Pathfinder Society Scenario #5-17: Stranded on Yesterday's Tide (2024)

Pathfinder / Pathfinder Society / Year 5: Year of Unfettered Exploration

Paizo Inc. Pathfinder Society Scenario #5-17: Stranded on Yesterday's Tide (6)Pathfinder Society Scenario #5-17: Stranded on Yesterday's Tide (7)Pathfinder Society Scenario #5-17: Stranded on Yesterday's Tide (8)Pathfinder Society Scenario #5-17: Stranded on Yesterday's Tide (9)Pathfinder Society Scenario #5-17: Stranded on Yesterday's Tide (10) (based on 2 ratings)

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A Pathfinder Society Scenario designed for 1st- through 4th-level characters.

The Pathfinder Society has heard reports of a ship sighted over and over, apparently following the same path before vanishing each week. This unfortunate ship is stuck in time, repeating the same week over and over. The crew has tried everything to escape this fate, and gave up years of the same week ago. The PCs must find a way to return things to normal and save the crew from an eternity of this single week.

Written by William Fischer

Scenario tags: Faction (Horizon Hunters)

[Scenario Maps spoiler - click to reveal]

The following maps used in this scenario are also available for purchase here on paizo.com:

  • Pathfinder Flip-Mat: Bigger Ship
  • Note: This product is part of the Pathfinder Society Scenario Subscription.

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    Excellent theme, shaky scaling

    Pathfinder Society Scenario #5-17: Stranded on Yesterday's Tide (20)Pathfinder Society Scenario #5-17: Stranded on Yesterday's Tide (21)Pathfinder Society Scenario #5-17: Stranded on Yesterday's Tide (22)Pathfinder Society Scenario #5-17: Stranded on Yesterday's Tide (23)Pathfinder Society Scenario #5-17: Stranded on Yesterday's Tide (24) RedOrca (Archives of Nethys)


    Disclosure: I received this for free to run for PaizoCon@.

    I ran this twice: once at the bottom of high tier, and once at the top of low tier. A not-exactly-ghost ship with time shenanigans is a great hook! Overall, this is a great adventure with two issues: poor influence scaling and high rank spells vs low level characters.

    In my first run (bottom of high tier), the players were intrigued through the introduction and into the second round of influence. I initially handled the influence behind the screen, but ultimately had to reveal it during the second round as the crew interactions slowed down.

    My second run (top of low tier) was with more mechanically-inclined players, so I revealed the influence from the start. I also heavily encouraged certain Discover actions, since the scaling would have made success (and the associated treasure bundles) impossible.

    Why the influence scaling math does not work:

    A group of six level 2 characters (top of low tier) has 50% more person-rounds to influence, compared to four level 1s. Due to the scaling, though, it takes around 170% more rounds to reach "trust" (which I assumed was the second tier of influence where they tell you about the passenger) without using weaknesses.

    For comparison, a group of five level 2 characters and one level 3 (bottom of high tier) has the same number of person-rounds to influence, but only takes around 25% more rounds than four level 1s to reach trust, even factoring in the higher DCs.

    This also assumes that all characters are trained in the easiest non-lore skill with a +2 modifier and that they guess that skill correctly without using Discover.

    It didn't seem fair to gate treasure bundles behind reading the scenario's mind, so I told the players directly that they should discover weaknesses before skills.

    The first combat was pretty tough when I had low level PCs in high tier and a complete cakewalk in low tier. That's fine, though - this is a warmup round.

    The second combat has thematic, unique, and challenging foes. At the top of low tier, they did hit-and-run attacks from the corners, using their spells to their advantage. Their spell selection could lead to issues, however:

    Spell issues:

    At the top of low tier, the party faces four creatures, each of which can cast a DC 19 Slow. A level 2 PC with +2 Con trained in Fort saves will crit fail that 15% of the time. Four instances of that gives around a 50/50 chance of someone being slowed 2 for the combat. Hero Points can help, if they didn't spend them all trying to get treasure bundles in the influence.

    I think it would have been better to give the creatures a special ability that has a similar flavor without such a harsh crit fail condition. My tables were lucky enough not to experience this, so the combat was easily the most engaging one with the Reposition action coming in clutch.

    The final fight was fun, but not particularly challenging. I do wonder if it would work better with only one round of the victory point system followed by more usage of the custom Accelerate action during the combat. Both of my tables easily hit the max threshold before the combat even started.

    Overall, an enjoyable scenario with some mechanical issues that could lead to a less enjoyable experience at certain tables.

    An interesting scenario, but the scaling feels wonky

    Pathfinder Society Scenario #5-17: Stranded on Yesterday's Tide (25)Pathfinder Society Scenario #5-17: Stranded on Yesterday's Tide (26)Pathfinder Society Scenario #5-17: Stranded on Yesterday's Tide (27)Pathfinder Society Scenario #5-17: Stranded on Yesterday's Tide (28)Pathfinder Society Scenario #5-17: Stranded on Yesterday's Tide (29) SpykeMH


    Precursor, expect spoilers for me to fully get my thoughts out here.

    Played through the scenario today at near max low tier, 5 players. I did like the setting of the story, and it led to a nice precursor to a future adventure I look forward to playing as well. GM did a good job roleplaying the NPCs, though I was surprised there was no diplomatic option with one of the villains. Reading the scenario after the fact I can kinda see the rationale, but moving from interacting with the crew...to ambushing someone we knew little about being the best option felt out of place. Nonetheless plotwise I didn't have any major complaints with the story.

    The combat felt somewhat easy. Non-severe encounters broken up so the PCs have a round before more threats arrive made cleanup a bit of a breeze, and the enemy options at least in low tier didn't have many options to hinder the party. In fact they felt more hindered by their own passives, having to reposition to attack, then reposition again to not suffer penalties.(I did like having an excuse to use reposition though.) Part of it may have been having a bard and a level 4 frontliner to render the enemy offensive mostly pointless, but even when they got to the backline it rarely seemed dire. Easy combat isn't a huge deal as I like simpler scenarios in lower level missions. And maybe high tier is more exciting, I don't exactly know yet.

    The real issue comes to the scaling of the influences. I can understand why the one near the end was made easier, it basically determines success of the entire mission. The first one however, hoo boy. Please in the future be careful about allowing an Influence encounter to literally double the amount of influence points needed to hit the max threshold, and QUINTUPLE the amount for the first one. Even 6 PCs will struggle to earn 20 influence points in the span of 4 rounds to hit 1st threshold on everyone. For our 5 it was basically impossible. There also isn't much clarification on when an NPC's "trust" is earned. Is it max threshold? Or 2nd where they actually give useful intel? Or perhaps even one is enough? We got one to max and another to 2nd, and basically had to cut our losses on the other two after a few failed discovery and influence checks ruined any hope of getting anywhere on them.

    The initial influence encounter somewhat spoiled the mood early on, especially since it's tied to treasure bundles. But otherwise I liked this scenario. So I'll only dock it down to a 3.

    Search Thread

    Pathfinder Society Scenario #5-17: Stranded on Yesterday's Tide (30) Calcryx666 Feb 14, 2024, 03:29 am

    1 person marked this as a favorite.

    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

    This sounds so interesting

    Pathfinder Society Scenario #5-17: Stranded on Yesterday's Tide (32) Alex Speidel Organized Play Coordinator Mar 19, 2024, 02:41 pm

    Map list updated.

    Pathfinder Society Scenario #5-17: Stranded on Yesterday's Tide (34) Talon Stormwarden Thursday, 07:02 am

    Clarifications/corrections for this scenario have been added to the Foundry modules. I've posted those in the GM discussion thread.

    I have to say, it's doubly frustrating that the devs/writers seem to have stopped answering questions here and the GM Discussion forum, but they are giving info to the Foundry team which the users of the PDF are never likely to see.

    Pathfinder Society Scenario #5-17: Stranded on Yesterday's Tide (36) Kittyburger Yesterday, 05:59 am

    1 person marked this as a favorite.

    Pathfinder Adventure Path Subscriber

    The scaling on this adventure feels off in multiple ways.

    As was stated in the review that was posted, the influence encounter to rouse the crew has a very high degree of difficulty and is harder the more PCs are involved; especially with the captain, whose thresholds are incredibly high.

    Probably more seriously, though, even at the 1-2 tier you have to deal with a Rank 3 spell, Slow, a lot, also with a really high DC, which means with average proficiencies for level, the party is very likely to have at least one crit fail. If that crit fail falls on a sorcerer or other spell caster, expect to have a very frustrated player on your hands. I rolled a 1 and I was like, "Welp. I'm going outside. I'll shield every turn because there's literally nothing else I can do unless a monster wanders into melee range."

    I get what the designer was going for, but I feel like this should have been a tier 3-6 scenario because of the number of monsters with Rank 3 spell slots, and having the possibility for a player's first experience with Pathfinder (tier 1-4 is open to beginning players, after all) be having 2/3 of their actions stripped from them for one or more fights could be seriously damaging to the game and PFS.

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