Pathfinder Society Scenario #1: Silent Tide (OGL) PDF

4.10/5 (based on 55 ratings)

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A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2, 4–5).

When strange reports of misty undead spread through Absalom, you and your fellow Pathfinders are dispatched to the half-drowned district of Puddles. Notoriously rough, the drooling addicts, flesh panderers, and quick-handed knifers of Puddles are the least of your worries. The night's tide brings with it an ancient armada of some long-forgotten war and you are the only thing between their mist-shrouded ghost fleet and Absalom's utter oblivion.

Written by Michael Kortes

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 3.5 edition of the world’s most popular fantasy roleplaying game.

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Average product rating:

4.10/5 (based on 55 ratings)

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4/5

I've GMed this one. Neat story with some cool encounters, such as the puzzle boxes at the beginning.

While I'm not changing my rating based on this, the fights are pretty weak and I don't think they'd have stood up very well against 3.5 PCs either. Does this annoying thing I've seen in other season 0 scenarios where the higher subtier of some encounters is just a larger number of the same weak enemies that make up the low subtier.


Fun high-stakes scenario

4/5

This is a nice "OMG we have to save the world, no time to get real help" scenario that can have low-level characters saving Absalom from disaster. There's a run around, and some interesting combats. Most modern characters won't have too much trouble with the combats, so if you're a player who is disappointed if the combats don't put you in serious danger, you may be disappointed by this scenario. At least one combat has an interesting twist.

The biggest negative is that the last map does not make a lot of senses. It's hard to figure out how to fully connect the drawn map to what's described, it's not clear where the enemies start, and it's not clear how the whole place fits together. The description assumes that there are some sorts of windows are arrow slits present that will be used tactically by the enemies there, but the maps don't make that clear, so the GM needs to make that stuff up.

Still, a fun and potentially exciting low-level PFS scenario.


Nice Little Adventure in The Puddles

4/5

The background for this one is excellent, and the basis for stopping this foe sounds a little grandiose initially, but it's balanced out by the combats offered. In their Heyday I imagine these combats could've been a bit nasty but now with as many choices for classes, and ways around things, they seem a little lackluster now, even with the numbers game against the Players.

Combat

Spoiler:
These are nothing too challenging, multiple thugs and Special Black Echelon Operatives are none too challenging unless you use the BEO's fog, then it gets a touch annoying

The Adventure itself plays a little of everything, and doesn't come across as too much too soon, but there can be a sense of urgency if played right.

RP Portion

Spoiler:
The 5 Chests that Grandmaster Torch wants you to crack can be a wonderful RP segment with the right party and helps to flesh the scenario out.

All in all, in it's place it plays well for a new crew of people, just remember it uses the 3.5 rules not the Pathfinder ones, and prep is a cinch.


Solid design

4/5

Everything about this adventure is well done. The story is good and the combats are well designed. While this adventure suffers the same issues of most Year 0-1 adventures in that they are underpowered by today's standards, they are at least interesting. Unfortunately, nothing stands out as special enough to give then adventure 5 stars.


Good introduction, if a bit easy

3/5

This is a fairly average scenario compared to the newer ones, but it does stand the test of time pretty well. The combat is exceptionally easy after the conversion and new options that entered the campaign over the years. The story, though, is a good one that really showcases the Society well. For those not familiar with the organization, it's a great scenario to run. It also features some really interesting scenes cinematically. On the whole, worth the run, but it'll be a bit boring for experienced players.


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Dark Archive

So my group out here in Kuwait is a little behind the power curve (and just got society characters built last week), so we're just now playing through this.

All I can say is "Wow!!!!"

I don't want to spoil it, but the four of us almost died around nearly every corner (and loved every minute of it)!!! We had a well-round group (fighter, cleric, sorcerer, and rogue), all first level, and this kept us alternating between laughter/cringe for nearly 6 hours! We can't wait to play through more!!

Scarab Sages

Very exciting and interesting game to DM.

However, I was wondering about the last page detailing the Scenario details. I believe there is an error, but I'm not sure where to report it or how to verify it:

Spoiler:

I ran a group of 4 players through the Tier 1-2 of this Scenario. The Chronicle indicates that the total "Max Gold" was "453;" however, I believe it should be 553 Gold. Let me explain:

Act I Rewards:
Tier 1-2: Give each player 53 GP

Act II Rewards:
Tier 1-2: Give each player 128 GP

Act III Rewards:
Tier 1-2: Listed under Development is indicated that if the PCs open all 5 of the safes, then they are awarded 100 GP each

Act IV Rewards:
Tier 1-2: Give each player 5 GP

Act V Rewards:
Tier 1-2: Give each player 267 GP

Total = 53 + 128 + 100 + 5 + 267 = 553 GP

What I believe is that the Max Gold on the Chronicle ignores the potential reward for Act III.


Any suggestions? I have 1 player that wants to play at GENCON and I want to ensure his Character Sheet is correct in detail.

-Cathos

Scarab Sages

Jason Sonia wrote:

So my group out here in Kuwait is a little behind the power curve (and just got society characters built last week), so we're just now playing through this.

All I can say is "Wow!!!!"

I don't want to spoil it, but the four of us almost died around nearly every corner (and loved every minute of it)!!! We had a well-round group (fighter, cleric, sorcerer, and rogue), all first level, and this kept us alternating between laughter/cringe for nearly 6 hours! We can't wait to play through more!!

...Ok, you all only died a few times near the end. I must say as a DM, that a Sorcerer with Color Spray is rather devastating to lower level NPC characters...sigh.

Shadow Lodge

I didn't want to give this scenario a poor review, because I really did enjoy running it. That said, this one needs to be put on the fast track for updating to the PFRPG standard. It was far too easy for the level one characters, and a joke for the ones that were level 2.

Every enemy faced except for three died in one hit to characters that aren't really optimized for melee The end guy died in two, and one thug and one Black Echelon goon were lucky enough to only be taken down to 1hp the first time they were hit. These were fairly new players making typical new player mistakes such as not using Power Attack, even after learning the pathetically low AC of the enemies, not using flank tactics or charges unless prompted.

Again, I think the core of this scenario is sound, and the players seemed to enjoy the story even though they thought (rightly so) that if Silent Tide wasn't any tougher than Black Echelon, that the city wasn't in any real danger. If this scenario is not going to be updated to PFRPG rules soon, at least consider allowing GMs the freedom to do the updates themselves.


I'm about to run this scenario come this sunday, and I have a small, albeit quite remarkable question:

Spoiler:
What if the players fail to rescue Yargos? Is that the end of the scenario before it even began?

Scarab Sages

Very good!

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