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***Warning - thread resurrection in progress***
The "running this adventure soon" part took somewhat longer than expected...
The cast: halfling druid, human barbarian, halfling bard & human sorcerer; all level 10 (after very successfully defending Farshore against the Crimson Fleet in my Savage Tide campaign).
- I set the stage for the Manderholm textiles uncut material, but the druid summoned a rhinoceros to bash in the doors & let the animal next charge Tamm's group (so no chance for diplomacy). Mason bought some time allowing Tamm to turn invisible, but the dwarf got glitterdusted (& blinded) by the sorcerer in the process, putting him effectively out of combat. (The dwarf got captured & was executed later).
- the idea to infiltrate the prison came (jokingly) from one of the PCs & Gregor was immediately very enthusiastic (Initially, they planned to attack the prison - you can see a pattern here). The plan was that the druid would stay outside (with most of their equipment in bag of holding) & the other PCs would enter Black Maw.
- They staged a bar fight (bard PC started to tell jokes about miners in a bar full of miners) & "resisted arrest".
- Some memorable actions in Black Maw:
- Prison Break: with Karl in the forges, the bard turned invisible & hid himself in the forges to keep an eye on Karl.
Perhaps Lavinia is willing to help them raise their friend, by borrowing money from the Merovanchi family!
Same thoughts on the "letdown" from Farshore. Two straight dungeon crawls after all the excitement seems meh. Not sure what to do for a replacement or modification at this point, but have some time.
short answer: drop one of the two or combine them, keeping only the parts you like. (I believe these chapters could be played out in either order, so no real constraints there).
--> IIRC this may have been suggested before in this forum, but I don't know if more details have been given.
--> my ST campaign ended with the battle for Farshore, although a more natural end point would be closing the connection between Abyss & Isle (i.e. after LD & CoBI) - IMC I was thinking of combining these two installments (there is a physical connection between the two lairs), together with some elements of the last installment (e.g. have some aid from Gwynharwyf and other allies as a diversion to allow the PCs to infiltrate)
I performed some Harrow readings for the PCs in my Savage Tide campaign as well. This is how I did it.
Short answer: split up card laying & interpretation in two sessions --> at the end of one session, as an intermezzo, the cards can be laid out out & you have time to interpret the cards in light of the events to come before the next session.
Some more details (& going from memory here):
- phrasing the question: although the question asked determines what "suit" of cards the person draws from, this is perhaps not so crucial in the CoT context: the reading at the CoT may magically give insight in "will we survive?" (--> CON, STR cards)
- lay out the cards, perhaps as intermezzo or at the end of a session: "in one of the next sessions you might come across a fortuneteller - just to prepare, this is what I like you to do now ..."
- take the time you need for interpretation (between sessions)
- at the right moment, you do a small replay of the card laying, followed by your interpretation.
I let most of the mass combat (between the main force of the attacking pirates and defending Farshorians, Olmans & Phanatons) happen in the background & I just described the tide of the battle, allowing the PCs to focus on the main opponents. (Because my PCs were somewhat overpowered, I included additional officers on the ships & generally upped the attacking force)
I did make a miniature version of the central dock area of Farshore (centered around the last coconot) (using some paper model templates I printed out):
to give you an idea:
I also used scenes from Mad God's Key (chase) & Edge of Anarchy (Curse o/t Crimson throne adventure path) (i.e. the fishery), but more to expand the ST scenario.
IIRC (I don't have book with me at the moment), the fishery scene (CotCT) had the PCs escaping/exposing their master/slaver, which would already give them some fame (and/or you can have them find s.t. in the fishery linked to Lavinia/Vanthus)
Most of my PCs had already some minor link with the Vanderboren family and once they realised what Vanthus had been doing, it was clear they would help Lavinia.
Preparationwise: I also took the time to go through the STAP forum here @ paizo - great source of ideas & inspiration! In the end, my campaign was rather heavily modified. The campaign ended with the battle of Farshore (more or less as planned). Perhaps we will return to the Isle of Dread to end the Abyssal threat.
I don't usually do this, but I just want to spread the word about a new game that I think some folks on this forum would enjoy:
It is a co-op game in which the players are wizard apprentices trying to save their academy with magic spells, which they still need to discover/learn "on the job". Prototype print&play rules, reviews and a lot more information are available on the kickstarter page as well!
Hagor (just a backer)
do you already have all the paizo website conversion notes? (they can be found here (linked for your convenience))
I cannot help you directly with your question but I suggest doing a search in the STAP section of this forum for "eberron" - you might find useful info and/or links (though probably dead by now) in some of the (old) threads on this subject.
It may seem quiet in here, but I'm still keeping an eye on the savage tide forum!
FYI - my (adapted) ST campaign ended recently with the overwhelmingly successful defense of Farshore by my PCs
Oooh - memory lane!
The first computer game in our house was some big (orange IIRC) console to be hooked up to the television for playing Pong.
I got my first PC second half of the '80s (20MB hard drive! big floppy disks! wordperfect! basic!)
Dos-games I really liked (once I have more time I should get this dosbox thingy up & running): ancient art of war; airborne ranger; gato; some flight simulator where you could participate in the naval battles in the pacific in WWII, ...
*** raise thread ***
Total Victory! (as this was the end of our campaign (for now?) - some more details):
Farshore defence was maxed: all subquests were completed, via stone shape the harbour entrance was partially blocked, several befriended elasmosauri in the harbour; 2 rope golems were fabricated; barricades were put up between warehouses; the ship of Slipknot Pete was turned into a fire ship.
One ship managed to escape (including V'Sesslin), one ship was captured (Vanthus' ship), the others were sunk.
Adventure: Tides of Dread - Crimson Fleet attack. There were several memorable moments from all PCs, but these are the truly glorious ones:
1) While Vanthus is talking/trying to dominate his sister, Ra, the halfling druid (in deinonychus form) is sneaking up on V'Sesslin & pounces him. One crit later (using Paizo's critical hit deck), the yuanti suffers an insane amount of bleed damage & decides to retreat back to the ship via dimension door, leaving Vanthus & his bodyguards to fend for themselves. (The bodyguards were quickly dispatched, although the druid did manage to critically hit (Paizo's fumble deck) the dwarven juju zombie PC (long story), but in the druid's point of view, this certainly also counts as a glorious moment).
2) But the most glorious moment happened a few moments later (it really couldn't have been planned any better): Conan, the barbarian/totemnic demonslayer (& husband of Lavinia) is fighting Vanthus (both are flying) and giving him a severe punishment (raging, power attacking & holy weapon). Vanthus pulls out the shadow pearl & threatens to use it. The raging barbarian ignores the warning & one double crit later (nat 20, confirmed by nat 20, confirmed by hit), we have one dead Vanthus (even the augmented antagonist template was no match for this). Of course, the pearl falls from his dead hands & activates when cracking on the ground. Ezren, the sorcerer, then speeds to the smoking pearl and manages to contain it in his bead of force - Savage Tide averted & Farshore is saved!
one golden tip: you can try to do a search in the Savage Tide Forum - I believe there should be some discussions already on this subject
(e.g. Vanthus as combat monster)
In my (modified) ST Campaign the battle for Farshore will actually start next Saturday (I think it will take two sessions) & this battle will mark the end of this campaign.
My group is also quite strong (5-6 players, loaded on magic - strategy is usually: buff & heal the barbarian, while druid & sorcerer do their magic) (this almost backfired when the barbarian was one save away from being dominated) & have prepared Farshore to the best of their ability (as evidenced by their high Victory Point count so far).
At first I was not really planning to give Vanthus a power-up - do not forget the PCs will already have fought some quite tough encounters before meeting him, especially the vrocks (& their ability to summon even more vrocks), but I think I will give him some of the buffs TBA suggested.
David knott 242 wrote:
Indeed! Just relax and enjoy the show! (whoever or whatever that may be still around)
great idea!I gladly act once again as postman!
azhrei_fje - what email address can I use?
I followed some of the suggestions of previous threads as well.
When Olangru was stalking the party & given his telepathic powers, I thought of the following setup
Any ideas how you would follow up on this to make it interesting later in Tides of Dread when Avner is rescued by the PCs from O's temple?
Congratulations from a fellow Savage Tider DM!
My campaign: set in FR, for the first three episodes I kept the general plot but changed quite a lot of encounters/added side treks.
My group just entered Olangru's temple...
You could focus on the "Duty to the People" aspect. Farshore would be a little too obvious, but:
(going from memory here - so may be wrong)
- one of the infamous seven (I think the shambling mound) was worshipped by a tribe of bullywugs. the Heironeous follower could show them 'the proper way'
- you have the rakasta that have been wiped out (but perhaps not quite...) & link the quest somehow to the rakasta-skinwalker-coautl triangle.
- or you could focus on the lost citadel (& have some survivors from the earlier savage tide (e.g. this was discussed before). IMC I was thinking ofusing Paizo's Crucible of Chaos as inspiration/background for the lost citadel.
Zevon asks: "what is wrong with her? Will she be alright?" but is somewhat reassured when he sees that Korihor will watch over the mistress of the orphanage.
"let's get to the job at hand. I will make sure the front & back doors are locked & I will gather the staff in the dining room"
He goes first to the front door, looks outside to see if he can spot the elves (or other suspicious looking people) - spot 1d20 + 3 ⇒ (4) + 3 = 7 - and then locks the door. He also orders the servant who brought the refreshments to gather the rest of the staf.
I don't know if it is the same crest as linked above (but I'll expect it is), but I have one in a word doc on my computer.
I did a google images search just now (vanderboren crest) & I found a picture of the crest in the list --> one of the campaings on Obsidian Portal.
I'll enter the link of the Obsidian Portal below, however the crest may not be visible (red cross on my computer) (I don't know why it can be seen in google though)
If that doesn't work, PM me (edit: or you can try contacting Anthony Law - he still posts).