Pathfinder Society Scenario #1: Silent Tide (OGL) PDF (based on
31
reviews)
Paizo Publishing, LLC
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A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2, 4–5).
When strange reports of misty undead spread through Absalom, you and your fellow Pathfinders are dispatched to the half-drowned district of Puddles. Notoriously rough, the drooling addicts, flesh panderers, and quick-handed knifers of Puddles are the least of your worries. The night's tide brings with it an ancient armada of some long-forgotten war and you are the only thing between their mist-shrouded ghost fleet and Absalom's utter oblivion.
Written by Michael Kortes
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the 3.5 edition of the world’s most popular fantasy roleplaying game.
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I have both played and run this module on a number of occasions. It is hands-down in my top 5 favorite Pathfinder Society Modules and probably my #1 favorite "first" module for new players.
Even in the update beyond season zero, it's a real testament to the adventure that it requires absolutely no converting other than CMB/CMD calculations to be ready for post-season 0 play. Not only did it age well, the module is dripping with atmosphere, exciting PCs and villains, role-play opportunities, and some really fun and exciting combat scenarios that require more than simple dice rolling. It is on the easier end of the difficulty scale as it is season 0, and optimized characters will find things easier, but even then I think there's enough going on that the easier combats don't distract from the fun story.
If you're looking for a good starer scenario, I'd suggest this one in a heartbeat. There's a lot going on though, and it can be a four-and-a-half hour scenario, so be cognizant of your players. Unfortunately the "optional" encounter is the module's absolute best, so skipping it would be unfortunate.
Well I am guessing you are wondering why it is four and not five.
Well PFS is ment to exemplify pathfinder play.
<<<<<<<<<<<<<<<<<<< ;WARNING SPOILERS>>>>>>>>>>>>>
Apart from a few with interactions with Yagos there is only one RP incident with torch.
These seems too be lacking with a possiable 4 combat encounters there seems to be less RP than what should be the example.
But other than that it is fantastic, the first part allows GMs to do what they like with the encounter, having maps and dynamic set pieces makes for great encounters.
Maps are soild and blow up fairly well to be played with so I say to Michael Kortes
Thanks for adventure.
OK, I ran this adventure this weekend as an introduction to PF in one afternoon. Ran it as a straightforeward module, not as a timed tournament mode.
General consensus was that it was a lot of fun, especially the scenes with Grandmaster Torch.
After years of suffering through RPGA adventures, it is great to see short adventures like this that are more than just unfathomable chases or dungeon crawls.
And using the Pathfinder Society as an excuse to get the characters together is a great hook.
And with the new Clerical Channel Energy ability with PF over 3.5... well, she got to be the big hero in the chapel (too many undead within 30' is bad for the restless dead).
With the combination of combat, puzzles, and mysteries, this simple module let all the characters shine.
And as a "Let's roll up characters and play a quick game" scenario, this hit the spot.
This was the first PFS adventure I ran about six weeks ago. It is well written and allows for many different types of encounters and opportunities. I enjoyed running it and the players really liked it.
Its hard to tell how things are going to come off during a gaming session. Take Silent Tide, for example. I had a blast reading the thing and prepping for the first game. It has several interesting occurrances for the party to deal with. However, for some reason, it didn't come off right when we played. Some of that was my fault, because this was the first one I ran (way back in August of '08,) and some of it was because of party bickering. It took us over seven hours to get all the way through it and wound up with a tpk at the very end.
So I ran it again recently. The new group got all the way through, and didn't take so long to complete it, but they still said they thought it was a bit boring. Like I said, its hard to tell how things will work out.
Four stars, because I think this has the potential to be a great gaming session--it would have gotten five, but my players didn't like it as much as I did. I wish I could have played it instead of run it.
This was an excellent beginner adventure, full of intrigue and challenging fights. The new monster was a nice surprise. The Pathfinder mission was straightforward and the faction missions provided good introductions to the roles of the factions and their interplay within the Pathfinder Society. My only reservation was that the fate of the most important city of Golarion - Absalom, which is populated with dozens of high-level PCs and NPCs and boasts a well-functioning military and constabulary - was in the hands of my first-level character. I found this more than a little incredible.
I had a great time running this module (lev 1-2), and the players LOVED it. Our group just finished our 12th society module, and they still talk about the puddles district.