Sargasso In the STAP


Savage Tide Adventure Path


Hey just wondering but i have a few quetions.

1) How long did your group stay on the sargasso?
2) Did anyone check out the Stormwack book?
3) How many people made it to farshore that where nameless people and crew?(Not PC)
4) And how did your party do against the Mother of All?


StrifeAKAWarmage wrote:

Hey just wondering but i have a few quetions.

1) How long did your group stay on the sargasso?
2) Did anyone check out the Stormwack book?
3) How many people made it to farshore that where nameless people and crew?(Not PC)
4) And how did your party do against the Mother of All?

1) Two days, basically one day trying to free the ship, one night of being besieged, one day of trekking and reaching the "mother", slaying her

2) Yes, it's a mixed bag - depending upon how knowledgable about maritime matters you are in the first place (the more you are, the more you get to laugh, the less you know, the more and more helpful it gets ).
Nothing in it would be "essential" but some PrCl, racial options and possibly equipment and spells will make it worthwhile for the players. Several of the monsters in it are nice to flesh things out (LEECHES !), the naval movement and combat rules will be sufficent in most cases.

3) Around here, party of 4(of 5) + 1(of 2) cohorts + 8 colonists + 3 crew plus Lirith, Urol, Amelia and Avner made it to Farshore . They lost a colonist, Tavey and Skald. It needs to be mentioned that the crew and colonists were heroically rescued, sheltered and defended by the group throughout to achieve this. This cost them a warmage cohort and their then primary healer, a favoured soul/bard.

4) They did pretty well, except for the loss of one character due to bad luck on grappling tests and high rolls on my part. They had a lot of direct damage available for the fight though (mage, archer, warmage cohort, swordsage etc...). Guess the mother in fact is much tougher than she appeared in our STAP

Sovereign Court

StrifeAKAWarmage wrote:

Hey just wondering but i have a few quetions.

1) How long did your group stay on the sargasso?
2) Did anyone check out the Stormwack book?
3) How many people made it to farshore that where nameless people and crew?(Not PC)
4) And how did your party do against the Mother of All?

You can check out PG 7 of my campaign journal or I could give the short answers here :)

1) Two days
2) Yes. It was on the table for all of the SWW
3) None. My DM ran the campaign as written.
4) She lasted 3 rounds. Manly because my spell caster flubbed her concentration check on the first round.

Grand Lodge

Adventure Path Charter Subscriber

1) 2 days. Day 1: try to free the Wyvern, scout out the Rage, and the party druid wildshaped into a bird and scouted the sargasso from on high. Day 2: When the druid reported that the center terrain looed different, the party headed there, found the Thunderer and fought the Mother of All.

2) Nope.

3) Urol, Amell, Avner, Tavey, and the party's hireling low-level Wizard. All others were killed or lost in the shipwreck.

4) Pretty well. The party fighter (greatspear specialist) can dish out alot of melee reach damage. The Favored Soul did a little buffing pre-fight. I also chanaged the "hole" in the Thunderer from 100' to 25' deep. I mostly did that so I didn't have to deal with the logistics of managing a fight in a well.

-Skeld


Interesting--my group spent 2 days as well, one day trying to free the ship (it was a different ship than the Sea Wyvern) and then another exploring the other wrecks and such. During this various attacks took place. They also found to their irritation that Urol is not that much of a druid, more of a naturalist.

Yes, I used it to have a clearer idea of how to work out the crunch for the effects of weather, being becalmed, all that kind of thing. Probably one of the three most useful background books I've got. (the others being the Draconomicon and Liber Mortis)

The pcs managed to save 5 ordinary sailors besides Tavey, though I made a couple of them petty officer type useful ones (a sailmaker and a blacksmith). I've made Amella the captain of Lavinia's ship instead and used a crew from a Ravenloft adventure I'd always wanted to use, a haunted man called Garvyn being the captain.

My group did about 3 rounds, I think, making their save rolls really well. It was actually getting to the Mother that was the real struggle; I used the various factors involved to make it very dramatic and creepy.

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