NO SPOILERS
SPOILERS!
As is often the case for Season Zero scenarios, the PCs start
in media res at sunset in the Verduran Forest in Andoran. Via flashback, they receive instructions from
the rarely-seen Venture-Captain Dennel Hamshanks (ha!). Hamshanks explains that there’s a druid named
Hemzel living in the forest who has sworn a blood feud toward Pathfinders,
seeing them as nothing more than thieves.
I tend to think Hemzel probably had some grounds for that view. Anyway, Hamshanks says Hemzel has recently
come into possession of a magic orb called a lorestone that gives the possessor
the knowledge of all the druids of the forest.
Hamshanks charges the PCs with visiting Hemzel’s hut and persuading the
druid to turn over the lorestone. I
really don’t contemplate how this could be done without basically stealing from
or killing Hemzel (given his well-established antagonism toward Pathfinders),
but it’s a moot point—Hemzel is dead!
The PCs learn this immediately after the “flashback briefing”
as they’re standing outside Hemzel’s hut.
An invisible fey announces the news with a cackle, and charges another
invisible fey with dealing with the PCs.
What’s happening here is that an evil fey (a quickling) named Cyflymder
has always hated Hemzel and decided to strike.
Hemzel has just been murdered, his hut set on fire, and the lorestone
stolen with plans to destroy it by exposing it to sunlight come dawn. Cyflymder races away from the hut with the
artifact, but has set another fey, an atomie named Gire, to deal with the
PCs. The scenario presents Gire as a
very reluctant combatant and someone very willing to talk (and explain the
whole backstory of the scenario) if the PCs manage to turn her over to their
side. The problem is that she literally
has 2 hp, and isn’t likely to stay conscious for long once the battle begins!
(invisibility could certainly stymie a lot of low-level groups, but my players
cleverly used an animal companion’s scent ability to guess her location). There’s also a CR 1 spider swarm to deal
with, but a good burning hands or some alchemist’s fire takes care of
it.
However the situation with Gire is resolved, the PCs then
notice that the hut is on fire. The idea
here is that they race in, see Hemzel’s body, and have to find anything
valuable (e.g., Hemzel’s journal that details what Cyflymder is going to do
with the lorestone) while dealing with the spreading flames and another
assassin that Cyflymder left behind, another invisible fey (an unseelie human
warrior). The hut is very small, so it
amuses me that the scenario describes the spread of the fire all the way up to
Round 18. Anyway, my players had no
difficulty dealing with the situation.
After exiting the hut, the next thing the PCs encounter is a
band of gnomes loyal to Hemzel. They’ll
be hostile to the PCs at first (believing them to be Hemzel’s murderers), but
won’t attack right away, thus giving the PCs a few rounds to use Diplomacy to
win them over. Assuming this is successful,
the gnomes direct the group to where Cyflymder must be headed—a nearby druid
circle where the lorestone can be destroyed. The scenario doesn’t provide the GM a lot to
work with when it comes to the role-playing here, so I imagine in most groups
it’s going to go pretty quickly.
The big finale takes place at the druid circle. There’s a whole story element about how the
PCs will have to march all night to get to the druid circle before dawn, but
the concept is handled poorly. First,
the scenario doesn’t say anything about whether the GM should apply the fatigue
(for not sleeping) and forced marching rules (which can be pretty painful to
low-level groups). Second, it doesn’t
really matter—even if the PCs don’t turn up until high noon, the convenient magic
of the lorestone gives the PCs 10 rounds upon arrival to stop
Cyflymder. Sigh!
Anyway, once at the druid circle, the PCs need to cross a
slick log bridge guarded by snare traps and small vipers. Cyflymder himself will be (chorus!) invisible
and will try to play keep-away with the lorestone as another 2 hp atomie
ostensibly harasses the PCs. I love that
Cyflymder, the climactic boss of the scenario, only has 7 hp and does 1d4-1
damage. It makes me giggle. Though that could be too much coffee. As I implied at the beginning of this review,
the players would have to try *really* hard to mess up in this scenario! The epilogue is of the “thanks agents, we’ll
study this amazing artifact you discovered--see you later!”
variety.
Although I considered giving this scenario one star out of
five, I’m going to give it two because, hey—maybe you only have a couple of
hours to game, maybe you’re running for kids and don’t want any character
deaths, or maybe you just really think fey are cool. If any of those things apply, Tide of
Morning could be alright, I guess.
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