So... Sahuagin can't breathe air...


Ruins of Azlant


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Well, my campaign just took a strange turn.
There's a "prefab" encounter in The Lost Colony about a local sahuagin skulking about in the bushes outside Talmandor's Bounty. My party found him, captured him, negotiated his release with the local sahuagin baron, and hosted an entire delegation (it didn't go well. The colony has to donate "two sharks worth" of meat to the sahuagin at the dark of the moon every month in exchange for not wiping the colony out. The party can't WAIT to feel ballsy enough to "renegotiate")
Only problem... There wasn't any reference to that original sahuagin having any kind of air-breathing apparatus, and as I'm relatively unfamiliar with them I just presumed they were amphibious.
This evening I discovered the truth and I'm trying to figure out what, if anything, I need to do about this. Perhaps all the sahuagin we've encountered on land had Necklaces of Air Adaptation? That's about 40k of loot that wandered through town and no one really noticed... I'm more leaning toward the cop-out of this particular tribe being amphibious mutants... Anyone have a more interesting solution?
Loving the AP BTW, we're about halfway through module 2. Anyone have theories for why this campaign doesn't seem to be as popular as some of the others?


Potion of Air Breathing, 750 gp, CL 5 = 10 hours of air breathing. Source Monster Codex pg. 189.

But I agree, make the Sahuagin a mutant and give them the amphibious subtype.

Silver Crusade

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There are, unfortunately, quite a few places in the AP where things don't make a lot of sense from the "Why the heck is THAT creature THERE"? point of view. Either hope the players don't notice or be ready to make some moderately significant changes here and there


pauljathome wrote:
There are, unfortunately, quite a few places in the AP where things don't make a lot of sense from the "Why the heck is THAT creature THERE"? point of view. Either hope the players don't notice or be ready to make some moderately significant changes here and there

@Drakir2010 must be asking about Grelvix from the random encounters in book 1. I kept him in the water the whole time with the PCs encountering him on a trek upriver to the island interior. But, as @Toxicsyn points out, the potion of air breathing makes it a no-harm/no-foul situation. Are you the GM or a player in your game? Suggestions for moving forward for future negotiations with the sahuagin depend on GM knowledge and I wouldn't want to present spoilers, here, but there are definitely interesting possibilities for your game in the future.

Both this thread and the point @pauljathome makes about appropriateness of certain encounters would make for an excellent discussion with the GM Reference threads - would love to respond there with our experiences. Some of the creative solutions for rationalizing an encounter's placement has led to some of the coolest gaming experiences in our running of this AP. It sounds like Grelvix provided some of that in the OPs game, too - what a fun scenario where the colony has entered into this devil's bargain that is doomed to fail and the only question is which side will be the fist to betray the other!

Drakir2010 wrote:
Anyone have theories for why this campaign doesn't seem to be as popular as some of the others?

This AP has been labeled from the start as various things: a sandbox adventure, a kingdom building ap, an underwater adventure, an adventure outside of established golarion, this adventure doesn't utilize 95% of the sourcebooks I own and forces me to buy the ones I chose not to, etc., etc. - and there is some truth to all of that, but, to be sure, it is not any of those things exclusively and a good GM can run with those aspects that are most appealing to their players and shelf the stuff that the players don't like. In the end, this has been a rock-solid AP. I have over 10 players in two separate groups going through this right now and they all love it.

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