
Hierophantasm |

I'd just like to give my thanks to Stephen S. Greer and Gary Holian for creating the perfect "sandbox" environment with their contribution to the Savage Tide Adventure Path: Tides of Dread. (For those who are unfamiliar with the term "sandbox", it is a term--to my knowledge--generally used in video games, indicating a style of non-linear, open-ended, or free roaming gameplay, such as GTA.)
Upon reaching Farshore, the party was forced to contend with the pirates from Rat's End. Even in this multi-faceted "encounter", the players were allowed to make an unparalleled amount of input as to how they should confront the raid, deciding that splitting up would be the best way, for purposes of time, primarily. Not only did splitting up actually help, but it ensured that each player felt that they were contributing to saving Farshore in some varied way.
But the real treat was to follow, when the heroes learned that they had only six weeks (I shortened it) to prepare the town's defenses against the invasion by the Crimson Fleet. As they surveyed the town, they desperately tried to figure out how to spend their time wisely, including an interest they had in hunting down "The Infamous Seven".
They spent the first two weeks in town, attempting to bolster the militia, the palisade, watchtowers, and even discover the thief in the warehouse. Knowing they only had so much time, they even enlisted the Jade Ravens to secure the safety of Temute Island, by handling a couple of the "adventure" options mentioned in the backdrop. (Absolutely stunning backdrop for context, adventure hooks, and establishing the town, by the way.) The next week and a half--our last Friday's session--they spent visiting Tanaroa and securing a route to and from the tar pits, while en route to the shrine of Zotzilaha. Next, they plan to repair the Sea Wyvern, and I expect them to be able to secure the rakasta weapons by the time the invasion hits.
I'm already anticipating that this adventure may become my favorite in the path, because it does what I've rarely seen any other adventure do with great success; that is, giving the players genuine freedom to plot their own course through the adventure, and not have to deal with an imbalance of challenges.
Also, special thanks to Nicolas Logue for the Savage Tidings article in Dragon 352: Braving the Isle of Dread. While highly informative for the PCs in guiding them very thoroughly through how to handle the upcoming invasion--all while remaining spoiler-free--it also provided a portion at the end about the Infamous Seven. The descriptions and bold titles immediately conjured images of the "Weapons" from Final Fantasy VII in the minds of most of my players, which spurred them to try to claim their hides as trophies, and encourage the inhabitants of Farshore with their bravery. I was, of course, obliged to craft the other five [even though I did "boost" Temauhti-tecuani to a 31 HD behemoth with 395 (remaining) hp and Awesome Blow (mmm...tar)] for my gregarious players.
So, thanks for the creative boost, and here's to the Isle of Dread!

Steve Greer Contributor |

Wow! It's great to hear such high praise for this adventure. I think James Jacobs wanted to capture the feel of free-form exploration/wilderness adventuring that made the original Isle of Dread module X1 so fun. His superb editing took this adventure as close as you can get without hopping into a time machine and playing the Isle of Dread back in the 80's. It was a great deal of fun to help write and it's cool to hear people like yourself having so much fun running it. Thanks for all the kind words, Hierophantasm.

nevermind |

Well, ToD IS a welcome change of tack from the (at times excessive) railroading of SWW. Fun as some of the instances in that were, it really felt like a daisy chain of encounters one could not avoid, whatever the preparations one made... and we really prepared hard and well for some of them, and still stuff happened
Different thing with ToD (ot about the savioury flavour though )

Kobold Lord |

I know, and I agree. I decided to cut the Giant Space Fleas Out of Nowhere from SWW, instead expanding Pitchwall/Blackrock. The outrageous coincidences involved will be handwaved as interference from Malcanthet, since she doesn't want the PCs stopping to settle down or sell the bat idol on the way. My players decided to pick up a few refugees from Pitchwall, since they all agree that the place is a horrible pit, and I'm not even sure if they'll go ashore in Aerenal/Renkrue, where one of Malcanthet's minions waits (with help from the unwitting Avner) to whip up a pitchfork mob to encourage the PCs to keep moving.
I'm definitely looking forward to ToD. Lots of sidequests that the PCs can genuinely perform at their leisure or not at all, and a main quest that can be performed any way they like.

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While I found the whole kit and kaboodle of this issues STAP instalment great.The final battle for Farshore really got me exciteded. Particularly envisioning the Crimson fleet pirates painting targets with red smoke, followed by incomming fire ball napalm attacks. Breath taking scene if you ask me. Then fianlly getting to stick it to Vanthus in a toe to toe fight! I only hope when I finally get to run this Vanthus doesnt go down too quickly!
I was hoping to somehow add in a side quest either during or after the battle with the crimson fleet involving the PCs investigating a reclusive fishing village made up of Dagon worshipping olman/koa-toan hybrids.Maybe get some use out of that Thrall of Dagon PrC from Dragon.

Hierophantasm |

While I found the whole kit and kaboodle of this issues STAP instalment great.The final battle for Farshore really got me exciteded. Particularly envisioning the Crimson fleet pirates painting targets with red smoke, followed by incomming fire ball napalm attacks. Breath taking scene if you ask me. Then fianlly getting to stick it to Vanthus in a toe to toe fight! I only hope when I finally get to run this Vanthus doesnt go down too quickly!
I was hoping to somehow add in a side quest either during or after the battle with the crimson fleet involving the PCs investigating a reclusive fishing village made up of Dagon worshipping olman/koa-toan hybrids.Maybe get some use out of that Thrall of Dagon PrC from Dragon.
Ooh...too cool w/the kuo-toan/Olman hybrid hook. If I can, I may have to try something like that, (except, I may try to use bullywugs, and set it in Blackfen Swamp.) If I do, I'll mention you originated the idea to my players. (I mention the names of the current adventure and author/authors at some point during each adventure.)
I'm trying my hand at tweaking Vanthus right now, but find that, short of a couple of magic items I want to give him, he's tough to disassemble in any way that still does him justice with regards to "flavor". I'm considering playing up his aerial combat abilities, with feats like Fly-by Attack. I wanted to make him a swordsage, but his Wisdom penalty make this unlikely. Warblade works, but it's those Desert Wind and Shadow Hand (especially Shadow Hand) maneuvers which I think would help to foreshadow (no pun intended) his penultimate appearance in the AP even more. Well, we'll just have to see.

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I'd just like to give my thanks to Stephen S. Greer and Gary Holian for creating the perfect "sandbox" environment with their contribution to the Savage Tide Adventure Path: Tides of Dread. <snip>
I'm already anticipating that this adventure may become my favorite in the path, because it...
as above, three cheers for Greer, Holian, Jacobs, and everyone who worked on this adventure.
the path in general is great. currently just about to wrap up serpents of scuttlecove (and everyone is solidly lvl 16 now), so i've run most of it.
Tides of Dread had the "Sim-Farshore" game to it, lots of combat, exploration of a superdangerous place, and ended with a huge, set-piece multistage combat that showcased pretty much everyone's abilities.
my ONLY gripe is that i didn't get to kill any PC's (although i should have, but our houserule of "dead at -con score, or -10, whichever is lower" saved the monk from the emerald anaconda and his crit/grapple/constrict attack from hiding).
we generally like to play up the "sim" style of the gameworld (for example, Hiro, the Pyrokintecist/Ranger in my group currently has several houses
1: manor in sasserine (built over the Lotus Dragon hideout)
2: manor in Farshore (built on the opposite of Vanderboren manor...complete with phanaton tree village atop it)
3: Fort Lerris (temporary drydock expanded to full wooden fort at the northern tip of the IoD
4: house/guildhall in cauldron (Z-courier waypoint)
5: plantation outside sasserine (complete with small manor house on it)
and
3 ships, all of them dromonds, one of which (the Sea Wyvern II) is outfitted with more weaponry and upgrades than you could shake a stick at
so the ability to modify farshore, and have the results of the work they put in really matter and show up still later in the game (improved docks +warships=really well defended community) really stood out in my opinion.
(plus, i almost got them to smash the pearl when they took it from Vanthus's cold, dead hands. stupid monk stopping them!)
again, Three Cheers for the Authors!
(and editor)
-the hamster

Hierophantasm |

Well, we finally finished ToD last night, and my players were with me till 2am, because they desperately wanted to see the final fight through.
Since one of our party was slain by Cerattakatha (of Scorpion Isle), that player brought in a replacement, a killoren arcane hierophant, and slave of the Seventh Coil. V'Sesslin had intended to use him as extra magic artillery, from a mobile position in the bay. But when Burbalarg the dragon eel (recruited to defend the town) smashed the longboat otherwise ensuring the killoren (Grendel--I know it only has two syllables) blaster's support through force, he took his ape companion familiar, and flew to shore, waiving the white flag, and able to join the other heroes just in time for a warm up with six pirates, then four flesh golems.
After that, the ships prepared to dock, including the Stygian Shark, with V'Sesslin aboard. The killoren had mistakenly taken the pureblood sorceress as the head of the fleet, and singled her out for attack, which from shore the party slew before she could pose too great of a threat. Yet the pirates continued to sail to land. The Jade Ravens showed up to provide some support, holding many of the pirates at bay.
However, just as the heroes were gaining the upper hand, four (I added one) vrocks showed up, with two mirror images each, and spread spores. The battle raged for some time, and not until every last pirate fell, did the true surprise occur.
Vanthus flew past with Lavinia, dropping her to the deck of the Kraken, and proceeded to taunt the heroes. He suggested they depart, but they resisted, retaliating ferociously. Still playing defensive, he tossed up an unholy aura (gave him +1 level of Tempest), but they still persevered with all their might (read: action points), the resident knife thrower and (surprisingly) heavy damage dealer delegating the Jade Ravens to the inglorious task of collecting daggers for him to throw, as he had run out.
Just as Vanthus was at death's door, standing toe to toe with the warlock (and former co-founder of the Crimson Fleet), Zatara, he plucked the shadow pearl from his side, and hurled it onto the Kraken's deck, next to his sister, taunting, "go fetch!" The resident artificer bravely instructed his dedicated wright to mount his iron defender, and (indeed) fetch the pieces, and put it into his Heward's handy haversack, thus averting the disaster to come.
Vanthus met his end with a well-timed magic missile by the party's newfound ally, and Farshore met with a victory! The town rejoiced, and the day was theirs!
Thanks again to all who made this fantastic episode of D&D possible!