Savage Tide Timeline


Savage Tide Adventure Path


I was just wondering if there was an official time line for the adventure paths concerning Shackled City, Age of Worms, and Savage Tide.

In other words, if I were to run all three adventure paths, what is the time gap between shackled city and age of worms, then age of worms to savage tide?

I ask because I played in Shackled City to it's conclusion and am now playing in savage tide (skipped age of worms, unfortunately) and would like to tie some of my characters and ideas in shackled city to savage tide.

As an extra note, I would also appreciate any inpute and advice on how to run Savage Tide and perhaps what others did to make the game more enjoyable.

Thank you.


nothing? anybody..?

*chirp chirp*


Crowheart wrote:

I was just wondering if there was an official time line for the adventure paths concerning Shackled City, Age of Worms, and Savage Tide.

In other words, if I were to run all three adventure paths, what is the time gap between shackled city and age of worms, then age of worms to savage tide?

I ask because I played in Shackled City to it's conclusion and am now playing in savage tide (skipped age of worms, unfortunately) and would like to tie some of my characters and ideas in shackled city to savage tide.

As an extra note, I would also appreciate any inpute and advice on how to run Savage Tide and perhaps what others did to make the game more enjoyable.

Thank you.

I don't know about Shackled City, I haven't read that AP yet. I do know that the Savage Tide AP references the finale of the Age of Worms and that the part of the early adventures in Sasserine take place during the celebration of the first anniversary of the Victory in AoW.

Here's some advice I would give in running the Savage Tide (some of this may seem like general good ideas for any DMing, so I will try to emphasize the STAP). First, give a cursory read of the entire AP all the way through. Get a feel for how you want to present things. In many cases, details that you may like to have in a given adventure are available in the next chapter, so make note of where those details are. Almost all the encounters use a variety of source material, so get to know those statblocks. Be prepared to tweak the encounters up or down depending on your players' style and their characters. My group of 5 would blow thru the STAP as written, they are highly optimized and built with combat in mind, so I have been buffing their opponents to provide a decent challenge. Soon, I am going to have to go even further to keep ahead of them.

Hope this helps some.

Cheers!


Jeremy Mac Donald wrote:
vikingson wrote:
the calculation would be correct by all apearances, although I would argue, that the Moilian effect only applies once, since it it is not part of the original spell, but caused by an external application. Small consolation, I know.

I actually think the player is underestimating the effects of Moilian Coil. The FAQ example allows Twin Spell to duplicate the addition of Energy Admixture and Maximize. Both of these are external sources (at least they are if I understand what you mean by external source).

Thus it seems as if the metamagic feats essentially stack on each other since thats obviously what Twin Spell is doing here. Well if the Metamagic Feats stack on each other with Twin Spell I can't see why they would not stack on each other for Maximize. I think the player does not do 2d6 for the Moilian effect but insead does a maximized Moilian effect which is 12 points of damage - twice (from the twin Spell metamagic feat) so Moilian Coil damage is 24.

intersting take.

For me an external source is any source, that adds additional damage effects (measured in dice) onto a spell without multiplying the spell's normal damage in any way. Usually with untyped or melee type damage. Its an additional effect, accompanying the primary effect of the spell, which is usually what gets altered by metamagic-feats

Since most of these sources are either by feat + focus component (as with the Moilian) or purely "itemic", they are "external", dependent upon equipment. Just my take, I guess.

But you are right, by RAW nothing of this is set in stone, and could be taken either way.


Building on what Hired Sword said (I think vikingson's post came from another thread somehow):


  • In addition to fiddling with opponents' stats, be prepared to fiddle a bit with treasure. D&D3e seems to assume a working magic item marketplace, which doesn't exist from "The Sea Wyvern's Wake" through "City of Broken Idols", so PCs will be stuck with whatever they find. Make sure it's not entirely useless (an occasional useless or not-so-exciting item is fine, but don't make it all useless.
  • Not all opponents need their stats boosted. Some encounters (e.g. the Scarlet Brotherhood blockade early through "SWW") are intended to be a chance for the PCs to show off.
  • Read the obituaries thread. There are recurring encounters there, indicating that they're particularly dangerous, suggesting that you want to pay close attention to them.


Sben wrote:

Building on what Hired Sword said (I think vikingson's post came from another thread somehow):

yeah that should have apperaed in a totally different thread..... but the boards were acting mightily strange that night.... must havbeen plane-hopping by accident

The original post which was meant to appear here contained pointers to the finale of BWG happening during "Wyrmfall Festival" which celebrates the vanquishing of Kyuss by unknown heroes a year before.

Hence - the finale of AoW happens roughly a year before STAP. No idea as to the corelation to the events in SCAP, but I seem to remmebre a reference inlater installments to Adimarchus lost pockert realm...

and of course, Celeeste, being present in all three threads, may like to enjoy some time "off" in between =)


vikingson wrote:
Hence - the finale of AoW happens roughly a year before STAP. No idea as to the corelation to the events in SCAP, but I seem to remmebre a reference inlater installments to Adimarchus lost pockert realm...

The biggest reference to SCAP by AoW is probably...

Spoiler:
...the eruption of Cauldron's volcano, which is mentioned as one of the signs of the impending Age of Worms.

The Wormfall Festival also mentions AoW *and* implies the SCAP - there's a mention of the Spire of Long Shadows erupting with undead that move on Sasserine (presumably somewhere between Spire of Long Shadows and Dawn of a New Age), only to be stopped by a group of heroes from Cauldon.

I seem to recall someone saying that each AP was assumed to take approximately a year of real time (though both AoW and STAP seem to move faster than that), so you're probably looking at ~3 years between the beginning of SCAP and the beginning of Savage Tide.

My $0.02! :)


Wow. Only three years? Somewhere I got the impression that Age of Worms began a decade after Shackled City. Still, three years isn't a big deal; I could always change if it really mattered anyway.

---

So I'm seeing that I should beware Ravenous Zombies and Ragodessas. Possibly keep an eye on Flotsam Ooze, Orlangru, and Khala.

I'm surprised there was no deaths from the Kopru Thrall of Demogorgon (unless I missed that). I figured that control water trick would have screwed over somebody.


Crowheart wrote:

Wow. Only three years? Somewhere I got the impression that Age of Worms began a decade after Shackled City. Still, three years isn't a big deal; I could always change if it really mattered anyway.

---

So I'm seeing that I should beware Ravenous Zombies and Ragodessas. Possibly keep an eye on Flotsam Ooze, Orlangru, and Khala.

I'm surprised there was no deaths from the Kopru Thrall of Demogorgon (unless I missed that). I figured that control water trick would have screwed over somebody.

Let's see. From memory, I think you got the major ones in "There Is No Honor"; Rowyn and Gut Tugger often turn out to be easier than expected.

In "Bullywug Gambit", watch out for Ripclaw. Later, Drevoraz is also dangerous, as are (to a lesser degree) the various "named" bullywugs.

In "Sea Wyvern's Wake", the hydra and Mother have also been tricky.

In "Here There Be Monsters", the opening T-rex, and Olangru + Lemorian golem.

In "Tides of Dread", the emerald anaconda is surprisingly dangerous, along with Temauhti-Tecuani and of course the final battle.


as to "watch out"

HtbM : The Olmani mummies in Dark Pass can be exceedingly deadly, depending very much on how close to the characters you let them start acting and the group's will saves.
the Black Pudding can be a nasty surprise

the fiendish baboon mob in the temple of Demogorgon is simply.... beyond words - both broken rules-wise and very deadly to most parties. Some GMs chose to remove it entirely.

ToD : I have to agree on the Anaconda, which can be a nasty surprise, again depending very much on party tactics and makeup. The legendary T-Rex is.... a one-trick pony, but very good at its trick

LD : The Brain Collector and the XL-black pudding are worth watching out for as well.


In our STAP we used the shackled city and the age of warms as part of my chars back story my father was a rouge that saved the shackled city and my brother defended against the rule of kyuss so it may be best to work them in order if you are wanting to play all three for the fight with the demon prince seams to be the big ending to the 3.5 gaming world and the start of 4.0

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