TINH for higher levels


Savage Tide Adventure Path


Has anyone started the Stap at Higher levels say 5-7 range and revamped the adventure?

The Exchange

Tobus Neth wrote:
Has anyone started the Stap at Higher levels say 5-7 range and revamped the adventure?

No, but I'm probably going to have to. (Maybe starting ~3-5 vs. 5-7) See some suggestions I got on thread titled "Integration Question".

I plan to only make it a little tougher until Kraken's Cove, when the gloves come off. I'm thinking of the final scenes from Zulu with Savage Zombies.

Let me know what you do, as I may well plagiarize your ideas. I'll do the same.

Tom


Tinh

Keeping the story as is with all plot hooks and such in place.

The Blue Nixie/Vark's Thugs(A motley crue of rogues, cutthroats and slavers.(Shadowshore thieves)

The Blue Nixie cargo hold will have a Chimera of some type that escapes.

Parrot Isalnd will have the old smuggler caves haunted by old pirates now wights with a wraith/pirate overlord entombed in a crypt.(Vanthus was looking for it but never found the secret door and he didn't like the wights!-However he still traps the pc down here as scripted in the Tinh.)

The Lotus Dragons are changed to the Shadow Thieves. A collection of pirates, rogues, cutthroats and assassins dealing in murder,blackmail slavery and many other crimes. The lair will also contain a series of traps and false ways.

A Ettin Zombie body guard/replaces the Bugbear zombie!

Rowyn Kellani Rogue3/Bard3/Dread Pirate 5
Gut Tugger fiendish temp advanced Hd and 4 rogue
A ogre Mage rogue/wizard


Bullywugs Gambit
The adventure as is with plot hooks and story.

Journey to Blood bay some random sea encounter.
Kraken Cove -Shadowpearl incident-party encounters lesser demons enroute to the Cove. instead of monkeys.

Along the beach of ruins a savage T-rex!stalks the ground

Several savage dinosaurs, Brissa Santos Savage human Rog4/Ftr3/Dread pirate 3

Savage pirates 7-lvls 3-5 of rogue / fighter.

Captain Harliss Javell Swashbuckler 5/rogue5/Scarlet Corsair7

Diamondback Battledancer 7/Assassin 4

Stiltwalkers 6-4th rogues/2monks

Frogs in the house; Dervoraz Kabran fighter 9/rog3
Trub glorp tribe Worships Obox-ob they are all Barbarians, rangers and druids with 1 sorcerer and cleric among them. Spread levels out to reflect party strength. Some of the leaders may have a fiendish temp.

Scarab Sages RPG Superstar 2011 Top 32

Just my 2 cents...make Soller Vark more of a threat. TINH has delineated stages where events take place - Vark is the BBEG of his "stage." I thought he kind of got short changed in the write up of TINH.

I can understand how he can't be too tough, since as written he's facing a low level group of PCs.

Make him more than just a common thug. An accomplished down and dirty fighter, skilled with a rapier. Give him some levels of fighter or swashbuckler, and rogue. Make him fight dirty. Besides being a tough fighter, give him an escape route and some surprises.

I don't know...just random musings. Give him a poisoned rapier and a charmed Cloaker that he wears as a cloak, then flings at the nearest PC.

(Am I the only one who pictured Vark with a really thick Cockneye accent?)

The Exchange

Eyebite wrote:

Just my 2 cents...make Soller Vark more of a threat. TINH has delineated stages where events take place - Vark is the BBEG of his "stage." I thought he kind of got short changed in the write up of TINH.

I can understand how he can't be too tough, since as written he's facing a low level group of PCs.

Make him more than just a common thug. An accomplished down and dirty fighter, skilled with a rapier. Give him some levels of fighter or swashbuckler, and rogue. Make him fight dirty. Besides being a tough fighter, give him an escape route and some surprises.

I don't know...just random musings. Give him a poisoned rapier and a charmed Cloaker that he wears as a cloak, then flings at the nearest PC.

(Am I the only one who pictured Vark with a really thick Cockneye accent?)

Interestingly, the drawing of Vark shows him with a short, heavy cutlass/cleaver-type of knife, but the stat block has him with a rapier and Weapon Finesse. I really see Vark as a brutish Power Attack/Cleave sort of thug, more like his picture than his stats.

Tom

Scarab Sages RPG Superstar 2011 Top 32

I noticed that too. He could work as a brute fighter too, instead of as a dextrous fencer type. (I just don't think he had that high of a strength score if memory serves me.)

Just make him tougher and more competent than he's portrayed in TINH, to compensate for your PCs higher levels. My PCs ran right through him.


I like the idea that Soller Vark is a real bada#$. How about the levels of ronin from Complete warior? Or an Unfettered from Arcana Unearthed/Evolved? An exotic weapon, and a cockney accent.Make his girlfriend (whose name I can't remember right now)a hussy with contagion just to keep the PC's ontheir toes. :)


You'll probably need to put a bit of thought into modifying Parrot Island. 5-7th level characters have 3-4th level spells at their disposal, and that gives them all sorts of ways to escape from the tunnels once Vanthus locks them in. Dimension Door, stone shape, gaseous form, adamantine weapons applied to the trapdoor, etc etc. And if they have the means ready at hand the may well even be able to get out so fast that they'll actually catch Vanthus on the island before he can get away...


Magic fails to work in the cursed tunnels.


Tobus Neth wrote:
Magic fails to work in the cursed tunnels.

I generally hate that as a solution. Massive blunt instrument, and always annoys the players because they know full well it's lazy. It hoses wizards horribly, it strips Krund of a lot of his power and menace, it messes with all the game system assumptions re frequency of healing etc, and it takes ages and is a complete atmosphere-killer for higher-level PCs to recalculate all their attack bonuses, ACs etc to strip out all the magic bonuses. Generally you'd do much better redesigning the thing to take PCs capabilities into account while preserving the spirit of the adventure.


Humble Minion wrote:
Tobus Neth wrote:
Magic fails to work in the cursed tunnels.

I generally hate that as a solution. Massive blunt instrument, and always annoys the players because they know full well it's lazy. It hoses wizards horribly, it strips Krund of a lot of his power and menace, it messes with all the game system assumptions re frequency of healing etc, and it takes ages and is a complete atmosphere-killer for higher-level PCs to recalculate all their attack bonuses, ACs etc to strip out all the magic bonuses. Generally you'd do much better redesigning the thing to take PCs capabilities into account while preserving the spirit of the adventure.

Hey your right, that would be lame.

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