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Savage Tides Campaign Level 19 Enemies of My Enemy

Intro to Savage Tides Level 20 Prince of Demons

Sasserine

Sasserine Map and Ship Plans Savage Tidings


The Sea Witch Rag The Adventure Begins

Level 1 There is No Honor Beyond Sasserine

Level 2 Salvage Operation Journey to the Isle of Dread

Level 3 The Bullywog Gambit Dread on the Isle

Level 4 War of theWielded The Ecology of the Isle of Dread

LeveL 5 The Sea WyvernS Wake Braving the Isle of Dread

Level 5 Living Shipwreck Advancing the Wyvern

Level 6 Exploring the Isle of Dread Demonomicon of Iggwilv


Malcanthet, Queen of the Succubi
Level 6 Isle of Dread
Heart of Darkness
Level 6 Torrents of Dread
The Ecology of the Kopru
Level 7 Here There Be Monsters
The Market is Bad
Level 8 Dragon Hunters
Into the Abyss
Farshore
Gazing into the Abyss
Level 9 Tides of Dread
Demonomicon of Iggliv Demogorgon,
Level 10 Lost Temple of the
Prince of Demons
Demogorgon
The River Styx
Level 11 The Lightless Depths
Demon Days
Level 13 City of Broken Idols

Scuttlecove

Level 15 Serpents of Scuttlecove

Level 16 Porphyry House of Horror


(EXPLICIT)

Level 17 Into the Maw

Level 18 Wells of Darkness


The Savage Tide Adventure Path - [Dungeon Magazine
Spoilers!]
When your player characters defeat the Wormgod Kyuss at the pulse-pounding
conclusion of the Age of Worms Adventure Path in this very issue, they will have
rescued the world itself from an unspeakable danger. They end the campaign as
sovereigns of their own nation, inheriting the problems of a kingdom beset on all sides
by political and military challenges. From their posh palace chambers in Alhaster
they'll look out with a mixture of pride and melancholy at the waters of the Lake of
Unknown Depths, remembering the simplicity of their humble beginnings. Chances
are strong your players will be looking for new challenges too.

In four short months DUNGEON comes to the rescue with the Savage Tide
Adventure Path, a 12-installment campaign designed to take characters from the
heady days of first level all the way to the responsibilities of level 20. Running every
month from issue #139 to the milestone DUNGEON #150, the Savage Tide takes
players on an ocean voyage that begins in the fecund southern jungles and leads deep
into the heart of the treacherous Lower Planes.

The action begins in the port city of Sasserine, where canny merchant princes exploit
the natural wonder of a vast jungle at the very edge of civilization. There, the PCs find
themselves in the employ of Lavinia Vanderborn, a young noble who has just
inherited her family estate and colonial holdings after the tragic death of her parents.
Her younger brother, Vanthus, has fallen in with a bad crowd, and after stealing an
unusual black pearl from the trove of a pirate stronghold, he flees to the family's
holdings on a distant tropical island - the Isle of Dread. Following Vanthus across the
uncharted southern seas leads the PCs to the dinosaur-ridden island, where they
discover that similar strange pearls have been placed in cities throughout the world.
When the order is given, these pearls will discharge a massive burst of dehumanizing
energy - the Savage Tide - that will turn ordinary citizens into cannibalistic savages.

Exploration of the treacherous Isle of Dread and the mysterious plateau at its center
represent a major portion of the campaign, but the PCs will have little time to grow
complacent, as pirates and the treacherous Vanthus harry the Vanderboren colony. An
attempt to stop the pirates leads to Scuttlecove, a scurvy town of buccaneers, yuan-ti,
and worse. The PCs thwart the menace of the pirate fleet, only to discover that
Vanthus has kidnapped his sister and taken her to the Abyssal realm of his patron,
Demogorgon, Prince of Demons and architect of the Savage Tide. By unleashing
waves of madness and rage throughout the Material Plane, Demogorgon hopes to
reconcile the feuding personalities of his two heads and increase his standing in the
Great Wheel. To defeat the most powerful of demon princes, the PCs must negotiate a
planar conspiracy aimed at weakening him in his own lair and destroying him once
and for all.

An all-star array of our favorite game designers and DUNGEON contributors are
already hard at work on the adventures. Managing Editor James Jacobs, author of last
issue's "Into the Wormcrawl Fissure" and the silent puppetmaster behind most
DUNGEON adventures, will contribute the first installment, "There is No Honor," in
DUNGEON #139. That issue also comes with a poster map of Sasserine and a
backdrop describing the locale in detail, the first of several to come throughout the
series. James's adventure will be followed by installments from Nicolas Logue,
Richard Pett, Jason Bulmahn, Stephen S. Greer & Gary Holian, F. Wesley Schneider
& James Sutter, Tito Leati, Keith Baker, Sean K Reynolds, Eric L. Boyd, Wolfgang
Baur, and Greg A. Vaughn. As with the Age of Worms, a companion series of articles
aimed at players will appear in the pages of DRAGON, and lively discussion will take
place on paizo.com. In fact, by the time you get this, a new Savage Tide message
board is already in operation.

After defeating Kyuss and the Age of Worms, you and your players have earned a few
months off. But don't get too comfortable. The Savage Tide is just around the corner!

Erik Mona
Editor-in-Chief
erikm@paizo.com
Savage Tidings series in Dragon that link to Dungeon
by David Keyser

The Dragon Magazine series was called Savage Tidings...one article per issue to support the same
month's Dungeon Magazine. There were also a few times a second article published which was general
purpose but tied into Savage Tide as well...

Dragon Magazine #348 The Adventure Begins - Link to Installment 1 in Dungeon #139
Overview, PC Knowledge of Sasserine: Sasserine PC Affiliations

Dragon Magazine #349 Beyond Sasserine - Link to Installment 2 in Dungeon #140


Sasserine Environs: PC Knowledge of the Crimson Fleet: Sasserine Holdings: Local Ruins

Dragon Magazine #350 Journey to the Isle of Dread - Link to Installment 3 in Dungeon #141
Regional Guide to the Pearl Sea, Vohoun Ocean: Emerald Crest Guild: Local Feats : Three NPC
Cohort

Dragon Magazine #351 Dread on the Isle - Link to Installment 4 in Dungeon #142
Animals of the Isle - Companions, Familiars, Mounts: Aranea, Lizardfolk, Olman and Phanaton as PC
Races: PC Knowledge of the Isle of Dread

In addition, Dragon #351 has a players poster map of the Isle of Dread, and a second article Ecology
of the Isle of Dread, presented as the journal of an NPC, Larissa Vanderboren.

Dragon Magazine #352 Braving the Isle of Dread - Link to Installment 5 in Dungeon #143
Olman background, feats, weapons and affiliation: Farshore settlement improvements: The Infamous
Seven Monsters of the Isle of Dread: PC Affiliation Update

Dragon Magazine #353 Advancing the Wyvern - Link to Installment 6 in Dungeon #144
Sea Wyvern ship upgrades: Crew for Hire: PC Knowledge of What Lies Underneath the Isle of Dread

In addition, Dragon #353 has an article Demonomicon of Iggwilv: Malcanthet, Queen of the Succubi,
who plays a major role in the last few adventures of the Savage Tide AP. The article contains her stats,
details on her cult, favored weapons, her minions the Radiant Sisters, the Incubus, and the prestige
class Thrall of Malcanthet.
Dragon Magazine #354 Heart of Darkness - Link to Installment 7 in Dungeon #145
Totemic Demonslayer Prestige Class: PC Knowledge of the Central Plateau

In addition, Dragon #354 has an article Ecology of the Kopru, includes their number system,
variations, and links to Demogorgon.

Dragon Magazine #355 The Market is Bad - Link to Installment 8 in Dungeon #146
PC Knowledge of Scuttlecove: Dealers of Scuttlecover, Magic Items and Mundane Equipment

Dragon Magzine #356 Into the Abyss - Link to Installment 9 in Dungeon #147
PC Knowledge of Demogorgon: Replacement PCs: Planar Marketplace - New Magic Items : PC
Affiliation Update

Dragon Magazine #357 Gazing Into the Abyss - Link to Installment 10 in Dungeon #148
Pact Magic: Teeth of Dahlver-Nar: Three Demon Vestiges: Four Demon NPC wizards : PC Knowlege
of the Abyss

In addition, Dragon #357 has an article Demonomicon of Iggwilv: Demogoron: Prince of Demons.
The article details his goals, his cult, his minions, his realm and provides the prestige class Thrall of
Demogorgon.

Dragon Magazine #358 The River Styx - Link to Installment 11 in Dungeon #149
PC Knowledge of the River Styx and the planes the Stygian Waters touch.

Dragon Magazine #359 Demon Days - Link to Installment 12 in Dungeon #150


Summary of previous eleven adventures: Ally NPCs: Beyond the Savage Tide AP

The Savage Tide Adventure Path (or simply Savage Tide) is the third Adventure Path for the Dungeons &
Dragons role-playing game, published over twelve installments from October 2006 through September 2007
in Dungeon magazine. It begins in the city of Sasserine, just north of the city of Cauldron, which serves as the setting for
the first Adventure Path, Shackled City.

Story[edit]
From the June 2006 promotional announcement in Dungeon Adventures:
[T]he Savage Tide Adventure Path [is] a 12-installment campaign designed to take characters from the heady days of
first level all the way to the responsibilities of level 20. Running every month from issue #139 to the
milestone Dungeon #150, the Savage Tide takes players on an ocean voyage that begins in the fecund southern
jungles and leads deep into the heart of the treacherous Lower Planes.[1]
Setting[edit]
The story nominally takes place in the Greyhawk campaign setting, but is designed to be easily adapted to any of the
other Dungeons & Dragons settings such as Forgotten Realms or Eberron. Much of the action is staged on the Isle of
Dread, and Dungeon editor Erik Mona stated that, partially because of this, the campaign would contain a number
of Mystara references, including specific monsters which had not previously appeared in the then-current edition
of Dungeons & Dragons.[citation needed]

Summary[edit]
The campaign begins in the city of Sasserine and nearby environs, where the party discovers the first clues about an
impending disaster called the Savage Tide. The action then moves to the Isle of Dread for the middle portion 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 final third of the campaign takes place in the Abyss,
where the party must find a way to stop the Savage Tide and confront its architect.
The Savage Tide Adventure Path consists of the following installments:

Chapter Title Authors Illustrators

1 "There Is No Honor" James Jacobs Ben Wootten; Dan Scott (cover); Robert Lazzaret

In this opening adventure, the characters are drawn into a murderous family feud. Undead pirates and a powerful thieves guild f

2 "The Bullywug Gambit" Nicolas Logue Warren Mahy, B. Wootten

Hired to find a missing brother, the characters discover a secret hideout and witness the effects of the Savage Tide.

3 "The Sea Wyvern's Wake" Richard Pett W. Mahy, B. Wootten

The characters begin their journey to the Isle of Dread; the lost city of Tamoachan and a monstrous sargasso are featured highl

4 "Here There Be Monsters" Jason Bulmahn W. Mahy, B. Wootten

Shipwrecked on the Isle of Dread, the characters travel south along the coast to the colony of Farshore.

5 "Tides of Dread" Stephen S. Greer, Gary Holian W. Mahy, B. Wootten

Warned of an imminent attack by a pirate fleet, the characters seek to fortify the colony of Farshore.
6 "The Lightless Depths" F. Wesley Schneider, James L. Sutter W. Mahy, B. Wootten

On a quest underground to seek the source of mysterious pearls, the characters discover a horrifying city of slumbering aboleth

7 "City of Broken Idols" Tito Leati W. Mahy, B. Wootten

Still seeking clues to the mysterious pearls, the characters travel to the taboo central plateau of the Isle of Dread, to confront the

8 "Serpents of Scuttlecove" James Jacobs, Richard Pett W. Mahy, B. Wootten; Toms Giorello (cover)

The characters once again board the Sea Wyvern, this time to sail for Scuttlecove a hideous city of pirates, slavers, cannibals
and the rescue of their patron.

9 "Into the Maw" Robert J. Schwalb W. Mahy, B. Wootten; Mark Sasso (cover)

The party sails into the Abyss itself, seeking to infiltrate a demonic prison fortress and turn its fiendish factions against each oth

10 "Wells of Darkness" Eric L. Boyd W. Mahy, B. Wootten; Andrew Hou (cover)

To learn the secret of stopping the Savage Tide, the party must free Shami-Amourae, succubus-goddess and former consort of
Abyss.

11 "Enemies of My Enemy" Wolfgang Baur W. Mahy, B. Wootten; James Ryman (cover)

Our heroes travel to Hades, Arborea, and the depths of the Abyss in order to recruit allies against Demogorgon from the eladrin

12 "Prince of Demons" Greg A. Vaughn W. Mahy, B. Wootten; Wayne Reynolds (cover)

In the final chapter of the Savage Tide Adventure Path, an army of demons and eladrin stands ready to mount an assault on De
must take advantage of this distraction and prevent Demogorgon from activating the Savage Tide and driving a world insane.
* Savage Tide Campaign Materials
* Savage Tide Preview

* 01 - There Is No Honor
* 02 - Bullywug Gambit
* 00 - War of the Wielded
* 03 - The Sea Wyvern's Wake
* 04 - Here There be Monsters
* 00 - X1- Isle of Dread
* 00 - Isle of Dread - Dungeon 114
* 05 - Tides of Dread
* 00 - Lost Temple of Demogorgon - Dungeon 120
* 06 - The Lightless Depths
* 07 - City of Broken Idols
* 08 - Serpents of Scuttlecove
* 00 - Porphyry House of Horror
* 09 - Into the Maw
* 10 - Wells of Darkness
* 11 - Enemy of My Enemy
* 12 - Prince of Demons
* 00 - Demonicon of Demogorgon

* Savage Tide Players Guide

* Savage Tidings 01 - The Adventure Begins


* Savage Tidings 02 - Beyond Sasserine
* Savage Tidings 03 - Journey to the Isle of Dread
* Savage Tidings 04 - Ecology of the Isle of Dread
* Savage Tidings 05 - Braving the Isle of Dread
* Savage Tidings 06 - Advancing the Wyvern
* Savage Tidings 07 - Heart of Darkness
* Savage Tidings 08 - The Market is Bad
* Savage Tidings 09 - Into the Abyss
* Savage Tidings 10 - Gazing Into the Abyss
* Savage Tidings 11 - The River Styx
* Savage Tidings 12 - Demon Days

* Savage Tide Campaign Sourcebook


Volume 38, 49th New
Number 3 Summer,
593 CY

1cp

Sasserines Best Source for Fair and Balanced News

Tragedy Strikes the Islarn Family. Again


In the second time in less than a decade, a tragedy befalls the scions of House Islarn. The Sea Witch's Rag
reported last week about the mysterious disappearance of Lorn Islarn and his abandoned post on Far Light Island. Unfortu-
nately the young noble did not turn up in the bed of a local beauty but instead it appears Lorn was murdered. It is unclear if the
murder happened at the island or if Lorn was kidnapped first.

According to one eyewitness, a trapper from the western Jekela Bay, the body washed up on the rocks there three days ago.
The same eyewitness, a simple man, traveled to the city to claimed the reward and exclaimed, 'I did not reckon the man for fa-
mous but I gladly accept the gold. I was just doing right by the dead, as my ma and pa always taught' The young man was ac-
companied throughout the day by a merchant contact he met during customs processing. The pair met a third un-named indi-
vidual and suspiciously booked passage on a whaling ship that evening. Exclusive information obtained by the Rag confirms the
trappers story as well as exonerates he and his friend, apparently Lorn died from several deep puncture wounds. A represen-
tative of the Dawn Council assures the Rag that they are thoroughly investigating the matter and will relentlessly pursue any
leads.

Lorn Islarn will be buried at sea following a sun rise ceremony on 41 Newsummer at the Azure Cathedral. A spokesman for the
Islarn family asks that people with information about the murder of their only son speak with representatives of the family and
the Dawn Council.

Flotsam and Jetsam 2 Something Amok, The Dredgers Guild reports that a large Rhogedassu is indeed loose. Ac-
Daily Horoscope 3
cording to the guildmaster, Maklath Gristwhistle, 'One of me boys encountered the thing-err, mad as a
Life. 4 howler monkey and scary as hell. The thing nearly made took his last good arm efore I drove the monster
Business 5 off. ' The alleged incident took place while the Guild worked in the Shadowshore districts and the dis-
Gladiator Ranking 6 trict's residents are advised to be wary of the dangerous vermin. According to one expert, Urol Farrol,

Entertainment. 7
the Rhogedassu is a large insect that captures prey with its hook like fore claws and drags the unfortu-
nates to a large set of opposing mandibles. The creature is best left alone.

In related news the Dawn Council is considering legislation that would ban dangerous exotic animals
from the city limits. Merchant houses, specifically representatives of the Kato Mercantile House, op-
pose the legislation and claim that making the animals illegal would only create an illegal black market and
that the exotic animal trade brings business to the city and entertainment to the Champion's District
Arena.
PORPHYRY HOUSE OF HORRORS

DENIZENS - DAY
House Guard (x2) Area 1
Porphyry Statues (x10) Area 3
Whore Serpent Creatures (x20) Area 5 (sleeping, polymorphed)
Pureblood (x2), Slaves (x12) Area 11 (guarding/sleeping)
Erepodi Area 16D (75%) or Area 16A (25% tallying)
House Guard (x12)** Area 20A-D (sleeping, 1d3-1 on guard)
Pureblood (x16) Area 21 (sleeping)
Erepodi Golem Area 23
Porphyry Statues (x11) Area 24
*Wilarue Area 27
Erepodi Golem Area 30A***
Erepodi Golem Area 30B***
Madames (x3) Area 32
*Wulveras Pet Area 33
Wulvera Area 38*****
*Retriever Demon Area 39
Serpent Creatures (x15) Area 40 (unpolymorphed)
Serpent Creatures (x3) Area 41 (unpolymorphed, diseased)
High Cultists (x3) Area 44
Aramanthus**** Area 46 (90%), Area 34 (10%)

* Wont move unless fetched.


** 4 witchlight reservoirs (blood).
*** Carrying a wrapped tower.
**** Carries Wuntads Melding.
***** Carries Letter from Wuntad to Wulvera.

Wands in Area 19.


DENIZENS - NIGHT
House Guard (x2) Area 1
Purebloods (x4) Area 2 (disguised)
Porphyry Statues (x10) Area 3
Erepodi, Madames (x3), Pureblood (x1) Area 3/4 (registering)
Whore Serpent Creatures (x20) Area 5 (servicing, polymorphed)
Purebloods (x4) Area 6A and 7A (polymorphing)
Purebloods (x4) Area 6B and 7B (polymorphing)
Purebloods (x5), Slaves (x12) Area 11 (cooking)
House Guard (x4) Area 20A-D (sleeping)
Erepodi Golem Area 23
Porphyry Statues (x11) Area 24
*Wilarue Area 27
Erepodi Golem Area 30A***
Erepodi Golem Area 30B***
*Wulveras Pet Area 33
Wulvera Area 36/37 (90%), Patrol (10%)*****
*Retriever Demon Area 39
Serpent Creatures (x15) Area 40 (unpolymorphed)
Serpent Creatures (x3) Area 41 (unpolymorphed, diseased)
High Cultists (x3) Area 44
Aramanthus**** Area 46 (90%), Area 34 (10%)

House Guard A (x2) 1st Floor West**


House Guard B (x2) 1st Floor East**
House Guard C (x2) 2nd Floor North**
House Guard D (x2) 2nd Floor South**

* Wont move unless fetched.


** Carrying a witchlight reservoir (blood).
*** Carrying a wrapped tower.
**** Carries Wuntads Melding.
***** Carries Letter from Wuntad to Wulvera.

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