Taboo Temple *SPOILERS*


Savage Tide Adventure Path


Just wondering how that ambush in area 3 of taboo temple went for different groups? Mine got totally anihilated (TPK) by the acolyte in the skull, and the ranger chief dude. This encounter seems way over powered to me for a group of 13th level PCs.

So we're making new PCs and continuing on from where we left off. Should I stick with 4 PCs? Go with 6 and not change the adventures at all? or go with 6 and boost the CRs/treasure appropriately?

How difficult are your PCs finding it beyond this point in the AP?


Don't forget to post those deaths in the obituaries. We need to get the numbers up on those later adventures.

My group isn't that far along yet, but when I was reading it over I got the impression that it would be likely that the PCs might have to make a couple forays to take out the skinwalkers. I think the desingers assumed that if the party just walked in, and started getting thrashed that they would either retreat and realize they need to use some better tactics, or they would be stupid and fight until the end and get their butts handed to them.

I have no details on how your group approached the encoutner, but I'm sure it isn't one that is designed to be just walked into. The PCs should by now have the resources to do some scouting and recon before hand, so if they need to play smart and take advantage of those abilities. Then they can come up with a plan.

Milton wrote:

Just wondering how that ambush in area 3 of taboo temple went for different groups? Mine got totally anihilated (TPK) by the acolyte in the skull, and the ranger chief dude. This encounter seems way over powered to me for a group of 13th level PCs.

So we're making new PCs and continuing on from where we left off. Should I stick with 4 PCs? Go with 6 and not change the adventures at all? or go with 6 and boost the CRs/treasure appropriately?

How difficult are your PCs finding it beyond this point in the AP?

Paizo Employee Creative Director

Yes... Taboo Island (like many areas in Savage Tide) are designed with the assumption that a party will be making multiple forays. In addition, there are multiple ways to enter the dungeon; if the PCs approach area 3 from the east, things are likely to be a little less harrowing for them.


James Jacobs wrote:
Yes... Taboo Island (like many areas in Savage Tide) are designed with the assumption that a party will be making multiple forays. In addition, there are multiple ways to enter the dungeon; if the PCs approach area 3 from the east, things are likely to be a little less harrowing for them.

I don't have the adventure in front of me, but is there anyway for the PCs to get in the visage thing with the accolyte in area 3? That way someone can melee him as opposed to suffering from his tactical nuclear strikes


I'm assuming the same...my pcs usually have a number of followers with them and are good at gathering them but even so...yeah I'd assume they'll have to retreat at some point.


James Jacobs wrote:
Yes... Taboo Island (like many areas in Savage Tide) are designed with the assumption that a party will be making multiple forays. In addition, there are multiple ways to enter the dungeon; if the PCs approach area 3 from the east, things are likely to be a little less harrowing for them.

Our group did multiple forays, and arrived from the east, and it was still an incredible fight--on the par with the battle against the Crazy 88 in "Kill Bill." I'd even go so far as to say it was the most exciting battle in the AP so far.


hmm, our group (after a disastrous encounter at the plorian camp ) did this pretty much in one swift swipe - an etablished senselink ( Argent Dilletante power )on a rat plus some "recon" moves prompted by cheesecrumps told them that the chamber was occupied.... Confusion, feeblemind, magic jar and a greater invised rogue provided enouh chaos and damage and except for the skinwalkers and the boss everybody died quickly and painfully. Not such a major fight, but the group was very very paranoid by then, plus slightly numerous ( 5 PCs, two useful cohorts, one animal companion...). As always, superior intelligence paid off.

Although Khala was a totally different story.....

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