SAVAGE TIDE - Some problems with Bullywug Gambit [Spoilers!]

Wik

First Post
Alright. I'm about halfway through "no honour", and I'm loving "the Tide" so far. However, the second part in the series, while a great adventure, seems to have a few holes that weren't really present in the first one. Most are pretty funny and easy to fix, but I felt it necessary to point them out and gripe (after all, isn't that what internet forum boards are for!?)

As usual, if you're playing in Savage Tide, I highly recommend you stop reading, um, two or three clicks of your mouse ago.

1. First off, the Appendix says that Savage Creatures dissolve into acid upon their deaths. However, throughout the adventure, there is mention of "savage bodies". For example, area K1 says "crossbow bolts riddle the few savage pirates slain, and the mingling of deformed corpses and those nearly completely devoured is demonstrative of the infighting that took place". This is a minor point, of course, but this should come as a note for all GMs - don't describe savage corpses lying around in Kraken Cove! If you do so, you're sure to have a PC say "hey, I thought they melted into acid...?"

2. You know, there aren't many traps in the Tide so far. In fact, there are only a few locked doors in No Honour, and it seems like there aren't even any of those in Gambit! I can understand not throwing traps at a first level party; I'm cool with that. But there are two adventures, now, and there's nothing. I'm beginning to think maybe I erred when I said to the group "you're going to want a warrior type, a trap-disabler, an arcane type, and a divine type". The poor rogue in the group doesn't really have much chance to shine... hopefully this is fixed in Sea Wyvern's Wake and later adventures (please!)

3. I really don't like the idea of putting Kaskus Kiel in a hidden room (and, once again, there is no DC to find the secret door! Am I missing something, here?). I can easily see the group rescuing Lavinia and then being told "wait, we have to find the others!" and having the group look all over the place (three times) searching for the dwarf. It's like in those video games, where you miss something, but you can't proceed until you find it. You wind up going back and following one wall until you get to where you're supposed to be... and it took hours to get there. I plan on throwing a few bloody handprints on the wall or something, to give a cue to my players.

4. I'm not sure about the Stiltwalkers scene.... it might come off as dumb, it might come off as genius. I do know that Diamondback will be killed in one round. She will perish quicker than Soller Vark did (and Vark was killed with the first attack roll of the campaign; a critical hit that wound up inflicting something like 46 damage.... thanks to the Goliath Fighter and Power Attack). I *do* like the exploding cart scene.

5. Minor point: Liamee is described in the sidebar on page 36 as being Chaotic Neutral, while her statblock on page 41 says she is Lawful Neutral. Heads up to all you GMs out there; it sounds like she's Chaotic Neutral, not Lawful Neutral, so play her as such (or not, it's no big deal). As for how she knows all those languages.... I have no clue (skill points were not spent on languages, it seems, so where did they come from?).

Anyways, those are my minor quibbles. Any others? Disagreements? Alternate Solutions?

(P.S. - I'm really loving the AP so far, so don't take these as me being "down" on the campaign.... it's awesome. These are just my minor concerns. Also, you have *no* idea how much I'm looking forward to Tamoachan in the next episode!)
 

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Not that I would have gotten the chance to run this, but IME the fact that the Jade Ravens are captured will immediatly make them ridiculed and they will NEVER pose a serious threat or be seen as legitimate adventurers. It shouldn't be an issue for most mature groups, but I can't believe that anyone who wrote it would not think that being captured and held hostage by bullywugs is a surefire way to ruin your reputation, no matter how many of them there are... if i were to run this for my group, they would probably laugh the JR out of town afterwards and/or take all their gear as "spoils"
 

Wik said:
1. First off, the Appendix says that Savage Creatures dissolve into acid upon their deaths. However, throughout the adventure, there is mention of "savage bodies". For example, area K1 says "crossbow bolts riddle the few savage pirates slain, and the mingling of deformed corpses and those nearly completely devoured is demonstrative of the infighting that took place". This is a minor point, of course, but this should come as a note for all GMs - don't describe savage corpses lying around in Kraken Cove! If you do so, you're sure to have a PC say "hey, I thought they melted into acid...?"
That is, of course, an error. There should be no savage creature bodies. There can be plenty of non-savage bodies around, though.

Wik said:
2. You know, there aren't many traps in the Tide so far. In fact, there are only a few locked doors in No Honour, and it seems like there aren't even any of those in Gambit! I can understand not throwing traps at a first level party; I'm cool with that. But there are two adventures, now, and there's nothing. I'm beginning to think maybe I erred when I said to the group "you're going to want a warrior type, a trap-disabler, an arcane type, and a divine type". The poor rogue in the group doesn't really have much chance to shine... hopefully this is fixed in Sea Wyvern's Wake and later adventures (please!)
There are traps now and then in Savage Tide, but a character that focuses on disabling traps will get bored quickly, since they're pretty uncommon. There's a few here and there, but for the most part a trap-disabler should also branch out into other skillsets, such as bluff/diplomacy or perhaps spot/listen or stealth.

Wik said:
3. I really don't like the idea of putting Kaskus Kiel in a hidden room (and, once again, there is no DC to find the secret door! Am I missing something, here?). I can easily see the group rescuing Lavinia and then being told "wait, we have to find the others!" and having the group look all over the place (three times) searching for the dwarf. It's like in those video games, where you miss something, but you can't proceed until you find it. You wind up going back and following one wall until you get to where you're supposed to be... and it took hours to get there. I plan on throwing a few bloody handprints on the wall or something, to give a cue to my players.
The DC is the standard DC 20. Yet Lavinia knows about the secret door, and it's possible that the PCs do too since they've been at her manor several times and she trusts them. She'll certainly suggesst checking the secret armory ASAP if the PCs can't find him.

Wik said:
4. I'm not sure about the Stiltwalkers scene.... it might come off as dumb, it might come off as genius. I do know that Diamondback will be killed in one round. She will perish quicker than Soller Vark did (and Vark was killed with the first attack roll of the campaign; a critical hit that wound up inflicting something like 46 damage.... thanks to the Goliath Fighter and Power Attack). I *do* like the exploding cart scene.
If you're worried about Diamondback, feel free to bump her levels up a few points. If you allow lots of non-core rules for your PCs, you should CERTAINLY do this, since the more non-core rules you allow (like goliaths), the more powerful PCs become. And keep in mind that not all combats in a campaign should be white-knuckle battles. It's good to have combats with comedic elements or combats that the PCs walk all over now and then.

Wik said:
5. Minor point: Liamee is described in the sidebar on page 36 as being Chaotic Neutral, while her statblock on page 41 says she is Lawful Neutral. Heads up to all you GMs out there; it sounds like she's Chaotic Neutral, not Lawful Neutral, so play her as such (or not, it's no big deal). As for how she knows all those languages.... I have no clue (skill points were not spent on languages, it seems, so where did they come from?).
She's Chaotic Neutral. I'm not sure about her languages, unless she has a high INT score or did indeed spend some skill points. My copy of the adventure's at work...
 

wayne62682 said:
Not that I would have gotten the chance to run this, but IME the fact that the Jade Ravens are captured will immediatly make them ridiculed and they will NEVER pose a serious threat or be seen as legitimate adventurers. It shouldn't be an issue for most mature groups, but I can't believe that anyone who wrote it would not think that being captured and held hostage by bullywugs is a surefire way to ruin your reputation, no matter how many of them there are... if i were to run this for my group, they would probably laugh the JR out of town afterwards and/or take all their gear as "spoils"

Well... the Jade Ravens aren't supposed to pose a threat to the PCs. They're in there as competition, not as combat bait. And the PCs doing what they can't (save Lavinia and her home from bullywugs) is a key point in Lavinia's decision to trust the PCs more and more with things rather than the Ravens.

If your group wants to laugh them out of town and take their stuff, maybe they should be working for the Lotus Dragons?
 

Sounds to me like youre thinking of the Bullywugs from the old D&D cartoon. Any race with the right numbers, levels and tactics can pose a serious threat to anyone.
I dont have the new Dungeon yet, but Bullywugs arent an embarrassment to me. :)
 

Hey, the Bullywugs have tough competition. The only other iconic D&D race of Frog-people will stab you in the stomach and lay their eggs in you ... EGGS IN YOU ... that's pretty hardcore.

--fje
 


James Jacobs said:
If you're worried about Diamondback, feel free to bump her levels up a few points. If you allow lots of non-core rules for your PCs, you should CERTAINLY do this, since the more non-core rules you allow (like goliaths), the more powerful PCs become. And keep in mind that not all combats in a campaign should be white-knuckle battles. It's good to have combats with comedic elements or combats that the PCs walk all over now and then.

You have a good point, there. I've been saying "core", but really, I've been meaning "wotc stuff only". I should give her a nice, decent boost... But I don't really mind the idea of the PCs trouncing her.

As for the Secret Door... I totally forgot about it being in Lavinia's house.... doi.

As for the Bullywug "Debate" - I love the critters. We have a bunch of Bullywug minis, so I'm really looking forward to the chance to use 'em. In fact, me and my brother have a little song about bullywugs... it goes like this: "bullywug, bullywug, bullywug, THUG" (and repeat). No doubt the ditty will be played throughout the adventure. I actually like the entirety of the "bullywug scene" - a chain-smoking huntress, the chief's evil "game" involving the rust monster (Which should be OH SO FUN!), and even the Chandelier knocking out the Bullywugs right off the bat (cool, but I don't know if my PCs will realize that's an option).

Anyways, I don't think they're silly at all. And were it my group, they wouldn't be laughing at the Jade Ravens at all.

I must say, I think I like "Gambit" even more than "Honour" overall... though I wish I had played more published D&D adventures so I could understand the easter eggs (the only reference I fully understood was the Barrier Peaks one)
 



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