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From Sea to Shore (level 6 Pathfinder)


haldir
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Debated on this one as I'm GMing 2 pbp already & I'm in even more then that but with ReaperCon now over a year away I want to hone my GM skills on a higher level adventure. I'm running Hungry are the Dead next year for ReaperCon. Appropriate for the theme & time for the 2016 edition. Also I've never ran just a module. I've only ran Adventure Paths & such. Hungry is around the same level as this one, thou I may up it one level.

 

As quoted from Paizo's page for the module:

 

From Sea to Shore

 

"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"

 

Since this one was written before allot of the current Pathfinder books were written I think I'll just go with the following books for character creation:

 

Looking for 4 or 5 players

 

Books Used: Core Rulebook & Advanced Players & Ultimate Magic

Races: Core & Aasimar, Tiefling

Alignment: No Evil

Traits: 2

Starting level 6!

Stats: 20 pt buy

Build your characters for 6th level. We'll work on equipment once you've made the character, more then likely you'll get a +1 weapon & +1 armor & other support items.

 

 

While I want this to closer to Core I will allow rules from Advanced Player's Book as well.

 

Post here for character ideas!!

 

Looking forward to this one.

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Cool idea, I'd been thinking about feeling out interest in running smaller modules (though I'd actually like to try something with roll20 or something similar, as modules seem so much more doable for that). I have this one sitting on the shelf, haven't read it yet, and think it sounds fun. I'd be interested, but I've got ~3 games more or less going here already, though, so I'd ask to be last on the list, I guess.

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While it sounds interesting, I'm just in too many games right now (plus DM-ing one as well).

 

Good luck to all!

 

Totally understand. Heck I had to convince myself to put this one but as this is my only outlet for Pathfinder gaming I figured I'd better put something up so I'm use to level 5-7. I ran a Society game around this level at RCon a couple years ago (I think it was one you attended) & I was kinda lost when it came to some of stuff. Figured I'd iron out the bugs here first. I actually wanted to run a D&D5 but in the end, Pathfinder won out due to the online resources & such.

 

I forgot to add the # of players I wanted & right now all who has posted has a spot if they want in.

 

Qwyk

Nightyknight

styates

Marvin

Dilverish (posted but not in)

 

I can go with 5 but 4 is all I need.

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My character

I'm sorry about not using the spoilers thing. I don't know how to.

Valen Faldar
Aasimar oracle 6 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Advanced Race Guide 84)
N Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 34 (6d8+6)
Fort +2, Ref +3, Will +6
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee unarmed strike +3 (1d3-1)
Spell-Like Abilities (CL 6th; concentration +11)
   1/dayâ€â€daylight
Oracle Spells Known (CL 6th; concentration +11)
   3rd (4/day)â€â€cure serious wounds, summon monster III, water breathing
   2nd (6/day)â€â€cure moderate wounds, hold person (DC 17), inflict moderate wounds (DC 17), slipstream[APG] (DC 17)
   1st (8/day)â€â€cure light wounds, entropic shield, inflict light wounds (DC 16), sanctuary (DC 16), summon monster I, touch of the sea[APG] (DC 16)
   0 (at will)â€â€create water, detect magic, detect poison, light, purify food and drink (DC 15), read magic, stabilize
   Mystery Waves
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Statistics
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Str 8, Dex 12, Con 10, Int 12, Wis 13, Cha 21
Base Atk +4; CMB +3; CMD 14
Feats Extra Revelation[APG], Improved Initiative, Improved Unarmed Strike
Skills Acrobatics +6, Diplomacy +16, Escape Artist +8, Heal +10, Perception +3, Sense Motive +7, Spellcraft +7, Swim +8; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Aquan, Celestial, Common, Draconic, Terran
SQ oracle's curse (tongues), revelations (fluid travel, ice armor, water sight)
Other Gear 150 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fluid Travel (Walking, 6 hours/day) (Su) Walk on liquid as if was solid.
Ice Armor +4 (6 hours/day) (Ex) Conjure a suit of armor made of ice, stronger in cold temps, and weaker in hot.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Tongues (Aquan, Terran) You can only understand and speak two languages in combat.
Water Sight (6 rounds/day) (Su) See through fog and mist. Can use a calm pool of water for .

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Feel free to use archetypes.

 

I thought of using aquatic races but the water breathing part I felt was a bit of a power turn for this one.

 

S'Raven

 

If I don't get someone new over the weekend, you can have the 5th spot.

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