Wik
First Post
So, this is for players and GM's who have run through episode three of the Savage Tide arc. Tell your stories here! Note, though, that this thread is for both players and GMs, so try to keep any campaign spoilers that a character that had just finished episode three wouldn't know to yourself, okay?
***
Our group went through much of this adventure fairly well. I had introduced two of the NPCs on the Wyvern in episode two, rather than introducing six NPCs all at once. So, the PCs met up with Tavey during the first part of the Bullywug gambit (he was the cabin boy of the Wyvern, and was far enough away to avoid the effects of the Tide), and they met Avner in a bar just before they left to go find Vanthus (and Avner was being a jerk... such that, the second the PCs found out they had to babysit a spoiled nobleman, all the players instantly knew WHO they'd be escorting and groaned).
Most of the encounters went as expected, although the Blue Slaad was rather tough. Actually, not a single character got even close to figuring out what was wrong with Conrad, even though the paladin had access to Remove Disease! The second the Slaad starting tearing into the group, everyone panicked. It tore through much of the ship and nearly killed our Goliath before some very lucky rolling on the rogue's part saved everyone's neck.
Tamoachan went really well. I actually got rid of a few encounters elsewhere in the adventure (such as the Flotsam ooze) so I could expand upon this section. I threw some Spark Lashers (from the Mini's handbook) at the group, as well as the Crayfish and Hermit crab from the original Tamoachan as an RP encounter. One of the best encounters so far, actually, as the PCs interacted with an intteligent, giant crayfish that insisted it was a GOD.
The PCs had two stone to flesh salves going into the basilisk fight (which they knew about), and only one character (The poor goliath) was turned to stone. Seeing a bunch of petrified adventurers about the entrance, the group said "once we get out of here, we're going to save one of these people", and then forgot about doing just that until they'd been at sea for two weeks.
The Will O' Wisp was detected early, thanks to the paladin's random use of Detect Evil. It was the lamest fight ever, with everyone trying to roll a hit on the damned critter as it buzzed them. The dwarf scored a crit, followed by the goliath getting a hit in on the next round. Too bad.
The fight against the flying demon was even tougher, as our group had no real source of damaging it. The Rogue's arrows did no damage, and everyone else couldn't reach the damned thing. Eventually, the Goliath did a flying leap off one of the scale models of a pyramid to score a hit, and the Rogue was able to use her ranks in Use Rope to tie a lasso that brought the critter to the ground long enough for the paladin, dwarf, and goliath to tackle it and kill it.
The best scene in the adventure, though, had to be the Olman village. Our paladin, annoyed at much of the problems being created by the others PCs and the NPCs on the ship (he had to keep Amellia and Urol away from each other; Avner was being incredibly annoying; Skald was just too sneaky; the dwarf in the group was stealing money from others to support his growing alcoholism, and so on) went to go fishing to get away from the troubles of the ship, figuring a friendly village was the best place to get some relaxation.
While he was gone, Avner tries to purchase the chieftain's daughter, forcing Avner into quarantine on the Ship and making most of the natives naturally upset. The Goliath, the sub-leader of the party, tries to smooth things over, and rolls a 1 on his diplomacy check, making the final result a... zero. Bringing the villagers from Indifferent to Unfriendly. The Villagers force every sailor onto the ship, and demand that they leave in the morning.
Upon hearing this (and angered that they'd try to make him leave the first bar he's set foot in for a month), the Dwarf walks right up to the chieftain and his twenty warriors and DEMANDS (using his intimidate skill) that the charges be lifted. I imposed a -4 penalty due to the appearance of a single dwarf making such demands, so that the final roll was a... 2. Bringing the villagers to Hostile.
The Villagers tie up the dwarf, get a fire ready, and threaten to kill him if the ship doesn't leave IMMEDIATELY. Of course, the paladin doesn't know about any of this, happily cleaning the bass he caught. When he gets back, the village is up in arms. He sneaks back to the ship, finds out what happens, and foolishly tries to sneak back in town to talk to the chieftain.
He meets the chief, makes his diplomacy check and gets... an 8 (he rolled a 1). The villagers are up in arms, and the paladin has to beat a hasty retreat to the Wyvern, a horde of screaming Olman natives behind him.
it was the first time I'd ever seen a group of friendly, happy natives be turned into a bloodthirsty mob in one afternoon. Hilarity was had by all.
Other great moments in the adventure include:
1) Our Paladin threatening to throw Avner off the ship.
2) The dwarf using his acid breath to attract Mashers to the group, even though the Mashers were letting the PCs go (and the Paladin threatening to throw the dwarf off the ship after two members of the party were knocked to negatives.... Those Mashers are TOUGH against melee characters)
3) The fight with the Hydra (hard, but not that hard)
4) Our Goliath killing the Gibbering Mouther in the very first round of combat, which made me quite upset, since I'd been looking forward to running that fight for weeks (I was tempted to just add thirty HP to the mouther, but figured that'd be unfair).
Things I didn't like:
1) Rowyn and her involvement in the adventure. I wasn't really a fan, and the players didn't like it, either. Because of her involvement, it made a lot of the journey seem to take longer, because I had to ask what the PCs were doing each day. It's been almost a month since we finished the adventure, and while the players brag about a lot of what they had done (explaining to the new player previous encounters), Rowyn hasn't come up once. Random NPCs I created have been more important to the players.
2) The fight with the pirate ship. It was far too simple... I was hoping for a chance to have ship to ship combat! Instead, there was a bit of shooting before the ships closed and the PCs mutilated the pirates on board. And I had doubled their number, too - the fight still only took three rounds.
***
Our group went through much of this adventure fairly well. I had introduced two of the NPCs on the Wyvern in episode two, rather than introducing six NPCs all at once. So, the PCs met up with Tavey during the first part of the Bullywug gambit (he was the cabin boy of the Wyvern, and was far enough away to avoid the effects of the Tide), and they met Avner in a bar just before they left to go find Vanthus (and Avner was being a jerk... such that, the second the PCs found out they had to babysit a spoiled nobleman, all the players instantly knew WHO they'd be escorting and groaned).
Most of the encounters went as expected, although the Blue Slaad was rather tough. Actually, not a single character got even close to figuring out what was wrong with Conrad, even though the paladin had access to Remove Disease! The second the Slaad starting tearing into the group, everyone panicked. It tore through much of the ship and nearly killed our Goliath before some very lucky rolling on the rogue's part saved everyone's neck.
Tamoachan went really well. I actually got rid of a few encounters elsewhere in the adventure (such as the Flotsam ooze) so I could expand upon this section. I threw some Spark Lashers (from the Mini's handbook) at the group, as well as the Crayfish and Hermit crab from the original Tamoachan as an RP encounter. One of the best encounters so far, actually, as the PCs interacted with an intteligent, giant crayfish that insisted it was a GOD.
The PCs had two stone to flesh salves going into the basilisk fight (which they knew about), and only one character (The poor goliath) was turned to stone. Seeing a bunch of petrified adventurers about the entrance, the group said "once we get out of here, we're going to save one of these people", and then forgot about doing just that until they'd been at sea for two weeks.
The Will O' Wisp was detected early, thanks to the paladin's random use of Detect Evil. It was the lamest fight ever, with everyone trying to roll a hit on the damned critter as it buzzed them. The dwarf scored a crit, followed by the goliath getting a hit in on the next round. Too bad.
The fight against the flying demon was even tougher, as our group had no real source of damaging it. The Rogue's arrows did no damage, and everyone else couldn't reach the damned thing. Eventually, the Goliath did a flying leap off one of the scale models of a pyramid to score a hit, and the Rogue was able to use her ranks in Use Rope to tie a lasso that brought the critter to the ground long enough for the paladin, dwarf, and goliath to tackle it and kill it.
The best scene in the adventure, though, had to be the Olman village. Our paladin, annoyed at much of the problems being created by the others PCs and the NPCs on the ship (he had to keep Amellia and Urol away from each other; Avner was being incredibly annoying; Skald was just too sneaky; the dwarf in the group was stealing money from others to support his growing alcoholism, and so on) went to go fishing to get away from the troubles of the ship, figuring a friendly village was the best place to get some relaxation.
While he was gone, Avner tries to purchase the chieftain's daughter, forcing Avner into quarantine on the Ship and making most of the natives naturally upset. The Goliath, the sub-leader of the party, tries to smooth things over, and rolls a 1 on his diplomacy check, making the final result a... zero. Bringing the villagers from Indifferent to Unfriendly. The Villagers force every sailor onto the ship, and demand that they leave in the morning.
Upon hearing this (and angered that they'd try to make him leave the first bar he's set foot in for a month), the Dwarf walks right up to the chieftain and his twenty warriors and DEMANDS (using his intimidate skill) that the charges be lifted. I imposed a -4 penalty due to the appearance of a single dwarf making such demands, so that the final roll was a... 2. Bringing the villagers to Hostile.
The Villagers tie up the dwarf, get a fire ready, and threaten to kill him if the ship doesn't leave IMMEDIATELY. Of course, the paladin doesn't know about any of this, happily cleaning the bass he caught. When he gets back, the village is up in arms. He sneaks back to the ship, finds out what happens, and foolishly tries to sneak back in town to talk to the chieftain.
He meets the chief, makes his diplomacy check and gets... an 8 (he rolled a 1). The villagers are up in arms, and the paladin has to beat a hasty retreat to the Wyvern, a horde of screaming Olman natives behind him.
it was the first time I'd ever seen a group of friendly, happy natives be turned into a bloodthirsty mob in one afternoon. Hilarity was had by all.
Other great moments in the adventure include:
1) Our Paladin threatening to throw Avner off the ship.
2) The dwarf using his acid breath to attract Mashers to the group, even though the Mashers were letting the PCs go (and the Paladin threatening to throw the dwarf off the ship after two members of the party were knocked to negatives.... Those Mashers are TOUGH against melee characters)
3) The fight with the Hydra (hard, but not that hard)
4) Our Goliath killing the Gibbering Mouther in the very first round of combat, which made me quite upset, since I'd been looking forward to running that fight for weeks (I was tempted to just add thirty HP to the mouther, but figured that'd be unfair).
Things I didn't like:
1) Rowyn and her involvement in the adventure. I wasn't really a fan, and the players didn't like it, either. Because of her involvement, it made a lot of the journey seem to take longer, because I had to ask what the PCs were doing each day. It's been almost a month since we finished the adventure, and while the players brag about a lot of what they had done (explaining to the new player previous encounters), Rowyn hasn't come up once. Random NPCs I created have been more important to the players.
2) The fight with the pirate ship. It was far too simple... I was hoping for a chance to have ship to ship combat! Instead, there was a bit of shooting before the ships closed and the PCs mutilated the pirates on board. And I had doubled their number, too - the fight still only took three rounds.