There Is No Honor...but, there's plenty of claustrophobia. (spoilers)


Savage Tide Adventure Path


Well, my players just finished playing through TINH, particularly the Lotus Dragons' Guildhall...and they're soon to embark upon a quest to smite whomever in Sasserine provided the subterranean rogues their cornered market on soggy doors and confined passageways.

If I could make a suggestion to other DMs running TINH, reduce--if not eliminate--the need to make a Strength check to open the closed doors when the guild is on alert, by making only a select few stick...say, six or so. Also, I would do away with adding any doors which lead to specifically empty rooms, or rather rooms which have no descriptive text.

Don't get me wrong. As a DM, I loved the verisimilitude in scale to Sasserine's street level and the construction of a seedy, underground thieves' lair, as well as the confined--and, therefore, more challenging--encounter spaces (mostly). It was mostly a response on the majority of my players that prompts me to suggest to other DMs to give the Lotus Dragons' Guildhall a onceover, and see if their players will dig the nonstop attempts to break down doors, some of which lead to no specific advancement.

Another major recommendation I would make regarding the encounter with Rowyn would be to expand the size of her room to at least 20 ft x 20 ft. With five players in my group, and her and Gut Tugger, the room was packed and she was surrounded before the fight began.

Again, this is not a criticism of the adventure--though one of my players who ran through Into Wormcrawl Fissure made eerie comparisons--but a suggestion for others to gauge how much time busting in will take, and if your party's truly up for a confined dungeon crawl.

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