How many sessions does Bullywug Gambit take?


Savage Tide Adventure Path


As my complete group comes together very very seldomly, I wonder how far into the Savage Tide we can get during christmas holidays. My players figured out that more information on V. V. can be gained under the Taxidermist's Guildhall. But we won't play until the mid of December. Just to prepare myself how long did it take you to run Bullywug Gambit?

Thanks in advance. :)

RPG Superstar 2011 Top 16

Bullywug took my group 2 sessions to get through, each lasting 4-5 hours. The first week was spent securing a fishing vessel to carry them south (The Two Copper Whore), and exploring Kraken's Cove.

Week 2 was the race back to Sasserine, slowed down by a Sahuagin Ambush, the street encounters during Wormfall, and rescuing Lavinia and the Jade Ravens.

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My group is about to enter Vanderboren Manor this Friday. They dealt with the thug streetperformers last week. So this week will be our 4th session, each one approximately 5 hours. I think we could have done it in 3 with more focus on the game, but we've had group ADD for the last couple weeks.


My group managed it in two, although the second was mostly fighting all the bullywugs at once, as they beat them to the manor.

Looking at relative group to encouter ratios, I figure an "average" group of players could clear this arc in three sessions to four sessions.


My group did it in two 4 hour sessions so it is not that bad. The manor was fun cause the street performers slowed down the group, then the thief went invis and went ahead to the manor. He had scoped out the place while invis and had a lot of intel before they went in swinging. I almost killed a couple Pcs and it was fun.

RPJ


I thought it would take us four sessions, but many of you did it in two. Now I hope for three. Thanks!


We made our way through to the the Hall of Silks, although the Krenshars did come down to check out the noise. Ripclaw nearly killed our Ranger/Privateer, and now both the ranger and our rogue are suffering from "The Sickness". They are holding up to rest (regain spells), and because we were at the end of our game time. I am thinking 3 or maybe 4 adventures. I am noticing that without fudging at 3rd level, this section of the AP is a meatgrinder. Our monk is reduced to little damage (1d6+2 for those unarmed, non -magical attacks), and the only magical weapons in the group are the ranger and the cleric.


My group pulled it off in 2 sessions.

To get them moving, I’ve been making them REALLY hate Vanthus. My wife was after Vanthus’ gullet and there was nothing that was going to stop her. They hired a boat, got to Kraken’s Cove and ran through the afflicted creatures like a hot knife through butter. I’ve never seen these guys role so good. I even upped the difficulty on them and they still made it with no one dying or getting sick.

For the return trip I added a sense of desperation. The fisherman that took them there was gone so the only way they could get back to town was on foot or take the Sea Wyvern. They opted for the ship. I let them take it, although they were 3 crew members short. So it took them 3 days to sail to Sasserine. Once in the harbor they had to dock well away from the manor because the water ways were choked with party boats. I used all the delay tactics given and then some. By the time they got to the manor they were literally shaking with anticipation.

Funny side note: the halfling barbarian tried to stop the out-of-control wagon by grabbing onto a wheel. I role for damage and told him to take 1 hp, then I role again for 2 hp, then again for 2 hp, then again for 3 hp. Finally the player asks, “what the hell in hitting me?”, I looked at him with as straight a face as I could and said, “the ground…over and over again…now take 2 more.” He decided to let go of the wagon.


Good news Sir Dave, as it turned out that most of my players will be available only some few days after christmas. So we do too have to put those savage creatures to the blade, talk to the pirate and race back to Vanderboren manor in two monster sessions!


webtroll wrote:
We made our way through to the the Hall of Silks, although the Krenshars did come down to check out the noise. Ripclaw nearly killed our Ranger/Privateer, and now both the ranger and our rogue are suffering from "The Sickness". They are holding up to rest (regain spells), and because we were at the end of our game time. I am thinking 3 or maybe 4 adventures. I am noticing that without fudging at 3rd level, this section of the AP is a meatgrinder. Our monk is reduced to little damage (1d6+2 for those unarmed, non -magical attacks), and the only magical weapons in the group are the ranger and the cleric.

My group speny thier gold from the first adventure all buying magic weapons, so the afflicted weren't as bad as they should have been. We cleared the caves in one session, I expect to spend some time for the group consisting of 2 people with profession (Sailor, 6 ranks between them) trying to get the Sea Wyvern out of the cove. I was told that it was the size of the boat from "Master and Commander", anyway I expect to spend another session finishing the adventure.


Sir Dave wrote:
To get them moving, I’ve been making them REALLY hate Vanthus...

Thanks for posting -- that sounds like a great couple of sessions. How did you engender so much hatred for Vanthus? There's already a lot built in to the adventures as written, but I'm wondering if you played up something in particular?

Sir Dave wrote:
Funny side note: the halfling barbarian tried to stop the out-of-control wagon by grabbing onto a wheel. I role for damage and told him to take 1 hp, then I role again for 2 hp, then again for 2 hp, then again for 3 hp. Finally the player asks, “what the hell in hitting me?”, I looked at him with as straight a face as I could and said, “the ground…over and over again…now take 2 more.” He decided to let go of the wagon.

Ouch, that's very funny. (Unfeasibly cruel but very funny.)


My group did it in one seven hour session. Part of that is due to the fact they released the guard dogs, had the druid command them to find Lavinia, then followed them to the top floor for a quick confrontation.

PS - this adventure path ROCKS!


Meds wrote:


Thanks for posting -- that sounds like a great couple of sessions. How did you engender so much hatred for Vanthus? There's already a lot built in to the adventures as written, but I'm wondering if you played up something in particular?

I tossed a few insults at them when Vanthus killed his lackey and slammed the lid shut on them at Parrott Island and I rewrote the letters to Rowyn that the PCs find, adding some harsher language and overt threats toward Lavenia and more salty insults at the PCs. The end result is my wife, who taken the party leader role, grumbling about “getting that sorry M.F. Vanthus”. I’ve also been pretty good at letting them think that their just about to get him, then snatch him away. There was a moment that the group was thinking “screw Lavenia, let’s go after Vanthus.”

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