Summer, winter, spring, or fall?


Savage Tide Adventure Path


What time of year does the "basic" Savage Tide path start in? As my PCs are just beginning the Sea Wyvern's Wake, and using the weather tables from Stormwrack, the season does kind of change how the voyage plays out. This goes double for the fact my party's Sorceror is a cold mage with the cold casting feat.

So, in a not-modified-for-any-reason game, what season is it in Sasserine?


As I peruse the weather tables of Stormwrack, I notice that for much of the voyage, assuming the voyage takes place in a "warm" area, which is likely, characters are going to be exposed to nonlethal damaging heat most of the journey, except in the nighttime hours. Granted, a good parasol would block all but the worst heat, but still.

My final (as far as this thread goes) question then: What is the time of year and temperature band for the journey to the Isle of Dread?

Regardless of my nitpicking, great AP so far, I hope they don't get any better, or I might suffer a heart attack of joy upon opening the next few issues!

Paizo Employee Creative Director

It's left unclear on purpose, so the DM can decide when to start them. In my home campaign, we started in the first month of Summer. Sasserine's (and the Isle of Dread's) temperatures skirt the edge of dangerous heat, but for the most part never go into the nonlethal damage category. Doing so would add needless complexity for arguably un-fun and obnoxious returns...

Liberty's Edge

If this helps anyone, I did 2 weeks Nat. Guard training in Panama many moons ago.
It was April I think, and it was quite hot.
It seemed to me that Florida was hotter.
I also at the time was working out of doors in Florida, so I was thoroughly acclimatized to heat. Some others who were used to air conditioned work suffered heat exhaustion.
It was also the rainy season, so every hour it seemed to rain for at least 5-10 minutes, which would take some of the oppressiveness away from the heat for a little while.
And you could feel the humidity; gilled creatures could breathe the air. This too, I was used to from Florida.

I think if your character was from the Frost Barbarian lands, you may be looking at some heat coping problems. The main thing to remember is to get used to drinking extreme amounts of water, at least a pint or even a quart every hour. If, however, your character is a Grugach from the nearby marshes, the heat is barely a factor.

And plate mail prolly doesn't breathe well...


I haven't been worrying too much about the season in my campaign. There hasn't been a reason to make the season a part of the story, so it just stays there, in the background. The most they need to know is that it's tropical and warm. Now, I may decide before they make their trip to the Isle of Dread mentioning something about it getting near to the rainy season or something just to add a bit of foreshadowing about the storms in that adventure but that's about it.

This may be off topic, but the way I look at all role playing games is that the whole point is to tell a story. So unless something is necessary for the story, it doesn't get mentioned in my games.


I started the AP in the rainy season ("fall" is kind of meaningless in the tropics); torential monsoons on most days (unpleasant as hell, but easier to sneak aboard the Blue Nixie). I decided that explained the extent of the watery passages in the Lotus Dragon HQ, figuring that some would be dry otherwise. Adventure #3 explicitly states that Lavinia chooses to sail when foul weather won't be an issue, so I guess they're into the dry season by then.


I agree with the point that if it doesn't help the story, don't worry about it, but my party's Sorceror casts at a +1 when the temperature is cold. I want opportunities to give him that perk (he did take the feat, knowing that the tropical setting would nerf it more often than not, after five levels of no use, I want to give him a chance).

If its heading towards winter, the temperature could drop enough to give him use of it. If not, he waits a while. I suppose I could have winter roll around right as the winds change and they have to chase the Crimson Fleet to rescue Lavina later in the campaign. Hmm, decisions decisions.

Be warned Stormwrack users! The weather table in Stormwrack references the DMG for the effects of temperature, but the temperature system used in Stormwrack is NOT the one from the DMG, but rather the new system used (and described) in Sandstorm (and Frostburn, but thats for the cold side of it). Just something I noticed, others might get caught on it too if the temperature becomes a part of the game.

The Captain of the Sea Wyvern (the Sorceror in question, actually) has decided to purchase some extra sailcloth to make into tents/parasols/shade providers on the boat once they reach Blackwell Fort. Two weeks of hot sun is too much, he says!

Liberty's Edge

Grimtk1 wrote:


This may be off topic, but the way I look at all role playing games is that the whole point is to tell a story. So unless something is necessary for the story, it doesn't get mentioned in my games.

This I agree with wholeheartedly.


Grimtk1 wrote:
This may be off topic, but the way I look at all role playing games is that the whole point is to tell a story. So unless something is necessary for the story, it doesn't get mentioned in my games.

I'm the opposite; I like to insert a bunch of "fluff" descriptors to enhance the feel of things: "You have checked into your rooms at the grand old Hotel Krokinole, the best in the city, and are sitting in the parlor sipping Black Mountain coffee with eiderberry brandy, the house specialty." One player in particular used to always take ranks in Appraise so he could identify various beverages, Bond-style ("The CY 542 vintage, I believe?").


Erik Goldman wrote:
I'm the opposite; I like to insert a bunch of "fluff" descriptors to enhance the feel of things: "You have checked into your rooms at the grand old Hotel Krokinole, the best in the city, and are sitting in the parlor sipping Black Mountain coffee with eiderberry brandy, the house specialty." One player in particular used to always take ranks in Appraise so he could identify various beverages, Bond-style ("The CY 542 vintage, I believe?").

I'm right there with you. I would say all of that stuff you described has become essential to the story specifically because it helps to define one of your characters. I do the same thing. One of my players has been going around Sasserine asking everyone about owl bears (seriously, everyone he meets he asks if they have owl bears) and I finally decided to reward him by having a stuffed one at the taxidermist shop.


The Black Bard wrote:
I agree with the point that if it doesn't help the story, don't worry about it, but my party's Sorceror casts at a +1 when the temperature is cold. I want opportunities to give him that perk (he did take the feat, knowing that the tropical setting would nerf it more often than not, after five levels of no use, I want to give him a chance).

Well that makes things difficult. Since I don't know where you have placed Sasserine in your world, I will offer up one idea. Weather does some crazy things and though rare, you do read about the occasional snow happening in places where snow is not supposed to fall. Maybe you could create a situation where that might happen. A freak cold snap or something.

We don't know exactly what will be happening with the Isle of Dread, but if it's anything involving the chaotic energies of the Abyss, who knows how that might affect the weather, even in a hot tropical environment. Now you create a situation where your player's power gets to be used but only because the natural order of things is being thwarted which may lead to some tension. Perhaps have npcs start to question whether your character is somehow responsible for the strange weather.

You could also choose to make part of the Isle of Dread a magical anomaly where it is like a mini ice age blocked off by some mountain ranges. Maybe through in a side quest there where your player's sorcerer can shine a bit in the game.

Just some ideas, I hope they help.


I'm using the default setting, which is fairly tropical, as I understand it.

A few chaos temperature fluxes might be fun, the party druid wouldn't care about him using his powers as long as it was to fix the problem ultimately.

I must say that the mini-ice age in the mountains is absolutely brilliant and I plan to use it!

Liberty's Edge

I remember the whole Savage Land from Marvel Comics' Kazar series turned out to be an Atlantean amusement park of sorts, with different 'zones' for the prehistoric monsters of different ages. Maybe it's not entirely the forces of chaos that were afoot in the creation of the area in question? Mayhap there was some method to its madness?


Warning - threadjack!
I just wanted to say that I put effort into the date & ,therefore, the season/weather in every adventure. True, it might not be essential to the story but I believe the rewards are worth it. First, just like the example Goldman offered, many times good players develop some interesting & fun character traits, no pun intended, just to roleplay the "fluff" in the adventure. Secondly, it makes the players feel like their characters are in a "real" place, a working environment/planet. Thirdly, it allows all kinds of ,albeit minor, moments for druids, rangers and the like to hone their skills, especially at low levels. Anyone can build a shelter but can you build one in the middle of a windstorm? Can you hunt or track in the rain? What if you are attacked by a wandering monster just after a fog bank has rolled in? My players enjoy the opportunity to overcome the minor obstacle of weather as they go about their daily tasks.
I keep one of those bank calendars and keep track of what the game date is. This is helpful with holidays, festivals, and holy days. As an added bonus, each player chooses a birthday for their character. If an adventure takes place on the character's birthday (as noted on the calendar), it's that character's "lucky day" (it's yer birthday, it's yer birthday...) and that player gets two rerolls during the coarse of play (in case a good idea or vital attack goes awry, that PC gets to reroll). We have great fun with it.
Anyway, Grimtk1, sometimes fluff is worth the effort.


Grimtk1 wrote:
This may be off topic, but the way I look at all role playing games is that the whole point is to tell a story. So unless something is necessary for the story, it doesn't get mentioned in my games.
The Black Bard wrote:
I agree with the point that if it doesn't help the story, don't worry about it...

But most authors would disagree. We don't describe an NPC's clothing because it's relevant to the plot, but because it makes the game (or story, or campaign) seem more engaging and real.

For what it's worth :)

Jack

The Exchange

There's a balance that needs to be struck somewhere between the two extremes honestly. I would never be interested in playing in Joe Friday's RPG ("Just the facts, ma'am.", for those that miss the reference) because I wouldn't feel properly immersed into the story.

At the same time, I don't want half of each game session to be spent with bookkeeping to determine the high and low temp for the day, whether it was partly cloudy or partly sunny, etc. Sure, rain matters. Heavy wind matters, especially for sea-based adventures. I don't necessarily need to know the barkeep's name, much less his life history, because in all likelihood my character does not know it either. I just want him to serve me my wine and go away.

It's all about finding the balance. And the "proper" balance is different for every group. Some DM's are detail freaks, and some are not. Some players just sleep until somebody nudges them and tells them to roll initiative; others need to know the courtesan's hair color. Find the balance that works for you and your group, and play the game. :)

Back on the original point, though, I'm going to work out a hurricane/storm season, and what season we start (I haven't decided yet, I want to read Bullywug first, and we aren't starting our campaign until early next year). It's not going to be something I mention to the players unless they ask, or if it ends up mattering when the hurricane hits them at sea. I may make up a table or something that I roll on every few weeks....but in a nautical campaign, weather is hugely important, and to push it to the background completely is an affront to the story, imo.


Fiendish Dire Weasel wrote:

There's a balance that needs to be struck somewhere between the two extremes honestly. I would never be interested in playing in Joe Friday's RPG ("Just the facts, ma'am.", for those that miss the reference) because I wouldn't feel properly immersed into the story.

At the same time, I don't want half of each game session to be spent with bookkeeping to determine the high and low temp for the day...

I agree 1000% about finding that balance. We've played both extremes.

What I've learned (at least what works for my group), is to add little bits and pieces that make the campaign seem more real. Sometimes the weather is a nice way to do it, but I agree that that can devolve very quickly into pointless minutiae.

Usually I'm careful to give every NPC a name and personality -- and sometimes family members or friends that the party interacts with. This also has the benefit of throwing the PCs off, in that they don't automatically know which NPCs are important (at the worst extreme, my players spent nearly an hour one night investigating the background of a janitor that I'd given a name in Call of Cthulhu).

Jack

The Exchange

Well Cthulu certainly tends towards that sort of paranoia. In fact I'd say it's essential to make the game run properly.

The only place in D&D that could compare with that at all might be a Ravenloft adventure, but even that's not quite the same.

But that's good to me, honestly. I don't really have the personality for Cthulu.

Anyway, I've decided to base my hurricane season like the West African coast here on Earth, since geographically, if you think of Maztica as the "new world", which it is clearly supposed to represent, the Chultan peninsula would roughly correspond to West Africa. In other words, it doesn't have hurricanes, but very strong storms do originate there that later organize/develop into hurricanes as they make their way westwards.


Grimtk1 wrote:
One of my players has been going around Sasserine asking everyone about owl bears and I finally decided to reward him by having a stuffed one at the taxidermist shop.

Nice one! I love when the printed adventure lines up beautifully with the fluff you've been slinging. That's why we all knew beyond a doubt (not in the STAP, though) that the connoisseur character actually was smoking a cigar, when he came upon one of the villains floating in the harbor amidst a bunch of spilled alchemists' fire...

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