Pathfinder Society Scenario #2-18: The Forbidden Furnace of Forgotten Koor (PFRPG) PDF

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A Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7-8 and 10-11).

When a Qadiran Pathfinder known for her knowledge of genie-kind fails to report back to the Katheer Lodge, the PCs are sent into the long-abandoned ruins of Koor, a former forge city high in the Zho Mountains. In their effort to find the lost agent, the Pathfinders may find themselves facing a foe long locked in a secure vault by the city’s former occupants—guardians whose departure weakened their defenses, paving the way for a terrible escape.

Written by Larry Wilhelm.

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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4.80/5 (based on 8 ratings)

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A superb mixture of Disney and Pathfinder


Last night Quentin, see his review below, ran this scenario for me and 4 other players. As you can tell, he thinks highly of this scenario and I can see why. The location would indeed be worthy of featuring in Aladdin and there’s a nice mixture of puzzle solving, role-play and combat. In essence it has all the parts to be a successful scenario that everyone could enjoy.

The puzzles or traps were fun to mess around with. Some were of a rather common variety, but at least one of them was a kind of trap I hadn’t encountered before. Combined with the surrounding area, it makes for a delightful devious trap that just works. However, and as others mentioned before, I could notice the big difference between DCs. Some were automatic successes, the others were even hard for me to reach with a fairly optimized character.

The role-play can be lovely, depending on if the party notices certain things and on the way they act on it. In our case I realized something was wrong and then went all disappointed mother on the creature. Considering the creature could get rid of me in less than a full round, it made for a rather humorous scene and everyone followed suit. I loved it.

The combats are hard for me to judge. Due to circumstances we knew what we were up against and planned accordingly. I can imagine that if you’re not prepared, you’re in for a whole lot more hurt. In our case we took few hits and dealt with our foes in a very efficient way, while still having fun. Even though the combats were not that challenging for us a result, we had a blast of a time, something that isn’t always the case in other scenarios where the combats are walkovers.

All-in-all it was fun scenario and I would highly recommend playing it with not-too-serious and like-minded players. There’s a potential for a lot of immersion in this scenario and can really brighten up everyone’s day.

Great on all aspects.


(I GMed this twice.)

This is probably one of my favourite scenarios. Top three, at least. I love Larry Wilhelm, most of his scenarios are top-notch and much more imaginative and evocative than others. The location is so great, and really borrows from the Cave of Wonders from Aladdin. If you can reference that before the game starts, your players will immediately know what to expect, in a good way.

Season 2 is very hit or miss in its storytelling and combats. Most of the Shadow Lodge arc falls flat on its face, but the stuff unconnected to it really shines. This doesn't really have a big story, but what's there is impressive. And on the combat side, the first time my players chewed through the enemies, mostly because of action economy, as one versus a party of six isn't a challenge. But the second time I ran it with four, as season 2 supposes, and then it's quite different. Enemies pack quite a punch and have decent tactics. The combats felt pretty good with four players, even against single enemies.

There's certainly some bad stuff as well, and I'll put that in spoiler tags, as it reveals some crucial information. However, that doesn't diminish how impressed I am with this scenario. A definite favourite.

Some flaws:
This might be just me, but I've found the insanity hard to roleplay. First time I GMed this, the players never really knew the naga and Zahra were insane, as the naga's Bluff is way too high, and they just thought Zahra was just lovestruck. Second time, they didn't trust the naga, but didn't know what's wrong. Zahra's weirdly enough not trained in Bluff, so her story was poked through quite quickly.
The players get a Scroll of Restoration to cure Zahra's insanity, but if she's unwilling, she'll get a save against the scroll's DC, which is kinda terrible. Her save isn't great, either, but still.
The map is pretty, but way bigger than it needs to be. I shortened some of it so it at least fit on a single sheet.
Some of the DCs were weirdly low and/or high. I know some things were meant to be hidden, but DC 30/35 is pretty tough in low tier, unless you really, really invested in Wisdom/Perception. And on the other hand, DC 15 Perception or Knowledge checks should be a piece of cake for people who reasonably invested in their knowledges. That feels like an insult to the capabilities of your characters. Okay, I had one guy with a +6 in most knowledges, but still.

All in all, a fantastic adventure. Fun puzzles, good combats, amazing atmosphere. Be sure to play with four people, though.

Now *this* is fantasy!


This scenario really felt like a high fantasy romp. Exotic location, rare and deadly monsters, dangerous traps, flying carpet rides :D

Another great Season 2 scenario


Season 2 scenarios are easily my favorite scenarios in the six seasons Pathfinder Society has existed. Larry Wilhelm crafts a wonderful adventure and seamlessly weaves the background story into the adventure so as to also enlighten the player characters with the rich history of this region and city.

The combats are simple, thematic and are cohesive. It makes sense why every creature is where it is and why it is there. Some puzzles in Society are so frustrating the players are pulling their hair out and arguing but with the puzzles presented within this adventure they are clever enough to cause some pause but not so difficult that the players can figure them out and enjoy figuring them out. Each puzzle garnered a laugh from the group. Not in a negative way, just in a manner that showed they were enjoying the adventure.

The combats are hard but there elegance is in their simplicity, each one is presented in its own unique environment that tells the players why the creature is where it and what its motivations are.

Overall, this scenario is flavorful, tough, rewarding and exciting. I can't wait till I get the chance to GM this again.

Great Story Scenario


Larry Wilhelm is an amazing author. He adds so much flavor to a scenario. Furnace is no exception. The setting and encounters are very cool. My only complaint is that this scenario is not up to the power level that a 7-11 should be. The ease of the adventure is definitely overshadowed by the story and plot line, so that makes up for it.

I thorough enjoyed this scenario and would love to run it again.

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Silver Crusade

And amazingly alliterative!

Here is an unofficial prop for room 2. A cut out and hand to players kind of prop.

Brass Pieces:
Instead of the Brass Pie chart they suggest in the scenario I created this puzzle prop. Hopefully your players will enjoy it.

Big Brass Puzzle

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

WOW! So cool! Thanks for doing this Russ, wish I would have added this to my original turnover. Its so rewarding to see someone do this, and add to a scenario I wrote. How did this play out? I'd love to hear about it, and if you have the time a review would be appreciated!

Sovereign Court

1 person marked this as a favorite.

I know it's late in the product lifecycle for this scenario, but I ran it the other day with a slight seasonal modification to a mural down inside the dungeon. It was a rousing hit with the players so I thought I might share.

Twas the forge before Torag, when all through the city,
Not a worker was stirring, not even a bitty.
The forges were hot and stoken with care,
In hopes that a blessing would soon be there;
The forgesmiths were nestled, all safe from the war;
While visions of hammer-tongs danced from before.
As armies clashed in the passes outside;
Torag’s chosen prepared things inside.
When out at the gates there arose such a clatter,
The High Priest knew he must settle the matter.
Away to the Furnace (forbidden to enter),
The dread genie was stashed, forever and ever.
Yet prophecy stated, inevitably one day:
Into the Furnace, there would be a way
In one hundred cycles of mother to daughter,
For the mad genie’s offspring to resume the slaughter.
With time precious, so slippery and quick,
The guardians of Torag did themselves pick
Those to stay behind, and prevent that dire day.
The High Priest smiled and said: "This plan is OK!"

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

Played this today, had a pretty good time with it.

Silver Crusade

Just finish prepping this one, and there are a number of inconsistencies, and one encounter just doesn't work...

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