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With a little work, you can combine all these terms and put them in alpha order into a Word doc...I did and distributed them to my players, and it was well received. It should really help with the feel of the campaign. While they felt a little overwhelmed with the 17 pages of nautical goodness, I told them not to stress about learning them all or anything. The idea was just to throw them in here and there, and I'm hoping by the end of the campaign we'll all know a fair amount of it. Plus if my NPC's use some term that's from there, at least they can look it up without asking and interrupting the flow. Just to update my previous entry here.... Our campaign is finally ready to start next Tuesday evening, and all involved seem extremely excited. I've even (reluctantly) added yet another PC to the group, putting me up to 8, and even have an alternate lined up in case anyone has to quit. So, here are my eight PC's. We are starting at Lvl2. Aventi Barbarian 2
The alternate is looking at a Goliath, in case it may matter. All in all, a pretty tough group. The only glaring hole is cleric, but the Shugenja and Dragon Shaman both have healing. I did warn them that nobody could turn undead, so they can't blame me when the Zombies under Parrot Island really hurt. And yes, I am increasing the challenges a fair amount due to the large party size and the free level. We're all really excited to get started, so I'll be sure and post about how it goes as we progress. Only 2 humans and one elf, nobody else is a PhB PC race. And we're all over 30, too, except one (the Kobold Player) in relevance to the previous discussion in a different but similar post, about whether age plays into race selection or not. These are guys who know their stuff pretty well, and they (rightly) saw Savage Tide as a great opportunity to use characters they wouldn't ordinarily play (like the Aventi and Water Genasi particularly) Mando wrote:
You seem to have really struck a chord here. I for one can say that I REALLY appreciate the work you've done on these. The format is great, plenty of space on the page for notes, or for tracking hp as they go down, or whatever else I feel the need to write at the time. You have quite a list built up. I hope you are able to get the 3rd set done soon, and I do look forward to it, but certainly I don't want to pressure you...you are after all doing this for nothing. So again, thank you! I am running STAP in FR, and I have the players guide, the conversion notes, and all the online extras from Dungeon (as well as the subscription to the mag itself, of course). The only piece of the puzzle I'm missing is Dragon #348 with it's "Savage Tidings" article. In all honesty, do those of you who do have it think it's worth the $8 for me to get it, or is there not much there that I don't already have somewhere else, or could easily do without? Opinions please! The Dalesman has summed it up pretty well. I love the Stormwrack races as well as the aquatic template. Our campaign doesn't start for a few weeks yet, and not all of my players have created their characters yet. So far, though, we have one Aventi, one Hadozee, two humans, and a halfling. Of the two that haven't yet declared what race they're going to be, one almost always plays a human, and with the other, there's no guessing what he'll do. :) I mentioned to the halfling guy that the shoal halfling would be a good option for him, but he's playing the FR halfling sub-race that gives him an extra feat at first level that he needs for his character concept, and didn't want to give that up to be a shoal halfling. I also am confronted with the supreme irony that, at the time I am writing this post, the next post in the list was "They killed Lavinia". I guess we roleplayers are a very diverse lot, and from a base story, we can take it every conceivable direction. Kudos to the designers for having a great story that also appears to be pretty adaptable to crazy PC's from all across the spectrum. Great discussion so far lads, this has really opened up some ideas for me. I'm fortunate that our campaign hasn't even started yet, so in a sense, I appreciate all you chaps posting here to give me "guinea pig" material. I did note that the pic of Lavinia in the first magazine is an attention getter. She ain't ugly. It will be interesting to see how character generation goes, and what they attempt to do in the romantic aspect of things, both with her and other NPC's. Unfortunately, my whole group of players is of the masculine persuasion (wife is sitting this one out to watch the baby while I run the game in the basement), and of our gaming group, I'm the only guy that ever occasionally branches out to play female PC's. So any romance will (likely) be after female NPC's, altho I as well have no problem with our PC's chasing alternate lifestyles. I just don't foresee it. I am sooo pumped about running this campaign. Every issue just makes the anticipation worse! good q, hadn't thought of it yet. i agree with dalesman, but i think i would also add that i would let them count as both humans AND chaotic outsiders for the purposes of favored enemies and weapon types and so on. i think as far as subtypes, it would add new types, but not remove any previously existing ones, if that makes sense. ie the deionychus with tentacles would be a monster and a chaotic outsider as well, imo. i would say he would have demonic aspects and dino aspects concurrently, and as such would be adversely affected by anything targeting either subtype. great question...i want to give this an answer, but without any materials in front of me, i don't really feel adequately equipped to do so. however, just off the cuff, if you did advance her, i don't think i'd do much with her in the way of casting beyond a few levels of bard. i think i'd look at maybe the theif/acrobat prestige class for starters. i think of her more as the slick, graceful type as opposed to a spellcaster. lots of tumble, lots of dex-related stuff. i'll give a better answer tomorrow after i've had a chance to look through some books a little tonight. I certainly won't call one system or the other "stupid", both are equally legitimate means for creating characters. I prefer more well-rounded characters in my games, with good stats. I allow the players to roll 4d6 per stat, rerolling 1's, and keeping the best 3. They can then roll that up 7 times, keeping the 6 best, and assign to stats as they choose. That tends to make for pretty powerful characters, since the average roll is around 14. But you don't see too many 18's either, which is what some people will do with point buy. So what you tend to end up with in my system is guys with 16's or so in their highest stats, 14's in the middle ones, and 12 or so in the least important stats. That is obviously more powerful than the average human, but hey- they're adventurers, they SHOULD be. Besides, it's not like I go easy on them with challenges. That's what works for us. My players like it, I like it, everybody's happy. I was actually going to suggest something very similar to that. Switching it all over to non-lethal is the way to go. In fact, if you don't want to muck around with an item like the ring (not that it's a bad idea), you could just say that the church of Kord blessed the entire arena such that all damage dealt therein would be of the non-lethal variety. That takes a slightly higher level of disbelief suspension, but then it is, after all, magic. :) I have a 5x10 table with one of those fancy Chessex Mondomats on it, and I map out the dungeon myself as I go. We use the miniatures and the whole bit. The mapping is not overly difficult or time consuming, and really helps keep combat crisp and sensible. Movement, range, and line of sight are always very easy to determine, and the whole thing is really smooth. The Mondomat is nice because it almost always means I can go the whole session without stopping to erase, and because it covers most of my table. Pop'N'Fresh wrote: The rogue is fairly new and just chucks daggers around, avoiding melee when possible as well. So I'm not really concerned about the lack of an arcane caster, but rather, the lack of a tough front-line melee character who can take on the meat shield role. You might suggest to the rogue the advantages of flanking to use sneak attack damage, as opposed to throwing daggers. He should hold up OK as long as he takes some ranks in the tumble skill as well, to keep himself out of trouble. To add to this, as a DM, I would rule that even WITH the Daylight Adaptation feat, a drow would be extremely miserable in a tropical or sub-tropical environment, especially on-board a ship. Very bright, very hot, no place to hide while there's work to do on deck. Beyond that, what James said is (of course) dead on. joshua johnson wrote:
Do YOU know any sneaky gorillas? I think you mean "guerilla". :) joshua johnson wrote: So no don't railroad anyone into playing a PC they dont want to. Your players will be happier making thier own (bad) decisions. I do agree with the point you're making, hopefully they'll eventually see for themselves why they need a certain type in the party, and they might be able to work around it. I've though several times before than an adventuring party made up entirely of rogues, with possibly a few multi-classing to rogue/sorc or rogue/fighter would be pretty sweet. They'd certainly be sneaky. I have to tell you, I think a party with 3 fighters and a cleric will not do well in this campaign. Managing in Sasserine is only the beginning. At sea you'll almost cetainly need SOMEBODY with some arcane ability, not to mention the isle of dread and dealing with demogorgon later on. And beyond traps and locks, who in your party can make a decent spot or listen check? sense motive? a rogue is pretty key as well. I think I'd try to talk at least one of those fighters into switching. Even if only to a bard. At least then you'd get some decent skills, tho not as much as a rogue, and some casting as well. I'd imagine bardic knowledge will be really key here too... I'm bouncing between 3 books at the moment, depending on my mood, and which bathroom I'm in. :) The Universe in a Nutshell - Stephen Hawking - Advanced Astrophysics for the average Joe...it's a really well written summary of what top astropysicists believe about the origins and future of the universe, and why, but without all those crazy formulae in the way. I mean, everybody knows that most scientists believe that the universe began with a "Big Bang", right? But WHY do they believe that? And what does that mean about the way things are now? Serpent Kingdoms - FR Supplement I'm reading to get geared up for the Savage Tide adventure path I'm running there. I don't know much about that area, a lot of my pervious FR adventuring has occured on the Sword Coast and in the areas around the Sea of Fallen Stars. I'm one of those completist types that tries to be 100% prepared with all the possible background knowledge I can possibly soak in before the campaign starts, despite the fact that I know my players will still find ample ways to throw curveballs at me anyway. At least I can react on the fly with confidence that I'm a lot less likely to screw it up entirely. Ivan's War - Catherine Merridale - Really good account of soldier's stories from the Red Army during WW2. It's easy to find accounts and memoirs from the Western Front, but nobody even seems to talk about the Russians, who really did most of the work when it comes to defeating Nazi Germany. Highly recommended. I'm about to finish this one, and I'll be sad when I do. Dragon Turtles are VICIOUS! I was a pc in a campaign probably 7 or 8 yrs ago now where we had a short sea voyage, and the DM threw a random encouter in there, and he chose a dragon turtle because it matched our CR. It was an EASY tpk for the turtle, not even close. Fortunately, the DM did a quick "rewind do-over" so as not to end the campaign on a random encounter. When "Stormwrack" came out, and I came across that picture you alluded, and showed it my wife (who was also in the campaign, although it was before we were married), and the first thing she said was "Holy crap, no wonder we all died that day!" Back on the original Q, though, if you want a dragon in your campaign, there's certainly nothing stopping you from adding one. Here's an easy example off the top of my head. Say your ship is running low on fresh water, and needs to stop at an island you are passing by, happens to be an island with what appears to be a smoking volcano. When the search party gets off the boat to look for a fresh water source, they end up discovering that the smoke from the volcano was actually from a red dragon sleeping within the now-dormant volcano, and of course his lair is right near the only fresh water source on the island. the answer to that question is going to be different for every party and every dm. some parties and dm's tend more toward the hack and slash elements of the game, and excessive backstory will just bore them. other parties, like yours apparently, tend to be more story driven, and the combat scenes only mean anything to them if they are into the story that explains WHY they have to be fighting these bandits on this ship, not just "so we can nick their stuff and get xp!" most parties are a mix of various attitudes somewhere in between, in which some people are more combat focused while others are more character development and storyline focused, while still others are into problem solving and so on. my wife, for example, loves puzzles in her roleplaying games. She's going to love that riddle combination puzzle to get into the Vanderboren's vault in the first adventure. She doesn't care much about combat at all, and is still fuzzy on which dice she's supposed to roll when, and she's been playing D&D for at least 10 years now (altho not regularly, especially now that we have a baby, she's not played a lot lately at all) anyway, if your party likes the story aspect a lot, then to be honest, there is no such thing as too much. build the background so much that they can almost smell the saltwater. in the end, your job is to cater to the players, and do your best to give them the game they want to play. that's when everybody (including you) has the most fun. regarding your specific example about the different groups and their cultures, you might simply produce a handout to hand to all of the characters before the game starts, as sort of an addendum to the savage tide players guide, with just a page or two describing all of them. i've done that in games before with good results. that way players that want to immerse themselves into that aspect of it will read and re-read it whenever they feel the need, while others will glance over it and skim for highlights, while still others may not read it at all. if you feel really creative, and have the time, you might do 2 versions: a version for those who are from the area and know it better, with more detail, and a version for those who don't. sort of an automatic success on an "area knowledge" roll built in. there are certainly situations in which camping in the dungeon is not only not stupid, it's actually advisable. as many have said, often the adventure site is many miles from the nearest "safe" resting area. other times, you have spells or other protections that can make it possible to have some degree of safety in the dungeon. there are times when it's best to do so. in my adventuring AND dm'ing, i've found times in which the SAFEST place a party could possibly hope to get any rest at all is in the midst of the dungeon. if you find a secret room with only one entrance, and it is warded, locked, and guarded by an active watch all night, that's pretty safe. maybe even safer than you'd get in an inn, where characters tend to let their guard down. I remember one particular adventure, in Myth Drannor I think, where there was a pathway warded by several very powerful traps that would only spring if creatures with evil alignments tripped them. Needless to say, that made for a very advantageous resting spot and base camp during our time there, once we understood how the traps worked. there are, of course, also times when it's NOT best to do so. as many have mentioned, when the dungeon complex is occupied by an organized enemy force that makes regular patrols and such, camping in the midst of that is suicidal, as it should be, and dm's should be very clear on those grounds in cases where pc's should know better, and then punishing those who choose to do so anyway. Reznor00 wrote:
Mine says November 30, which would be this Thursday. It's no rush for me because I'm not starting my campaign till next year, but it will be nice to get it in. I suspect I'll see it early next week. It is important that I get it by Christmas, I guess, but only because it's bundled with a T-Shirt order for my wife. She likes that one with the Dragons and ketchup. :) I placed my pre-order a few weeks ago though, 11/11 to be exact, so if their first batch is already spoken for, you might have to wait longer, not sure. Erik Goldman wrote: Well said, FDW. Player experience counts for a lot here, as do expectations going into things (let's face it, AoW was a meat grinder for the bashful). I also insert a lot of down-time role playing (denigrated as "fluff" elsewhere on these boards), describing the night out at Fort Blackwell drinking the Green Man, the interactions between PCs and NPCs on the ship, etc., so that the sudden-death parts don't actually dominate things. Seems to be working so far with this AP. Why thank you! I also plan plenty of side quests in my campaign as well. Strangely enough, I've been mulling the idea of running a nautical based FR campaign since about May or so, and had been reading up and making notes of some fun adventure ideas, but I didn't really have a good way to tie them all together into a cohesive campaign. Then Savage Tide came along, and it seems perfect for fitting that bill. But at the same time, I don't want to throw away all my other notes and so on, either, so they're going to be interspersed throughout the published AP as I see fit. Of course, at the time I was originally planning on running in the Sea of Fallen Stars, so some of it was specific to that area and will either need to be adjusted or thrown out. I also am a fan of the "fluff" and feel it's important for building up the sense of realism that is sometimes lacking when an adventure path is stuck to too strictly. I think the two of us are very much on the same page. Erik Goldman wrote: The extremely high mortality likelihood in the 1st adventure served to kick my group into high gear; tactical play improved drastically (as did a willingness to stop "saving" wands, potions, etc.), and they've been doing a LOT better since then... but they still know that a particularly boneheaded scheme will get them all wiped out. I kind of like that in an adventure path. (All this is at adventure-recommended levels.) To me, that attitude works well in a competitive gaming environment, like in an RPG event at a convention or something, but my group wants something a little more laid back. Don't get me wrong, I want to punish them for doing something blatantly stupid, and PCs will and should occasionally die due to sheer bad luck, especially at low levels. At the same time, though, I don't want my players to think they have zero margin for error, and every decision is life or death, either. I'm sure when I start the AP, I'll be padding things a bit. For one thing, I suspect we'll have more than 4 players...probably more like 6 or 7. I'll probably leave the encounters as is despite the extra hands, at least at first, and see how that goes, and adjust as necessary till we find a balance that suits us. Par-a-dox wrote: yeah for Rhagodessa, I used mad slashers. Also, you can find almost any D&D mini you want on ebay...hence, eliminating the Randomness of buying a booster. I'd also recommend miniature market at http://www.miniaturemarket.com/ They sell minis cheap, and include individual D&D minis. Some of the common ones are really cheap, as in $.25 or so. Those make great figs for bad guys... I bought 10 "Kobold Monks" at $.40 each in my last order from them and they'll get use as whatever small random bad guys i need, in addition to the figs I already have. Paizo is great for lots of stuff, in fact I have a $130+ order with them at present; but for figs, you really can't beat that. sounds to me like the core books are all you'll NEED, but anything above and beyond that would be nice. i think stormwrack is excellent, and will add my voice to those who have said that if you're running this AP, and you buy ANYTHING beyond the core books, this is what you should get. beyond that, i'd suggest complete adventurer, because as they said, scout and swashbuckler would be really handy to have along for the ride. i, naturally, am one of those annoying "completist" types, and since i'm running in the realms, it means i feel compelled to own anything remotely relevant, and a lot of stuff that isn't. my LGS loves my attitude. i also pre-ordered my neat 4 level paizo boat and mast kit. so even if there's little or no ship fighting in the AP, i'm going to add a bunch of it just so i can play with my toy. :) right on...the cardstock stuff is cool...the floor tilesets from WotC and Steve Jackson are cool...their "Cardboard Heroes" is nice for quick (and cheap!)fill ins as well. at that point, it actually improves the suspension of disbelief thing, and i find that the extra time is minimal, especially when you keep in mind that it eliminates all those "can i still see the troll?" questions, and people shooting at orcs that are already dead, and so on. like you said, reaper has a lot of great figs cheap, and in fact those figs sometimes really get my creative juices going. i bought one of those great reaper wereshark figs, and you can guarantee he'll find his way into my savage tide campaign at least a few times. :) I use them, because it's important, both for me as the DM and for the player's themselves, to visualize their spatial environment. it eliminates the problems we used to have about determining range, line of sight, etc etc etc. additionally, with 3.5, there are certain weapons and feats and so on that lose a lot of their zing without the precision that the minis enable...reach weapons, attacks of opportunity, tumbling checks, etc etc...it's a lot harder to determine when these come into play if you don't have something drawn out. plus, as you said, i love the minis and painting. i have warhammer armies, and beyond that, a bunch of figs i bought just for rpgs and the like that really, to me at least, enhance the gaming experience. i have little gold chests that I drop into rooms when there is treasure, and you'd be surprised the difference that seems to make in the attitudes of the players. in the opposite side, i also am getting one of those garganturn black dragon figs. i'm betting that will be a good way to put some proper "dragon fear" in my players when they see their little guys face to face with that guy. i would like to have that gargantuan red, but $70 is a bit much... anyway, i have one of those chessex mondomats, and a gaming table big enough to hold it, so the minis add a lot to our gaming experience, and it doesn't interrupt when i have to stop and clear off the mat during play. I have promised my players a nautical, sailing game, so that's where I'm going to start them off. They're going to be hands on board a ship that is badly damaged and heading to the city of Sasserine for repair. They will have to keep the ship afloat for a day or so just to make it into town. Once they arive, their captain is told that it will be several months before their ship can be repaired, due to major hull damage, because he is unable to afford the faster magical repairs. The captain will then release the pc's to do whatever they want in town until re-summoned to the ship, which is when they will begin the STAP. If by the time they finish their work in the city, they wish to remain with that ship, they may, or they might be able to buy that boat from the captain, or another similar vessel for sale in Sasserine. That's the tentative plan, anyway. Well Cthulu certainly tends towards that sort of paranoia. In fact I'd say it's essential to make the game run properly. The only place in D&D that could compare with that at all might be a Ravenloft adventure, but even that's not quite the same. But that's good to me, honestly. I don't really have the personality for Cthulu. Anyway, I've decided to base my hurricane season like the West African coast here on Earth, since geographically, if you think of Maztica as the "new world", which it is clearly supposed to represent, the Chultan peninsula would roughly correspond to West Africa. In other words, it doesn't have hurricanes, but very strong storms do originate there that later organize/develop into hurricanes as they make their way westwards. While ZeroCharisma is right, I would still be cautious about possible copyright issues. That was the first thing that came to my mind when I saw the topic. It should be just fine as long as you follow the guidelines ZC outlined, but if you wanted to make it widely available for download, I'd ask permission from paizo first. And if you're going to put THAT much work into something, I'd think you'd want to share it with as many ppl as possible. Just my 2c. As for NWN2, I am excited about it, but unfortunately my PC is probably not top of the line enough to handle it. I exceed the min. requirements but not by much, and I know what that means. What's more is my wife gets first dibs in line for a new computer, the Mac Laptop she does her graphics work on still runs OS9, so it will be some time before I get any love on a new system. I'll just stick with NWN and all the cool premium modules and such I have for it. By the time I get a new pc, we'll probably be raving about NWN3... but best of luck to you on your project. that all makes perfect sense to me. i am all for having "spare" xp available for circumstances in which stuff is skipped or whatever. however, i do have an issue with what people were saying about enemies escaping and so on. i was always under the impression that experience was earned by defeating the challenges, not necessarily killing all the bad guys. in other words, you should get experience for the enemies who fled, because for the purposes of the adventure, they have been "defeated". in addition, experience should be awarded when players wisely circumvent frivolous combat, tey still acheive the same goals. in other words, if you are able to negotiate with the dragon instead of killing him, you should get the same xp. and so on. to me, this is best because it rewards smart play and does not promote the "kill em all!" attitude that often pervades rpgs in which the eeps are based solely on kills. it's still improvement over the "killing blow" eeps system, in which the guy who jabbed the dragon with a toothpick when he was at 1hit point gets all the experience for it, and people are accused of "stealing my kill" and that sort of nonsense. but nonetheless i think xp should be awarded when the foe is subdued or circumvented by whatever means, not necessarily "killed". also for what it's worth, i'm pretty sure my adventuring party, when savage tide starts, is going to be 7 or 8 strong, so naturally i will have some upward adjustment to do, but i'm used to that. i often run larger games. There's a balance that needs to be struck somewhere between the two extremes honestly. I would never be interested in playing in Joe Friday's RPG ("Just the facts, ma'am.", for those that miss the reference) because I wouldn't feel properly immersed into the story. At the same time, I don't want half of each game session to be spent with bookkeeping to determine the high and low temp for the day, whether it was partly cloudy or partly sunny, etc. Sure, rain matters. Heavy wind matters, especially for sea-based adventures. I don't necessarily need to know the barkeep's name, much less his life history, because in all likelihood my character does not know it either. I just want him to serve me my wine and go away. It's all about finding the balance. And the "proper" balance is different for every group. Some DM's are detail freaks, and some are not. Some players just sleep until somebody nudges them and tells them to roll initiative; others need to know the courtesan's hair color. Find the balance that works for you and your group, and play the game. :) Back on the original point, though, I'm going to work out a hurricane/storm season, and what season we start (I haven't decided yet, I want to read Bullywug first, and we aren't starting our campaign until early next year). It's not going to be something I mention to the players unless they ask, or if it ends up mattering when the hurricane hits them at sea. I may make up a table or something that I roll on every few weeks....but in a nautical campaign, weather is hugely important, and to push it to the background completely is an affront to the story, imo. Par-a-dox wrote: so is it official, now that all the issues are finished. Do we know if any other noble families pop up after chapter 3? I think Mr. Jacobs covered that question above, thusly: >Beyond this, once the campaign leaves Sasserine in Adventure 3, the noble families there fade into the background.< Sounds like a "no" to me. Eric Boyd wrote:
Thanks for the work, and for the note. Did they give any indication of when/where that should show up on their website? I'm looking forward to giving your notes a good read-through. It's great that you placed it so hear where others have on the boards...most have seemed to place it somewhere on the Chultan peninsula. Great minds think alike it would seem. So, is there any further word regarding that official Dungeon conversion to FR. What you lads have posted here so far is top notch, but it would be nice to here an "official" word as to the conversion. Really looking forward to taking at least substantial parts of this adventure path and incorporating it into my upcoming sea-based campaing. I was planning on having it centered around the Sea of Fallen Stars, but this has convinced me to strongly consider having the characters begin at Sassarine, which I will likely place in Chult as many of you have said as well.
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