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I ran Savage Tide in 5E for two separate groups. One was in person at a game store, the second was on roll20. The in person group got to about 14th level when you confront Vanthus in Divided's Ire, while the roll20 group went all the way to the conclusion. The first group lasted about a year and a half, the second one (that completed the path) was two years. At the time I ran it, about three years ago, Wizards hadn't put out their extra bestiaries yet, so I had to use a converter to get from 3.5 to 5E for some of the monsters.

For things that worked, the players loved their ship. When the shipwreck happens upon arriving at the Isle of Dread, they were sad as if a PC had died and didn't want to leave it behind. It is also easy to make the characters hate Vanthus if you let someone see a boat sailing away from the pirate's cove in "Bullywug's Gambit" and reveal it was him. Rowen from the first adventure garnered the player's sympathy simply because of how much she hated Vanthus. Later in the adventure path, the players were excited to befriend lots of "bad guys", running quests for the bullywug lich in "Into the Maw", sipping tea with Malcanthet, Red Shroud, and Tyrlandi made their day. There are a few moral choices that came up that the players enjoyed. In "Lightless Depths" there was delicious tension between releasing the aboleths against the kopru with one group, while the other questioned working with Nurt/Lynarra knowing full well they weren't an innocent gnome.

There were a few things that didn't work for me. Playing in a store for only three hours once a week meant I had to skip a lot of the hexcrawling in "Tides of Dread." Instead, we just ran a random encounter on the way to each encounter area. If I had accurately tracked time and movement, the game would've been weeks and weeks of random encounters with dinosaurs interspersed with completing one goal. I had one group that refused to leave Zotzilaha's treasure hoard alone, and ended up getting cursed for stealing from it and rushing to "City of Broken Idols" before going through "Lightless Depths." Another group got heavily invested in freeing Scuttlecove from tyranny, and spent a lot of time trying to clear the entire city of evil influence. They thought it was part of the adventure, and were surprised they were meant to go elsewhere to the pirate hideout.

The two biggest problems I had were related to how 5E breaks down as a system above tenth level, and the burnout on fiends in the last third of the campaign. Vanthus went down like a chump in "Tides of Dread" as did Demogorgan in "Prince of Demons". There's a chance for a random encounter in "Into the Maw" with a balor and I don't think he did one point of damage before being dropped. The group didn't have fantastic magical items either, the only weapon I gave out with a +X bonus was the artifact bow in "City of Broken Idols." I tried to counter this by giving named and important boss baddies max HP so they'd last more than one round. There was also a tension of tiptoeing between being courteous to demon lords while simultaneously knowing they were strong enough to fight them (seriously, the demon lords in 5E are pretty weak).

As to the second point, the last four issues of the path, an entire third, take place almost exclusively in the lower planes, with the majority of them being in the Abyss. The players began to feel some serious burnout on fighting yet more demons.


I've been playing Savage Tide in 5E for a little over a year now in a store. The group is currently at the end of issue #8 "City of Broken Idols" and ready to leave the Isle of Dread for Scuttlecove.

I am not a fan of Hidden Shrine of Tamoachan in a campaign. It works well as a one shot, but the core idea of players getting trapped inside the dungeon before play even begins seems awfully railroady. I know my players would complain about not getting to make passive Perception rolls against the pitfall that starts the adventure if they'd been playing their characters for awhile.

One of the aids that really helped me was using a PF => 5E conversion tool found here http://marklenser.com/5econverter/ You'll have the slightly Pathfinderize some of the weirder monsters to plug into it, but it helped me to play with a few new monsters that were in the adventure but not in 5E.


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I just checked their store, and they have a version of modular dungeon tiles that can be used to custom create your own layouts for stations. Look for "Industrial Spacecraft" and you will find corridors and hallways you can piece together in whatever configuration you desire.


Are you just looking for battlemaps to put miniatures on, or an actual module to give stats and/or a plot to the adventure?

If it is just a battlemat you are looking for, I personally like the company Heroic Maps (they put out pdfs on rpgnow/drivethrurpg). They have a dozen or so sci fi maps. Most of the larger maps are of buildings or complexes more than space stations, but they have some medium sized maps for space ships as well. The ship maps look about the size of the Millennium Falcon or Serenity, rather than Battlestar Galactica sized cruisers.


the hunger for more wrote:

BTW, I'm also looking into publishing the Player's Guide to Xoth on Lulu.com so it will be available in print. Since the PDF of the Player's Guide is free, the print-on-demand version will only cost whatever Lulu.com charges for printing and shipping.

This is exactly what I have been waiting for as well! I do not mind having DM only stuff in pdf form, but player facing material I always prefer to have a physical book that can be passed around.


I am never disappointed with more Xoth material. Is there a bundle to order both the pdf and print version? I only see them listed as separate orders on the site.


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the hunger for more wrote:

The good news is that XP4, Land of the Silver Lotus, is about 60% done. It will have great original artwork by Kent Burles.

After that there's lots more material waiting to be taken from my notes and turned into publishable modules, including a jungle sandbox and a (possibly epic) desert nomad adventure.

- Morten

As a fan of both Xoth and Dark Sun, I cannot tell you how happy I am to read of "epic desert nomad adventures."


Chuck Mount wrote:
Does anybody miss D&D? Not 4e, 3.5 or 3e... I mean AD&D, 2e or even D&D.

Not really, I still play AD&D 2 edition Dark Sun on a bi-weekly basis, so I do not miss it at all. It is still part of my regular gaming. I am only a recent convert to 3.5, so my 2ed PHB has served me well for 18 years. It is no longer new and shiny, but still just as useful now as when I bought it for 20$ in sixth grade.


Kthulhu wrote:
I don't necessarily think that Lovecraft in general is impossible to transfer to film, but The Mountains of Madness...I just can't concieve of it being both faithful and filmable. I think Call of Cthulhu could make a great film (and in fact it does, as the HP Lovecraft Historical Society proved).

Don't forget to mention the their upcoming Whisperer in Darkness movie as well. I am looking forward to the first talkie by them.


bigkilla wrote:
Nemesis_Rex wrote:
bigkilla wrote:
I second carrion Hill. A very good module and it's pure Lovecraft.

Don't forget "From Shore to Sea".

Cthulhu fhtagn!

Yeah,Shadows over Innsmouth anyone?

Also check out Sagaworks Studios Horror at Dagger Rock (FREE). It has a definite Lovecraft theme, they are also coming out with a new module called Temple of the Kraken which I cannot wait to see.

Also if you haven't heard Guillermo del Toro is suppose to be making At the Mountains of Madness into a movie.

I loved From Shore to Sea, but missed Carrion Hill. Looks Like I know what I am picking up next.

Also, thanks for pointing out Horror at Dagger Rock. I have not run it, but am liking what I am reading so far.


Drejk wrote:
Also some tweaking with spell lists and some spells would be appropiate - e.g. reducing access to create water is first thing that comes to mind. With water price on Athas, ability to cast it at-will would be total game breaker.

TSR's second edition rules just stated that any "survival" spell (Create Food/Water) only yielded half the results as the spell would in any other world. That left the spell in, kept the group alive during wilderness treks, but provided some interesting party friction when trying to decide who got their full water requirement for the day, and who got left with only a half ration.