Savage Tide overview in Dungeon 138 is awesome!


Savage Tide Adventure Path


I read over the overview for the 12 adventures in Dungeon 138 today, and I have to say that as much as I like the first two adventure paths, I think this one is going to top them. I looks great. I hope the sample art reflects the style of art they'll use in the actual adventures. I really love that style, especially the art of tropical shores of the Isle of Dread. It is very evocative. I expect to find dinosaurs or even King Kong when debarking from a pirate ship onto such an island.


This is definitely the first adventure path that i'm not going to wait for the hardback for

(then again, i said the same about AoW, but missed too many issues. not this time, though!)


Since I won't be getting my copy for another couple of weeks, I was just wondering - about how many pages are devoted to Savage Tide in issue 138?


Markus the Mad wrote:
Since I won't be getting my copy for another couple of weeks, I was just wondering - about how many pages are devoted to Savage Tide in issue 138?

7 pages detailling all 12 parts of the AP


I am pretty excited about it, too. It is very helpful having the entire campaign mapped out already. Given some movie I've seen recently (even if it did rip off some parts of this campaign), this is the AP I have been most excited about as well.

My group is currently playing through the Red Hand of Doom, and one adventure did come across as very similiar to the "go around and make ally X and Y if you want to defeat Z" aspects of Red Hand. But that's quite a ways into the campaign, and the context is very different, so I'm thinking it shouldn't feel repetitive to the players. But we'll see when we get there. Probably just a combination of distilling it into a single paragraph combined with the fact that our party is right now ally building in Red Hand.

Still, overall, it looks to be a very exciting campaign!

Dark Archive

Yes, the whole overview looks really, really good! I'm especially looking forward to 'Here There Be Monsters' where the ship-wrecked PCs have to travel along the coast of the Isle Of Dread to reach the colony while fighting the horrifying denizens of the island. This is classic stuff! I imagine this to be really fun as a DM to throw the dangers of the jungle at them (and there are plenty to choose from...:) )while they're hunted by a demon ape in Predator-style.

What I found a bit comfusing was the overview on part 11 where the PCs have to gather all these informations and making pacts with Demogorgons enemies on different planes. This seem to be options, right? Otherwise they'd have to devote the whole issue to said adventure I guess. But on the other hand I wonder how they'll present all these options so that the DM has all the information needed to run one of these options.

And the art looks really, really good too...:)


This got me very very excited, reading the preview. So much fun to be had!


Ok you bunch of game teases, since my mail seems to be delived by pack mule (I won't get my copy for another two weeks at least.) Instead of telling us how cool it looks, give us some jucie bits!


I think it sounds awesome and everything, but what concerns me is it seems very rushed. As soon as the PC's save so and so or find magic thing a ma jig they have to rush off somewhere else. I don't see much room for downtime or sidequests planned. I'm sure I'm probably just being a twit though and that it'll be easy to take breaks and stuff between adventures. Just a thought.

Paizo Employee Creative Director

Tak wrote:
I think it sounds awesome and everything, but what concerns me is it seems very rushed. As soon as the PC's save so and so or find magic thing a ma jig they have to rush off somewhere else. I don't see much room for downtime or sidequests planned. I'm sure I'm probably just being a twit though and that it'll be easy to take breaks and stuff between adventures. Just a thought.

There'll be plenty of room for side quests in this Adventure Path. In fact, some of the support articles in Dragon will be quite valuable in expanding the adventure. Of course... adding side quests will throw off the experience track, so you'll either want to slow down the XP awards or ramp up the later adventures if you include many side adventrues, but that's nothing new.

As for downtime, Savage Tide is actually going to have more downtime than Shackled City or Age of Worms. Those two campaigns (particularly Shackled City) were VERY rushed, and the lack of down time was one of the key points of criticism aimed at both. In Savage Tide, not only will several of the adventures have significant down time between them, but some of the adventuers themselves will have it. The third aventure alone will take several game months to finish.

The fact that the preview condenses so much information into 7 pages might give the illusion that the campaign is rushed, but again, it's actually the longest (in game time elapsed) Adventure Path yet.


If there's anything I don't like, it's that the AP, from the previews, is reminding me a lot of Pirates of the Carribaean... And the only reason this is a problem is because I didn't like Curse of the Black Pearl, and Dead Man's Chest left a serious sour taste in my mouth besides.

But still. If it's anything like Age of Worms, it'll be a great path to just mine for material.

Paizo Employee Creative Director

Justin Fritts wrote:

If there's anything I don't like, it's that the AP, from the previews, is reminding me a lot of Pirates of the Carribaean... And the only reason this is a problem is because I didn't like Curse of the Black Pearl, and Dead Man's Chest left a serious sour taste in my mouth besides.

But still. If it's anything like Age of Worms, it'll be a great path to just mine for material.

Well... there WILL be a lot of pirates during the Savage Tide adventure path, and I've no doubt that certain elements will be inspired by the PotC movies, there's a lot more to the Savage Tide than pirates. In fact, the whole adventure path is much more inspired by King Kong than it is by Pirates of the Carribean.

If what you didn't like about PotC was its campy, goofy feeling, you should be fine; Savage Tide is a pretty serious and gritty campaign (although perhaps not as gritty and grim as Age of Worms). If what you didn't like about PotC was the fact that it had pirates, though... Savage Tide may not be for you.

If it makes you feel any better, we plotted out the Savage Tide adventure path over half a year ago, so the similarities between the outline and the latest Pirate movie are pretty much natural, considering their shared themes.


James Jacobs wrote:

Well... there WILL be a lot of pirates during the Savage Tide adventure path, and I've no doubt that certain elements will be inspired by the PotC movies, there's a lot more to the Savage Tide than pirates. In fact, the whole adventure path is much more inspired by King Kong than it is by Pirates of the Carribean.

If what you didn't like about PotC was its campy, goofy feeling, you should be fine; Savage Tide is a pretty serious and gritty campaign (although perhaps not as gritty and grim as Age of Worms). If what you didn't like about PotC was the fact that it had pirates, though... Savage Tide may not be for you.

If it makes you feel any better, we plotted out the Savage Tide adventure path over half a year ago, so the similarities between the outline and the latest Pirate movie are pretty much natural, considering their shared themes.

For what it's worth, it's the campiness I didn't like. Oh, sure, I don't like pirates, but I don't like drow either. If I get a good idea for drow, though, I'll use them. Same thing with pirates.

I don't know, just that some of the illustrations in the preview smacked of the Flying Dutchman crewmembers in Dead Man's Chest. That brought back the memories of sitting through that dismal half of a movie Disney sprang on us, and... Yeah.

I didn't think I'd like Age of Worms either, and that had some of the strongest adventures I've ever seen. And AoW was a lot stronger overall than Shackled City (Which, for all its bright spots, had some real problems. Ones you were aware of and fixed in AoW, to be sure).

So, I have high hopes that Savage Tide will, at the very least, provide for a good read and some mineable data.

Who knows? I might actually like it desipite my intial impressions this time, too.

Contributor

Justin Fritts wrote:


For what it's worth, it's the campiness I didn't like. Oh, sure, I don't like pirates, but I don't like drow either. If I get a good idea for drow, though, I'll use them. Same thing with pirates.

I don't know, just that some of the illustrations in the preview smacked of the Flying Dutchman crewmembers in Dead Man's Chest. That brought back the memories of sitting through that dismal half of a movie Disney sprang on us, and... Yeah.

Fear not! I too, hated, PotC Dead Man's Chest...wow that ball got dropped, and what I have seen of the Tide so far bears little to no resemblance to that awful awful film.


I really appreciated the overview in #138 as I had a little difficulty picturing the scope and focus of STAP from previous information. The thing that most impressed me was the premise of starting characters and the smooth transitions between modules. I know you guys took some flak for that in past Adventure Paths (I wasn't one of those who criticized though I do find weak transitions irksome). Anyway, it looks like you've solved that complaint. Adventure hooks are almost always the weakest part, IMO, of any adventure (not just in APs) and even my highly-motivated veteran players get caught asking "Why are we here again?" and "What are we going after?" or "Why do we want to track down and kill this guy, I forget!". I like the recurring villian(s) and the circumstantial thrust (ie, you're here because you shipwrecked on this island, that's why). Some might complain that circumstantial motivations are railroading but I kinda like them. They're straightforward and easy to understand - I'll ride that train any day!
Anyway, I just wanted to say that the care and respect the writers & designers of this adventure path took for the players and their numerous concerns is obvious from the overview. I immediately recognized both some fluff and crunch factors that you guys obviously took the time and effort to address. Thanks! As much as I'm enjoying AoW, now I'm anxious to wrap it up so we can start STAP.

P.S. Both my husband & I really like PotC Curse of the Black Pearl (it's one of my husband's favorites). But neither one of us liked PotC Dead Man's Chest. I'm not going to let that sour my affection for Savage Tide though.


Absinth wrote:


What I found a bit comfusing was the overview on part 11 where the PCs have to gather all these informations and making pacts with Demogorgons enemies on different planes. This seem to be options, right? Otherwise they'd have to devote the whole issue to said adventure I guess. But on the other hand I wonder how they'll present all these options so that the DM has all the information needed to run one of these options.

I was wondering about that as well. Seeking out the aide of Orcus and the other demon lords could be an entire adventure in itself. Not to mention with all the hype Iggwilv has gotten in the last year. Finding her could almost be as diffcult as finding and destroying Dragotha's soul objet.

I just want to see these "pillars' of D&D cosmology given their props.

Paizo Employee Creative Director

Lord Vile wrote:

I was wondering about that as well. Seeking out the aide of Orcus and the other demon lords could be an entire adventure in itself. Not to mention with all the hype Iggwilv has gotten in the last year. Finding her could almost be as diffcult as finding and destroying Dragotha's soul objet.

I just want to see these "pillars' of D&D cosmology given their props.

We don't have the adventure in yet (it's not due in for months, actaully), but whatever we end up doing for this one it'll definately treat the iconic D&D figures with class. It's likely that one or two of the missions on the list might change or be rolled together into one mission or might even get dropped completely—in large part, we're leaving it all up to Wolfgang to sort out, and I'm pretty sure he'll do a great job with it. :-)


I'm looking forward to this AP. I really liked the preview in 138. The name-dropping toward the end got me really drooling...Orcus AND Iggwilv...mmmm yummy...

I need a napkin now.

M@


matt_the_dm wrote:

I'm looking forward to this AP. I really liked the preview in 138. The name-dropping toward the end got me really drooling...Orcus AND Iggwilv...mmmm yummy...

I need a napkin now.

M@

*laughs* It's almost enough to try to convince you guys to let me run it on the weeks between your game. I must find /someone/ to run it for. . . I simply must!

And...here's your napkin. *hands*


Gwydion wrote:

*laughs* It's almost enough to try to convince you guys to let me run it on the weeks between your game. I must find /someone/ to run it for. . . I simply must!

And...here's your napkin. *hands*

You won't have to do much convincing for most of us...especially me...although maybe not on the opposing Saturdays.

It'd be nice to get to play in one of the AP's for once.

M@


matt_the_dm wrote:

You won't have to do much convincing for most of us...especially me...although maybe not on the opposing Saturdays.

It'd be nice to get to play in one of the AP's for once.

M@

We'll definitely have to look into it, then. Scheduling would be the only serious hangup for me running with y'all. :)


Wow.... I mean, this looks like it is going to be the most awesome campaign that I have ever seen. The plot is fantastic, and I've just been itching to use Demogorgon in a campaign ever since I got Fiendish Codex. It's funny that all of you are talking about PotC Dead Man's Chest, because I came home and read about Savage Tide right after seeing it, and the movie made me even more excited about the campaign.

There was one thing in the campaign synopsis that I didn't know about though. In the adventure "The Lightless Depths" it says that the PC's are caught in a war between aboleths and koprus. I wasn't able to find koprus in any of my many supplements. Do I just not have the book, or are these "koprus" a new monster made exclusively for the AP?


They appear in Monster Manual II and in the adventure "Torrents of Dread" in Dungeon 114.


And the 1st edition adventure X1 The Isle of Dread.

Liberty's Edge

They're also mentioned in the Shackled City Adventure Path; part of an early adventure takes place in some Kopru ruins beneath Cauldron.

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