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Pathfinder Adventure Card Game

Pathfinder Module: From Shore to Sea (PFRPG)

****( ) (based on 11 ratings)
Pathfinder Module: From Shore to Sea (PFRPG)
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An aquatic dungeon adventure for 6th-level Pathfinder Roleplaying Game characters.

They Come from Beneath the Sea!

The deep waters of the Hellmouth Gulf have long concealed ancient mysteries, both wondrous and terrible. But these secrets have been submerged for too long, and the remote coastal village of Blackcove has accidentally awoken a slumbering horror from a bygone age. Strange creatures now venture from beneath the waves to steal townsfolk away in the dark of night.

Can the PCs discover the fate of Blackcove’s lost villagers? What secrets still lie hidden on the mysterious, ruined island just offshore, and what now lurks in the flooded temples beneath the isle? And what horrific fate lies in store for those unfortunate souls who fall prey to the island's eldritch influence?

From Shore to Sea is an adventure for 6th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG, and produced in collaboration with the patrons of Open Design. Inside you’ll find villagers slowly succumbing to the ancestral taint in their blood, tentacled abominations from the deep, debased fish-men, ancient Azlanti technology, and a secret stretching back millennia to the legendary empire of Azlant itself.

This adventure is set along the mysterious Hellmouth Gulf coast in the diabolical empire of Cheliax in the Pathfinder Chronicles campaign setting, but can be easily adapted for any game world.

Written by Brandon Hodge

Pathfinder Modules are 32-page, high-quality, full-color, adventures using the Open Game License to work with both the Pathfinder Roleplaying Game and the standard 3.5 fantasy RPG rules set. This Pathfinder Module includes four pre-made characters so players can jump right into the action, and full-color maps to enhance play.

ISBN 13: 978-1-60125-257-9

From Shore to Sea is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (213 KB zip/PDF).

Note: This product is part of the Pathfinder Modules Subscription.

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PDF: Will be added to your My Downloads Page immediately upon purchase of PDF.

Print Edition: Unavailable

Non-Mint: Unavailable This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

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Product Reviews (11)
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Average product rating:

****( ) (based on 11 ratings)

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Was this playtested?

*( )( )( )( )

From a DC 40 Spellcraft check which must be made to progress in the module and which has special rules to prevent party assistance - for a module intended for 6th level characters to a final encounter with a creature with the wrong CR - hint final encounter is at least CR 11 - again for a level 6 party.

That's a rhetorical question because these problems would have been obvious if it was playtested by anyone other than the author running it for his home group. It is amazing with the effort Paizo puts into playtesting new rules that I have only seen one module which didn't have massive problems that even a cursory playtest by someone other than the author would have caught.

I played the PFS version so the GM didn't have the option of correcting the authors egregious errors.

Never play this module! You will have more fun licking the edges of the pages in an attempt to get paper cuts on your tongue than you will playing the module.


Good on paper, disastrous in practice

***( )( )

When I read this module, it looked really awesome, and I couldn't wait to run it. When I actually did run it, my players had the worst experience ever at my table. In fact, this marked one of the few times my players were actually very angry at me. While the encounters, plot, background, and maps are high quality, several issues make the adventure frustrating to play.

1) Because of the structure and order of locations and events, the adventure gives very little exposition until very late in the module. My players were left with almost no information to act on. Every decision they made felt like a shot in the dark.

2) The island's effects misled the players into believing there's a time limit. This put a lot of stress on my players, disabling them from leisurely exploring the island at their own pace. Worse is that it railroaded my players into continuing an adventure they had no fun with. It was so bad that a couple of the PCs preferred they leave and spend another adventure curing themselves than actually finishing out the adventure.

3) Martial characters felt completely useless. Nearly all of the adventure's major challenges require magical expertise. All non-spellcasters in my group spent most of the two 4-hour sessions twiddling their thumbs while the spellcasters solved the mystery.

4) I also noticed that sometimes the text did not match the maps provided. For example, the description said one location was in the west when it was north on the map.

Thankfully, all of these can be avoided with some clever GMing. If you wish to run this adventure, I suggest the following recommendation:


Have the party encounter Sara or the villagers early when they visit the island. My players struggled because they lacked a clear objective other than wander around the island hoping they find something. The module does not let the Sara encounter line doesn't happen until they find the excavation site, which is likely the very last place they'll visit.

Overall, From Shore to Sea has a great story and premise marred by poor sequencing and a frustrating pseudo-time limit mechanic.

Poorly designed and overly challenging.

*( )( )( )( )

And WAY to long. It took our experienced group almost 12 hours to complete this mod, and we skipped or hand waved several (4?)encounters along the way. How is someone supposed to GM this at a Con or event with that kind of run time!?!

The first part of the mod was good, until we reached the island. Then it felt like we were getting repeatedly hosed for no good reason. The hourly mutation chance, with no ability to stop or even understand it, made us feel like we certainly had no time to stop and rest. And we really could have used some rest.

A encounter with a CR equal to the APL of the party is supposed to consume 1/4 of the party's resources. On the island we had way more than 4 encounters (6-8, and we skipped some)and one of them was CR=APL+3, all before reaching the climactic encounter! How is a party that has no time to rest supposed to have anything left for the BBEG after that?

If we had had a Sorcerer instead of a Wizard there is no way we could have made that DC40 Spellcraft check, and with out it we would have been screwed. And what is with requiring 4 ranks of Spellcraft to assist the check. Did someone pull that number out of the air, or was there a reason for it? It certainly doesn't seem fair to be changing the rules in a PFS module.

Finally, the extensive use of permanent illusions felt cheap, especially the final illusionary wall. When "it" popped through I wanted to just leave the table in disgust and frustration.

This is the first time I have been actively pissed off after completing a PF module. Not with our GM (who is great and did what he could to not make this mod last 14 hours), or my party members (a stalwart bunch), but with the adventure itself!

One of the best


I don't usually give 5 star ratings, because nothing is perfect but this module is so close I didnt think 4 stars did it justice.

It was so well fleshed out and captivating, It left me wanting more. You could base a campaign off the module.

This adventure is in my top 5 all time D&D modules.

Do yourself a favour and buy this adventure now!

It will be hard to stop to eat.


Normally players want to get through the building of suspense as quickly as possible and get on to the combat. The set up in this module was fascinating to my group. A good two hours was spent before any real combat and that combat was a great set up for the rest of the adventure. The inclusion of a couple of early red herrings is also good for keeping the suspense high for the players. GMs will enjoy breaking out so classic monsters as much as the players will enjoy besting them. The scale of the combats also pose a great variety from BBG to mobs of mooks.

The warning I will give is the time to play this. Normally I can get a module ran in around eight hours. This one took nearly ten and it could have gone much longer. Allow at least twelve hours for this baby and your players will thank you.

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