Pathfinder Society Scenario #3-04: The Kortos Envoy (PFRPG) PDF (based on
7
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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This scenario is hard to run in regular time slot 4-5 hours. At higher tier's (7-11)combats can take much longer. Time management of this scenario is perhaps the main fault I had GM'ing this one.
I could see at least one encounter, removed due to time. There is also an optional encounter. This is surprising since there already is so many encounters presented.
I think of adding another optional encounter or removing an encounter or two would of really increased playability and reviews.
This scenario has a good plot and a good story. As well as a player favorite of a sand box approach. As well as a nice in game mechanic consisting of favor points. Which surprisingly is tied to an optional encounter that may not be realised.
I would definately recommend this scenario to be ran in a home game where time is not so sensitive.
I liked the creature selection and CR's presented. I appreciate the authors attempts to create fully unique creatures, using at least 5 books as source material, which luckily included the creatures abilites in the scenaro. This also is a problem do to the number of encounters as well as the different creatures presented between tiers.
If you are trying to run this and plan miniatures for the correct style of creatures, including sizes. You will be packing allot of minatures 20+
Simply put, this module has way too many combats, and that's all it consists of. It gets a second star for a neat mechanic at the very end, as well as for not pretending to be anything but a slugfest.
That being said, this module is another example of what's wrong with Pathfinder Society.
I can see what the other reviewers are talking about with the story, but if you are following this year's megaplot, you understand that this story isn't ended at the end of the module (and didn't start at the begining of the module - which could be the tricky part to convey if you are not following the metaplot), and that there is more to come.
I think the fight that can possibly split the party by design was the only one that was an issue, if only because the person split off took 8 more rounds than the rest of the party did dispensing everything else.
It is a more dangerous mod, but with people screaming that PFS is too easy, i don't see that as a bad thing. Not for the feint of heart, but still able to be defeated without any deaths by 4 underoptimized characters if they are played smart - my gnome is living proof.
Old school combat oriented scenario with strong foes but a weak introduction that could leave your players frustrated and considering "degenerate" solutions. The players have to go with the flow to get the scenario moving in the direction intended. Though the weak setup and player motivation issues are fixable with extra GM prep there remain a number of issues with the scenario.
There are three sub missions two of which have 2 encounters and one of which has 1 encounter. This makes 5 core encounters which at this power level - where encounters take longer - is too many. Three of these encounters can fill a 4 hour slot. There is also a further optional encounter which will rarely if ever be played except in home games.
Role play opportunities are only really partially limited to one of the encounters as written so make the most of what you are given.
I have run this twice and both times have run out of time with the number of encounters in anearly five hour session. If I run it again I think will have to cut both pre-encounters to make it fit in a 4 hour slot. This would also reduce the large prep overhead of this module.
The encounters are however strong and memorable being mostly iconic and potentially deadly with most of them having some sort of "nova" capability that could kill a PC if they are unlucky.
I found that compared to other scenarios, even tier 5-9 scenarios, I had a long list of things to look up before I could run this scenario. Partly this is the price of running high level scenarios, partly the choice of creatures and powers and partly the number of combat encounters.
As mentioned in other reviews a combat character light party or just an unlucky party will struggle with this so be prepared.
This is the scenario to roll out when you have a couple of slots to run it in, you want a hard fight with iconic monsters and you are comfortable with the possibility of PC death - though you need a strong GM who will spend the above average prep time and comfortably handle the issues to do it justice.