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Although I did not run this particular scenario, I've looked it through and checked a part which irked me somewhat. I'm talking the five chests.
As you can see from the chest #2, Box of golden faces, it gives an alternative method to open the chest without a barbarian. This is good.
The third chest, Riddle Vault, is a typical puzzle. It's alright.
Number 4, The Mind Lock, is also passable by any group with a successful disbelief check.
Fifth chest is the holed safe, also the one that interests bards. Despite using the perform skill, it doesn't keep out the PCs since perform can be used untrained.
I now concentrate on the Devil Dial, the first one. This one incorporates Open Lock. Even though the DC gets lower with successful Listen checks, he still needs the Open Lock skill to open it all the way. However, rules deny that characters without ranks in the skill cannot open it, thus making this particularly a "rogue only" box. Yes, I know all classes can take open lock as a cross-class skill, but without trapfinding and other rogueish abilities it'd be stupid to assume so.
You cannot pick locks untrained, but you might successfully force them open.
My point is the Devil Dial requires a particular class/skill and is not solvable by other means. In organized plays one may not assume the party to be balanced. I hope there would be some small errata or modification to the scenario stating the ridiculous Open Lock DC 8 can be done by a character without the ranks. I'm not feeling bad about the minor loss of access or so, but the principle annoys the heck out of me.

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My point is the Devil Dial requires a particular class/skill and is not solvable by other means. In organized plays one may not assume the party to be balanced. I hope there would be some small errata or modification to the scenario stating the ridiculous Open Lock DC 8 can be done by a character without the ranks. I'm not feeling bad about the minor loss of access or so, but the principle annoys the heck out of me.
I think you are correct Deussu. We should come up with some alternatives.
First, it has to be something that Grandmaster Torch could not just "do" on his own. So some sort of specialized skill or at least organized thought process is required.
Anyone have any thoughts or ideas?
CJ

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Perhaps in conjunction with a successful listen check, the open locks check can be used untrained in this instance.
I can see why open lock is normally a trained only skill, but in this instance when you aren't actually probing the workings of the lock, being able to use the open lock roll once you've succeeded at the listen check would seem believable enough.

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When I ran that, I didn't require an open lock roll once the PCs discovered the specific technique. I'm "old school": I think requiring a roll when the player describes the specific technique needed is a cop-out. It's like requiring a roll to find a secret door after the player specifically mentions the trigger technique for opening it ("I take the candle from its holder").
If someone doesn't think that interpretation is valid, be advised that the PCs don't need to solve every puzzle to achieve their goals in the encounter. There are also "outside the box" roleplaying approaches.

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First, it has to be something that Grandmaster Torch could not just "do" on his own. So some sort of specialized skill or at least organized thought process is required.
I kinda doubt Grandmaster Torch would get his hands dirty on anything, despite living in some god forsaken sewers (?).
I'm wondering why the chest didn't open just with the little turning thing. Also, there is no penalty for failure, so the character actually automatically succeeds on all the 10 listen checks. Actually, the same goes to the other chests as well.

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thelesuit wrote:First, it has to be something that Grandmaster Torch could not just "do" on his own. So some sort of specialized skill or at least organized thought process is required.I kinda doubt Grandmaster Torch would get his hands dirty on anything, despite living in some god forsaken sewers (?).
I mean "do" in the figurative sense of having someone open it for him. While his lock-breaker is unavailable, I would assume he has other minions that could perform simple tasks.
I'm wondering why the chest didn't open just with the little turning thing. Also, there is no penalty for failure, so the character actually automatically succeeds on all the 10 listen checks. Actually, the same goes to the other chests as well.
That kind of makes opening ALL of these chests, "simple tasks". I'm sort of at a loss as to how to make this more interesting and believable from an "in game" point of view. I have till tomorrow evening to figure something out. I do like the idea of Grandmaster Torch contracting the PCs because he doesn't have anyone smart or competent available...so the tasks they need to overcome should require smarts or competence.
CJ

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That kind of makes opening ALL of these chests, "simple tasks". I'm sort of at a loss as to how to make this more interesting and believable from an "in game" point of view. I have till tomorrow evening to figure something out. I do like the idea of Grandmaster Torch contracting the PCs because he doesn't have anyone smart or competent available...so the tasks they need to overcome should require smarts or competence.CJ
Say that the grandmaster's fence is coming in a little while, and he would appriciate being able to appraise the contents of the chest before the fence gets there - it presents a fake timetable, because whenever the PCS leave the fence passes them in the doorway, but conveys a sense of urgency

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I didn't consider his lair to be in the tunnels themselves, but accessed by traveling through them. I see what the scenario said, but when water is knee deep in the streets, the chance of finding a dry tunnel seems remote.
When I ran it, I varied from the script in another way...

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I'm wondering why the chest didn't open just with the little turning thing. Also, there is no penalty for failure, so the character actually automatically succeeds on all the 10 listen checks. Actually, the same goes to the other chests as well.

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Oooo...I like this. I'm getting a very Baron Vladimir Harkonnen (from the movie character played by Ian McNeice) from this for Grandmaster Torch floating in his pool of water. I can work with this.
CJ
I wanted to convey something of that when I ran this at Gencon UK. Grandmaster Torch was a very successful and memorable NPC I thought. The PCs did start wondering just what he was a grandmaster of. As they were leaving, one of them said "Can I just ask one more question..." to which the instant reply was "No, I will not tell you what I am a grandmaster of!"

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When I ran this adventure, I found that there were 100 gold pieces per character "over the cap": Someone who was fully successful in every scene would end with 100 gold more than the adventure record allowed.
This made success at Grand Master Torch's place less important, but I wondered whether it was a typographical error. While running the adventure, I explained that the difference went toward the characters' upkeep (Fine inns, expensive women, replacing broken armor parts, etc.) and didn't count some in-game expenses aginst them (For example, parties without clerics repeatedly ran to the local temples for healing... "Helllp! Our ranger is busted up!")

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I wanted to convey something of that when I ran this at Gencon UK. Grandmaster Torch was a very successful and memorable NPC I thought. The PCs did start wondering just what he was a grandmaster of. As they were leaving, one of them said "Can I just ask one more question..." to which the instant reply was "No, I will not tell you what I am a grandmaster of!"
Heh, Pete ran Silent Tide last Saturday, including some homages to your game (read blatent theft from), they went to the Daring Duck among other things, hope you don't mind :). I had to bounce into the room and stand there grinning when they first asked around about the Grandmaster, it was really cool but I was very disappointed when they didn't ask The Question...

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Wintergreen wrote:I wanted to convey something of that when I ran this at Gencon UK. Grandmaster Torch was a very successful and memorable NPC I thought. The PCs did start wondering just what he was a grandmaster of. As they were leaving, one of them said "Can I just ask one more question..." to which the instant reply was "No, I will not tell you what I am a grandmaster of!"Heh, Pete ran Silent Tide last Saturday, including some homages to your game (read blatent theft from), they went to the Daring Duck among other things, hope you don't mind :). I had to bounce into the room and stand there grinning when they first asked around about the Grandmaster, it was really cool but I was very disappointed when they didn't ask The Question...
Excellent. Glad to hear it went well. I'm very happy to have elements of my take on things used by others. Spread the meme!
It will be interesting to see if the Guide to Absalom provides an answer to The Question!

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*** WARNING: SPOILERS ***
I just finished running a slot zero of Silent Tide with my home group, prior to running it at Unicon, Melbourne Australia, 4th/5th October.
Four players, all first level:
Human Paladin, Andoran
Half-orc Cleric (thinks he's a Paladin), Osirion
Human Cleric, Cheliax
Human Sorcerer, Cheliax
I'll relate a few things that came up during play.
Firstly, the players flew through this adventure. The cliff-side threat and both Black Echelon encounters were easily resolved by a) Sorcerer's Sleep spell; and b) two Clerics rebuking the undead. On the one-hand, I wondered if this session played so easy with only four first-level characters, it would be a walk-over for a party of six 2nd-level characters. On the other hand, these encounters could have been much more of a challenge for a party without Clerics or access to the Sleep spell.
The adventure started out making a point of describing how everywhere within the Puddles district was submerged in knee-high sea water. Then the first encounter took place trying to prevent Yargis and his friends being thrown to their deaths over the edge of a cliff. But wait a minute, isn't this district submerged in sea water? So how can there be a cliff here? When visiting Grandmaster Torch, the players also questioned how was it possible to make their way through a sewer network that was beneath a submerged district? Maybe these could logically exist, but they did cause moments of "what the ... ?".
My players felt that more of the equipment found during each encounter could have been listed for possible purchase at the end of the scenario. For example, Nessian's potion of Blur was listed for purchase, but his potion of Mage Armour wasn't.
As a long-time LG player, something I feel was a missed opportunity on the PS Scenario Chronicle sheet was the lack of "favour/disfavour/enmity of ..." paragraphs. This would allow players to be rewarded with favourable contacts, or hindered by nemeses, in future scenarios, giving tangible rewards or consequences to their actions undertaken in previous scenarios. Yargos and Torch are prime candidates to reappear in future scenarios.
My players loved the scenario, and are already asking when I'll be running the next one?

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My players felt that more of the equipment found during each encounter could have been listed for possible purchase at the end of the scenario. For example, Nessian's potion of Blur was listed for purchase, but his potion of Mage Armour wasn't.
It does sound as if your party was well optimized for the encounters, but my players had an easy time with all but the last encounter. On the other hand, when I played the slot zero, we didn't have a cleric in the party. It was rough: If we hadn't bought some healing potions when we ran to a temple for healing, we wouldn't have made it through.

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Ah, thanks, that makes more sense. I guess that holds true for mundane weaponry, such as spiked gauntlets, too. Though sometimes I think it helps to list them anyway, as it prompts players to purchase items they might not otherwise think of, or purchasing an item because they acquired them from a memorable villain, such as a mundane pair of spiked gauntlets the villain referred to as "dog biters".
They did have more trouble with the final encounter, primarily due to Nessian's AC, and the cramped confines of the room - I think this could have been a frustrating encounter for a group of six players all wanting to get in on the action.
Nessian feinted and scored a critical on one player, double damage plus sneak attack dropped him to neg six. Another player moved past him drawing an AOO and was struck down to zero - allowed one action on his turn before collapsing, he cast CLW on himself to keep him in the game. Nessian was a good final challenge.

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Hi, I have a question about the PFS1 chronicle sheet.
I've played three PFS mods, the last of which was Silent Tide. The first two gave "story awards" or whatever you want to call them for free, but looking back while leveling up, I noticed that the Silent Tide chronicle seems to list a price of 100GP for it's story award.
Is this a misprint, or are players expected to pay for story awards occasionally/often? I don't like the idea of players having to pay for them at all, especially something as limited use as the Silent Tide award.
If it is supposed to be for sale and I didn't notice the charge when filling out the chronicle, can I pay for it on my next chronicle and still get the boon?

Joshua J. Frost |

Sometimes a story award is actually a story award and is free.
Sometimes in order to gain the on-going statistical benefit from a "story award" you'll need to purchase an item to get it.
If you didn't pay for the award, then you don't actually have it. You can always purchase items from your current scenario and the last two so there's no problem purchasing it next session.
In short: no typo.

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I don't follow all the posts on the messageboards so maybe this question has been addressed already; if so I apologize for being redundant. My question is about Nessian and his varient class ability that swaps his fighter bonus feats for the sneak attack ability. Every PFS scenario I have run has been true to the Core rules save for this one NPC. Where did this varient class ability come from and is it open to Pathfinder Society PCs? As fas as I know everyone is supposed to use the Core rules. Did I miss something?

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I don't follow all the posts on the messageboards so maybe this question has been addressed already; if so I apologize for being redundant. My question is about Nessian and his varient class ability that swaps his fighter bonus feats for the sneak attack ability. Every PFS scenario I have run has been true to the Core rules save for this one NPC. Where did this varient class ability come from and is it open to Pathfinder Society PCs? As fas as I know everyone is supposed to use the Core rules. Did I miss something?
PC's have to use things from the PHB. The module writers have to use things availible in the OGL (I beleive the class you are talking about is in the SRD somewhere (don't have the module to look up what it is offhand)

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I don't follow all the posts on the messageboards so maybe this question has been addressed already; if so I apologize for being redundant. My question is about Nessian and his varient class ability that swaps his fighter bonus feats for the sneak attack ability. Every PFS scenario I have run has been true to the Core rules save for this one NPC. Where did this varient class ability come from and is it open to Pathfinder Society PCs? As fas as I know everyone is supposed to use the Core rules. Did I miss something?
It's a variant fighter from Unearthed Arcana and is part of the SRD but as has been said players only have access to PHB rules so they can't take it.

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It's a variant fighter from Unearthed Arcana and is part of the SRD but as has been said players only have access to PHB rules so they can't take it.
Yes, I've been a lone voice in the wilderness asking for the rest of the SRD to be opened up. I've not had a chance to play yet, but I'd love to play an Andoran feat rogue or a Cheliaxian battle sorcerer.
The battle sorcerer might be an interesting challenge. "What do you mean the sorcerer is wearing armor? and pulling a sword? We're only first level man!"

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I had a near TPK with this one last night (I let the last man standing run away instead of shooting him in the back.) It was the third time I'd run the scenario, and also the first with kills (also the first PC deaths I've seen after running 4 games and playing 6). I think the reasons it was so difficult is that it was played by a group of 4 lvl 1 PCs and they had no arcanist. In the other games I've run of this scenario, sleep, color spray, and other effects were vital in surviving the final encounter. Additionally, they had less than ideal tactics against Nessian and his crew in Act 5. In any case, one player said that he will not be playing PFS again "until they learn to write first level adventures." I feel sort of bad for being the guy to take out three players in a single round, but at the same time, I feel that I ran the encounter as written. I hope I haven't scared off potential players, though.

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yoda, I know the feeling
Hydra's fang...
When I ran the final fight in silent tide, at the FLGS they'd stopped the undead at the choir, and as a result had time to rest, reload, and reconoiter. Even then, yes, it was the arcanist who saved the day.
That said, Silent tide has been my favourite of the three I've ran/read. Hydra's fang and Frozen fingers being the others.

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yoda, I know the feeling
Hydra's fang...
** spoiler omitted **When I ran the final fight in silent tide, at the FLGS they'd stopped the undead at the choir, and as a result had time to rest, reload, and reconoiter. Even then, yes, it was the arcanist who saved the day.
That said, Silent tide has been my favourite of the three I've ran/read. Hydra's fang and Frozen fingers being the others.
I have a better spoiler for you.

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yoda, I know the feeling
Hydra's fang...
** spoiler omitted **When I ran the final fight in silent tide, at the FLGS they'd stopped the undead at the choir, and as a result had time to rest, reload, and reconoiter. Even then, yes, it was the arcanist who saved the day.
That said, Silent tide has been my favourite of the three I've ran/read. Hydra's fang and Frozen fingers being the others.
Having run the second table at that FLGS with Matt, I'll throw in my 2 cents as well.
During the first encounter with the Black Eschelon, I accidentally read the Tier 4-5 hit points. So they all had 13 hit points. My table had 4 players, a druid, a rogue, a monk, and a non-healing militant cleric (I'm not kidding).
Even with the beefed up hit points, they took them all down with minimal injury to themselves (though I did freak out the druid when one of the undead got in her face, but she rolled a confirmed crit and annihilated him). Recognizing that I screwed up, I fixed the problem later on.
The church scene only sucked in so far as they had difficulty getting to the undead on the pipes. The cleric kept jumping around on the keys, rolled well on his knowledge check, and helped the noviate play the song.
It was the final encounter that was the most difficult. The druid cast charm animal on the dog, and that was it for her spells. The cleric was likewise almost out of spells. The dog helped out in the fight against the thugs, but one of the thugs took the monk to negative hit points. I got a little worried at that point, because I really didn't want to kill anyone during the first scenario, and the monk hadn't achieved his faction goal up to this point.
But thanks to the druid and her dog, the day was saved and the monk lives to die another day, err, I mean play in another scenario.
I had a lot of fun running Silent Tide. Next we're doing Frozen Fingers, in which I played at GenCon. I liked that scenario, too.

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yoda8myhead wrote:In any case, one player said that he will not be playing PFS again "until they learn to write first level adventures."So how's he going to know we learned to write 1st level adventures if he quits?
By us e-mailing him? I played with that player in the past... But I do agree with him that the modules are too difficult for level 1 characters.

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Wow!! We had a great time with Silent Tide!!
Party consisted of
Ulfen Barbarian
Human Rogue( More Greasy Thug)
Taldor Fighter ( Pretty boy)
Andorian Bard
Party was a little ill equipped for the Black Echelon, Barbarian and Taldor fighter were dropped in Granary. Lack of cleric was a little bad for them. We skipped the cathedral based on time. Final Act was harsh, also.Barbarian charged Nessian on the stairs of the tower allowing only one party member at a time. Nessian hit Barbarian with Crit and dropped him,Bard took dive over Barbarians Body to attack Nessian Hit him he shook it off and dropped the bard in 1 swing. Cramped quarters spelled bad mojo for party. in the end the Rogue's dog wounded him and the Taldor fighter finished him off.
I felt the pressure to act now with stopping the echelon really pushed it forward.
A few questions though?
The part unlocked all chests and got 100gp from Torch. Can this be gotten in addition to the scenario cap? If not why even put it in?
Also after scenario players with Perform, Craft or profession can earn extra gold? Is this in addition to the cap? I'm assuming no on first question and yes on second?
A little clarification is needed for me, Thanks in advance for replies.
Overall a great 1st level scenario I thought our group loved it, Thanks to Mr. Kortes on this one!!

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Omnissiah wrote:
The part unlocked all chests and got 100gp from Torch. Can this be gotten in addition to the scenario cap? If not why even put it in?
My answer:
This gold is part of the cap gold. The reason it was put in was probably because there's very little loot to be had before the fight with Nessian & his gang, which is where the players really cash in--but only if they can beat Nessian. Getting 100 GP each was a way the PCs could afford to stock up on healing items (potions & scrolls) before the big fight. The loot from the last fight likely puts the PCs far above cap gold, so if they fail to win the gold from Grandmaster Torch they can still make cap.
Omnissiah wrote:
Also after scenario players with Perform, Craft or profession can earn extra gold? Is this in addition to the cap? I'm assuming no on first question and yes on second?
My answer:
You are right on this one. In Chapter 8 (pg 22) of the Guide to Pathfinder Society Organized Play you can find the rules earning *extra* gold through a side job. You are correct that this money is on top of what the PC gets through the scenario. I recommend documenting it in the "Items Sold/Conditions Gained" section of the Chronicle; "Profession (Mortician) check 19, earned 10GP".

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Omnissiah wrote:
The part unlocked all chests and got 100gp from Torch. Can this be gotten in addition to the scenario cap? If not why even put it in?
My answer:
This gold is part of the cap gold. The reason it was put in was probably because there's very little loot to be had before the fight with Nessian & his gang, which is where the players really cash in--but only if they can beat Nessian. Getting 100 GP each was a way the PCs could afford to stock up on healing items (potions & scrolls) before the big fight. The loot from the last fight likely puts the PCs far above cap gold, so if they fail to win the gold from Grandmaster Torch they can still make cap.Omnissiah wrote:
Also after scenario players with Perform, Craft or profession can earn extra gold? Is this in addition to the cap? I'm assuming no on first question and yes on second?My answer:
You are right on this one. In Chapter 8 (pg 22) of the Guide to Pathfinder Society Organized Play you can find the rules earning *extra* gold through a side job. You are correct that this money is on top of what the PC gets through the scenario. I recommend documenting it in the "Items Sold/Conditions Gained" section of the Chronicle; "Profession (Mortician) check 19, earned 10GP".
There are some issues with the take on the gold cap and the 100 bonus gold. If it were an error it should have been made clear on the forums. Here is the problem as the characters were to stock up on items before the fight, what happens with the party uses the items disporportionately. If everyone bought 2 cure lights, and onle a few people needed them, would they drain off or count toward your cap and limit what you buy in the end? Well the characters that used the potions would have consumed the gold and get a full share, while those that did not would be penalized and forced to buy something in the end they may not have wanted. Well it could be that all the unused items are returned to the Pathfinders Society and then the group is given there take. The word bonus implies in addition to.
Some of those boxes were complicated and without a well rounded group it may have been difficult and skipped. I think that this was an oversight and not corrected or this was a bonus if the characters took the time out to complete it. It is only 100 gold and does not make a big difference. It is not a bonus if you are stuck with what you bought to prepare for a fight.

theporkchopxpress |

Hi there. I plan on running this scenario soon and I had a question in regards to the first fight at the cliff. Once the hostages hit the water, how far do they sink. I figured that this may become important if my PC's have to jump in after them. Can they reach them in one swim check even if they don't dive in after they initially get dumped over the cliff? I didn't really see this info in the scenario so I thought I'd piggy back onto this thread and see what everyone else did.

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Hi there. I plan on running this scenario soon and I had a question in regards to the first fight at the cliff. Once the hostages hit the water, how far do they sink. I figured that this may become important if my PC's have to jump in after them. Can they reach them in one swim check even if they don't dive in after they initially get dumped over the cliff? I didn't really see this info in the scenario so I thought I'd piggy back onto this thread and see what everyone else did.
It is easy to overcomplicate this scenario trying to plan for a lot of variables. Don't over-plan, as soon as you do the players will go in the opposite direction, like the Murphy's Law of gaming. I've run this scenario twice and it never came close to the situation you presented. However, the scenario does state that the captives are dragged under by the chains and hit the bottom of the sea flor by the end of round three.
Round One: (War Hound's Turn) Prisoners get shoved over the cliff, the last prisoner to go over, Samchar, grabs a ledge and hangs on.Round Two: Samchar hangs on until the end of the round, then falls.
Round Three: At the end of the round, all prisoners still shackled together hit the bottom of the sea floor.
After 20 rounds of holding their breath, the prisoners must begin to make Constitution checks to avoid drowning.
I would agree that if a PC dove from the cliff, one successful DC 15 swim check would be needed to reach the prisoners after they have submerged. This is a full round action. I'd say that the sea floor is 20 feet below the surface. Swimming as a move action is a quarter movement rate, as a full round action it's a half movement rate. To free a prisoner, a PC need only be adjacent to a prisoner, so 15 foot swim straight down would appropriate.

theporkchopxpress |

It is easy to overcomplicate this scenario trying to plan for a lot of variables. Don't over-plan, as soon as you do the players will go in the opposite direction, like the Murphy's Law of gaming. I've run this scenario twice and it never came close to the situation you presented.
Thanks so much for the advice Doug. I will try this when I run the scenario here soon. My goal was actually to avoid complication, particularly due to the time limit on the scenarios. I also seem to attract nit-picky players so I like to get prepared well ahead of time.
Once again, thank you!

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Just ran Silent Tide on the weekend, for a group that included people who hadn't played since 1-2 ed, or hadn't played any roleplaying game before. Had a blast. Respect to Michael Kortes, it is an excellent first adventure.
Word of warning for Nessian in the final encounter, if you stand out on the siege tower platform to snipe at PCs, don't be surprised if a PC runs up the tower and bull rushes you off! Happened in the game, even with good BAB, Str and Dex for his CMD, it doesn't help if the PC rolls a natural 20 on the bull rush attempt. :-)

Ask a Shoanti |

Word of warning for Nessian in the final encounter, if you stand out on the siege tower platform to snipe at PCs, don't be surprised if a PC runs up the tower and bull rushes you off! Happened in the game, even with good BAB, Str and Dex for his CMD, it doesn't help if the PC rolls a natural 20 on the bull rush attempt. :-)
Now that is an awesome climactic finish. Sounds like it was a fun game.

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Some background information for the Silent Tide.
The book, "Guide to Absalom" came out after Silent Tide, but you can use it to strengthen the story a bit.
A) The cliff at the edge of the puddles district has to be a the built up base of Fort Tempest. The War Hounders would have Yargos and friends in the deep shadows of the fort in the foggy early evening (twilight and likely even 20% concealment though it's not stated in the module. Not to mention the "thick fog that hangs in the air" which Paizo says, "obscures all sight beyond 5 feet". Though that is to harsh in my opinion so I'll stick with the reduced visibility of fog, evening and in shadows equals 0% miss chance if your in melee and 20% at range more than 5' away). The other cliffs would be either through crowded streets almost two miles away at the Precipice Quarter or the other way through Westgate and your not likely to take captives through a controlled gate.
From, "Guide to Absalom": Fort Tempest is considered a throwaway post, where members of the Starwatch are put if they’re to be punished, though not as severely as flogging or banishment. While it’s not common, rejects and embarrassments from other guard units are also sometimes assigned here to keep them out of the way. (Also unaware and uncaring of what happens at the base of their massive curtain wall.)
B) As for Grandmaster Torch here is a description of him and his lair. Furthermore, Yargos Gill could go to a known contact of Grandmaster Torch who then leads them through the tunnels blindfolded to add suspense.
From, "Guide to Absalom": The Siphons: These underground tunnels are dangerous and often flooded. Some connect to the sewer system, some are obsolete and walled-off parts of the sewers, and some are part of a sprawling series of crypts and emergency tunnels. Some criminal elements use the Siphons as a hideout, shoring up walls with heavy bricks and creating elevated doorways to keep their lairs dry, though seepage and the risk of collapse are always problems. One of the best-known residents of the Siphons is Grandmaster Torch, a soft-spoken information broker covered in horrible burn scars.
_______________________________________________________________________
P.S. Paizo you really need a greater variation of categories for natural fog. Saying, "fog obscures all sight beyond 5 feet" is to much.
Perhaps three categories would be better:
"Natural" Fog: Normal visibility out to 60', 20% concealment from 60 to 120 and fog obscures all sight beyond 120'
"Natural" Thick fog: Normal visibility out to 30', 20% concealment from 30 to 60 and fog obscures all sight beyond 60'
"Natural" Ground or Tully fog: 20% concealment out to 5' and fog obscures all sight beyond 5'.
We can have these rules in a home game, but not in a Pathfinder Society game. When you say a thick fog hangs in the air in a module, we DM's have to ignore it or have PC's walking around blind through the whole adventure.

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(Let's try this again, now that the Paizo site has returned from maintenance...)
Short version: What recommendations would you have, in case the party cannot rescue the prisoners in Act One?
Aside: Failing an Acrobatics check and landing badly after a fall of 35 feet only does 1d3 non-lethal damage?? I can understand that we don't want to kill the PCs if they dive off the cliff to save the NPCs, but why not make it a 10-foot drop instead of a three-story plunge? The next time they fall 35 feet into water, say, off a crow's nest of a boat, they'll expect it to inflict 1d3 non-lethal, and they'll be in for a surprise.

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Per the Pathfinder Rules Document online:
Falling into Water
Falls into water are handled somewhat differently. If the water is at least 10 feet deep, the first 20 feet of falling do no damage. The next 20 feet do nonlethal damage (1d3 per 10-foot increment). Beyond that, falling damage is lethal damage (1d6 per additional 10-foot increment).
Characters who deliberately dive into water take no damage on a successful DC 15 Swim check or DC 15 Acrobatics check, so long as the water is at least 10 feet deep for every 30 feet fallen. The DC of the check, however, increases by 5 for every 50 feet of the dive.

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I am prepping to run this scenario in a home game soon and not being a native english speaker could use some help.

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I am prepping to run this scenario in a home game soon and not being a native english speaker could use some help.
** spoiler omitted **
I'll see what I can do. This thread's been full of spoilers already, so I'm not going to hide it.
Though different now sounds my name, the spelling still remains the same. Once prior leap of might, now becomes bird of white.
The first sentence indicates that you're looking for a word that is spelled the same, but sounds different. In English it is what is known heteronym as a (Wikipedia Link). Another example would be the word bow which could be a stringed instrument (pronounced boh), and the front a ship (pronounced bau). The link has tons of examples.
So now that we know that we're looking for a heteronym, we need to find a word that a) means a big jump, and a white bird. The word (dove) can mean either, as it first can mean jumping from a height into water (traditionally), and the other is a white bird (typically representing peace).
If you have a bunch of other non-English speakers, or not native speakers that is the kind of riddle you're looking for. I personally wouldn't try to translate it, as the whole thing is based on a particular word in the English language.

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If you have a bunch of other non-English speakers, or not native speakers that is the kind of riddle you're looking for. I personally wouldn't try to translate it, as the whole thing is based on a particular word in the English language.
I see. A million thanks! And I think I am halfway there for a German riddle that uses the same mechanic and even the same solution. The German word for dove, "Taube", happens to be a heteronym for a deaf woman. Sounds weird, but German is a weird language. I can definitely work with somethin like that.
Thanks again!