Timeline for Savage Tide?


Savage Tide Adventure Path


What is the timeline for the Savage Tide Adventure Path? Both Shackled City and Age of Worms feels quite forced, especially at the end of the campaign. It would be nice with a bit slower pace in this campaign, so that the players have time for item creation and things like that.


Second the motion. Also, will the transition from local boys to world trekking heroes be more gradual? Dont get me wrong, I loved Age of Worms, but it felt like you just suddenly stop being local joes and become saviors of the world.

How much should I discourage/encourage my players regarding forming ties/relationships/homes in Sasserine? IE if my players buy a house in Sasserine, are they going to be peeved in three arcs when Sasserine gets eaten by a giant marshmallow? (Marshmallow added for humor, but the question is seriously meant.)

Paizo Employee Creative Director

evilash wrote:
What is the timeline for the Savage Tide Adventure Path? Both Shackled City and Age of Worms feels quite forced, especially at the end of the campaign. It would be nice with a bit slower pace in this campaign, so that the players have time for item creation and things like that.

Savage Tide has a much more relaxed timeline, with the possible exception of the last one or two adventures. For the most part, though... this one'll take a LOT more game time to finish. Adventure #3 on its own is gonna take a few in-game months to finish...

Paizo Employee Creative Director

The transition to high level will be what you make it. Age of Worms had a non-stop story, but it wasn't on a timeline. There's nothing preventing you from slowing down the progression of that campaign to make it cover several years.

But honestly... I don't really see the problem with campaigns that resolve inside of a year. I mean... it worked for Lord of the Rings, wheren you have first level characters worrying about when they'll get their second breakfast at the start ending stabbing witch kings in the ankle and all...

The PCs won't be in Sasserine long... and I really doubt that they'll be there long enough to amass enough money to buy a house. It's cool to let them build as much of a relationship as they want; Sasserine should feel like home to them. And while much of the campaign takes place elsewhere, in the end, they'll be all the more persuaded to fight the evil of what comes when they realize that their beloved home town is on the list for peril.


A question from this, then, on the Affiliations listed in Dragon. Many (Dawn Council, Seekers, Witchwardesn, Zelkarune's Horns) have benefits and sometimes requirements tied to being in Sasserine. After a point, then, these affiliations would be largely worthless to characters if they never return to the city?

Of course (as in another thread) I may have my group closer to Sasserine than the AP expects, so they could continue to gain benefit potentially.

EDIT: Oh, and a big draw for my group (at least one player) in an extended timeline is having enough time to craft items, as he's shooting for an artificer-type character...

Contributor

I just submitted my Savage Tidings assignment to Dragon last night. The affiliations presented in Dragon #348 will not be the only affiliations PCs can choose from. More will be presented to grow with the PCs as the AP progresses and moves well away from Sasserine.

Farshore (the Isle of Dread colony) should also provide a way for PCs affiliated with any of the Sasserine based ones to check back in with them and gain their benefits.


Maybe i missed it, but normally when i run "huge campaign" mods there are blurbs at the end of each chapter stating something like "pcs should be x level". I didnt see that at the end of "there is no honor". In future issues, is there going to be a notation on where the pcs should be on average?


James Jacobs wrote:
But honestly... I don't really see the problem with campaigns that resolve inside of a year. I mean... it worked for Lord of the Rings, wheren you have first level characters worrying about when they'll get their second breakfast at the start ending stabbing witch kings in the ankle and all...

True, but that was a one time deal for them. For the players it can be a bit repetative to once again play a group of characters that go from yokels to demi-gods in no time at all. Also, with a campaign like this I'm sure the players would like to get as much time as possible to play Pirates of the Caribbean and Lost World...


Jedi Winter Knight wrote:
Maybe i missed it, but normally when i run "huge campaign" mods there are blurbs at the end of each chapter stating something like "pcs should be x level". I didnt see that at the end of "there is no honor". In future issues, is there going to be a notation on where the pcs should be on average?

From what I gather- party should be roughly 3rd level.

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