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Pathfinder Society

Pathfinder Adventure Card Game

Pathfinder Society Scenario #3-17: Red Harvest (PFRPG) PDF

***½( ) (based on 12 ratings)

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A Pathfinder Society Scenario designed for levels 7-11.

In the naga-ruled nation of Nagajor in southern Tian Xia, the Pathfinder Society finds itself caught between feuding factions in a remote village. Forced to choose a side, the decisions of the agents involved could determine whether or not the Society gains access to a valuable religious artifact considered sacred by the village's nagaji population.

Written by Alex Greenshields.

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 (12)
1 to 5 of 12 << first < prev | 1 | 2 | 3 | next > last >>

Average product rating:

***½( ) (based on 12 ratings)

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***( )( )

RP potential, but too narrow choice

****( )

Another RP-central module, player argument is needed. Not a traditional good vs evil one, both sides are reasonable but not good guys.

But I thought they just look like gang fighting, and our job is to serve one of which, destroy another, then get the book. I hate why can't we choose the third road? Just like the problem in Veil of Flame. Drop out from 5 stars.

Combats are relatively easy, dealing with some kinds of naga, especially if you choose help the White Lotus, it's extremely cakewalk.

Wonderful RP opportunity


Which faction will you choose? There's no wrong answer. This adventure puts players in between two warring tribes, and neither is clearly in the right. Still, they need somebody's help in order to solve the adventure. Great moral dilemma and some fascinating roleplay. Don't miss it.

Amazing RP potential


I played this as a home game so not in PFS but my GM told me he kept to the material.

This is a scenario that has multiple ways to achieve outcomes. Several of which encourage RP, discussion and planning. So when I was able to play this we had an amazing game play session because it brought the party together for cooperative solutions. I can see why some people complain on this one. If I had to play this with strangers in a four hour slot I think maybe there is a high possibility for a negative experience. That makes me sad because the environment, the interplay and the NPCs are all very interesting and worth taking one's time to enjoy.

A potentially volatile, obnoxious night of gameplay

*( )( )( )( )

This is only one player’s observation, but the intra-party conflict the scenario encourages has the potential to become absolute drudgery. For the group I played with, this scenario had about ten total rounds of combat and two miserable hours of arguing, backstabbing and intra-party sabotage. If I had been true to my character, I would have just left the table and gone home, once it was clear my teammates could not be trusted to not sabotage the dangerous course of action the majority had agreed on. And in retrospect, I wish I would have.

On the positive side, language skills actually mattered, which was nice to see. I think this could be a fun scenario if you are lucky enough to have the right mix of characters.

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