Lightless Depths question (many spoilers)


Savage Tide Adventure Path


My group is about a third of the way through this adventure. As I read up on the adventure again to be prepared for tonight game I couldn't decide what to do about a couple of things.

First, the aboleth in the Cavern of the Spleeping God. Did anyone wake this thing up? It seems to me that the adventure and Ventram implies that the group is suppossed to destroy it. I assume this is to really clarify for groups with low knowledge skills or who just aren't getting it that these things are creatures in hibernation. Is that right? If anyone did wake it up did it impart any useful knowledge? The text implies that it's crazy from years of hibernation, so I wouldn't expect it to be that useful.

Second, I have a cleric/stormlord devoted to Procan from the Stormwreck book. I'm thinking of making Tlaloc's Tear look like Procan figuring that Tlaloc is just the Olman version of Procan. Does anyone see an issue with that? I think as a player is would be cool to see some influence your god may have had and maybe I'll give him some sort of legend about it.


The group passed up on the sleeping aboleths after they had cast some divinations suggesting to conserve their strength for the "Lurking Terrors Three" (Kopru Highpriest, Bilewretch and the Brain Collector ).

Overall, this installment was played pretty much on "stealth mode" after those "divinations" and the initial aboleth-encounter. No-one cared for a repeat of that.

As for Procan = Tlaloc ? Why not, always nice to have a cleric's player feel the impact of his diety's works from ages ago and plots unrelated to himself.
On the other hand, you might just open a can of worms with the cleric starting to use divination magic ( Commune ) with his knowledgable (since he was already involved in the struggle centuries before ) diety.... Depends upon your type of player(s)


uzagi wrote:
On the other hand, you might just open a can of worms with the cleric starting to use divination magic ( Commune ) with his knowledgable (since he was already involved in the struggle centuries before ) diety.... Depends upon your type of player(s)

My group is not nearly that finesse oriented. I don't think they have used a divination spell yet. The cleric/stormlord fashions himself a fighter/frontline type using his spells to augment his fighting.


My group is in a similar bind. They don't ever use divination spells to see what's ahead, and their main scout, a monk with boots of elvenkind, can't see in the dark without an everburning torch.

I'm afraid the group is eventually going to be wiped out as they stumble into the encounters time and time again.


Hmm groups vary - the guys I play with regularly build chars with a variety of "sensor modes".

Atm ( STAP, SoS), 3 characters with stealth, one character with "senselink" ('Argent Dilletante' PrC power), 2 characters with Clairvoyance items, a maximum stealthed familliar ( rat with custom made +10 to hide item, shrink at will; tattoo adding a stealth bonus... ). Not to mention the custom-made "dice of fate" (casting "diviniation" 3/day...) of the Tymoran priest

Which means they waste a bunch of stuff on reconaissance, and are easily spooked (especially after having been kicked about in the few ambushes they did not avoid ).
Therefore, they move very very carefully--- and miss a bunch of stuff, both dangerous and beneficial ( they only moved into the Temple of the jaguar after lightless depths, after sensing the huge anaconda, and declining to face it ---> made their fight in ToD somewhat harder )

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