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Just finished ToD (SPOILERS!!!!)


Savage Tide Adventure Path


Pathfinder Adventure Path, Campaign Setting, Cards, Companion, Maps, Modules, Roleplaying Game, Tales Subscriber

I was kind of disappointed. Vanthus landed, said his thing, and dominated Lavinia. Then Round 1: Vanthus rolls the lowest initiative. Before he can go the paladin charges and confirms a crit hit for max damage of 82 points. The wizard casts many jaws doing 20 points. The druid's dire wolf has to run a long way (double move) to arrive next to Vanthus. The others do non-damaging actions.

On his first turn Vanthus has 24 HP left and decides to fly straight up to get out of the flanking/melee situation. Two AOOs. The dire wolf and paladin hit for 18 points. Vanthus goes 50 feet up.

Next round: Many jaws can only travel 40 feet, thank goodness. The cleric is the only one who can hit and he does 7 points which brings Vanthus to -1. Well no way. I at least decide he will take his action to drop the pearl. Although they are not within 5' as described in the AP I give the PCs a DC 20 reflex save which they easily make to catch the pearl.

Next round: Someone hits and drops Vanthus out of the sky, but he is still not -10. So they tie him up and interrogate him. They have a trial and I allow Avner to be defense council. Oh how they hate him!

Overall, Vanthus did pitifully as the BBEG. He did not even get a "real" attack off.

However, the vrocks came VERY close to finishing their Dance of Ruin. After the PCs stopped the dance I told them the consequesnces and did a what if and 2 of the 4 would have dropped below -10 with the 20d6 damage I rolled.

Sczarni

Pathfinder Adventure Path Charter Subscriber; Pathfinder Comics Subscriber; Pathfinder Roleplaying Game Subscriber

i suggest you buff the baddies for your later figths, if your party is anywhere near what mine was able to pull off.

at this point, we had:

Dwarven monk/drunken master grapple machine
human ranger/fighter/dervish
human warmage
human ranger/psion/pyrokineticist & wizard cohort
human cleric & ranger cohort
changeling psion/rogue/elocator & ardent/elocator cohort

there may be 1 or 2 people that were short term players in there also, but that was the gist.

in general, big boss monsters needed immunity from grapples, and about 3-4x the listed HP in the books to provide even some semblance of challenge.

mini bosses (like the warden in Divided's Ire, or Kedward Bone in Scuttlecove) need minions like crazy, almost like an ablative shield around them

and minions needed to on average, have their to-hit and saves boosted by about 3. this way, they could hit on like an 18 instead of just a nat-20.

check out Turin's "A Madman GMs the Savage Tide" thread, and some of the others in this area, there are some really great suggestions on how to step up the danger.

also: use savage creatures as much as you can...once the 2nd adventure closes, you don't really see them any more, and they're supposed to be moving around and sharing their curse and everything...

-t


psionichamster wrote:

i suggest you buff the baddies for your later figths, if your party is anywhere near what mine was able to pull off.

at this point, we had:

Dwarven monk/drunken master grapple machine
human ranger/fighter/dervish
human warmage
human ranger/psion/pyrokineticist & wizard cohort
human cleric & ranger cohort
changeling psion/rogue/elocator & ardent/elocator cohort

there may be 1 or 2 people that were short term players in there also, but that was the gist.

in general, big boss monsters needed immunity from grapples, and about 3-4x the listed HP in the books to provide even some semblance of challenge.

mini bosses (like the warden in Divided's Ire, or Kedward Bone in Scuttlecove) need minions like crazy, almost like an ablative shield around them

and minions needed to on average, have their to-hit and saves boosted by about 3. this way, they could hit on like an 18 instead of just a nat-20.

check out Turin's "A Madman GMs the Savage Tide" thread, and some of the others in this area, there are some really great suggestions on how to step up the danger.

also: use savage creatures as much as you can...once the 2nd adventure closes, you don't really see them any more, and they're supposed to be moving around and sharing their curse and everything...

-t

^_^ I love it when my baddies get recommendations.

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