Savage Tide, but with a twist


Savage Tide Adventure Path


I plan on starting the AP tonight. The twist is the system. Right now my wife and I are playing B/X D&D once a week or so, and since she is enjoying it, and I really like this AP, I plan on converting the path back to basic D&D. I did "There is no Honor" and it wasn't all that bad. I'd also like to share the stat blocks (for a review or if anyone else is interested) and progress reports- adding to the glory and obit threads :) I just didn't know if there would be any interest in the stat blocks for a B/X game.

So, providing that they all survive the crypt and make it back to town, the PC's will get the message from Kora and be off to Sasserine for a dinner party :)


I am sure the stories both in game and your experiences with how your conversions affect the encounters will be interesting.

Out of curiosity, what target level do you plan to set for the final adventure? Cap it at the expert level of 14?


We took a pass last night, maybe some other night this week.

I wasn't sure where to cap the levels, I was reading Demo's stats in the MM (or MMII, can't remember which one he is in), and that sounds about right target wise for levels, I think I was hoping for ~15+ I do have the B/X Companion by Jonathan Becker so I can go to 36 if I really want to :)

I think the challenge for me will be how to make sure the Xp keeps the progression on track for each of the modules to hit the 1-1.5 million xp target by the end. And add to that, while most of the monsters are in the older editions, sometimes their challenge rating/level is off.

But that is part of the fun I guess :)


Those D&D retro-clones are really handy. Wish they had been around in the 90s.

With regard to XP and leveling, you may want to just ditch XP progression altogether. You know how many adventurers you want to run, and you have a target level for the PCs to be for when they reach the final encounters/adventure so you already can determine the level track they need to stay on in order to advance through the whole AP.

Rather than calculating how much gold you have to give out in order stay on that track you can just save work by just skipping that step and letting them level assuming they solve most of the encounters.

If they do skip out on a lot of encounters you can just add new side-treks in order to make sure they stay on the level track.

I agree, converting the monsters and encounters and keep them equivalent are the hard part , that is where you will need to spend most of your time.

Have fun!

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