
Festivus |

I was gunna say email is so inefficient.
If you need an FTP site I can help you out (I also would like the files anyhow). Also, the conversion could find a home at ENWorld in the conversions database, as there isn't a conversion for this module there.
http://www.enworld.org/downloads/index.php?cid=9&sb=filename&so=ASC &sh=full&pt=f&page=1
Shoot em to me at jzack (at) unex.ucla.edu.
Thanks in advance.

![]() |

I think I caught up with the requests to this point. To everyone who has offered to host or post these files, yes please and thank you. I wish to spread monkey-born gaming joy to the masses!
And if the evil gremlins of smtp have eaten your files, please send me another email and I'll fire them off again.
-Luke

![]() |

This sounds awesome!
Our SCAP campaign is entering the final stages (only level 14 right now, but we seem to be getting much more efficient at boss-slaying - apologies to DMDemon!).
As a result, there have been murmerings about me running the next campaign. Age of Worms, I've seen, but don't know if the endless emphasis on undead would become a drag, or result in one-dimensional PCs.
Savage Tide, though, has plenty of different elements to keep most players happy. How can you complain about pirates, dinosaurs, jungles filled with raccoon-monkey people, and a lost plateau with temples to dead civilisations?
Not to mention that, for any old-school gamer, the chance to revisit the Isle of Dread (from the adventure of the same name, included with every box of the Expert set) is just too many geek-dreams come true!
As my time is limited, I'd decided to get prepared well in advance, and start thinking of side-treks, red-herrings, and compiling useful figures, maps & floorplans/deckplans.
One of these ideas was to convert the 1st Ed module 'The Hidden Shrine of Tamoachan' (or its slightly larger Hackmaster equivalent aka 'The Hidden Shrine' also code C1), along with parts of 'Dwellers of the Forbidden City'. It seems like great minds think alike!
Please could you send me the Tamoachan files as well as the sea-charts? That would save me SO much time and reduce the impending nag-factor from my S.Other! LOL
My email address is;
robert (dot) feather (at) blueyonder (dot) co (dot) uk
Apologies for breaking up the address like that; I'm sure it's clear what I mean. I was always advised it's the way to avoid spammers fishing for bait.
Thanks in advance!
Snort of respect!
Bob

Tom Qadim RPG Superstar 2010 Top 16, 2011 Top 32, 2012 Top 4 |

I think I caught up with the requests to this point. To everyone who has offered to host or post these files, yes please and thank you. I wish to spread monkey-born gaming joy to the masses!
And if the evil gremlins of smtp have eaten your files, please send me another email and I'll fire them off again.
-Luke
OK, Luke, I have your files on my website. You can find them here. Just scroll down and look under the Extras section.
Thanks again for your hard and very imaginative work! Great stuff!

Trey |

There is a real life reason not to have bananas aboard a ship actually. Bananas produce a gas that accelerates the ripening, and rotting, of other foods. A bunch of bananas in the hold would spoil most of the ship's food supply within a week.
At the fourth pillar which they dedicate to Saturn
split by earthquake and by flood;under Saturn's building a banana is found
gold carried off by Cæpio and then restored.

Matthew Vincent |
Can we have the Sea Chart files added to the Savage Tide download section of therpgenius.com? That's what others did with previous files. I'll do it if someone sends them to me (matthew_vincent at Yahoo.com)

Robert Hradek |

OK, Luke, I have your files on my website. You can find them here. Just scroll down and look under the Extras section.
The links on your website are broken.
Well, Luke, put me down for a copy of everything, count_ravvas at verizon.net.
Thanks.

Vermilleo |

Me too, please, at (no spaces) j hy att (a t) kn ox (d ot) e d u - if Luke is still here (I notice he hasn't posted here for about a year). If not, does anyone else have them or know where they are? The only site I can find that references them is the one with the broken links, above. Thanks a bunch!

Vermilleo |

Haven't looked at 'em yet but they're all there. Thanks, Luke! (salutes)
Edit: Have looked at the big chart. (bows) I guess the little crosses are forts and the four-dots are native ruins/villages, but what are the II symbols and what do the colors stand for? Or is this in the other document somewhere? Again, thanks! Will definitely be using this.

![]() |

The little crosses are supposed to be forts or settlements. The little x marks are shoals or rocks. The II symbols are supposed to represent concentrations of Olman settlements. They are color coded for friendliness, but from the perspective of the pirates who owned the Sea Wyvern. With my group (which contained one Olman and one 1/2 Olman), the reds were more friendly to the party and the whites less so. Gold indicates tribes that were friendly enough with the pirates to trade. The little skull and crossbones are (I guess obviously) pirate havens. I intentionally left the maps without a key to make the players work for the meaning.
Hope that helps. There are some DM Notes I posted as well that might shed some light. The timeline was tentative and as it turned out they strayed pretty far from it, but it was still useful. I actually snagged the baseline for that from another user on the boards here somewhere. I'd give credit, but I have no idea who that was now :)

Vermilleo |

The little crosses are supposed to be forts or settlements. The little x marks are shoals or rocks. The II symbols are supposed to represent concentrations of Olman settlements. They are color coded for friendliness, but from the perspective of the pirates who owned the Sea Wyvern. With my group (which contained one Olman and one 1/2 Olman), the reds were more friendly to the party and the whites less so. Gold indicates tribes that were friendly enough with the pirates to trade. The little skull and crossbones are (I guess obviously) pirate havens. I intentionally left the maps without a key to make the players work for the meaning.
Hope that helps. There are some DM Notes I posted as well that might shed some light. The timeline was tentative and as it turned out they strayed pretty far from it, but it was still useful. I actually snagged the baseline for that from another user on the boards here somewhere. I'd give credit, but I have no idea who that was now :)
Yeah, the pirate skulls were pretty obvious :P Thanks for the info.