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Pathfinder Society Scenario #3-04: The Kortos Envoy (PFRPG) PDF

***( )( ) (based on 11 ratings)

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A Pathfinder Society Scenario designed for Levels 7–11.

The centaur tribes of the Isle of Kortos have long been an enigma to the people of Absalom. But the Pathfinder Society needs the help of one of the horsemen’s greatest heroes, in it falls to you to negotiate an agreement between the Decemvirate and the centaurs of the plains.

Written by Benjamin Bruck.

This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.

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Product Reviews (11)
1 to 5 of 11 << first < prev | 1 | 2 | 3 | next > last >>

Average product rating:

***( )( ) (based on 11 ratings)

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I wish I could give 0 stars.

*( )( )( )( )

The story goes as follows: You are told to go kill stuff. Then you go kill stuff. The end.

There's virtually no interaction with NPCs beyond the briefing, there's very little tie-in with the overall campaign story beyond the briefing, and frankly the ambience is just some generic caves, forest clearings, etc. I give the fluff aspect 0 stars.

The fights vacillate between utterly trivial and downright impossible to survive without an extremely lenient GM.

After examining the stats of the monsters and comparing them to the average monster stats table in the Monster Creation page of the PRD, the two most difficult encounters are WILDLY CR inappropriate. In the high tier, the final encounter matches most closely to a CR 16 or 17 encounter, which is cruelly dangerous (bordering on impossible) even as a campaign ending mission for a four player party of level 11 PCs. This could go up against APL 9.5 players.

In the low-tier (and high) there is a fight that can throw 14d6 of damage as a 20 foot burst from a 60 foot range (by flying opponents) on the first round, as well as a mesmerize effect that can't be broken, and hits everyone within a 300 foot range.

Everything flies, damn near, except for the two encounters that are little more than speedbumps due to their wildly under-powered nature.

Pathetic encounters and outrageously difficult encounters do not average out to a reasonable scenario.

Crunch gets 0 stars as well. Unfortunately, I can't give 0 stars, so I'll begrudgingly submit this review with the required minimum star.

It also is nearly impossible to run in a 4-5 hour slot. 6 combats with no story makes Bruck a dull boy.


****( )

This is a fun scenario with some large scale combats. I think some of the combats could have been improved some, and allowing some diplomatic resolution of some conditions would have been nice.

2nd part:
I actually found the objective point system fun. It reminded me of a final fantasy game. I also had a good time with the harpies, as we got one harpy to track down the queen in return for becoming the new queen, provided she stopped eating people with wayfinders.


*( )( )( )( )

I personally really disliked this adventure. Basically, you are given a list of 5 people to beat up. So, you do. Not much roleplay to be had, and the combats are mostly forgettable.

A must play


I've both played and GMed this one and it's my favorite of Season 3. It's also in my top 3 PFS scenarios.

The roleplay is great and I really enjoyed the combats. If you want to give your party a challenge you can definitely through it at them in this one!

Players should bring their -A- game.

Definitely a longer scenario, I wouldn't recommend playing if you're really on a time crunch. (Definitely not a CON when you're getting quality)

A good fun mod


This was a great mod. The combats were fun, the role play was good and I still have fond memories of the mod.

1 to 5 of 11 << first < prev | 1 | 2 | 3 | next > last >>

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