Savage Tides

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Savage Tides

Postby Mr_Praetorian » Thu Apr 24, 2008 2:32 pm

That's the actual campaign title. Expect actual information to be posted I'm not falling asleep in my computer chair.
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Re: Savage Tide

Postby Mr_Praetorian » Thu Apr 24, 2008 4:38 pm

Well, maybe a bit of info.

I don't plan on running the entire Savage Tide Campaign, because it's 12 adventures long, and takes one group of PCs from level 1-20, which, lets be honest, we could never hope to accomplish in a single summer. So, instead, I'll modify the campaign a bit so as to start you guys off at 9th level.

Basically the plan will be to start you guys off during a battle in a port city. No, this will not be a tactical battle wherein you will be expected to plan our the defense of the city. Instead, the plans will already be set, and the party will be part of a boarding party on the flagship that's leading a flanking maneuver against the invading pirate fleet. Your job will be to defend the ship and its captain.

Character Generation*:
Setting: Greyhawk
Level: 9
Stat Generation: Alternative Stat Array (17, 16, 15, 13, 12, 10)
Item Generation: Standard
Sources:
Core
All Psionics
All Completes
All Races
All Tomes
Dragon Magic
Spell Compendium
Dungeons & Dragons—Savage Tide Player's Guide (http://paizo.com/dungeon/products/issue ... 48btpy7t7i)

*The adventure assume that you all have previously known one another, and worked together in the past. So, I won't be calling metagaming if you build your characters with synergy in mind.
Last edited by Mr_Praetorian on Tue Apr 29, 2008 3:30 am, edited 2 times in total.
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Re: Savage Tides

Postby Mr_Praetorian » Thu Apr 24, 2008 8:26 pm

Okay, since so many of us seem to be out of state, I am now placing the option for having an online game on the table.

Ready, set, DISCUSS!
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Re: Savage Tides

Postby Sajuuk » Thu Apr 24, 2008 8:43 pm

votesForOnlineGame++;
[PCs Currently At - Sailing The High Seas]
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"No matter how difficult or absurd you make a puzzle, your players will find an even more impossible and preposterous way of solving it." - http://www.shamusyoung.com/twentysidedtale/?p=680
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Re: Savage Tides

Postby Laharl » Thu Apr 24, 2008 8:59 pm

Honestly, I'd prefer an in-person game if we can manage it. That said, if we're all too busy, online it is.


Once upon a midnight dreary, while I pron surfed, weak and weary,
Over many a strange and spurious site of ' hot xxx galore',
While I clicked my fav'rite bookmark, suddenly there came a warning, and my heart was filled with mourning, mourning for my dear amour,
"'Tis not possible!", I muttered, "Give me back my free hardcore!
...quoth the server, 404.-Bash.org

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Re: Savage Tides

Postby TheDude51 » Fri Apr 25, 2008 6:39 pm

If we're playing online, I'm in.
Would it not be easier
In that case for the government
To dissolve the people
And elect another?
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Re: Savage Tides

Postby Mr_Praetorian » Mon Apr 28, 2008 9:52 pm

Alright, looks like we're running this puppy online. Follow the link I posted to DL the PDF, and I'll work on getting the necessary pdfs to run the campaign. Ready, GO!
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Re: Savage Tides

Postby Zanaikin » Fri May 02, 2008 11:08 pm

proposal to add two more to the list of sources:
Cityscape
Dungeonscape
|

()

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Variant Rules

Postby Mr_Praetorian » Sat May 03, 2008 2:30 pm

Obviously it couldn't be one of my game without an ass load of variant rules! So, here they are:

Action Points
In all of my future games, the extremely popular and practical actions points will be available to all characters. The specific rules for action points can be found in the Eberron Campaign Setting. In additional to the uses of action point presented in the ECS, the following uses may be applied:

Uncanny Determination: Instead of spending one action point to boost the total of an applicable check, the character may spend two action points to re-roll the given check.
Special: This action point expenditure may be used as often as the player character wishes, however, if it is used more than once during any given round, the character is fatigued for the rest of the encounter. If the given player character is already fatigued, then he/she is exhausted. If the given player character is already exhausted, then he/she collapses from exhaustion, and is effectively disabled for 1d4 hours, or until he or she is the recipient of a Lesser Restoration spell.

Heroic Resilience: If the given player character suffers enough damage that would put him/her at -10 hit points or less, the player may, as a free action, expend any number of his or her remaining action points. For every point spent, the player character subtracts their Constitution modifier (minimum of 1) times the number of action points spent. For example, a wizard with a Constitution of 13 would subtract 1 point of damage incurred per action point spent. After the use of this expenditure, the given player character is fatigued for the rest of the encounter. If the given player character is already fatigued, then he/she is exhausted. If the given player character is already exhausted, then he/she collapses from exhaustion, and is effectively disabled for 1d4 hours, or until he or she is the recipient of a Lesser Restoration spell.

Critical Successes and Failures.
Instant Death: Henceforth, at any time in which a given character (PC or NPC) rolls three successive twenties, and provided that the target of these attacks in the same, and provided that the target is subject to critical hits, the target shall be instantly slain.
Critical Strike: A roll of a natural twenty on any attack roll shall deem the attack successful, whether or not the attacker’s total sum would beat the target’s armor class.
Critical Success: A roll of a natural twenty on any skill check, ability check, or saving throw shall result in an additional +10 perfection bonus to the total sum of the roll.
Critical Miss: A roll of a natural 1 on any attack will automatically miss its intended target, no matter whether the sum would equal or beat the target’s armor class. As the GMs discretion, the target may also suffer a mishap.
Critical Failures: A roll of a natural 1 on any skill check will not yield an automatic failure. However, a roll of a natural 1 will yield an automatic failure of the roll is for a saving throw.

Cut Scenes:
In an effort to make my games more cinematic and thrilling, there will be points during combat wherein the GM shall declare a cut scene between a given character or group of characters and a given NPC or group of NPCs. The typical cut-scene will be a brief exchange of dialogue, followed by a skill or ability check, and finally an immediate attack made by both parties (unless readied, powers, psi-like abilities, spells, and spell-like abilities, may not be used (unless they can be used as a immediate action).
Stunts: If you attempt to combine an attack action with a stunt within a cut scene, you gain an additional bonus to attack equal to +2/level of the stunt, and damage equal to +2d6/level of the stunt. You may still only

Reserve Points
Reserve points follow the same rules as those that are presented on 119 of Unearthed Arcana. The key points have been summarized here for the sake of convenience.
• Every character has a pool of reserve points equal to their actual hit points.
• Points from this “reserve pool” may be used to heal both normal and non-lethal damage.
• The rate in which reserve points transfer is 1 point per 1 minute of non-strenuous activity.
• Reserve points recover the same way that normal hit points recover.
• Any excess magic healing will recover additional reserve points.

Stunts (yes, I did shamelessly rip this from exalted, shut up):
At your option, you may choose to make an attack, execute a skill, or cast a spell that goes beyond what someone of your skill set can normally accomplish. This action is referred to as a stunt. In order to execute a stunt, you must (a*) have enough actions left in your turn to pull it off, and (b) provide a really awesome description of what you're doing. In addition, there are different levels of stunts, each unlock-able by attaining the level required. However all stunts require the expenditure of one or more action points.
Level 1 Stunts (cost: 1 AP, always available)
+1 attack, +1d6 damage to an attack action, or
+6 bonus to a skill, or
+2 DC or as per attack for weapon-like spells
Level 2 Stunts (cost: 2AP, available at 8th level)
+2, +2d6 to attack action, or
+8 bonus to a skill, or
+4 DC, or as per attack for weapon-like spells
Level 3 Stunts (cost: 3AP, available at 15th level)
+3, +3d6 to an attack action, or
+10 bonus to a skill check, or
+6 DC, or as per attack action for weapon-like spells
Level 4 Stunts (cost: 4AP, requires access to level 3 stunts, and the Stunt-Specialist Feat)
+6, +6d6 to an attack action, or
+20 to a skill check, or
+12 DC, or as per attack action for WLSs
You will also gain experience points, depending on the action.

New Feat: Stunt Specialist
Prerequisites: Action Surge
Benefits: Through years of trying the impossible, and succeeding (most of the time), you have developed the uncanny ability to pull off actions that are not only difficult to achieve, but also with style. When attempting a stunt, you subtract 1 from the action point cost.
Last edited by Mr_Praetorian on Sun May 04, 2008 4:15 pm, edited 1 time in total.
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More Variant Rules

Postby Mr_Praetorian » Sun May 04, 2008 3:47 pm

Wizard Spells Known:
All wizards created after first level get a bonus to spells known equal to:
(2 + Int Mod) x (Spellcaster level - 1)
These spells must be distributed evenly and logically.

A note about ability scores:
The initial array that a given to characters (PC or NPC) within a story is dependent upon their role within the story:
The Heroic Array (17, 16, 15, 13, 12, 10) is given to those who play plot-pivotal roles. This group includes: The PCs, and major NPCs.
The Elite Array (15, 14, 13, 12, 10, 8) is given to characters who play secondary, yet important roles within the story. This group includes: Cohorts, Followers, and Elite Soldiers/Mercenaries/Specialists.
The Normal array (13, 12, 11, 10, 9, 8) is given to characters that play everyday roles that are not important to plot. This group includes: Everyone else.
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Personal Stuff Post

Postby Mr_Praetorian » Sun May 04, 2008 9:06 pm

Dai's:

Dolphin Pendant:
Immune to Fear
Constant Feather Fall
Detect Ship 1/Day
+5 to Listen Checks
+5 to Spot
+2 Dodge Bonus to AC
May message any other member of the Platinum Dolphins as per a Whispering Wind spell (CL 5) 2 times per day, as a Standard action (range on the spell is widened to 10 miles).
Instant Relief: Once per day, as a swift action, the wearer may call upon the amulet to cast Cure Critical Wounds on herself. (CL7, 4d8+7)

Affiliation: The Platinum Dolphins
Position: Rank of Captain, and second in Command at the outpost in the City of Sasserine
Affiliation Benefits:
+4 to Spot, Sense Motive, and Knowledge: Geography
+2 to Intelligence
Personalized Dolphin Pennet

Dave's:

Faithful Avenger: The Mindkeeper of Zuoken Version
As per normal edition with the following modifications:
Faithful Strike: All attacks executed by a wielded tapped into this weapon do an extra +1 to attack and +1d6 divine damage. This damage increase raises to +2/+2d6 at 10th level, and +4/+4d6 at 20th.
At 8th level, the blade gains the Manifester Property
At 13th level, and thereafter, the blade functions as though it were made of Deep Crystal
At 18th level, the blade gains the Keen quality, making it a +2 Holy, Keen, Manifester Cold Iron Falchion.

Plot Bonus: Nemesis of Critical Villain... and in love with 'said villain's sister.

Eric's:

Skin of Chaos:
When activated, this Psychoactive skin seems to bend light around the wearer, creating a chaotic rainbow effect that obscures vision of him. When activated (a standard action), the user gains the following benefits:
20% miss chance
An effective +1 bonus to ML when surging
5 Bonus power points.
The skin may be activated 3/day, and the effects last for 1 minute per activation.

Plot Bonus: Antagonism towards Authority
+4 circumstance bonus vs. compulsion spell/power effects, and spells with the law descriptor.

Judson's:
Sir Tharyniac's Amulet
+2 Enhancement to Constitution
Save vs. Fear +2
+4 bonus on Intimidate Checks
Special: Functions as a Holy Symbol of Wee Jas.
Special: Every Week the Amulet is worn, the wearer must make a Will save or move one step closer towards the Lawful Neutral Alignment.

Marty's:

Caravel-Class Ship, Sea Wyvern
Ship Status: No Damage
Colossal vehicle; Seaworthiness +4; Shiphandling +2; Speed wind x 30 ft. (average); Overall AC -3; Hull sections 24 (sink 6 sections); Section hp 80 (hardness 15); Section AC 3; Rigging Sections 3; Rigging hp 80 (hardness 0), AC 1; Ram 4d6; Mounts 2 light and 2 heavy (2 light bombards, 1 Dire Ballista (fires two bolts), Dragon Head); Space 60 ft. by 20 ft.; Height 10 ft. (draft 10 ft.); Complement 30; Watch 7; Cargo 120 tons (Speed wind x 15 ft. if 60 tons or more);
Special qualities:
Emblem Mount (Immunity to Acid): Half-Black Dragon Wyvern Head (Fires a 60ft Line of Acid (6d10 Ref DC 16 for half) 1/day)
Fore Weapon Mount: +1 Corrosive Light Bombard
Central Weapon: +2/+1 Dire Ballista
Aft Mount Weapon: +1 Shocking Light Bombard
Smoke-Power Room: The walls and door to this room have Resistance to Acid 20 and Fire 20
Treated Hull: Resistance to Acid 10, Fire 10, and Sonic 5
Reenforced Hull: +10 hardness to Hull Sections
Treated Sails: Resistance to Acid 5, Fire 5, and Cold 5
Treated Masts: Resistance to Fire 5, and Sonic 5
Notable Crew:
Faerlan, LG Male Gnome Artificer 8
Roles: Ship's Artificer, Siege Engineer, First Mate
Weapon(s) of Choice: Scrolls and Wands
Sarelani, LG Female Gnome Expert 2/Artificer 3
Roles: Assistant Siege Engineer, Munitions Expert
Weapon(s) of choice: Dire Ballista
Caelian, NG Male Elf Druid 7
Weapon(s) of Choice: Wildshape
Roles: Expert Navigator, Weather Analyst
Niles, NG Male Half-Elf Diviner 5/Divine Oracle 3
Weapons: Spells
Roles: Cartographer, Lorekeeper
Vulgora, CG Female Half-Orc Fighter 5/Rogue 4
Weapon's of Choice: Dual-wielded Khatars (Punching Daggers)
Role: Ship's Guardian
Powder Monkey Ghost, N Male Human (Ghost) Rogue 1: Haunts the Stern Deck.
Other Crew:
5 Sailors (2 4th, 3 3rd)
Future Upgrades:
Hide Plating Faerlan has pondered the idea of plating the front hull sections with the Wyvern's hide. Though it would reduce speed, it was also make the front of the hull more resistant to acid, and normal attacks. The modification will require a week in dry-dock, and 3,000gp in materials. He awaits Tanhauser's opinion on the matter.
Greater Dire Ballista: Sarelani has drawn up plans to upgrade the Dire Ballista to a Greater Dire Ballista. The upgrade will allow the weapon to fire 3 bolts instead of 2. She expects the upgrade to cost 1000gp for the upgrade itself, and 3000gp to make the 3rd firing mechanism enchanted.

Affiliation: The Platinum Dolphins
Position: Rank of Captain
Affiliation Benefits:
+4 to Spot, Sense Motive, and Knowledge: Geography
+2 to Intelligence

Scott's:
Belt of Righteous Fury:
+4 Enhancement to Strength
+4 Enhancement to Constitution
Special: +2 Sacred Bonus to Saves while raging.

Eye of the Storm (Ring)
Constant Endure elements
Calm Emotions 1/day
Cure Serious Wounds (CL 5) 1/day
Special: Functions as a Ring of Sustenance
Last edited by Mr_Praetorian on Fri Jul 18, 2008 7:28 pm, edited 3 times in total.
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Re: Savage Tides

Postby Mr_Praetorian » Tue Jul 08, 2008 6:08 am

Updated:
Jusdon's amulet.

Marty's ship/crew.
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Re: Savage Tides

Postby Mr_Praetorian » Wed Jul 16, 2008 11:38 pm

Okay everyone, a bit of an update. I've decided that we're going to go back and redo portions of journey to the Isle of Dread. Why? Because I think a journey as long as this should be more special than one battle, and few stops at [insert ports here], and a big ass watery dragon encounter. So, this time around you can expect more intrigue, more exploration, and, of course, more action.

No, this is not a discussion,

Cheers
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Re: Savage Tides

Postby Mr_Praetorian » Wed Jul 16, 2008 11:49 pm

Update:
Some of the ships crew has leveled.
Fleshed out the ship upgrade options.
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