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Pathfinder Society Scenario #23: Tide of Morning (OGL) PDF

****( ) (based on 17 ratings)

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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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Product Reviews (17)
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****( ) (based on 17 ratings)

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An RPG Resource Review

****( )

There's a big forest in Andoran called the Verduran Forst, remnant of an ancient and even greater expanse which was cared for by druids unparalleled in their knowledge and lore. It's not surprising that the Pathfinder Society is interesting in acquiring said lore (and any of the riches and other loot the druids supposedly had) although up to now they've not had much luck. Maybe the party will fair better.

Like most adventures, this one starts with the party approaching their objective (in this case, a hut within the forest) with their briefing in a flashback. Apparently a druid from the Verduran Forest was poking around in an archive and following him around and seeing what he was looking at suggests he's got a lorestone... and of course, the Pathfinder Society would love to have it. Pity this particular druid regards the Pathfinder Society as nothing better than a bunch of thieves...

So, the adventures starts after the party has already been trekking through the forest for three days, never mind the time it took them to get there, with the druid's hut in view ahead of them. Of course, it's not as simple as wandering in and asking him. To start with someone else got there first... the party will have to fight faeries and a rat swarm even to get close enough to find out what's been going on, then they have to discover who has the lorestone now and what they want to do with it, and that's just the begining. Time gets tight as they chase after them and get it back, if they can. Oh, and there's a big fire as well.

The maps provided cover the hut and a druid stone circle only, you'll have to come up with the rest of the forest for yourself. Otherwise, resources are reasonable if a bit limited.

This adventure is mostly combat although one encounter could become an interaction or negotiation if the party can manage it. It's pretty linear, but the tight timescale they have to keep to retrieve the lorestone makes that necessary. Overall it is the classic 'two groups after the same item with different ends in mind' situation that drives many a thriller and run well ought to live up to that reasonably.

Another nice jungle adventure

****( )

A short scenario easily fit into 3 hours. All combats with one roleplay opportunity.

Running after a burgler that you wouldn't see in normal adventures, well-paced actings, challenging but not deadly combats, highly recommended for casual players who enjoy jungle journies.

Followed with Tide of Twilight, but I think you'll be a little disappointed after playing Morning.

Nice combination of low-level and high-stakes

****( )

It's often hard to combine high stakes and realistically leaving it to low-level adventurers. This one does that nicely. There's a good sense of urgency throughout the story.

It's also a good mix of talking and fighting. The fey can be fun to talk to.

The fights themselves are on the tough side with some hard-hitting enemies. I wouldn't recommend doing this with a party of newly made characters; better to have a few wands and suchlike at hand. When we played this with some pregens along those had a rather poor time of it.

A whimsical and challenging scenario

****( )

Typically a morning is associated with being beautiful, if we are to trust various songs and lyrics. It is a description that in my opinion is also fitting for this scenario. I enjoyed it a lot. There’s just something whimsical and fun about dealing with fey-like creatures. It’s also not a creature-type you frequently get to face either, which in itself is a nice change of pace. I like facing uncommon creature-types, so it instantly gains some bonus-points in my book.

The storyline in this scenario is pretty straightforward and not all that unique, but it’s the encounters that really add a bunch of flavor and hilarity to the scenario. Let’s start by commenting on the role-playing aspect. You get to talk to fey. I think that says enough. One way or another you’re going to either burst into laughter or end up being completely baffled.

As for the fights, I can say they were rather challenging. Granted, we didn’t have an ideal party. Somehow we made our way through the first few scenario’s rather quickly - a crit from a musket has that effect on opponents at level 1 – but we really came close to failing our mission in the final encounter. We struggled tremendously and we only barely managed to prevent the insert-evil-plot-here from happening. It was the closest I’ve had a level 1 scenario be to date and that itself made it rather memorable.

Overall I’d say it was a challenging scenario. I can easily see other parties struggling as well. Still, I would definitely recommend this scenario, not in the least because of the whimsical nature of some of the encounters. Simply put: it was a blast to play.

Could be more detailed.

***( )( )

Perhaps I've been spoiled by more recent scenarios, which seem to be more thought out, but after running ths scenario tonight, I'm had pressed to find what it is I liked about it so much when I first played it a few years ago. Granted it is straightforwards. Your group will be put in straight into the adventure. The action doesn't stop, the gnome encounter is perfectly timed; it's short, perhaps even too short, but that isn't my gripe with it. I have issue with the lack of details, and some of the tatics used. The tactics for some of the npcs don't make sense, npc initial placement isn't indicated and the act 3-4 location isn't very well described.
Other than that its' a very efficient little scenario.

Also, if the chance presents itself to play up, do it if your party is well-built.

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