You know your party is in trouble when....


Savage Tide Adventure Path


It consists of 1x Human Swashbuckler, 1x Orc Fighter, 1x Halfling Cleric, 1x Elf Swordsage and 1x Grippli Warlock...

They're about to trundle into the Lotus Dragon's Den, and so far have no way of finding and disarming traps...

Have your gaming groups got psychotic make-ups? Can you see a problem arising in the party's future, but find yourself powerless to avoid it?

How many other Grippli Warlocks are there out there?

Liberty's Edge

At least you've got a healer and someone who can take a beating! My players are going through the Age of Worms with a psion, a rogue/soulknife, and a mage. Hard-hitting undead everywhere and not one PC capable of turning them, taking a lot of damage, or casting healing spells.

Without potions & wands, it wouldn't be possible--but they're almost half way through it so far with no deaths! (Plenty of close calls though!)


Christopher West wrote:

At least you've got a healer and someone who can take a beating! My players are going through the Age of Worms with a psion, a rogue/soulknife, and a mage. Hard-hitting undead everywhere and not one PC capable of turning them, taking a lot of damage, or casting healing spells.

Without potions & wands, it wouldn't be possible--but they're almost half way through it so far with no deaths! (Plenty of close calls though!)

We had till last session:

Shifter Scout
Shifter Druid (child of winter, so refuses to heal most party members)
Warforged Fighter
Half-Orc Fighter
Human Swashbuckler
Dwarf Artificier (who is obsessed with magic weapon)

So yeah they can all take a beating and dish it out, but they sure can't sustain it!

the Shifter met the worse end of some savage pirates, last session and so far his ideas for next character are Kalashtar Soulknife or Elf Sorceror

I despair!


We started STAP with this:
human wizard
gnome cleric of Garl Glittergold
human scout
human paladin of Good, who wasn't good, himself

After their first attmepted foray into the LD den, they quickly scrambled for a player to play a rogue. After their first foray into Kraken's Cove they quickly realized that the paladin's death in the second encounter (first actually in the caves themselves) was bad news. The paladin's players whipped up a fighter/ranger mix that could actually handle the tank job, but I still think they're in for a rough time of it later on.

Liberty's Edge

Occasional wrote:
Have your gaming groups got psychotic make-ups? Can you see a problem arising in the party's future, but find yourself powerless to avoid it?

We had a TPK in the first adventure because no one played a cleric.

They all made up new PCs...still not cleric.

They have had a few more deaths since, and...still...no cleric.

Their healing "power" is now the Paladin, a Bard and a few "Happy Sticks" (aka "Wand of Cure Light Wound").


Earthbeard wrote:


We had till last session:

Shifter Scout
Shifter Druid (child of winter, so refuses to heal most party members)
Warforged Fighter
Half-Orc Fighter
Human Swashbuckler
Dwarf Artificier (who is obsessed with magic weapon)

So yeah they can all take a beating and dish it out, but they sure can't sustain it!

The Artificer/Warforged combination is very sustainable, but relies on the artificer to have either infusions of Repair Damage or a wand therof. I play the arcane caster in my Eberron campaign, and I've had each of our warforged invest in schema of repair critical damage. I carry wands of repair moderate and repair critical damage too, for those days when the schema isn't enough.

Unfortunately, this doesn't help the non-living construct players, but its a start :)

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