Pathfinder Society Scenario #23: Tide of Morning (OGL) PDF (based on
9
ratings)
Paizo Publishing, LLC
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A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2
and 4–5).
Venture-Captain Dennel Hamshanks sends you to convince an Andoren druid named Hemzel to allow the Pathfinder Society to study his recently discovered lorestone, a minor magical item that unlocks some of the mysteries of the ancient Andoren druid circles. When you arrive and find Hemzel murdered and the lorestone missing, you must race against time to recover the lorestone and stop Hemzel's murderers from using it against the druids of Andoran.
Written by Steven Robert
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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We finished this extremely fast. (pretty easy when the party lets my 6 charisma Dwarf brawler take charge) Played T1-2, plenty of RP moments, mixed in with combat and skills.
So we played this with a mostly level 2 party and we almost died more than a few times. Having a swarm that's immune to weapon damage at that level is ridiculous, as is a spring attacking bad buy who's moves 50 feet a round, has a +9 to attack, and is under a constant blur effect.
The story itself is OK, if you have the right class to actually learn what it is, but because we didn't have a druid with us or anyone with Comprehend Languages we missed most of it during the event and had to be told about it afterwards.
Personally I think this scenario should be retired. It seems poorly written both for the main story and the faction missions and was more than a little disappointing.
Nothing really leapt out at me in this scenario, save one thing: It doesn't allow ANY time for rest. Once it starts, it rolls to completion, one way or the other. I kind of like that about it.
My playgroup enjoyed this adventure so much. They also liked the smooth flow scene to scene. Top marks for this scenario. Easy to run and easy to play.
Tide of the Morning is a fun little adventure with a main enemy that reminds me a lot of Swiper, from kids TV show "Dora the Exporer". Tide isn't that hard but it can be a lot of fun. There's some roleplay, some exploration, and a unique combat at the end.
The last encounter:
I'd recommend that GMs play hide and seek in the last encounter instead of running laps.
If you run laps, the last encounter will not only be over very quickly, but it will also be anti-climatic. This is unfortunately what happened when I played this scenario, and I rated it poorly because of that.
The last encounter in Tide could use some updating, especially at subtier 1-2. Also, there's a subtier 1-2 encounter that can turn deadly and ironically... it's easier at subtier 4-5. Tide runs well at subtier 4-5.
”Detailed Rating”:
Length: Short. Could take as little as 2 hours, will take 4 hours with slow players.
Experience: GMed this twice at subtier 4-5 (both played up). Player with 4 players (well-made) at subtier 4-5 (was too easy even in 2009).
Sweet Spot: Subtier 4-5 playing up if possible. Subtier 1-2 has no challenge at all, to the point of it not being fun.
Entertainment: The main villains are quite entertaining if the GM can do voice acting. (8/10)
Story: It was a simple but good story. (7/10)
Roleplay: Good roleplaying, but will depend on players/GM. (7/10)
Combat/Challenges: It's OK at subtier 4-5, but too easy and non-fun at subtier 1-2. (6/10)
Maps: Awesome maps with great use of terrain. (9/10)
Boons: n/a. (n/a)
Uniqueness: The ending was definitely unique.(9/10)
Faction Missions: Faction missions were flavorful but average. (7/10)
Overall: If you have a GM that can play the villains with personality and flavor (at subtier 4-5), Tide can be a good time. (8/10)