Savage Tide Adventure Path Pdf

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Savage Tide Adventure Path Pdf Savage tide adventure path pdf Continue Savage Tide Adventure Savage Tide is an adventure path, first published in Dungeon Magazine, adapted to customize the game Corwyn. The adventure begins on the southern continent of Azoria, in the small coastal town of Sasserin, located west of the city of Caldera, and surrounded by the dense, indomitable jungles of Sanjaar. Help the Wild Tide; Savage Tide Player's Guide, Dramatis Person's List of Locations: Atlas Rules Resources Adventure Stories is often asked search links questions When your player characters defeat Wormgod Kyuss on the pulse-pounding conclusion of Age of Worms Adventure Path in this very matter, they will save the world itself from unspeakable danger. They end the campaign as sovereigns of their own nation, inheriting the kingdom's problems, facing political and military challenges from all sides. From their chic palace chambers in Alhaster, they will look proudly and melancholy at the waters of the Lake of Unknown Depths, remembering the simplicity of their humble beginnings. Chances are your players will be looking for new challenges too. Within four short months DUNGEON comes to the rescue with Savage Tide Adventure Path, a 12-installment campaign designed to take characters from heady days of the first level all the way to Level 20 duties. Running every month from #139 to the dungeon #150' aeda, Savage Tide takes players on an ocean journey that begins in the prolific southern jungle and leads deep into the heart of the treacherous Lower Planes. The action begins in the port city of Sasserin, where the canny merchant princes exploit the natural wonder of the vast jungle at the very edge of civilization. There, PCs find themselves in the work of Lavinia Vanderborn, a young nobleman who has just inherited her family estate and colonial reserves after the tragic death of her parents. Her younger brother, Vatus, got into a bad crowd, and after stealing an unusual black pearl from the treasure of a pirate fortress, he runs to family holdings on a remote tropical island - the island of Dred. After Vanthus through the uncharted southern seas leads the PC to a dinosaur-ridden island where they discover that similar strange pearls have been placed in cities around the world. When the order is given, these pearls will unload a massive surge of inhuman energy - the Wild Tide - which will turn ordinary citizens into cannibalistic savages. Exploring the treacherous island of Dread and the mysterious plateau at its center represent the bulk of the campaign, but PCs will have little time to grow complacent as pirates and the treacherous Vanthus Harry Vanderboren colony. Trying to stop pirates leads to Scuttlecove, a scurvy city of pirates, yuan-ti, and worse. Computers thwart threat pirate fleet, only to discover that Vantus had kidnapped his sister and took her into the abyss of the kingdom of his patron, Demogorgon, Prince of Demons and architect of the Wild Tide. Unleashing waves of madness and fury throughout the Material Plane, Demogorgon hopes to reconcile the warring personalities of his two heads and increase his position in the Great Wheel. To defeat the most powerful demon princes, COMIK must negotiate a planned conspiracy aimed at weakening it in its own lair and destroying it once and for all. The all-star array of our favorite game designers and DUNGEON contributors already have a hard time working on adventures. Managing editor James Jacobs, author of the latest issue of Into the Wormcrawl Fissure and the silent puppet master behind most dungeon adventures, will contribute to the first installment, There is no honor in DUNGEON #139. This issue also comes with a poster map of Sasserin and a background describing the terrain in detail, the first of several to come throughout the series. James' adventures will be followed by Nicholas Logue, Richard Pettit, Jason Ballman, Stephen S. Greer and Gary Holian, F. Wesley Schneider and James Sutter, Tito Liti, Keith Baker, Sean Reynolds, Eric L. Boyd, Wolfgang Baur and Greg A. Vaughn. As with Age of Worms, DRAGON will have a series of articles for players, as well as a lively discussion paizo.com. In fact, by the time you get this, the new Savage Tide bulletin board is already in operation. After defeating Kyuss and Age of Hearts, you and your players have earned a few months. But not too convenient. The wild tide is just around the corner! Editor-in-chief Eric Mona [email protected] The Savage Tide was the final adventure that Payzo published for Dungeons and Dragons 3rd Edition, and largely laid the groundwork for his own use of game style in the future Pathfinder model. It first debuted in dungeon magazine #139 (October 2006), and ran until the final printed issue of Dungeon, #150 (September 2007). He ran concurrently with a series of articles in Dragon Magazine called Wild Tidings, which fleshed out the various elements of the setting proper. Plot Summary edit The party travels to the island of Dread, and discover demogorgon's plan to unleash a literal plague of malevolence causing madness on the multiverse, leading to a climatic showdown in the abyss. This is a campaign that runs from Level 1 to Level 20. The story nominally takes place in greyhawk campaign settings, but is designed to adapt easily to any other Dungeons and Dragons settings such as Forgotten Realms or Eberron. Much of the action takes place on Dread Island, and Dungeon editor Eric Mona said that, in part because of this, the campaign will contain a number of Mystara references, including specific which had not previously appeared in the then edition of Dungeons and Dragons. The campaign begins in the city of Sasserin and the surrounding area, where the party discovers the first clues about an impending disaster called the Wild Tide. The action then moves to Dread Island for the middle part of the series, and the party must deal with the dangers of the island and unearth more information about the Savage Tide. After a short stop in the depraved pirate city of Scuttlecove, the last third of the campaign takes place in the abyss, where the party must find a way to stop the Wild Tide and confront its architect. Savage Tide Adventure Path consists of the following parts: Chapter Title Authors Authors Levels Levels Date 1 There's No Honor James Jacobs Ben Wootten; Dan Scott (cover); Robert Lazzaretti (Cartography for the entire series) 1-3 139 October 2006 In this opening adventure, the characters are drawn into a murderous family feud. Undead pirates and powerful guild thieves feature strongly. 2 Bullywug Gambit Nicolas Logue Warren Mahi, B. Wootten 3-5 140 November 2006 Hired to find the missing brother, characters discover a secret shelter and witness the aftermath of the Savage Tide. 3 The Awakening of the Sea Wyvern by Richard Pett W. Mahi, B. Wootten 5-7 141 December 2006 Characters begin their journey to the island of Dread; The lost city of Tamoachan and the monstrous sargasso presented the highlights. 4 Here will be the monsters Jason Bullman W. Mahi, B. Wootten 7-8 142 January 2007 Shipwreck on Dread Island, symbols traveling south along the coast to the colony of Farshore. 5 Tides of Horror Stephen S. Greer, Gary Holian W. Mahi, B. Wootten 9-10 143 February 2007 Warned of imminent attack by the pirate fleet, the characters seek to strengthen the colony of Farshor. 6 Lightless Depths by F. Wesley Schneider, James L. Sutter W. Mahi, B. Wootten 11-12 144 March 2007 In search of the underground look for the source of the mysterious pearls, the characters discover the terrifying city of slumbering abolites. 7 City of Broken Idols Tito Leati W. Mahi, B. Wootten 13-15 145 April 2007 Still looking for clues to the mysterious pearls, symbols of a trip to the taboo of the central plateau of Dread Island to confront the terrible creatures that live there. 8 Scuttlecove James Jacobs, Richard Pett W. Mahi, B. Wootten; Tomas Giorello (cover) 15-17 May 146, 2007 Characters once again board the Sea of Wyvern, this time sail to Scuttlecove - a hideous city of pirates, slavers, cannibals, and worse - in search of the keys to the final Savage Tide and the salvation of their patron. 9 In mo Robert Schwalb W. Mahi, B. Wootten; Marc Sasso (cover) 17-18 June 147, 2007 The Party floats into the abyss itself, seeking to infiltrate a demonic prison fortress and transform its diabolical factions Each other. 10 Wells of Darkness Eric L. Boyd W. Mahi, B. Wootten; Andrew Howe (cover) 18-19 July 148, 2007 To learn the secret of stopping the wild tide, the party must free Shami-Amure, the succubus goddess and ex-wife of Demogorgon, from the Wells of Darkness, deep into the abyss. 11 Enemies of my enemy Wolfgang Baur W. Mahi, B. Wootten; James Ryman (cover) August 19-20, 2007 Our heroes travel to Aida, Arborea and the depths of the Abyss to recruit allies against Demogorgon from the Eladrine Court, demons and even other demon lords. 12 Prince of Demons Greg A. Vaughn W. Mahi, B. Wootten; Wayne Reynolds (cover) 20 150 September 2007 In the final chapter of Savage Tide Adventure Path, an army of demons and eladrin is ready to mount an attack on Demogorgon in the Abyssal Kingdom of Gaping Mo. The party should take advantage of this distraction and prevent Demogorgon from activating Savage Tide and driving the world crazy. Savage Tidings (edited) The first issue of Savage Tidings appeared in Dragon Magazine #348 and proteed until the last printed issue of the magazine, #359.
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