gaseous Form.

****

Episode two - The Bullywug Gambit

1. The fight with the Savage Raptor has led to party kills (I know of a group that ran through it that all got killed in that fight; our group would have, except for the cleric casting Cause Fear on it - and my forgetting that the creature was technically immune).
The Pounce ability is particularly nasty. Attacking a melee-oriented character with decent AC and hitpoints, it dropped him from full health to dying in the surprise round.

2. Another tough fight is the fight in the tunnels near the end of first part, where the savage pirates attack the group en masse. We almost had a TPK - half the group was in negatives, and we suffered our first PC death. You might want to encourage a heal of some sort before they get into those tunnels... maybe drop a healing potion or two a room earlier.
My party never reached this area. They encountered Harliss first, and then immediately departed to save Lavinia.

3. The Fight with the Rust Monster and Chief Lorpth is another tough one - our group loved it because the rust monster knocked the dwarf's AC down something like ten points. The Chief knocked our Goliath down to -9 in two hits. If you have a melee group (we did), the Chief can easily wipe out at least one character.
A truly vicious fight, which saw the first two PC deaths of our campaign, both at the end of the Chief's greatclub. The difficult terrain is a major factor - allies can't 5-foot-step to flank opponents, and if someone scouts ahead - in this case, the party's monk - it can take all too long for the rest of the party to slog through the mud to his aid once battle commences.

4. Drevoraz is a really simple fight. Our group killed him in two rounds (he fled, they chased him, and we had a running battle between crowded streets, before the final duel on Ancestor Island... lots of fun).
Not quite so easy in my case, but still a relative pushover. One thing I ensured was that Lavinia had a chance to show off here, slipping free of Drevoraz, then disarming the bullywug shaman to join the battle. They showed a markedly greater appreciation for her once they realised she could fight.

That encounter actually preceeded the basement encounter with Chief Lorpth in our game, the PCs making a beeline for the master bedroom on the assumption that Lavinia would be held there.

***

Episode Three - the Sea Wyvern's Wake

1. Don't assume that the PCs will figure out what's wrong with Conrad. Our group didn't (evne though they had a paladin!), and wound up having to fight a Blue Slaad on the ship. It was awesome (and they said it was the toughest fight they'd had to date).
Much the same in my game, except that a PC was watching over Conrad alone when the transformation occurred. Running from the room and slamming the door behind him, he was shocked when the slaad simply employed passwall to step through the wall.

His surprise was short-lived, as was the rest of him. One full attack from the slaad was all it took.

The flotsam ooze is also a serious danger. Once it grapples, there's basically no way to get free while it's alive, and it gets to make free attacks each round on its engulfed victims. That resulted in one more PC death, and one very close shave.

2. Rowyn is annoying. If you can get rid of her earlier, it makes the adventure easier to run, in my mind.
I had a different problem. Due to the above-mentioned deaths and one change of character, suddenly there was nobody left on board the Sea Wyvern who had actually been involved in destroying the Lotus Dragons, and all Rowyn's motivation went out the window.

I compromised by having her expend all her efforts in an attempt to destroy the person who had directed those PCs against her - Lavinia. When the Blue Nixie next drew alongside, Rowyn surreptitiously used her summon nature's ally scroll to call down a brace of hippogriffs upon Lavinia, then - in the guise of one of the crew - pretended to train the ship's ballista upon the attacking beasts, instead firing it at Lavinia.

The ensuing combat saw Rowyn slain and Lavinia healed back from the brink of death, making an exciting conclusion to that story arc.

[quote[3. I changed a few adventures so I could expand upon Tamoachan, including the intelligent crayfish and hermit crab "gods" from the original adventure. I also got to use some Spark Lashers (minis handbook) in a fight against the group that was kind of fun.[/QUOTE]
I ran Tamoachan as written. One thing worth noting is that the Will o' Wisp makes a formidable adversary to a party not geared to handle it. Even if they can pinpoint it, its high AC (including Touch AC) means it'll be tough for them to land attacks against it, whilst its +16 electrical touch attack will almost never miss.

That's as far as my group has got. It's been very good fun so far, though the deaths during the middle part of the adventure were rather frustrating for my players.
 
Last edited:

Great input guys. Thanks.

My current DM added a bit to the Action Points rules where you can blow 2 AP to take a lethal attack down to -9 and stable. Do you think such a rule would perhaps mitigate the lethality of the encounters?

Also, dug out my AEG's Secrets book the other day and it has a pretty cool idea that I'm thinking of replacing the Scarlet Brotherhood with. They are a LA+1 race called the Endemics. They're a mystical race whose homeland was destroyed ages ago and believe themselves to be superior to humans and actively work to supplant them. Kinda fits I think. Neat race, they gain:

  • +2 Int, +2 Cha, -2 Str
  • Medium sized - speed 30
  • Undetectable Alignment
  • Modify Features - May alter minor physical features to appear older, younger, different hair color, etc. Grants a +6 to Disguise checks 1/day and lasts 24 hours
  • Acid, Cold and Electrical resistance 5
  • +2 to bluff, diplomacy and intimidate
  • +2 to sense motive and spot
  • natural Spellcasting - For the purpose of determining bonus spells and DC's of spells, add +2 to primary casting ability
  • Low light vision
  • Favoured Class: Wizard
  • LA +1

I think it might be interesting to have a Scarlet Brotherhood member in the party.

As a question, is anyone using the Associations from Dragon Magazine?
 

I just ran the first half of Bullywug's Gambit yesterday - and the raptor is NASTY!

I even made my a pygmy dino, making it a size smaller, so it did less damage and had them encounter it when it was wounded from fighting some survivors - it still brought 3 of 6 PCs into negs, and the hireling as well.
 

As another question, has anyone had to deal with this:

Lyre of Building

If the proper chords are struck, a single use of this lyre negates any attacks made against all inanimate construction (walls, roof, floor, and so on) within 300 feet. This includes the effects of a horn of blasting, a disintegrate spell, or an attack from a ram or similar siege weapon. The lyre can be used in this way once per day, with the protection lasting for 30 minutes.

The lyre is also useful with respect to building. Once a week its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, or whatever. The effect produced in but 30 minutes of playing is equal to the work of 100 humans laboring for three days. Each hour after the first, a character playing the lyre must make a DC 18 Perform (string instruments) check. If it fails, she must stop and cannot play the lyre again for this purpose until a week has passed.

Faint transmutation; CL 6th; Craft Wondrous Item, fabricate; Price 13,000 gp;Weight 5 lb.

I know that in my Scarred Lands naval style campaign, this item just caused SO many problems. The party can likely afford one of these before they set sail to the Isle if they pool their resources a bit. This single item pretty much derails all of Here There Be Monsters. The party can simply fix their ship and sail around the island again. The fact that it makes ships indestructable for half an hour also makes a huge impact. Imagine the fight with the Glutton if he can't hurt the ship. Never mind the effects this could have on the defense of Farshore. You can play it for an hour before having to make Perform checks, meaning you get pretty much everything built in Farshore for free.

I'm very much inclined to banning this particular item.
 


Remove ads

Top