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Pathfinder Society Scenario #3-05: Tide of Twilight (PFRPG) PDF

****( ) (based on 20 ratings)

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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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Product Reviews (20)
1 to 5 of 20 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Average product rating:

****( ) (based on 20 ratings)

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Yay more gnomes!

****( )

I love gnomes. I think they are fun creative race and love getting to roleplay with them. This adventure starts you off with one!

Ok after chatting up a gnome you go through a wilderness treck to see some druids. The areas effect on PCs is very awesome and I would haved loved to have had it expanded upon more in the scenario.

The encounters are fun and have reasons for being there. This can have a very deadly encounter for their level, but I enjoy that.


goofy fun

*****

The combats in this scenario are kind of dumb, but on the whole it's a good, silly time, provided you play it right. As long as the GM makes the one thing amusing, everyone should have a good time.


[Player] Flavorful and intensive, but so many fights!

****( )

I played this scenario at a convention about one week ago, so my perspective is that of a player. For reference, I played it in the lower tier (1-2). Be warned, spoilers will follow.

"Tide of Twilight" has an interesting premise, and the flavor was instantly set. Werewolves, evil druids, a threatening ritual... what's not to like!

Encounters
The encounters were rather interesting. I liked most of them (my favourite being the first one with Falbin and the fire). My only concern (and that scenario's major flaw imho) was that there were just too many fights. Granted, we failed at convincing the elf to let us pass, but I think that's still too many encounters. Our GM had to hand-wave the second fey encounter in the maze in order for us to be able to finish within the 4-hour timeframe. One or two encounters less would have been more manageable, I think. For example, having only one fey encounter, and making the elf more prone to be convinced to let the PCs pass (she initiated combat, so those -10 penalties on diplomacy were really hard to deal with at level 1).

Mechanics
The handling of the curse was interesting because while it weakened the group, it gave us other opportunities (roleplay, alternate fighting tactics). I also liked the fact that the mission was on a timer. It really made us feel on edge.

My faction mission (Grand Lodge) was interesting, but it was too bad that it relied only on one roll, which I botched of course!

This scenario I'll definitely recommend.

Story: 3/5
Roleplay: 4/5
Encounters: 3/5
Mechanics: 4/5

Total: 4/5


Awesome!

*****

Perspective: GM, Tier 1-2.

I ran this for my home group, and we had a blast! The criticism about the maps given by other reviewers is fair, but I drew all of my maps ahead of time. If you have game paper or two chessex battlemats, I recommend pre-drawing the maps. I mapped the henge on a hex grid, which my players really liked.

My only criticism is

Spoiler:
the fire mechanic in the first encounter. It seems inevitable that the fire will get away from the PCs. Maybe that is the intention. If not, a 1-in-6 chance of adjacent squares igniting would have made for a more exciting fire. My players simply gave up on fighting the fire at all.


GM: Players Loved it!

*****

This was the first adventure the group ran after First Steps. They had a blast! I would recommend definitely recommend this. I even had fun GMing this too!

Spoiler:
The party took a long time at Falbin's, though I suspect this was the party dynamic. They made it Brier Henge with only an hour left. And the game ran an extra 30 minutes. And the trap in Act 3 almost caused a party wipe, but the party bounced back. All in all, the group had a Blast! It was Epic! Can't wait for next week!


1 to 5 of 20 << first < prev | 1 | 2 | 3 | 4 | next > last >>

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