Treasure from Zotzilaha


Savage Tide Adventure Path


I feel this treasure to be extremely overpowerful. With each PC choosing one treasure from the trove, the game balance will surely fall... I will allow them to choose one thing (besides taking the fangs) from the vault. This will also provide us with an excellent rpg situation.

How did others handle this?

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The pc's have gone three adventures by this point unable to upgrade their gear (SWW, HTBM & ToD). They are likely underpowered and ill prepared to fight foes as powerful as three vrocks (seriously, check out that Dance of Ruin!). Let them have the gear like the adventure is written.

There and at the Jaguar Temple.

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Vigil wrote:

The pc's have gone three adventures by this point unable to upgrade their gear (SWW, HTBM & ToD). They are likely underpowered and ill prepared to fight foes as powerful as three vrocks (seriously, check out that Dance of Ruin!). Let them have the gear like the adventure is written.

There and at the Jaguar Temple.

Gaborg, if you are running this adventure as a stand-alone, then, yes, the treasure is overpowered. However, if you are running the STAP, this treasure takes into account some long dry spells in which the PCs have not had adequate recompense (treasure). Vigil has the right of it.

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Savage Tide is an unusual campaign, in that there's not an awful lot of places for PCs to cash in their loot and customize their treasure by shopping for upgrades. In that way, it's a lot like an old school adventure. Part of the point of this campaign is to find out if this works in 3rd Edition.

In any event, up until now, the PCs are indeed likely to be under-geared. Treasure in the previous adventures has been relatively low, especially when you realize that the PCs won't be able to use all the magic items. A super-expensive item that no one in the party can use and that you can't really sell for its full value shouldn't count a "treasure" of its actual caliber.

On top of that, the "expected PC wealth gains" tables in the DMG aren't really as exact as one would hope. Personally, I think they're a little low (or alternately, lots of the more expensive magic items in the DMG are priced way too high; you need look no farther than the ring of regeneration or the helm of underwater action to see proof of this).

Now... if the PCs are super greedy and try to keep ALL of the Zotzilaha treasure and the rakasta loot for themselves, you might run in to a problem. Neither of these piles of treasure are intended for the PCs; they can't get Zotzilaha's loot unless they defeat the aspect (and are ready to get hit by his curse), and the majority rakasta stuff is intended to arm the people of Farshore.

And keep in mind that this is part of an ongoing adventure. "Tides of Dread" is treasure heavy. So is "City of Broken Idols." The one between them, though, "The Lightless Depths," is kind of treasure light.


Well thanks, I will take this into consideration. I am sure though that my PCs will keep all the treasure they can get their hands on, then later on travel back to Sasserine and sell everything just to spend the loot on other items. Which is cool if it werent 6-8 crazy expensive items.

If i would give them a treasure each then the rogue will run amok with the ring of invisibility, the fighter would have a 30+ AC with the mithral breats plate +4, the other fighter will have the animated shield, then the crazy powerful weapons, the pearl, hh it's just too much. Like a christmas eve with your richest relative who you didnt see for the last 3 years... :) Anyway thanks for the advice!


Our players started out with so very little that the treasure was a big needed step, and the fact that people keep loosing stuff over board the ships, really really doesn't help.

Tik Tok Our Warforged, let loose with his +3 Hammer, botched his roll, failed his dex check to grab his hammer, and it went over the side of the boat, not before putting a crack in the railing, the sailor's were none to happy with him about.

So magic item pretty much come and go. There are always alternatives than totally denying them, change out things to something you want in there, that you feel your party should have.


I concur. The party may have picked up the odd magic item or two previously but the previous two adventures were somewhat light on magic, perhaps surprisingly so in terms of Tamoachan.

Always assuming that they even found all the treasure, not to mention anything lost at the end of...almost gave something away about one of the first four!:)

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