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

***½( ) (based on 9 ratings)

Our Price: $3.99

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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 (9)
1 to 5 of 9 << first < prev | 1 | 2 | next > last >>

Average product rating:

***½( ) (based on 9 ratings)

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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.


complex

****( )

Good stuff. A little problematic, alignment-wise, towards the end; the scenario almost seems written to cause inter-party conflict. Which is actually great, because it straight-up forces roleplaying. On the other hand, if it came a little earlier in the adventure, that might make life easier; as it was some players wound up staying late to hash out a fair amount of conversation before they were satisfied with any of the available endings. Again, not a bad thing, but for a time-slotted event, not ideal.


Not reaping the rewards we hoped for

***( )( )

After reviewing a couple of scenarios from third season, I think this a great example of what I consider to be average-ie from PFS. There were some elements I considered very strong and some elements which I think needed some tweeking. Red Harvest is an adventure which on the surface presents the players with a "choice" to determine their storyline but I felt this was a superficial and inconsequential "choice". I think the main challenge my players faced when making this choice was that they were not invested in their decision because there were no real consequences.

DM complexity - moderate
I'm an experienced DM in 3.0, 3.5 and PFS and spent about 2 hours preparing this after playing it.

Player complexity - easy
I like the fact that this module focused more on the role-playing elements of the game - information gathering and diplomacy rather than just being a series of fights.

Spoiler:

Strengths - I liked the fact that the players are immediately drawn into the Nagini by having to obtain the book from the Princess. This forces them to begin conducting an investigation to understand the townsfolk and the opposing factions. I also like that "just stealing" the book and trying to ignore the "choice" is severely punished by having the entire town moving against the players as being a very effective doorstop.
Weaknesses - Unfortunately once our players have learned of the situation, there doesn't really seem to be much of a choice because it will be determined (more likely than not) by your character's alignment (lawful vs. chaotic). As most parties tend to have a combination of lawful AND chaotic characters, it becomes very difficult for them to make an overall choice. This is where my groups stopped working together and become uninvested with the rest of the story.


Yojimbo

****( )

I have played this, I have not read or GMed it.

Good challenging fights. Felt like we got to make decisions that mattered.

I was a little disappointed that we didn't get to play the sides off each other and instead basically picked who's mission we were going to do. Although even that choice was nice, although I imagine it would make it tougher to prep for.

Has a good mix of RP and tough combats, could have been even better though.


1 to 5 of 9 << first < prev | 1 | 2 | next > last >>

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