Another adventure


Savage Tide Adventure Path


My players are in the midst of Sea Wyverns Wake, and they just reached level five. Yes, I know this is partially my fault, but they decided that scaling the wall to Lavina's room would be the better idea. I need an adventure idea. Preferably on an abandoned (or mostly abandoned) island. Anyone have an idea?


why don't you just expand on the Tomoachan section of the adventure. Map out the general plan of the city a little more. Throw in some more encounters in the ruins. I ended up doing this in my own campaign and it worked pretty well.

I put the ruins of the pyramid outside the city (since it was supposably a lesser known ruin that wasn't picked over yet), but to get to it they still had to trek through the main ruins.

They had some negotiations with lizard folk and ended up doing some trading with them. They ended up in battle with a tendriculous living in a canal in the ruins, and they were ambushed by a girralon. they also scaled up the main temple, which I had planned on detailing using the original hidden shrine adventure if they had decided to explore it, but they chose not to.

If you are looking for a completely different adventure to run, Rana Mor (I forget which issue of dungeon its from- its a 3.0 mod though) is an adventure I really liked that is for 6th level PCs and has a similar them to the Tomachoan part of SWW (though Rana Mor is a bigger more detailed and more interesting temple complex). I would reccomend it as a good insert, and would have considered using it if I hadn't already run the adventure in my previous campaign.


add some intersting maritime encounters, possibly some which do not have to be dealt with by combat... Passing through a narrow passage in a series of reefs inhabited by sirens, kelpies or nymphs who's particular dangers are best avoided ( in truly Ulyssean flavour ). Other fey and or sea-spirits might be interesting too.
A gruesome nighttime variant of this enounter might be with the shadows and wraiths of drowned sailors, who now haunt the sunken shoals, the water foaming in glittering swirls (luminscent algae anyone ?).

Have them discover some underwater ruins passing by underneath their keel.... with strange statues ( of a Kopru civilisation ?) hinting a deeper secrets ?

As for jungle enocunters - tasloi, some lizardmen foragers or young warrior trying to count coup might lead to surprise meetings.
An aquatic troll haunting a choice cove or rewatering bay ? A cluster of acquatic orgres (merrows) ?

Or, on a more social and "constructive" note, habe them encounter a partially wrecked merchant caravel on its course along the coast - the crew of which might be pretty thankful for magical healing (perhaps some nasty fever aboard ?), help with repairs (having lost many of their tools or spare sails ), a precise navigational position because their master being dead/incapacitated or their astrolabe, sextant or sunstaff broken.... ?

Remeber that XP in D20 need not be gained by mashing the opposition, but overcoming and or avoiding it are legitimate ways, too (hence you might have robbed them of some points at the manor ).


vikingson wrote:


As for jungle enoc&@%ers - tasloi, some lizardmen foragers or young warrior trying to count coup might lead to surprise meetings.

ouch, bad typo and caught by the watchful filter-nun with "warbling ruler"...


vikingson wrote:
As for jungle enoc*!@ers - tasloi, some lizardmen foragers or young warrior trying to count coup might lead to surprise meetings.

I have statblocks for a band of tasloi raiders riding giant wasps (concept lifted wholesale from Dwellers of the Forbidden City), if they'd be of interest.

Sovereign Court RPG Superstar 2013 Top 4, RPG Superstar 2011 Top 16

There's also "Dragon Hunters" a 5th level adventure in issue #104 that's good for 5th level PC's... has a T-rex in it too! Course that might be a little premature...


Delfedd wrote:
My players are in the midst of Sea Wyverns Wake, and they just reached level five. Yes, I know this is partially my fault, but they decided that scaling the wall to Lavina's room would be the better idea. I need an adventure idea. Preferably on an abandoned (or mostly abandoned) island. Anyone have an idea?

I had a similar problem with my players and threw in the "War of the Wielded" adventure that takes place in Sasserine. I don't think that'll help you, but whatever you give them, make sure they don't find themselves overequipped afterwards, like mine did. (Granted, the adventure I threw in for them involved intelligent weapons that were possessing people and one of their characters was a CN Rogue, so that might have been a bad idea on my part: "Evil weapons, you say? How much d'you think I can sell those for?")

The Exchange

I made a fun side encounter during Sea Wyvern's Wake by having the PC's explore a ruined temple complex. I borrowed heavily from the prefabbed adventures in the "Lizard Kingdoms" FR Supplement, melded them all together into whole, and added a plotline about a hiding Sarrukh being hunted by a large group of Khaasta. It fit in quite nicely.


My party just finished with a four session detour of Ft. Blackwell. Basically, I ran the Dugeon Crawl Classic Shadows in Freeport and combined it with the mini-adventure Grandmother's House from Heroes of Horror. My players were thoroughly freaked out and don't want to ever get off the boat again.

El Skootro

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