
Waldham |

Hello, the campaign for Savage Tide is for the player 1st level and the end of the campaign, the character will be 20th level.
Is it possible to modify this campaign to begin with character at 20th level instead 1st level ?
What are the modifications necessary ?
Thanks for your future answer.
Sorry for my english, I'm french.

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hahah. That's an enormous project if you want to make it appropriate challenge ratings throughout. Early scenarios will be completely bypassed due to spells the players will have access to. The recurring villain won't be able to evade players. I'm sure you could absolutely redesign it, but you are talking about rewriting the entire adventure path.
Someone in the chat room was planning to run the 2nd Pathfinder AP with the same characters from the 1st one. So 15th level characters tackling an AP starting from 1st level. His plan was to not scale everything up. The first stories would be no challenge at all, which means no xp. Eventually the AP levels would catch up to them. They get to run around like superhero gods for a while until the challenges become serious. Still- speak with dead, teleport, fly, discern location, not to mention wish will probably destroy the plotline without redesigning every scenario.
Why would they take a ship to the isle of dread when they could just find it with divinations and teleport everyone there? That's one whole installment bypassed right there. They'll never be stranded on the island in later ones.
On the other hand- ST would still make a nice loose plot for an epic storyline. Fighting the final encounter of this AP is pretty darn epic.

Turin the Mad |

If they're game to play it and you're game to run it, by all means do so. Deux ex machina the necessary antagonists (*especially* Vanthus) to keep the main storyline rolling and enjoy the flavor text as the GM. Scrub all the treasure until no earlier than Scuttlecove, remove the free goodies (the bat idol quest's rewards, the Nimbus Bow are two easy examples) and enjoy the quiet of not worrying about xp earnings until they hit the latter stages of The Lightless Depths - which is when the group earns 500 xp for a CR 13, less if it is really easy...
If anything, you could potentially rope them into financing the expedition and going along to see the infamous island once things really get rolling. Lavinia wouldn't hire them - she'd come to them a pauper, distraught to find out what happened to her folks.
Lastly, be very strict about the divinations and speak with deads - burned corpses that have been devoured by crabs can tell no tales, and if the demon lords themselves know almost nothing about what's going on, the gawds assuredly know no more. If they pester the gawds about the matter, slap them with a gawdly quest to get to the bottom of the matter(s) until they follow it through to the end or die (many times) trying.
An easy way to prevent 'cheese' from the higher-level stuff is to mask the Isle of Dread in an ethereal Fogmire-type effect, screening the Isle from remote scrying and divinations, diverting ethereal and shadow planar transits and generally raising cain with high-level types taking the easy way. Or, worse, perhaps the Olman gawds themselves have instituted a "no easy way in" modification of Forbiddance, requiring creatures to travel their physically first before bouncing in and out like jumping beans on a hot plate.

NPC Dave |
This thread gave me the amusing idea of designing an AP so that the players start at level 20 and slowly decline to level 1.
I doubt many players would want to try something like that, but maybe if the game was designed not so much as you were losing but you were slowly wearing down the other side with attrition as well...

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NPC Dave wrote:Memento... The Roleplaying Game. Ah, Demogorgon. Let me check my polaroid....ah, yep, I'm supposed to kill him. :: rolls initiative ::This thread gave me the amusing idea of designing an AP so that the players start at level 20 and slowly decline to level 1.
Fantastic!