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Failed Saving Throw's page
87 posts. No reviews. No lists. No wishlists.
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I'm selling off most of my RPG collection and I'm wondering if the full print run of the entire Savage Tide AP (both Dungeon and Dragon) has any value. I put my hardcover Shackled City up on eBay recently but there were no takers. Any advice/insight or interest buyers welcome!
I plan to start a new 4E campaign set in Golarian sometime in mid-October, and I'm looking for additional players. We're a group of thirtysomethings so we prefer to game with people 21 and older. Sessions will be bi-weekly and held in Hightstown, NJ (just off of exit 8 on the Turnpike) on Saturday afternoons, most likely 11-6. E-mail me at quirkjames@gmail.com if you're interested.
Well, it should be obvious to some by now that I like tinkering with this AP. Big parts of the plot make no sense to me and I find myself changing a lot on the fly.
My party is in the middle of "The Lightless Depths," but I'm already thinking ahead to "Serpents of Scuttlecove," when the PCs are supposed to blithely sail into a notorious pirate city. I think that's lame.
What I plan to set up is a big naval battle between the PCs, whatever help they can rustle up from various sources, and the Crimson Fleet. I think it's more fun to do that, let the PCs hack up some pirates, rout them, and then say, "Ho ho, so the PCs routed a good portion of the Crimson Fleet's armada and sent them limping back to Scuttlecove. Now is the time to slip into the city undetected!"
What I'm thinking about now is: How big should I make the armada that the PCs tangle with? How should I set up the scenario? And what kinds of pirates/monsters should the PCs face?
Adventure paths can be cool, but sometimes I think it's more fun to have more variety between adventures. Sometimes the complex and overarching plotlines that drive adventure paths - like that of Savage Tide - get convoluted and hazy as your group meanders through everything.
Lately I've been thinking about starting a new "campaign" that uses all prewritten stuff. This got me thinking - wouldn't it be cool to pick the best modules out there to form a fun "adventure path" that would keep people engaged all the way through?
So, I'm wondering which modules people would pick, if they could have their choice of anything. This includes old-school D&D Basic, AD&D and 2E modules. Anything goes. Let me hear some cool ideas!
I'll post mine in a bit, I'm still debating a few.
I'm gonna go ahead and have my PCs fight the dragon turtle. I'd like to also develop his lair - I'm thinking a sunken temple that Emraag has claimed over the years. What are some cool monsters that you would use to populate the place? After killing Emraag I don't want to make his lair a death-trap per se, just something exciting and weird.
DMs - how did you handle character gold at the start of "Here There be Monsters?" The adventure text states that the characters wake up with whatever weapons, armor and items they had on their person, and the rest is assumed lost. I've given the PCs a decent chunk of GP through two sidequests thus far, but I actually do like the idea of them losing all but a few hundred GP each they may carry on their person. I'm curious to see how others handled this part.
The more my Savage Tide campaign progresses, the more it's really turning into a homebrew campaign, using the STAP as a bit of a sandbox, as has been mentioned before.
My players are really into the idea of waging naval battles against fleets of pirates or what have you. I'm thinking of adding at least one big battle sequence like this, using the rules in Stormwrack.
Has anyone else played around with this? I was thinking of having each of the PCs - seven in all - each control a warship and square off against either a contingent of the Crimson Fleet or something else I make up.
As I've mentioned in other threads, my current group consists of seven PCs + one riding dog who tends to roll really well. So I've been buffing encounters, and lately I've found it more fun to throw in different monsters rather than just double-up on everything. For example, I added level 3 tasloi ninjas in Vanderboren Manor during "The Bullywug Gambit" and called them "Disciples of the Glutton" - part of a cult that worships Emraag.
I could use some cool ideas, either for specific encounters or just random world-stuff. I'm open to any and all books.
I'm curious to see if anyone took the adventure path down this road after the battle with Diamondback in "The Bullywug Gambit." At this point at least two of my PCs want revenge on the Kellanis for the murder attempt, and why not? I think it's pretty weak that the Kellanis just fade into the background, wreathed in shame after the Diamondback attack.
I've left the option open to my group to launch a nighttime raid on the Kellani estate if they wish. What do you think they should encounter?
So, having read the AP, one of the glaring weak points in the advancement of the plot is forcing the PCs to negotiate with Emraag the dragon turtle. I just can't see how this is going to be any fun, or how it's going to make any sense. Consider: "Sail out there with these bags of loot, try and bribe this powerful dragon turtle that's been causing all kinds of problems, and by the way, there's no guarantee this will work."
Screw that. I think I'd rather have Lavinia straight-up ask the PCs to end Emraag's reign of terror once and for all. The question is, how hard would it be for a party of 7 lvl 11 characters (possibly 12 by the time they get to Emraag) to bring down a CR 16 advanced dragon turtle? Should I give them a small band of hirelings to help out, or something else? Is it just too hard - would I be sending the PCs to their doom?
I wanted to review some of the comments in the thread I posted about scaling Savage Tide for a larger party of players, but it seems to have vanished...?
One of my players is doing an awesome job of keeping a diary of our sessions in fictionalized form. He's posting everything on the ENworld.org forums here: http://www.enworld.org/showthread.php?t=209074_
I'm about to begin running Savage Tide with eight (gulp) players. Yes, I know, I'm probably nuts. Any advice on how to scale the first adventure up for a party of this size? Should I simply double the amount of monsters that appear, and then double the hit points of the "bosses" that occur?
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