Pathfinder Society Scenario #3-05: Tide of Twilight (PFRPG) PDF (based on
13
reviews)
Paizo Publishing, LLC
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A Pathfinder Society Scenario designed for Levels 1–5.
In researching a recently recovered druidic lorestone, the Pathfinder Society learns of a powerful artifact with the power to turn men into bestial abominations. Amid claims of increased werewolf activity in the region, the PCs travel into the heart of the Verduran Forest to retrieve the valuable relic from a cabal of evil druids believed to currently hold it.
Written by Ron Lundeen.
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 Pathfinder Roleplaying Game.
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It's rare when I don't enjoy an adventure that deals with the fey, and this scenario didn't disappoint. The final encounter is especially challenging. The Twigjack is my favorite monster from Season 3 scenarios.
Spoiler:
Early on in the adventure, I kept wondering why Falbin wasn't susceptible to the effects of the Splinter. The Splinter's ever-increasing influence is said to effect all humanoids that do not possess a strong connection with nature. I interpreted that to mean the Wild Empathy trait. It would have been more logical if Falbin were a good-aligned, low-level Druid instead of just an herbal expert.
I agree with what Kyle Baird said below. Even though I had the map drawn out on gaming paper beforehand, it was difficult to keep it covered until the final location, and if its not already on the table, you lose some immersion by making everyone move books due to the size. A decent module, but could use some more ways for the backstory to shine through
Just returned from playing this one at Tier 4-5. This module, full of potential for character-focused and canon-referencing conflict, quickly devolves into yet another module with way too many combats.
Just how many combats:
Six:
-Archers at the farm.
-Beastmen at the logging village.
-Druid w/ crocodile. I could see this one being talked through... unless you have Shadow Lodge people. *sigh*
-Trixy fey.
-More trixy fey. Is this really necessary?
-Druids.
Wow, that's at least three too many combats.
Slugfest modules like these were what drove me away from PFS in Season 0 (specifically, the horrid #7 Among the Living), and I really hope PFS isn't returning to that horrid model. The combats were all pushovers, where the party rolls initiative, kills everything really quickly, then taps their Cure Light Wands a couple of times and moves on to the next fight.
There was a lot of potential for an engaging conflict between two sides who were both in the wrong here, and the opportunity was wasted by yet another slugfest.
This module represents exactly what's wrong with PFS modules. Avoid as-written, but enjoy with a GM who is able and willing to develop the conflict presented and harness its potential.
The premise is a little convoluted, but the adventure runs really well. Especially liked encounters that were not strictly fights to the death. Some opportunity for roleplay and moral dilemma.
The adventure does seem very deadly though, especially for 1st level characters. One NPC near the end could easily wipe out an entire party and the final encounter is very deadly to low level characters.
This was the first Pathfinder scenario that I have ever played, had fun it was a good adventure. The only negative I saw was the stupid little stick guy that almost killed our whole party. His breath weapon was a little powerful. Other than that enjoyed the story and adventure.
Overall the adventure is pretty good. Biggest issues involve proper size and scale of the map and a little oddness in the way part of the last combat goes. Mostly it went pretty well for our party, with one exception. It'd certainly be willing to run it at some point.
This plays better than it reads. Nice roleplaying potential and encounter variety. A dull encounter in the middle with little threat potential and the tight confines of the final encounters pulls it down a bit.
I wish every scenario could flow so clearly while still bringing the variety of this one. The intensity of the time frame is a tried and true motivator, and the encounters are challenging enough if the DM is as prepped as he should be. This is a keeper.
I am a big fan of encounters where the environment figures into the encounter creatively. Most of then encounters took place in intersting environments.
When these environmental factors are used well by the judge, they make for interesting and challenging encounters.
I am a big fan of continuity in mods, and this one is loosely knit to Season 0's "Tide of Morning."
There are a number of interesting facets here, from a creative template to a valuable flower, that were fresh to me. It appeared to run smoothly and well within time constraints, though
I would NOT recommend running this one cold -- our GM had the maps all drawn, and the look of them told me there's prep work needed.
All in all, a fun adventure with a time crunch to create a sense of urgency.