Into the Maw: How did it Go?


Savage Tide Adventure Path


Into the Maw is like a precursor to the machinations of the later Savage Tide adventures, almost an intro to Abyssal politics. It is also one of the most interesting prison settings I've read. I'm curious about how people handled the different deal makings and subterfuge in this setting--it strikes me that it would be tough to hack and slash through.


I'm not there yet, but I would be interested to hear as well. In fact I haven't heard much about how any of the higher level adventures have gone for other groups.

Liberty's Edge

I too am curious. But if the way my recent campaigns have gone are any indication, the magazines have come out much faster than most could finish them. I doubt very many have gotten that far yet. Even the Obituaries thread only shows 1 death past Serpents of Scuttlecove, and that was in Wells of Darkness.

Liberty's Edge

My Pcs made no real deals .They fought in each section. The only one they made a deal with was the Lich Orgosh. they tried to allie with the Angel be curse his sudden but enevitable betrail. I let them go back to the Sea Wyvern 1 time to rest and 1 time in the tower just outside the prison. They are all L G mostly. With one being a Paladin. I did not have any sections allie together aganst them. I played it out that there was a prison war going on and the other gangs thought the Pcs were just escaped prisoners. ( Hey weren't those guys awefully well armed?)???


looking forward to it - after the fleshpots of Scuttlecove, the characters should be on their toes for the old "enemy of my enemy" game again (something that was in a way lacking in the middle part of the STAP ) which will give me th opportunity for strange deals, double-crosses and other niceties,

Will have to rewire some of the stratgems inside Divided Ire though, since I find the orginal ones partially awkward...


I think the plot possibilities are a little rudimentary there precisely because party composition is not entirely certain. I'm also wondering how necessary making temporary alliances will be--is this adventure really tough if the pcs don't make them?

Sczarni

well, as expected, my players are full of subtlety and sneakiness (/sarcasm)

they got as far as the first rooms (the one with the big chasm and temporary wall), after flying above the trees and being attacked by the nabassu's.

after almost losing the warblade to energy drain (took away 14 of his 16 levels), they healed him up, threw up some buffs, and moved in.

the lemorian golem went down like a chump, unable to hit the warblade's 41 AC for nothing, and the Vrocks flew down.

some minor damage, some spells used/etc. and half the vrocks fled the cleric of pelor (spell from comp champion that lets him turn [Evil] creatures).

they are in the middle of the next fight (against 12 vrocks, the 8 from the next area and 4 that fled, and S'Sharra, who I have changed a bit to be more disguise-y and not look like a demon)

no deaths, and only the one near-death experience so far.

(oh yeah, the blood fiends of orcus...1 was shredded in full attack/other attack/smite/sunbeam routine after teleporting onto the boat, the other 2 were greater-turned into dust by Admiral Olan)

-the hamster


The hezrous in the prison area gave my PC's a serious whomping - between their stench and unholy blight every round (thank goodness no one was, well, good!).


Yeah, a couple of good points there--from this point the adventure path is really going to be hard on good parties.

The other thing is that Sh'Sharra begs to be made more subtle. I considered making her either in diguise or a half fiend of some kind instead.

The one thing that is a bonus is that the prison is so sectioned off by factions that the pcs could manage to hold off before proceeding and heal up on occasion. (not that it's really a place you'd like to rest in)

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