Cleric

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I'm glad to hear that a more readable typeface will be in future issues.


I would like to request an increase in font size for the text for Pathfinder. The tiny font size (6 point?) of Pathfinder 1 makes it very difficult for me to read. The paper is also too glossy. When illuminated by a reading light, it's reflective that the small text is even harder to see.

Given the richly detailed Sandpoint setting, I am very disappointed that the tiny font size makes this product so uncomfortable to use. Perhaps Paizo could offer print subscribers a PDF with larger text, such as a ten point font then increase the size in future issues?

Thank you,

Arawen


I just read Part Three. Its side treks and continuing group of NPCs will fit nicely into my format.

Part Three:
Sea Wyvern’s Wake

This sea journey with colorful, well-described NPCs, looks good for my group and game format because the segments are short. There are plenty of opportunities for variety, though I did wish that there was more background information, especially about the Scarlet Brotherhood. So much geography and so many situations were covered that this part will need little fleshing out. For example, I felt that place like Tamoachan would be more memorable with little more local color from the original.

This Sea Journey did seem rather leisurely, so I’d DM it as a more urgent pursuit, with side treks and supply stops more directly worked into the plot.


Here are my thoughts on changing the roleplay to combat ratio in part two of Savage Tide.

Part Two:
The Bullywug Gambit

The Kraken’s Cove dungeon is a good size for a two hour session, and like most recent adventure path modules, very creative and atmospheric. I’d trim the amount of combat but up the suspense by having savage creatures stalk the party, staying unnervingly out of sight most of the time, while attempting to pick them off one by one.

The Festival mixes things up nicely. I would DM it as is.

I’d keep the Mansion scene, which is very entertaining, but cut the number of opponents and strengthen the remaining ones by increasing their levels, hp, ac, etc. to speed up combat though the sheer amount of things going on at once should keep the players both in suspense and laughing out loud.


Here are my thoughts on adapting Savage Tide to a roleplay heavy, short installment format for internet play.

Part One:
There is No Honor

As far as I can tell, innovative and colorful action really is the highlight of the first two parts of Savage Tide: There Is No Honor and the Bullywug Gambit, while the The Sea Wyvern's Wake has more of a balance between NPC interaction and suspenseful situations.

The first that I would change would be to give the players a much more urgent sense of the plot. The Vanderborens would be the patrons of their city watch house in the Merchant District and they would be personally known to the PCs. Also, at the end of the prelude, a ghostly survivor of the last Savage Tide would give the PCs a warning about its return and hint at unspecified Vanderboren involvement. This would give the first meeting with Lavinia Vanderboren a much different, more suspenseful flavor.

The Blue Nixie situation is nicely challenging. It will be a good way to convey the corruption and lawlessness in the city, especially in the docks area. The PCs might see a bit of Lotus Dragon extortion on the way in and the later murder of an NPC they met will highlight the danger.

The other three dungeon crawls in part one, though well done, strike me as a bit too repetitive to do in sequence. I'd fast forward through the Vault, keep Parrot Island for its creepiness, and change the final dungeon because it is too large for a two hour game segment. Instead of having four level 2 PCs attempt to wipe out the Lotus Dragons, I would substitute the Mad God's Key module as a way to track Vanthus' activities.

The PCs would hear that Vanthus had been trying to obtain a special key, which was then stolen. The PCs would investigate the theft then deal with a rival thieves’ guild and through it track Vanthus to a remote demonic shrine. There they would meet Rowyn & Gut Tugger, hear her offer, and find evidence of the Lotus Dragons’ plans.

The PCs could opt to make the case to the very laissez-faire Dawn Council and the Merchant’s Guild that the Lotus Dragons should be shut down. Either way, consequences follow…


I'd like to ask for suggestions about how to run Savage Tide in short, roleplay-oriented sessions with much less combat.

My plan would be to DM it in two hour internet game sessions with Fantasy Grounds. To warm up my players, we're already playing "Siege of the Spider Eaters" as a prelude.

So far I've found my group really enjoys story, intrigue, and role play. To keep up variety during each game session, each game session has at most one or two battles.