Well, I finally started it.


Savage Tide Adventure Path


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The old curmudgeon is finally running a whole bunch of "kids" who started 2ed and later. Well, I get the young ones again on Saturday. They bonded on a fight outside Sasserine and that got Lavinia's attention. I allowed two of them after A LOT of work to get jobs on the Blue Nixie {a half-elf ranger (sold himself as an animal handler) but has not seen the rhagodessa yet, but probably soon will) and human cleric} while two halflings(rogue and sorcerer) watch from the dock. A pure human fighter will probably miraculously arrive probably to row any boat that two weak halflings can't. So, I have forced the two on the boat to stay the night there (no communication with those on land). How do I arrange this to be not a TPK? It could be 8 on 2.


The halflings could always hire a gondolier to take them out there. Should not cost too much and the guild hall is right near the dock in question. 8 on 4... ;)


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webtroll wrote:
The halflings could always hire a gondolier to take them out there. Should not cost too much and the guild hall is right near the dock in question. 8 on 4... ;)

Webtroll, Thanks for the advice. As they were walking by, I pointed out the gondolier way station. The rogue decided to steal (err, borrow) one. The ranger was able to communicate in a very limited fashion using the swamp prince's method in Monty Python and the Holy Grail. Since, I had not given a time frame for leaving, I extended it one day, so they could learn to use the boat one night. They snuck aboard while one of the party members was part of the watch. This is one of those times, where you truly understand why we use dice. The sorcerer rolled a 1 on a climb check plunges into the water. I roll listen checks for the other two guards (a 3 and a 5 before the -1 modifier). So after successful swim, balance and climb checks, she gets aboard a bit wetter for the experience. Although, she was a bit confused. She is very new to the game and had never had to roll 4 times in a row with everyone else doing nothing, but watching her die rolls.

They hid until nightfall (not the best of strategies), but the sorcerer used her obscuring mist to split Soller's thugs shortly after Soller spotted the rogue sneaking around. The two party members hired by Soller than used the sail they were working with to capture two of the guards. Shortly after this with two of the thugs down, Soller blooded, the rest of the crew jumps ship when Soller yells "Burn them all" Mera gets his smoke going and the rogue goes down into the hold of the ship to find out where two of the missing thugs are. He can't find them (as they jumped the ship and only Mera is down here).

He realizes the fire on the ship can be easily fought, puts some effort with wet rags, etc and stops the smoking. The animals are going crazy and as he starts looking around for the two thugs that were working on the quarterdeck sail (they jumped ship, but he did not see it because of the mist), this huge (OK he's medium, but the rogue is a halfling) creature comes crawling over some cages....

And now in two weeks, we get to start the session with
Everyone Roll for initiative.

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