Pathfinder Module: From Shore to Sea (PFRPG) (based on
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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.
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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.
This is a great module with some very interesting concepts of ancient magic and technology. It works well in conjunction with a sea or coastal campaign, anything in Varisia or Cheliax, or as an interlude between other adventures.
The module is very unique with some complex encounters, and gamemasters should read the module thoroughly more than once to ensure they set the scene properly.
My players loved this module immensely and it is one of the best I have ever seen from any company, and I have been gamemastering for a long time. It is a must have!
Disclaimer: I have yet to actually play the module, and plan to do so (and then edit the review) after that.
From Shore to Sea makes an excellent module. It's adventure hook is maybe a bit sketchy, as it assumes the PCs are already going through the region where the adventure will take place, and that's such a god forbidden no-where that you might find it a little bit difficult to integrate the adventure hook as written into a running campaign. Shouldn't prove any trouble if you are playing it as a one-shot though.
Once the actual adventure starts though, you are in for a tentacular treat. The mood is set strongly from the very beginning, and if your players are familiar with the works of H.P Lovecraft they will immediately recognize the kind of scenario they are in. The adventure has a cool, creepy feeling to it that is definitely an awesome change of pace from the usual heroic fantasy you see in most modules.
From what I gathered the module is not very challenging – a solid party should reap through many of the encounters with ease. I guess this is fine because the module is designed to work also for weaker parties (most RP intensive parties are relatively weak) who just want to enjoy the ride and worry less about combat. I suspect I might up the difficulty of some of the encounters when I run it, though.
a small issue that I have with this is that it is absurdly similar in plot to an AP module from Carrion Crown. if someone in the group went through that AP or is planning to, maybe it's best to skip "From Shore To Sea".
All in all a great module that I am sure will create a very fun, albeit creepy, weekend.
There are somethings that go together better than peanut butter and chocolate, and one of them is D&D and Lovecraft! The Shadow Over Innsmouth may have inspired Brandon Hodge, but he has made this module SING! Check my full review: From Shore to Sea