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Pathfinder Society Scenario #1: Silent Tide (OGL) PDF

****( ) (based on 46 ratings)

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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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Product Reviews (46)
1 to 5 of 46 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Average product rating:

****( ) (based on 46 ratings)

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Cursed and blessed dice

****( )

Played this scenario yesterday with a group of 4

party:
Level 1 Suli Elemental Knight, Level 1 Sylph Empiricist, Level 1 Oread Shaitan Binder (Eidolon was a biped armed with a naginata), Level 2 Sylph Lunar Oracle (Animal companion was an owlbear thanks to a certain boon)

There is something for everyone to do:

combat:
Even if the enemies on low tier fall over if you touch them, the misschance from the obscuring mist was more than enough to prevent for us to prevent them from being complete walkovers, as we kept rolling too low on the misschance to actually land hits.
Combat optimized players will find this a pushover and probably get bored.

roleplay:
There is a nice encounter with a certain grandmaster, there is a scholar who can provide some interesting talks and even the final encounter can provide some amusement.

puzzles:
At one point you're requested to solve five puzzles. You need to succeed at three of them to progress. These rely as much on player ingenuity as having some luck with the dicerolls and/or having the correct classes present. In our case luck was with us and the dice were favorable.

Without the happystick of the oracle this scenario would have been a lot more threatening, as several of us got hit quite a few times.

All in all a very good scenario to start a new character's career with if you haven't played it yet.


****( )

I've GMed this one. Neat story with some cool encounters, such as the puzzle boxes at the beginning.

While I'm not changing my rating based on this, the fights are pretty weak and I don't think they'd have stood up very well against 3.5 PCs either. Does this annoying thing I've seen in other season 0 scenarios where the higher subtier of some encounters is just a larger number of the same weak enemies that make up the low subtier.


Fun high-stakes scenario

****( )

This is a nice "OMG we have to save the world, no time to get real help" scenario that can have low-level characters saving Absalom from disaster. There's a run around, and some interesting combats. Most modern characters won't have too much trouble with the combats, so if you're a player who is disappointed if the combats don't put you in serious danger, you may be disappointed by this scenario. At least one combat has an interesting twist.

The biggest negative is that the last map does not make a lot of senses. It's hard to figure out how to fully connect the drawn map to what's described, it's not clear where the enemies start, and it's not clear how the whole place fits together. The description assumes that there are some sorts of windows are arrow slits present that will be used tactically by the enemies there, but the maps don't make that clear, so the GM needs to make that stuff up.

Still, a fun and potentially exciting low-level PFS scenario.


Nice Little Adventure in The Puddles

****( )

The background for this one is excellent, and the basis for stopping this foe sounds a little grandiose initially, but it's balanced out by the combats offered. In their Heyday I imagine these combats could've been a bit nasty but now with as many choices for classes, and ways around things, they seem a little lackluster now, even with the numbers game against the Players.

Combat

Spoiler:
These are nothing too challenging, multiple thugs and Special Black Echelon Operatives are none too challenging unless you use the BEO's fog, then it gets a touch annoying

The Adventure itself plays a little of everything, and doesn't come across as too much too soon, but there can be a sense of urgency if played right.

RP Portion

Spoiler:
The 5 Chests that Grandmaster Torch wants you to crack can be a wonderful RP segment with the right party and helps to flesh the scenario out.

All in all, in it's place it plays well for a new crew of people, just remember it uses the 3.5 rules not the Pathfinder ones, and prep is a cinch.


Solid design

****( )

Everything about this adventure is well done. The story is good and the combats are well designed. While this adventure suffers the same issues of most Year 0-1 adventures in that they are underpowered by today's standards, they are at least interesting. Unfortunately, nothing stands out as special enough to give then adventure 5 stars.


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