Savage Logistics


Savage Tide Adventure Path

Dark Archive

I’m just curious, how will things like purchasing and selling stuff work once the characters leave Sasserine. Likewise how will this affect the characters affiliations and their scores? Once characters reach level 13 or so I’m pretty sure they can just Greater Teleport to Sasserine or wherever they want but before then that’s a lot of adventuring time. I can’t see the point in affiliations if they wont really have a use in the game, and I have one friend who likes to make a shopping/wish list of stuff to buy for his character level by level . This isn’t a rant or gripe, like I said just curious.


Savage_ScreenMonkey wrote:
I’m just curious, how will things like purchasing and selling stuff work once the characters leave Sasserine. Likewise how will this affect the characters affiliations and their scores? Once characters reach level 13 or so I’m pretty sure they can just Greater Teleport to Sasserine or wherever they want but before then that’s a lot of adventuring time. I can’t see the point in affiliations if they wont really have a use in the game, and I have one friend who likes to make a shopping/wish list of stuff to buy for his character level by level . This isn’t a rant or gripe, like I said just curious.

As far as I know, the Isle of Dread has a community where items can be bought and sold (though I don't imagine the gp limit for available items will be very high). I don't know about affiliations though. Since I don't think the characters will be returning to Sasserine after they leave, there doesn't seem to be much point to the affiliations; there isn't enough time time for the characters to benefit from them.


James confirmed in another thread (I'll dig around for it) that the affiliations will remain useful throughout the campaign, as the groups will apparently have representation at Farshore (and I suppose other locales along the way).

Paizo Employee Creative Director

For a few adventrues between Sassernie and Farshore (namely, "The Sea Wyvern's Wake," and "Here There Be Monsters,") the PCs won't have much opportunity at all to buy and sell loot. And once they DO reach Farshore... the colony likely won't be big enough for them to buy and sell everything they want. It's a bit of an experiment, truth be told, to see if a campaign without regular shopping trips can still work in 3rd Edition. I think it can, but we'll see.

In any event, the PCs will have a lot of opportunity to help guide Farshore's growth, and their actions and the ways in which they aid the colony can certainly have an impact on how much the colony can afford to buy and how much they have to sell.


James Jacobs wrote:
It's a bit of an experiment, truth be told, to see if a campaign without regular shopping trips can still work in 3rd Edition. I think it can, but we'll see.

I'm pretty sure it'll work for my group, as long as we continue to have the time each adventure has assumed so far for crafting. One of my player's is running an artificer-type, and with the ability to basically break down a magic item for use (i.e. an XP reduction) in another item, all they'll have to do is convert what they don't want into what they do. I'm going to work out some things for breaking down magic items resulting in useable raw materials as well.

I greatly prefer this approach, versus the "magic mart" syndrome that seems to often crop up in the standard 3e game.

Anymore info on how the affiliations will work out? I saw, for instance, the breakdown of affiliation bonuses from Sea Wyvern's Wake but didn't see an immediate way in which they could be claimed. As such, I'm assuming they'll hold on to the mentioned item (such as the skulls from the hydra) until someone in Farshore can effectively award the bonus (i.e. grant them higher membership in the affiliation).

Paizo Employee Creative Director

erian_7 wrote:
Anymore info on how the affiliations will work out? I saw, for instance, the breakdown of affiliation bonuses from Sea Wyvern's Wake but didn't see an immediate way in which they could be claimed. As such, I'm assuming they'll hold on to the mentioned item (such as the skulls from the hydra) until someone in Farshore can effectively award the bonus (i.e. grant them higher membership in the affiliation).

Yup; each affiliation will have a "chapter house" or something like it in Farshore, where the PCs will be able to drop off hydra skulls and chat about bat monsters.


My players will surely teleport back to Sasserine as soon as they are capable doing so.

Dark Archive

To be honest,I think the way character wealth works makes it difficult for the game. If NPC's could be equipped with a varitey of diffrent cool and usfel items instead of constantly finding the same +1 this and +1 that over and oever again it would make a diffrence. PC's like to shop becuase they have specific things they need for a character concept or because its really the only way they can get a certain item. In 4e Id like to see a serious revsion on this topic. Also characters without access to magic items get screwed by the system because, from my understanding of the rules the CR levels of creatures take into account that a party of a certain level has magic items equal to (aproxamitly) their character wealth level.I like the idea of the affiliation chapterhouses, and this new community sounds interesting!

Paizo Employee Creative Director

I'm actually working right now on this very topic, for the Backdrop on Farshore that'll supplement "Tides of Dread" in issue #143. There'll certainly be concessions and methods for characters to be able to customize their gear, and to a certain extent the DM should be customizing some of the treasure he hands out in his own campaign. If, for example, a +1 shocking burst warhammer shows up in an encounter on the isle, and there's a fighter PC who's all about the glaive, I'd certainly hope the DM changes that hammer into a +1 shocking burst glaive.

Teleporting back to Sasserine's absolutely an option, since the PCs'll be hitting 9th level about the time they reach Farshore. Of course, Farshore's about 1,800 miles from Sasserine, so it'll take multiple teleports to get there and back...

Sczarni

i have a player who seems to be precognitive about these kind of things.

her concept?

a drug-running, high-spirited, psion(Nomad)/Rogue going to Elocator. with maxed out ranks in craft(poisonmaking).

she's gonna LOVE being the one to get the party around once she hits about 9th-10th lvl.

and a psion based around transport, in a seafaring game?

welcome to the academy, ensign Z...now would you mind teaching us how to do that "beam me up" thing you can do?

-the hamster

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