
Tobus Neth |

Getting ready to run the STAP. I have made many changes to some of the adventures to make them more fun for my players.
TINH-Lavinia still hires the pc's to get her ship the Blue Nixie.
The Vanderboren Vault is robbed by her brother as written.
However Lavinia finds among her mother and fathers belonging, a old treasure map to Pirate Skull Island(Parrot Island). Many pirates were put to death here.
The Treasure Map leads to the network of tunnels beneath the island and the Tomb of Sanbal Khas a pirate lord from long ago. The pirate zombies and skeletons guard the way to the tomb. Wererat rogues roam the tunnels as do dire rats and other nasty critters.
I have dropped the whole Lotus Dragon Thieves guild(I used the map for my crypt area.
However the pc's are followed by a group of pirates know as the Red Blades. The pirates show up at the end, led by Rowyn Kellani to claim the treasure.

stingraylonnie |

I just noticed that the gp limit for Farshore is 800, and although this is high for a hamlet, if my characters are wanting to buy magic items, they will not be available. How long after they complete the different tasks in "Savage Tide: Farshore City of Hope", will they see the increase in the assets and gp limits?

Jaatu Bronzescale |

I just noticed that the gp limit for Farshore is 800, and although this is high for a hamlet, if my characters are wanting to buy magic items, they will not be available. How long after they complete the different tasks in "Savage Tide: Farshore City of Hope", will they see the increase in the assets and gp limits?
There are also dozens of new cheap magic items in the Magic Item Compendium. While not earthshattering, they do help spend the coins..
Also, suggesting your players look at the Item Creation Feats. You might reward them somewhat by becoming merchants for a while in Farshore, since it doesn't have the resources that they do for creating expensive things :)

Kruelaid |

I'm running my STAP in a previously developed campaign setting, with a well mapped Oerth I did using Illustrator and tracing off overlaid scans from Darlene's map, Amedio, and the two main maps of the world (which have some serious disagreement).
The campaign includes trade with Oerth's "Asian" countries (not needlessly because I am DMing in China if you can believe it). And a problem I've had to solve is the proximity to Nippon.
What I Am wondering is should Dread and Amedio not be crawling with Nipponese pirates? They are in my campaign.
In fact, there is no logical reason to have pirates there unless company ships are carrying valuable exotic goods and gold between E Oerik and the rest of the continent. Its that, or the pirates are morons.
Has anyone else asked this question? Does the Greyhawk canon not acknowledge anything outside the local map? Does anyone around here share my sense of horizon?

stingraylonnie |

merchants can get to Sasserine much easier, but it still takes six months. I am hoping the SWW six month trip is used well by item creation feats (except for having a forge on board a wooden ship... :)
That was what I was thinking, after the siege of Farshore, a ship heads back to Sasserine, three months there, about a week to get supplies and passengers, and 3 months to get back.
I have talked to my players about the item creation feats, even tried to show the benefit, but they are all young players, only been playing a year tops, and they look at the XP cost and think it is the end of the world. One of the characters used a scroll of Permanency, to cast permanent Detect Magic on himself which cast 500 XP, and the other party members fell out of their chair.Thanks to all