Starting Savage Tide


Savage Tide Adventure Path


I am going to be starting the Savage Tide in the next few days. I know, two years later, but I was in the middle of another campaign when the AP started, plus I wanted to have the whole Path before starting it.

Anyway, I have read a bunch of interesting stuff about the path and some people's experiences with it over the last couple of weeks as I got ready, and I am going to go with several of the suggestions (Blue Nixie grounding, Olangru creepiness, handling Spell Compendium spells), but I was wondering if there were any other suggestions floating around in someone's head that haven't been typed up yet.

Also, I was wondering what some with experience running the Path might think about my party's makeup and if there will be insurmountable problems:

Elf Swashbuckler
Human Bard (heading for Seeker of the Song)
Human Paladin (heading for Kensei)
Human Ranger
Human Rogue

(and joining up later, most likely a Warlock - the kind that fights against whatever infernal heritage he might have).

I know it is extremely light on arcane spellcasting, but Seeker of the Song has some interesting abilities, and the bard will have Use Magic Device (and I'll try to talk the rogue into it, too).

And another also, if anyone wants to follow along with what happens, I will be keeping track of things here.

Thanks,
AJ

The Exchange

ajb47 wrote:

I am going to be starting the Savage Tide in the next few days. I know, two years later, but I was in the middle of another campaign when the AP started, plus I wanted to have the whole Path before starting it.

Anyway, I have read a bunch of interesting stuff about the path and some people's experiences with it over the last couple of weeks as I got ready, and I am going to go with several of the suggestions (Blue Nixie grounding, Olangru creepiness, handling Spell Compendium spells), but I was wondering if there were any other suggestions floating around in someone's head that haven't been typed up yet.

Also, I was wondering what some with experience running the Path might think about my party's makeup and if there will be insurmountable problems:

Elf Swashbuckler
Human Bard (heading for Seeker of the Song)
Human Paladin (heading for Kensei)
Human Ranger
Human Rogue

(and joining up later, most likely a Warlock - the kind that fights against whatever infernal heritage he might have).

I know it is extremely light on arcane spellcasting, but Seeker of the Song has some interesting abilities, and the bard will have Use Magic Device (and I'll try to talk the rogue into it, too).

And another also, if anyone wants to follow along with what happens, I will be keeping track of things here.

Thanks,
AJ

The main issue that group will have apart from lack of arcane is the lack of healing. Cure light wounds Wands will only get you so far and particularly when the campaign moves away from civilisation this will cause a lot of potential hassle.


Mark Peyton wrote:


The main issue that group will have apart from lack of arcane is the lack of healing. Cure light wounds Wands will only get you so far and particularly when the campaign moves away from civilisation this will cause a lot of potential hassle.

Considering that the party will not be able to buy or upgrade most of what they might want or need once they leave Sasserine, I am going to tailor the treasure somewhat to help out in a few regards. I can make sure there are a couple of Healing Belts scattered around.

But it is something to keep my eye on while running the path.

AJ

Sovereign Court

A pure arcane and a pure divine caster are extremely important for any group's survivability, not just in the Savage Tide, but if they're smart, and willing to spend a good portion of their loot on magical items then they'll probably be fine for the first two (maybe three) adventures. The real worry is what happens then? A Bard is a great buffer and secondary caster, and some prestige classes, like sublime chord for example, can really enhance that casting potential, but one caster is really going to stretch it.

A warlock will have far better UMD capabilities then the bard or rogue BTW, and can bing some magical abilities to the table, but a warlock is a greedy caster (that is most of his spells work solely on themselves) and that means he won't be much help to the other players.

In our campaign we also have 6 players (plus two cohorts) but only have two casters, One mage (my character, a specialist conjurer), and one cleric, and lately I can't think of a single fight were one or the other wasn't essential to success.

The Exchange

My current group is (as of the end of SWW)

Half Orc Druid
Halfling Sorcerer
Human Wizard/Sorcerer/Ultimate Magus
Human Psionic Warrior of some description
Ironforged (Whatever the mechanical race in Book of Iron Might is) Monk/Fighter

We had a Cleric, but he won't be playing anymore and was more of a liability than a help as a Cleric 2/Monk 4 which isn't what we needed at all. We've lost one PC to mummy rot because of issues on healing and when we start the next adventure minus the cleric we need to rejig to accomodate the need for healing.

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

A Cleric is fairly essential in the STAP as later on there are Status conditions being thrown around like candy! Let's just say Heal is a much needed spell. UNless you have access to the SpC and can throw out panacea.


You might run into trouble with the paladin. There are some tough moral questions to be made further on in the campaign. There are several threads on the forum about groups which have run into trouble with LG divine spellcasters and paladins.


Luna eladrin wrote:
You might run into trouble with the paladin. There are some tough moral questions to be made further on in the campaign. There are several threads on the forum about groups which have run into trouble with LG divine spellcasters and paladins.

Yeah, that is something I have been wondering (and a little worrying) about. I may have to talk to him about it and make sure the tenets I came up with for paladins to live by won't get in the way.

AJ

PS My group's taking of the Blue Nixie is up at the link I put in my original post if anyone is interested.


So, I have already run into a situation where I had to change a monster due to the lack of dedicated arcane caster -- the huecuva. I had to drop the DR to 5/silver. Even then it got nickled and dimed to death one or two points at a time. They never thought to use the silver dagger and the AC was kind of high, so the great sword wielding paladin couldn't power attack.

I really need to get my players to work together more -- a couple of Aid Anothers and things might have gone a little faster.

On the other hand, I couldn't roll above a five to hit any of the PC's either for most of the fight.

I worry about what will happen in the Lotus Dragon guildhall.

AJ

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