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Pathfinder Society Scenario #7–10: The Consortium Compact (PFRPG) PDF

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

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A Pathfinder Society Scenario designed for levels 1-2.

The Aspis Consortium pays well, but few can stand its underhanded tactics for long. One operative fed up with the Consortium's practices has contacted the Pathfinder Society with a tempting offer: assist her in leaving the organization, and she will supply the Society with years of insider intelligence about their longstanding rival. It's up to the PCs to navigate Diobel—a proud town run by cutthroat smugglers—earn the defector's trust, and deal a telling blow to their Aspis foes.

"The Consortium Compact" is an evergreen, replayable scenario designed to help introduce players to the Pathfinder Society, the Isle of Kortos, and one of the Society's longstanding rivals.

Written by Mike Kimmel.

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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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Not bad, but I don't think it'll stay fresh quite that long

***( )( )

To play this once, it's fine. The story works well enough, there's flexibility in how you do things, and I like those sort of final confrontations.

However, as an evergreen, I dunno. The story is pretty static. The GM chooses which enemies to use in the final confrontation, and this time there's actual well-built statblocks to pick from. I foresee that fight being interesting every time. It's just those missions before that I'd be kinda dozing through on re-runs.


****( )

I have only played this, but I loved how we could approach the different mini missions in our own way.
The last fight was quite a challenge, as we did not prepare.
Overall, had fun.


Good for an evergreen Tier 1-2 scenario

****( )

I both ran this as a GM (Tier 1, PFS table of 6 players), and shortly afterwards, played in it as a fill-in PC (Tier 1, PFS table of 5 players.)

Somebody else mentioned that the strengths of this evergreen scenario also mirror the weaknesses. The format is set up so that players can avoid having a duplicate experience (with the 2 out of 3 smaller missions), which is great - it would have almost been better to drop in 4 smaller missions so that a replay could be 100% fresh.

I do agree that the finale is a little understated, and while it can be spiced up, if played as a PFS scenario, it's uninspired. The strength is in the initial two Acts and the interesting, fluid shenanigans that can erupt in the last Act.

That said, both times I've played through this, it ran approximately 2.5-3.5 hours, even with a fair amount of chatting and tangents - so it could be a good fill-in if the venue or players have finite time limits (and, as an evergreen, it probably gets far quicker once it's been played through a few times.)


Good scenario, I don't like the ending however

*****

Played and runned once.

Another evergreen scenario, but more like an official mission compare to First Step, Confirmation, and Wounded Wisp.

Good for both new or veteran players. I love the first and second mission, lots of solutions and even not go into battle.

Talking of the final, too predictable... go somewhere and fight four guys... can't you make some difference?

Change to 5 stars, all my PC love the first mission of multi-solutions, I haven't seen two teams run exactly the same. And building barriers in the last scene really fun like Denfense of the Ancients.


Good evergreen, okayish scenario

***( )( )

When I was preparing to run this scenario as a GM, I was pleasantly surprised. Unlike the previous evergreens, this one actually offers a different experience. A part of this is the whole 'three tasks, pick two' portion, but also because it's a sandbox. Every task, more so than in any other evergreen, can be done in a wide variety of ways. It will most likely offer a unique experience every time because of the choices players make.

For an evergreen this is very outstanding, but how does it translate to being a scenario someone might play only once? Well, the idea behind the scenario is simple. Three task, pick two and enjoy. It's nice and while I felt there was a storyline behind it all, I don't feel that it comes together very well for players. That said, the fact that you can do a lot of different things and still succeed is always a plus in my book.

As for the combats, particularly near the end, I couldn't help but feel a tad disappointed. Depending on the preparations by the players, it might even be anticlimactic, which makes it a weird ending for the scenario. For me, as a GM, it left a bit of a sour taste, a taste of disappointment. Luckily the players still had fun and that's all that matters. In the end, I'd say it's a good evergreen, but not a great scenario.


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