Pathfinder Module: From Shore to Sea (PFRPG)

4.00/5 (based on 13 ratings)
Pathfinder Module: From Shore to Sea (PFRPG)
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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.

ISBN 13: 978-1-60125-257-9

From Shore to Sea is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (213 KB zip/PDF).

Note: This product is part of the Pathfinder Adventure Subscription.

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This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZO9525


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Late to PFRPG - even later product review

5/5

This is, IMO, an excellent tip of the hat to 'Escape from Innsmouth(c)'. Being a HUGE fan of Lovecraft, I'd been searching products related to, influenced by his work or the CoC RPG. I decided to use this module as inspiration and write EfI for PFRPG at level 1, yes Level 1, without the ground work done in 'From Shore to Sea' I think I'd still be trying to write it instead of having it ready to go. Thanx Brandon, you saved me a lot of work.


Lovecraft meets Azlanti

5/5

As a shameless Lovecraft fanboy this module really appealed to me. The premise of an "Innsmouth" analogy in Golarion was seamlessly brought to life in this adventure which presents Lovecraft's story "The Innsmouth" horror through a Golarion lens and tying it to the ancient Azlanti culture of which there has been very little information so far.

There are some intriguing Npc's, bizarre events and strange locations awaiting discovery for those who dare explore this adventure. If you are as fond of isolated horror, inbred fish-men and strange and ancient cultures as I am, then this adventure will be perfect for you.

As a side note, the art and maps in this adventure are great especially the portraits of the various npc's the pc's might encounter.


Best Module So Far

5/5

As a patron for the product, I may be a little biased.

That said, this is a fantastic module. Brandon (and the Paizo development team) did a great job of fitting the best of the crazy ideas we came up with into a 32 page module. If you want to give your players a wild adventure they'll never forget, pick this module up.

I knew before it came out that the adventure was good. Having downloaded the final PDF I was stunned at how amazing it looked. The art does a great job of capturing scenes from the adventure. The cartography is incredible. The map of the island and the obsevatory really stand out.

My favorite module yet, I rate this a must have.


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Liberty's Edge

I just wrote a whole long post and my page timed out. very frustrating. I apologize that my question is blunt and impersonal.

Spoiler:
In the giant tentacle attack in the lighthouse, the text says the PCs can attack or sunder with a slashing weapon. The stat block doesn't list any DR or immunity to non slashing weapon damage. Am I missing something or over thinking it?

Thanks and again I apologize.

Merlino

Paizo Employee Developer

This is just a case of slightly confusing language. What it means is that the PCs can attack the tentacles (with any weapon), or they can attempt to sunder the tentacles with slashing weapons. The tentacles don't have any DR or immunity to slashing damage, but only slashing weapons can be used to sunder them.

Liberty's Edge

Thank you for clearing that up for me.

Rob McCreary wrote:
This is just a case of slightly confusing language. What it means is that the PCs can attack the tentacles (with any weapon), or they can attempt to sunder the tentacles with slashing weapons. The tentacles don't have any DR or immunity to slashing damage, but only slashing weapons can be used to sunder them.


I didn't see this question in previous posts, so I'll ask here:

Due to certain events in a previous adventure the PCs are sailors on a ship. It seems like the perfect introduction to From Shore to Sea but I wonder if they'll just try to bypass Blackcove altogether and go to the island right away. At the very least, they'll skip a certain encounter on the boat ride over. Has this happened to anyone else and, if so, how did you modify?

Contributor

Dustin Ashe wrote:

I didn't see this question in previous posts, so I'll ask here:

Due to certain events in a previous adventure the PCs are sailors on a ship. It seems like the perfect introduction to From Shore to Sea but I wonder if they'll just try to bypass Blackcove altogether and go to the island right away. At the very least, they'll skip a certain encounter on the boat ride over. Has this happened to anyone else and, if so, how did you modify?

I think this one's easy--the PCs run aground near Blackcove in a storm, and don't see or even know about the island until told of it by the villagers in the council. Would that work?

The Exchange

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That, or they see some sort of distress beacon from the village.

Contributor

1 person marked this as a favorite.

Or even: "Ye Gods! We've a storm churnin' and fog thick as guttersludge, mates, and the Blackcove lighthouse isn't a'light as we'd expect! Hold for the stern to meet the shore, men!!!"

*crash*


2 people marked this as a favorite.
Brandon Hodge wrote:

Or even: "Ye Gods! We've a storm churnin' and fog thick as guttersludge, mates, and the Blackcove lighthouse isn't a'light as we'd expect! Hold for the stern to meet the shore, men!!!"

*crash*

This is what I love about Paizo messageboards. The freakin' writers of these modules answer my questions.

Awesome solution. Thanks, Brandon.


1 person marked this as a favorite.

Or the ship could pull in to re provision and find a guide or pilot to take them around the fog shrouded reef.

When the "thing" happens the ship can be run aground and 2/3rds of the crew be taken. The village promises to help re-float the ship if they go to the island.

You have 4 motivations for your players, get your crew back, get your ship re-floated, investigate the mystery and make the sea-way safe for other ships.

Dark Archive RPG Superstar Season 9 Top 32

I'm pleased to see renewed interest in From Shore to Sea. Be looking for more Sunken Empires inspired adventures and vril magic rules in the near future! :^ )

James Thomas
Official Unelected Chair of S.E.A.S. (Sunken Empires Appreciation Society)


My party has a dhampir inquisitor with the holy brand ability. Would it work on the many-tentacled abomination that attacks them in the lighthouse? I ruled that it did though now that I've read it only affects creatures of the evil *subtype*, not just any evil creature as I mistakenly believed, I'm thinking that was a mistake.

Anyway, now that it's branded (and I don't really want to take back my ruling) where is this creature probably going to go? Where doors it hang out? Nal-Kashel? Or somewhere deep in the ocean or maybe even on the elemental plane of water?


Speaking of the lighthouse attack, I just had a Pharasmin cleric use Gentle Rest on a tentacle in a PbP. On the one hand, the tentacles are immune to mind-affecting effects. OTOH, Gentle Rest is not listed as a mind-affecting effect. Thoughts on how to handle this?

Contributor

DM Carbide wrote:
Speaking of the lighthouse attack, I just had a Pharasmin cleric use Gentle Rest on a tentacle in a PbP. On the one hand, the tentacles are immune to mind-affecting effects. OTOH, Gentle Rest is not listed as a mind-affecting effect. Thoughts on how to handle this?

That is a tough one. You could split the difference--give it the staggered condition since it is representing a creature, but not the sleep effect--which is most certainly mind-affecting. Probably your easiest bet to award the PC's action without unduly crippling the encounter.


That's reasonable. OTOH, affecting the whole creature, even for one round, is a little much. Thanks for the reply!


After some debate, I agreed to have the ability affect each tentacle individually. So if a tentacle would normally reach in through a window and make a grab attempt, it would instead only be able to reach in through a window.

Dark Archive

Nice to see, that this great adventure SOLD OUT after seven years! :-)

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