Running 'Here There Be Monsters' with 10 players in One Session


Savage Tide Adventure Path


Tip 1 - Copy all of the stats for all of the creatures (15). Bump everything to max hit dice. Print all of the stat blocks out on 3' x 5' index cards (6 pt font works well). (Print your PCs on these cards also). Study them ahead of time and know their strategies.

Tip 2 - Make a list of all roleplaying NPCs for the crew. Print out a copy of this list to players.

Tip 3 - Copy all of the text descriptions for every event and area description. Paste them into tables, label them, print out one set for every player and cut them out. Place them in labeled envelopes and store them in an envelope filing system. Pass them out to players and read them quickly.

Tip 4 - Don't sweat the small stuff. Let Urol plot the course for the PCs.

Tip 5 - Heavy on combat, light on roleplay. This module has a few interesting roleplay opportunities with the crew but ultimately the adventure as presented is a linear path from point a to point b.

Tip 6 - Root for your players to be creative. If they spot the black pudding let them close the door and try another path. Our group bypassed the crabs by using a cloak of arachnida to have the barbarian carry people along the cliffs.

Tip 7 - Combine similar combats. Three terror bird encounters can be one. I used the cliffside lift trap as an opportunity to combine all of the gargoyle encounters into one battle, with the party basically split into two groups that were 60 feet apart.

Tip 8 - Do not hand out xp. Level characters after they exit the dark mountain pass. Ensure players have their 7th and 8th level characters ready before the game starts.

Tip 9 - Know your players' characters. Ask that they send them to you in stat block format a few days before game. If possible print them out on 3' x 5' cards and study them when you have free time. Know their abilities well so that you can quickly resolve their actions.

Tip 10 - Have many maps ready so you don't have to waste time erasing them during movement. Buy 1" grid paper (27" x 35") at an office store with 50 sheets for about $15. Have the store laminate at least ten of these sheets; you should be able to do this for about $1.50 per sheet.

Tip 11 - Adjudicate combat quickly. Have all of the enemies go on the same initiative order. Prepare each enemy's actions for the first few rounds. Make players declare their actions immediately or force them to delay until they are ready to declare. Ensure they resolve their spell effects and damage timely. Most importantly, pick players who know the game (and the characters they built) extremely well.

Tip 12 - Customize the treasure list to the party. This is a good tip even if you aren't running a marathon session. There are no opportunities for purchasing items in this adventure. Have Lithira act as a benefactor, giving the characters items. Avoid handing out gold or jewels; players will appreciate items they can use instead of promises of items they can't purchase yet.

Tip 13 - Make sure this isn't your only opportunity to play D&D. We have two other campaigns we play in that are heavy on roleplaying. Fast paced high action old school crawls are great but they aren't for everyone.

Here is the final treasure list for our group of 10 characters, two cohorts and an animal companion:

Staff of Swarming Insects (24750)
Cloak of Arachnida (14000)
Periapt of Wisdom +4 (16000)
Wand of Restoration (26000)
Wand of Greater Vigor (33750)
+1 holy cold iron longspear (19000)
Headband of Intellect +4 (16000)
Gargoyle Crown (1/day DR 5/adamantine, 1/encounter smite +4 on attack and damage rolls) - 21000
+1 spell storing evil outsider bane adamantine greataxe (21000)
lesser metamagic maximize rod (14000)
bracers of armor +4 (16000)
amulet of natural armor +3 (18000)
ring of protection +3 (18000)
cloak of resistance +4 (16000)

Here are the modifications for fighting. The advanced mummies and spirit naga were the most challenging encounters for our group:

Fiendish Savage Tyrannosaurus CR 11
CE Huge Magical Beast (chaotic)
Init +1; Senses darkvision 60 ft., low-light vision, scent, Listen +14, Spot +14
----------------------
AC 16, touch 9, flat-footed 15
hp 232 (20 HD); DR 10/magic
Resist acid 10, fire 10, cold 10
Immune disease, exhaustion, fatigue, mind-affecting, stunning, pain-related effects
SR 25, PR 25
Fort +19, Ref +13, Will +10
----------------------
Spd 50 ft.
Melee bite +23 (3d6+16 [25])
Space 15 ft.; Reach 10 ft.
Base Atk +14; Grp +33
Atk options improved grab, swallow whole, smite good (+20 damage)
----------------------
Abilities Str 32, Dex 12, Con 25, Int 1, Wis 15, Cha 10
SQ death throes (free bite upon death, 5' burst acid for 3d6 [15] acid ref dc 15), ferocity (fight while disabled or dying)
Feats Alertness, Improved Natural Attack (bite), Run, Toughness (3), Track
Skills Hide -2, Listen +14, Spot +14

Fiendish Savage Terror Birds CR 7
CE Large Magical Beast (chaotic)
Init +7; Senses low-light vision; Listen +2, Spot +2
----------------------
AC 17, touch 12, flat-footed 14
hp 94 (9 HD); DR 5/magic
Resist acid 10, fire 10, cold 10
Immune disease, exhaustion, fatigue, mind-affecting, stunning, pain-related effects
SR 14, PR 14
Fort +8, Ref +9, Will +5
----------------------
Spd 60 ft.
Melee bite +12 (2d6+7 [15]) and
2 claws +10 (1d4+2 [5])
Space 10 ft.; Reach 10 ft.
Base Atk +6; Grp +14
Atk Options improved grab (bite), smite evil (+9 damage)
----------------------
Abilities Str 24, Dex 17, Con 19, Int 1, Wis 14, Cha 10
SQ death throes (free bite upon death, 5' burst acid for 2d6 acid ref dc 15), ferocity (fight while disabled or dying)
Feats Improved Initiative, Multiattack, Skill Focus (Hide), Improved Natural Attack (bite)
Skills Hide +8, Move Silently +7

Colossal Monstrous Centipedes CR 9
N Colossal vermin
Init +1; Senses darkvision 60 ft., Listen +0, Spot +4
----------------------
AC 20, touch 4, flat-footed 18
hp 132 (24 HD)
Immune vermin traits
Fort +15, Ref +9, Will +8
----------------------
Spd 40 ft., climb 40 ft.
Melee bite +18 (4d6+12 [25] plus poison Fort DC 23, 2d6 dex)
Space 20 ft., Reach 15 ft.
Base Atk +18; Grp +42
----------------------
Abilities Str 27, Dex 13, Con 12, int - , Wis 10, Cha 2
Feats -
Skills Climb +16, Hide -7, Spot +4

Advanced Mummies CR 9
LE Large Undead
Init -1; Senses darkvision 60 ft., Listen +12, Spot +12
Aura despair (sight, DC 17 will or paralyzed for 1d4 rounds)
Languages Common
----------------------
AC 20, touch 8, flat-footed 20
hp 110 (16 HD); DR 5/-
Immune undead traits
Vulnerable fire
Fort +7, Ref +4, Will +12
----------------------
Spd 20 ft.
Melee slam +18/+13 (1d8+14 [20] plus mummy rot fort DC 17, 1d6 con and 1d6 cha)
Space 10 ft.; Reach 10 ft.
Base Atk +8; Grp +19
----------------------
Abilities Str 36, Dex 8, Con -, Int 6, Wis 14, Cha 17
Feats Alertness, Great Fortitude, Toughness
Skills Hide +11, Listen +12, Move Silently +11, Spot +12

Advanced Black Pudding CR 10
N Huge Ooze
Init -5; Senses blindsight 60 ft.
----------------------
AC 5, touch 5, flat-footed 5
hp 265 (16 HD)
Immune ooze traits
Fort +11, Ref +0, Will +0
----------------------
Spd 20 ft., climb 20 ft.
Melee slam +19 (3d6+10 [20] plus 3d6 [10] acid, Ref DC 23 or weapons and armor destroyed)
Space 20 ft.; Reach 15 ft.
Base Atk +12; Grp +23
Atk Options improved grab, constrict (3d6+10 [20] plus 3d6 [10] acid)
----------------------
Abilities Str 25, Dex 1, Con 28, Int -, Wis 1, Cha 1
SQ split (any slashing and piercing damage)
Feats -
Skills Climb +17

Huge Monstrous Crabs CR 7
N Huge vermin (aquatic)
Init +0; Senses low-light vision, scent; Listen +0, Spot +4
----------------------
AC 22, touch 8, flat-footed 22
hp 81 (12 HD)
Fort +6, Ref +2, Will +2
----------------------
Spd 30 ft.
Melee 2 claws +14 (2d6+7 [15])
Space 15 ft.; Reach 15 ft.
Base Atk +9; Grp +28
Atk Options constrict (4d6+7 [20]), improved grab (claw)
----------------------
Abilities Str 25, Dex 11, Con 14, Int -, Wis 11, Cha 2
SQ amphibious
Feats Toughness
Hide +0, Move Silently +4

Savage Advanced Gargoyles CR 7
CN Large monstrous humanoid (earth, chaotic)
Init +1; Senses darkvision 60 ft., Listen +4, Spot +4
Languages Common, Terran
----------------------
AC 18, touch 10, flat-footed 18
hp 87 (7 HD); DR 10/magic
Resist acid 10
Immune disease, exhaustion, fatigue, mind-affecting, stunning, pain-related effects
Fort +10, Ref +6, Will +5
----------------------
Spd 40 ft., fly 60 ft. (average)
Melee 2 claws +15 (1d8+8 [15]) and
bite +11 (1d8+6 [10]) and
gore +11 (2d6+6 [15])
Base Atk +7; Grp +19
----------------------
Abilities Str 27, Dex 12, Con 26, int 1, Wis 11, Cha 7
SQ freeze (spot DC 20 to see if it's alive), death throes (free bite upon death, 5' burst acid for 2d6 acid ref dc 15), ferocity (fight while disabled or dying)
Feats Multiattack, Improved Natural Attack (claws), Improved Natural Attack (gore)
Skills Hide +4 (+12 near stone), Listen +4, Spot +4

Quotoctoa CR 11
Male savage advanced gargoyle barbarian 3
CE Large monstrous humanoid (earth, chaotic)
Init +4; Senses darkvision 60 ft.; Listen +5, Spot +5
Languages Common, Terran
----------------------
AC 24, touch 12, flat-footed 24; uncanny dodge
hp 140 (10 HD); DR 10/magic and 5/adamantine
Resist acid 10
Immune disease, exhaustion, fatigue, mind-affecting, stunning, pain-related effects
Fort +11, Ref +9, Will +6
----------------------
Spd 60 ft., fly 60 ft. (average)
Melee 2 claws +21 (1d8+11 [15]) and
bite +19 (1d8+9 [15]) and
gore +19 (1d8+9 [15])
Base Atk +10; Grp +25
Atk Options Improved Bull Rush, Power Attack, Rage 1/day
----------------------
Abilities Str 32, Dex 16, Con 28, int 1, Wis 13, Cha 4
SQ fast movement, freeze, illiteracy, trap sense +1, death throes (free bite upon death, 5' burst acid for 2d6 acid ref dc 15), ferocity (fight while disabled or dying)
Feats Improved Bull Rush, Multiattack, Power Attack, Improved Natural Attack (claws)
Skills Hide +9 (+17 near stone), Intimidate +0, Listen +5, Spot +5
Possessions bracers of armor +4, gargoyle crown
----------------------
Rage
hp 160
AC 18, touch 12, flat-footed 18
Fort +13, Will +8
Melee 2 claws +23 (1d8+13 [20]) and
bite +21 (1d8+11 [15]) and
gore +21 (1d8+11 [15])
Grp +27
Abilities Str 36, Con 32

Advanced Female bar-lguras CR 8
CE Medium outsider (chaotic, evil, extraplanar, tanar'ri)
Init +5; Senses darkvision 60 ft., Listen +11, Spot +11
Languages Abyssal, Celestial, Common, Draconic; telepathy 100 ft.
----------------------
AC 23, touch 14, flat-footed 18; Dodge, Mobility
hp 102 (12 HD); DR 10/cold iron or good
Resist acid 10, cold 10, fire 10; SR 22
Immune electricity, poison
Fort +12, Ref +13, Will +10
----------------------
Spd 40 ft., climb 20 ft.; Run
Melee 2 claws +18 (1d8+6 [10]) and
bite +13 (1d8+3 [5])
Base Atk +12; Grp +18
Atk Options pounce
Special Actions abduction, summon tanar'ri
Spell-Like Abilities (CL 12th)
At will - darkness, cause fear (DC 12, dispel magic, greater teleport (DC 18), see invisibility, telekinesis (DC 16)
2/day - disguise self (DC 12), invisibility, major image
----------------------
Abilities Str 22, Dex 20, Con 20, Int 13, Wis 14, Cha 12
Feats Dodge, Mobility, Run, Improved Natural Attack (claws), Improved Natural Attack (bite)
Skills Balance +22, Climb +29, Hide +24, Intimidate +16, Jump +33, Listen +17, Move Silently +20, Spot +17, Tumble +22
Possessions none

Spirit Naga CR 12
Female spirit naga metamagic specialist sorcerer 3
CE Large Aberration
Init +1; Senses darkvision 60 ft., Listen +12, Spot +12
Aura charming gaze (charm person, 30 ft radius, Will DC 22)
Languages Abyssal and Common
----------------------
AC 15, touch 9, flat-footed 15
hp 95 (12 HD)
Immune poison
Fort +8, Ref +5, Will +13
----------------------
Spd 40 ft.
Melee bite +9 (2d6+6 [15] plus poison fort dc 20, 1d8 con)
Base Atk +7; Grp +15
Spell Known (CL 10th, +7 ranged touch)
5th (4/day) - Greater Dimension Door
4th (6/day) - Lesser Globe of Invulnerability, Stoneskin
3rd (7/day) - fireball (Ref DC 21, 10d6 [35] fire), displacement, lightning bolt (Ref DC 21, 10d6 [35] electricity)
2nd (7/day) - cure moderate wounds (self, 2d8+10 [15]), eagle's splendor, ray of stupidity (ray, 1d4 int damage), mirror image
1st (7/day) - cure light wounds (self, 1d8+5 [10]), shield, mage armor, magic missile (5, 1d4+1 [3] each), protection from good, protection from law
0 (6/day) - acid splash (+7 ranged touch), cure minor wounds, detect magic, mending, open/close, prestidigitation, read magic
----------------------
Abilities Str 20, Dex 11, Con 22, Int 12, Wis 19, Cha 22
Feats Ability focus (charming gaze), combat casting, eschew materials, quicken spell, spell focus (evocation), greater spell focus (evocation)
Skills Concentration +21, Listen +12, Spellcraft +15, Spot +12

Olangru CR 13
Advanced Bar-lgura scout 6
CE Medium outsider (chaotic, evil, extraplanar, tanar'ri)
Init +7; Senses darkvision 60 ft.; Listen +20, Spot +20
Languages Abyssal, Celestial, Common, Draconic, telepathy 100 ft.
----------------------
AC 35, touch 20, flat-footed 35; Dodge, Mobility, skirmish (+1 AC), uncanny dodge, evasion
hp 152 (16 HD); DR 10/cold iron or good
Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 26
Fort +17, Ref +20, Will +12
----------------------
Spd 50 ft., climb 20 ft.
Melee 2 claws +23 (1d6+9 [10]) and
2 tentacles +21 (1d4+4 [5])
bite +21 (1d6+4 [5])
Base Atk +14; Grp +23
Atk Options Spring Attack, pounce, skirmish (+2d6 [10])
Special Actions abduction, summon tanar'ri
Combat Gear Horn of Evil
Spell-Like Abilities (CL 16th)
At will - darkness, cause fear (DC 14), dispel magic, greater teleport (DC 20), see invisibility, telekinesis (DC 18)
2/day - disguise self (DC 14), invisibility, major image (DC 16)
----------------------
Abilities Str 28, Dex 22, Con 20, Int 13, Wis 12, Cha 16
SQ battle fortitude (+1), fast movement, trackless step, trapfinding, flawless stride
Feats Dodge, Mobility, Multiattack, Power Attack, Spring Attack, Demogorgon Blood (flexible limbs), Demogorgon Deepspawn (tentacles)
Skills Balance +27, Climb +38, hide +29, Intimidate +22, Jump +39, Listen +20, Move Silently +25, Spot +20, Tumble +27
Possessions combat gear, bracers of armor +4, amulet of natural armor +3, ring of protection +3, cloak of resistance +4

Lemorian Golem CR 14
CE Huge construct
Init +6; Senses darkvision 60 ft., Listen +16, Spot +16
Languages Abyssal
----------------------
AC 26, touch 9, flat-footed 26
hp 192 (24 HD); DR 10/adamantine or good
Immune construct traits
SR 29, PR 29
Fort +8, Ref +12, Will +11
----------------------
Spd 40 ft., climb 20 ft.
Melee 4 tentacles +33 (3d6+14 [25] / 19-20 plus rot fort DC 22 1d6 con)
Space 15 ft.; Reach 15 ft.
Base Atk +18; Grp +40
Atk Options Combat Reflexes, Improved Grab, Constrict 3d6+21 [30] plus rot fort DC 22 1d6 con)
Special Actions howl (50 ft., DC 24 will or shaken)
----------------------
Abilities Str 38, Dex 12, Con -, Int 11, Wis 12, Cha 11
SQ construct traits, dual nature
Feats Ability Focus (howl), Combat Reflexes, Improved Critical (tentacle), Improved Initiative, Weapon Focus (tentacle), Ability Focus (rot), Improved Natural Attack (tentacle)
Skills Climb +32, Listen +16, Spot +16


~claps and wistles in appreciation~ Takasi, GREAT JOB!!! You did a lot of work for this adventure and I hope it payed off. ~grins~ I may not agree with everything you say here, but I would enjoy being in one of your games! Keep up the good work!


Sharoth wrote:
~claps and wistles in appreciation~ Takasi, GREAT JOB!!! You did a lot of work for this adventure and I hope it payed off. ~grins~ I may not agree with everything you say here, but I would enjoy being in one of your games! Keep up the good work!

Thanks. It's always difficult to gauge how much fun the players are having but there were smiles, laughs and cheers throughout the day. I'm always tempted to ask people for feedback but I'm also always hesitant to do so because I hate sounding like I need praise. (And if feedback is negative I tend to get...argumentative.)

I guess the best way to tell is to see how many return to the next game. This was our fourth session for Savage Tide. Half of the group plays in a Shackled City game on Wednesdays (the same group that I ran through Age of Worms) and the other half is playing a free form homebrew I created on Sundays (but I'm now cheating and steering them into a Howling Horde / Slaughtergarde crawl combo).

One of my best players pulled me aside during the lunch break and said his wife is going back to work (they just had a baby). He said he may have to decide between the Wednesday Shackled City game and the monthly Savage Tide game. He let me know that while the marathon sessions are going OK he still prefers the "stop and smell the roses" pace of traditional games. As I mentioned in tip 13, some players may get frustrated at having a lot of players at the table. While we still get through more encounters in this format than in other games it's much more difficult to "shine", especially if you have a strong personality and prefer four player parties where everyone is invaluable to the group.

I forgot another suggestion:

Tip 14 - Make sure you have plenty of space to play. I'm in charge of a lodge with 2100 square feet of empty space with a dozen fold up tables. I have one big wooden table for the battle mats and sit 2 people per table in an arrangement that lets everyone view the battle area. I spend all of my time on my feet and I keep all of my figures (another tip, prepare all of these in advance) and notes behind a 'shield' (of tackleboxes) on its own separate table.


You are INSANE. I would never try to run a game for ten players in a million years, but if you can pull it off more power to you. It sounds like organization is the key. But I'd take a small group of reliable players over that any day.

Sovereign Court

WOW.

I just wanted to say that those tips could be applied to nearly any gaming section. Well, some of them may only be needed for particularly interesting encounters (or if you have a lot of time). But wow. That's preposterous.

X_X

Sczarni

the only game that was similar to this, in college we played a adventure thats avlible online, which is a laberinth. An evil Party starts on one side, and a good party starts on the other - racing to the (major artifect) in the middle. we had 7 party members in each group, and 1 DM per group. Each group was in different dorm rooms, and the 2 DMs use AOL instant messanger to communicate.....

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