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

****( ) (based on 27 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 (27)
1 to 5 of 27 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Average product rating:

****( ) (based on 27 ratings)

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Amazing flavor and setting

****( )

I played this scenario with Damanta, Ascalaphus and Woran (read their reviews below) as the summoner. I can only more or less echo their sentiments about this scenario. The setting was great and I enjoyed meeting fey for the first time as this character. What I disliked was the timer. It wasn't really needed and more or less forced us to rush from one fight to another, not really allowing us to properly interact in character with each-other. Especially given certain effects there's a huge potential for all sorts of fun interacting, but you feel rushed to the end.

Don't get me wrong, we did have some nice dialogues and situations occur because Woran allowed us to act out silly ideas – hey, my childish summoner got to fly with the roc animal companion for no reason other than that my summoner thought it was fun to do – but it could have been more. Woran really made the scenario more enjoyable than it's written on paper. At least, that's how I perceived and experienced it.

As for the encounters, well, they were certainly challenging. The final encounter can be really brutal and we did take a severe beating. It was closer than we probably would have liked, but we managed to somehow stay alive, albeit some of us barely.

All-in-all it's a great scenario with lots of potential, but it really comes down to the GM to use that potential to its full effect. Thinking outside the box and improvisation are always handy, but this scenario really flourishes with it.


Much funnier than its predecessor

****( )

I played this with Woran as GM and Damanta as fellow player; I was the inquisitor.

I'd previously played Tide of Morning with the same Abadar-inquisitor; I had some unfinished business in this forest. Pave The Earth and all that. For my character, this primal business was very unsettling and had to be dealt with.

I've read the adventure, and Woran pulled more RP potential out of it that you'd get from a dry reading. There are some good tips on that in the discussion thread. They really make the scenario great instead of just okay. They turn it from just a job into a fantasy adventure.

Difficulty seemed okay to me, we were a smallish party and we triumphed but it wasn't too easy.


*****

I GMd Damanta (review below mine), so please read his review for a player perspective.

I love this scenario. It has a good back story (bad druids get godly artifact), and there is a ton of roleplay opportunity. The combat can be quite deadly on the lower teir, but offers a good challenge for the players to sink their teeth in (pun intended).

It really is a scenario that will come into its right with the right players/GM. The roleplay opportunities make this a unique scenario.
If those are ignored, it can be quite a dreary 'go from a to b and beat up some mooks' experience.
But if the players go for it and the GM did the prep (handouts can make a huge difference in my opinion!), this scenario will shine.

Summary: Lots and lots of potential. Best suited for players that like some funny roleplaying and a good fight.
I would say this scenario is suited for players of all ages.


Lovely story

****( )

We played this last evening in a group of 4 in low tier.

partysetup:
Inquisitor 2 (huntsman archetype, with roc animal companion), Ranger 2 (archer), Fighter 1 (lorewarden), Summoner 1 (with quadruped eidolon)

The setting was awesome, but being on such a tight timer didn't really add much to my enjoyment. A timer isn't even necesary here with the game mechanics as I understood them (unless you play with a party full of people immune to a certain mechanic).

The encounters:
The fighting encounter at the start was okayish, but because of the drought we wanted to get started on putting out the fire as fast as possible and thus initiated combat. Ah well, we managed barely. (The GM dice on to hit were rolling hot)

After talking to the gnome and being put on a very very tight timer off we went. The ranger and inquisitor failing their saves first and turning into a hybrid boar and hybrid dog respectively.

At the logging camp the inquisitor managed to intimidate and then putting the hurt on the alpha wolf enough to get them to back down.

The next day the lorewarden also succumbed and turned into a hybrid crocodile, but the summoner stayed in his own shape, which made the encounter with the druid at the rivercrossing a lot easier because the gnome could talk to her and the lorewarden as crocodile had a conversation with her crocodile companion so we managed to avoid this fight.

Up next was a tiny fey and her dog companion. She charmed our ranger, then failed to charm the inquisitor, the dog companion tripped the inquisitor, the lorewarden tripped the dog, the fey reduce personed the lorewarden, the ranger and summoner sat down and did nothing, the inquisitor cast true strike, the dog tried to get up and was whacked by the inquisitor, roc and lorewarden putting it at 0 hp, the fey tried to charge the lorewarden but got disarmed, then proceeded to shrink the lorewardens small guisarme to tiny and finally the inquisitor grappled the fey thanks to the true strike. After that we could finally talk to her and after healing her dog we set them free and let her go.

Enter Briarhenge, a very interesting location. We scouted around a bit, finding some bits and pieces and then got into the endfight.
This was really really brutal, 4 druids with shillelagh and enlarge person in low tier made sure the two melee went into the negatives but luckily the roc and eidolon combined with the archer managed to put them down. The only reason the inquisitor didn't die here was because of the boosted constitution from the changing.

All in all a very nice evening spend on it, but the fights could've been a bit less brutal on low tier and the timer felt like an annoying mechanism on top of the changing mechanism.


Not a Fan

**( )( )( )

I've both played and GMed this scenario. Both times, I walked away dissatisfied. However, a good amount of this was because because of party makeup when I played it. In addition, I think I brought my negative feelings playing it over to my GMing experience.

Playing Experience:
This was the second or third PFS scenario I ever played in. I was playing a rather terrible elf rogue, and the rest of the party were either Aasimars, Tieflings or had the wild empathy class feature. I failed my save against the effect on the first time and had to spend the entire scenario as a sad lion. Remember the sad kid monkey kid from Jumangi? Yeah, that was me the whole time, but lion-y. I feel like the combination between that scenario mechanic and my party make up just punished me for being the only player stupid enough to bring a character that wasn't immune to the condition.

GM Experience:
All in all, this scenario wasn't difficult to prep or otherwise run. I feel as though the new secondary success condition, preventing the fire from spreading, is extremely difficult for players to achieve and un-intuitive. There's nothing to indicate that it's vital to save his farm, and every second counts when the fire spreads so rapidly. However, the end encounter is flavorful, though the unique map is a pain to draw.


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