'Tis the Season of Plundered Tombs

Tuesday, November 8, 2016


Illustration by Maichol Quinto
Look, these tombs aren't just going to plunder themselves.

The Season of Plundered Tombs is upon us! Season 3 of the Pathfinder Society Adventure Card Guild just kicked off last week, so it's a good time to discuss the many horrible fun things we have planned for it!

To integrate the Adventure Card Guild with the Roleplaying Guild as part of the overall Pathfinder Society, the ACG players are now Pathfinder agents, as explained in the introduction the season, authored by John Compton:

Among the region's most influential archaeological operations is the Pathfinder Society, an international league of explorers and adventurers dedicated to discovering and chronicling the world's mysteries. You recently completed your training as a Pathfinder agent in Absalom and set out for Osirion, dreaming of the ancient secrets buried beneath the sands and stone.

The archaeological wealth of all Osirion will be yours to explore. What you uncover might not just change your fortunes; it could change the world!

You're going to get a chance to interact with many groups and characters familiar to the Pathfinder Society. First among these is the Aspis Consortium, a mercantile organization known for its ability to sniff out amazing, once-in-a-lifetime opportunities without all the burden of scrupulous practices. The Mummy's Mask Base Set includes several cards that have the Aspis trait, so you'll get a chance to take full advantage of these extremely useful (and sometimes costly) allies.


PFS players might recognize these Aspis agents from Destiny of the Sands.

Relatively early in the season, you'll interact with the Aspis trader Falsin Deek. Traders have a special role in Adventure Card Guild scenarios:


We like you so much, we wrote the trader rules TWICE.

This change is great for the Adventure Card Guild because it lets you start each scenario with a card that's not in your class deck, and helps you bring the flavor of Mummy's Mask to your Class Deck. This is particularly important given the curses, the triggers, and the scads of elemental damage—all things for which your deck might not be entirely ready.

There are a couple other interesting ways we get to play with mechanics from Mummy's Mask. For example, have you wondered about that Defensive Stance card in the Base Set box? It will be a while yet before you'll use it in the Mummy's Mask Adventure Path, but you'll get to use it early in Adventure 2 of Season of Plundered Tombs. Are you getting used to defending against poison damage in Mummy's Mask? Well, the enemies in Season of Plundered Tombs are a little more chaotic and destructive, so are ready to use all kinds of damage types to trigger nasty scourges.

One of the most contentious tasks for the Pathfinder Society and Adventure Card Game teams in development of this season was in choosing a name. Initially, we assumed it'd be "Season of the Mummy," to match up with the name of the box set. But it turns out the story we wanted to tell, while full of Osirion goodies, wasn't really about mummies in particular. We also want to move away from one-word season names—we certainly don't want any more season names to be abbreviated "SotR" after Season of the Righteous and Season of the Runelords! (Always helpful, Mike suggested "Season of Thundered Rooms.")

We went back and forth on a number of names, but the decision eventually came down to simple planning for the future. We want to make a lot more seasons, so switching to two-word season names gives us a lot more room for expansion. Also, the extremely wise guys at Lone Shark Games immediately stumbled onto "PluTo" as a useful shortening of Plundered Tombs, which lets us be happy with it as an endearing animated pet and once-planet.

Honestly, Liz Spain, Paul Peterson, and Gaby Weidling are a lot more inventive (read: crazy) than I am, so I'm not sure I'll be able to measure up to the zany and bewildering antics of some of their scenarios such as [REDACTED], [REDACTED], and [REDACTED] from Adventure Deck 3: Shifting Sands, but gosh darn it, I'm going to try! Thankfully, Organized Play Coordinator Tonya Woldridge conscripted a crack crew of legendary Paizo writers to help generate crazy ideas and write the tasty story bits, in the form of John Compton, Amanda Hamon Kunz, Mark Seifter, and Linda Zayas-Palmer.

Season of Plundered Tombs contains six adventures with five scenarios each. Adventure titles and expected release dates follow:

  1. Serpents in the Deep
  2. Secrets below the Sands
  3. In Search of a Sage
  4. Tomb of the Godless Host
  5. The Sepulcher Soars Anew
  6. Destruction Descending

As with earlier seasons, scenarios will be released weekly to retailers participating in the Pathfinder Adventure Card Guild program, as well as to Pathfinder Society Venture-Officers, before becoming available for general sale as compiled adventures.

Here are the planned Venture-Officer and retailer early release dates for each scenario:

11/9/16: Scenario 3-1C
11/16/16: Scenario 3-1D
11/23/16: Scenario 3-1E

11/30/16: Scenario 3-2A
12/7/16: Scenario 3-2B
12/14/16: Scenario 3-2C
12/21/16: Scenario 3-2D, 3-2E

12/28/16: (Holiday)

1/4/17: Scenario 3-3A
1/11/17: Scenario 3-3B
1/18/17: Scenario 3-3C
1/25/17: Scenario 3-3D
2/1/17: Scenario 3-3E

2/8/17: Scenario 3-4A
2/15/17: Scenario 3-4B
2/22/17: Scenario 3-4C
3/1/17: Scenario 3-4D
3/8/17: Scenario 3-4E

3/15/17: Scenario 3-5A
3/22/17: Scenario 3-5B
3/29/17: Scenario 3-5C
4/5/17: Scenario 3-5D
4/12/17: Scenario 3-5E

4/19/17: Scenario 3-6A
4/26/17: Scenario 3-6B
5/3/17: Scenario 3-6C
5/10/17: Scenario 3-6D
5/17/17: Scenario 3-6E

Here are the planned dates for when each Adventure will be available for purchase from paizo.com for everyone:

11/30/16: Adventure 3-1
1/4/17: Adventure 3-2
2/8/17: Adventure 3-3
3/15/17: Adventure 3-4
4/19/17: Adventure 3-5
5/24/17: Adventure 3-6

Enjoy the tomb plundering!

Keith Richmond
Adventure Card Game Designer

More Paizo Blog.
Tags: Adventure Card Guild Maichol Quinto Mummy's Mask Pathfinder Adventure Card Game Pathfinder Society Season of Plundered Tombs
Scarab Sages 5/5 5/5 *** Venture-Captain, Washington—Spokane

As much as I love Osirion (Egyptian themes), right now I am extremely excited for this Season and for when my set arrives!!

Dark Archive 5/5 *

The new season looks pretty cool! I am so glad that the story puts the players in the position of Pathfinders. That, and having the story of the season play out alongside the current story arc of the RPG campaign helps bring the Roleplaying Guild and the Adventure Card Guild closer together. Now players can experience crossover story elements between the RPG and the card game; This is fantastic! I hope that we get another end of season RPG special scenario with an Adventure Card Guild component.

Grand Lodge

I feel like starting with a diminished deck size is enough of a disadvantage that I'm unlikely to take advantage of the Traders (except maybe that one that lets you pick any basic boon for a cost of 1 boon).

Lone Shark Games

It's definitely a tough choice early on, though bumping from a Basic to an AD1 chase boon can be more than worth it mathematically. Scary things are still scary.

At higher tier, I'm more worried that burying cards will let you streamline your deck for too much awesome, not that it's costing too much. But we shall see, since you need to have good enough cards to trade out.

Sovereign Court RPG Superstar 2011 Top 32

I think it will be very situational - does one of the offered cards look like it will be a big help in the upcoming scenario? It would have to be a pretty big swing to play down one card, at least early on. We also don't really know what the later traders look like, they may offer more tempting things.

4/5 Designer

1 person marked this as a favorite.
Kevin Hanley wrote:
The new season looks pretty cool! I am so glad that the story puts the players in the position of Pathfinders. That, and having the story of the season play out alongside the current story arc of the RPG campaign helps bring the Roleplaying Guild and the Adventure Card Guild closer together. Now players can experience crossover story elements between the RPG and the card game; This is fantastic! I hope that we get another end of season RPG special scenario with an Adventure Card Guild component.

If you've seen the first few bits so far, you'll see crossover mentions about YotSS. Another fun thing about writing Serpents in the Deep with Pathfinders in mind is that I wanted to get a different feel for the second person narrator, of explorers and archaeologists with plenty of knowledge and lore, as opposed to the more gung ho seat-of-their-pants treasure-seeking adventurers from last season.

Paizo Employee Chief Technical Officer

We give you access to the trader Sunburst Market at the end of the first scenario: "When you draw cards from the box to display on Sunburst Market, instead of the usual method, each character that is visiting Sunburst Market chooses a non-loot boon that has the Basic trait. Cost: 1 boon."

I think that particular trader is actually more useful for PluTo players than those playing the MM AP... and I bet a *lot* of tables are going to use it to add a Remove Curse to the mix.

Lone Shark Games

I think the Sunburst Market is going to be _amazing_ in PluTo :)

Sovereign Court RPG Superstar 2011 Top 32

I like the PluTo abbreviation. Now I want more astronomy and/or Roman gods as abbreviations. Time for IaPetUs!


Vic and Keith, what about in AD3 where Basics in the set are removed from the game (except blessings)? Can we have errata in the Guide to allow us to keep things like Remove Curse in the game box when we remove all Basics in AD3 (for the optional rule)


1 person marked this as a favorite.

Just to clarify, since I wasn't entirely sure:

When you pay for a trader, you put one card aside, back in the box, and bury the rest. Then, at the end of the scenario, you get rid of the card you bought (meaning you can't use it for upgrades), your buried cards go back in your deck as usual, and then the card you set aside in the box gets returned as well?

If this is the case, it seems a bit convoluted to have exactly one card set aside. Is it that big a difference between that and either burying all or setting aside all of them? I had to read it 3 times before I was confident enough in the interpretation to even ask.

Sovereign Court RPG Superstar 2011 Top 32

There are occasionally ways to retrieve buried cards.

Lone Shark Games

zeroth_hour2 wrote:
Vic and Keith, what about in AD3 where Basics in the set are removed from the game (except blessings)? Can we have errata in the Guide to allow us to keep things like Remove Curse in the game box when we remove all Basics in AD3 (for the optional rule)

Basic boon removal is an entirely voluntary option, so you should just choose which ones you don't want to remove. (Basic _bane_ removal is not voluntary!)


(looks at the artwork for NeftiTheBard)
...
...
...BENEDICT CUMBERBATCH? o_O


ryric wrote:
There are occasionally ways to retrieve buried cards.

It's rare, but there are locations that do this, for example. Also, CD Sajan has a role card feat that if he dies he shuffles all his buried cards, buries 5, then comes back to life with the rest.

1/5 *

Angban (Gunslinger CD) gets back weapons with the Firearm trait and armors.

Shadow Lodge 4/5 *** Venture-Captain, Michigan—Mt. Pleasant

CD Daniel has a role card power that let's him recharge a random buried card every turn. It's been nice. ;)

Grand Lodge 4/5

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
isaic16 wrote:

Just to clarify, since I wasn't entirely sure:

When you pay for a trader, you put one card aside, back in the box, and bury the rest. Then, at the end of the scenario, you get rid of the card you bought (meaning you can't use it for upgrades), your buried cards go back in your deck as usual, and then the card you set aside in the box gets returned as well?

If this is the case, it seems a bit convoluted to have exactly one card set aside. Is it that big a difference between that and either burying all or setting aside all of them? I had to read it 3 times before I was confident enough in the interpretation to even ask.

I believe that the card returned to you class deck box forces you to add a basic card back to your deck when reconstructing your deck. So if it was a card with the basic trait, I agree it does not hurt but if it was something else, you will end up with a less valuable card in your deck.

Silver Crusade 2/5 RPG Superstar 2014 Top 16

1970Zombie wrote:
isaic16 wrote:

Just to clarify, since I wasn't entirely sure:

When you pay for a trader, you put one card aside, back in the box, and bury the rest. Then, at the end of the scenario, you get rid of the card you bought (meaning you can't use it for upgrades), your buried cards go back in your deck as usual, and then the card you set aside in the box gets returned as well?

If this is the case, it seems a bit convoluted to have exactly one card set aside. Is it that big a difference between that and either burying all or setting aside all of them? I had to read it 3 times before I was confident enough in the interpretation to even ask.

I believe that the card returned to you class deck box forces you to add a basic card back to your deck when reconstructing your deck. So if it was a card with the basic trait, I agree it does not hurt but if it was something else, you will end up with a less valuable card in your deck.

Note that you put the card from your box back into your deck at the end of the game. So basically it's just to ensure that you can't heal back all the buried cards and have absolutely zero negative to using traders.


Berselius wrote:

(looks at the artwork for NeftiTheBard)

...
...
...BENEDICT CUMBERBATCH? o_O

Looks more like Paul Dano to me.

Scarab Sages

Now that ACG is more related to PFS and pathfinders I hope to see more PFS boons in ACG and vice versa. This would encourage PFS players to play ACG as well and ACG players to try some PFS rpg.

Also it's going to be nice spring 2017 for us. We are starting tier 6 Runelords now and plan to do some goblins afterwards and then I start running Mummy's Mask at our local store. Can't wait for my base set to arrive.

I'm going to wear my Scarab Sages faction pin for this season of acg!

4/5 Designer

Shinae wrote:

Now that ACG is more related to PFS and pathfinders I hope to see more PFS boons in ACG and vice versa. This would encourage PFS players to play ACG as well and ACG players to try some PFS rpg.

Also it's going to be nice spring 2017 for us. We are starting tier 6 Runelords now and plan to do some goblins afterwards and then I start running Mummy's Mask at our local store. Can't wait for my base set to arrive.

I'm going to wear my Scarab Sages faction pin for this season of acg!

A solid choice; I think in my head canon, my character for SoPT is going to be Scarab Sages faction. The title of Adventure 3 seems pretty tantalizing in that regard, eh? ;)

Paizo Employee Chief Technical Officer

ryric wrote:
There are occasionally ways to retrieve buried cards.

Spells like Raise Dead give you a deck made from buried cards, so if you spent so many cards at the trader that you couldn't survive the scenario, you might find your resurrected self playing with the cards you traded away! Think of it as a kind of rebate. But you know—the kind where you have to die to get it.

Paizo Employee Chief Technical Officer

Berselius wrote:

(looks at the artwork for NeftiTheBard)

...
...
...BENEDICT CUMBERBATCH? o_O

More of a Bucket Crunderdunder, I'd say.

Paizo Employee Chief Technical Officer

Vic Wertz wrote:

We give you access to the trader Sunburst Market at the end of the first scenario: "When you draw cards from the box to display on Sunburst Market, instead of the usual method, each character that is visiting Sunburst Market chooses a non-loot boon that has the Basic trait. Cost: 1 boon."

I think that particular trader is actually more useful for PluTo players than those playing the MM AP... and I bet a *lot* of tables are going to use it to add a Remove Curse to the mix.

Early access to Sunburst Market in PFSACG does a couple other interesting things.

Because "normal" traders offer cards only of a specific type, and those traders are doled out over time, you may not get a trader who deals in your favored card type for a while. In the regular MM AP, that's fine, because the people who haven't earned their "favored traders" yet can still contribute their cards to help party members who *do* have favored traders get the cards they want. In PFSACG, that system seems less fair to me. So giving out Sunburst Market right away means that every player can immediately participate in trading in a way that directly benefits them as well as their party.

But when you *do* earn you favored trader in PluTo, something interesting happens. Say I've gotten used to trading with the Sunburst Market for that Remove Curse every game. It's guaranteed: as long as I want that card, I can get it (at least, as long as nobody else in my party is able to get it first). But once my favored trader appears, there's suddenly *risk* involved in trading. My new trader *might* get me a card that I want a lot more than Remove Curse... or he might turn up a bunch of cards I couldn't care less about. And since I have to choose my trader before I see what cards he's got, that means I have to give up my guaranteed Remove Curse for just a *chance* at something better.

Sovereign Court RPG Superstar 2011 Top 32

If I understand the trader rules correctly, once you start adventure 2, Remove Curse can't come up at non-Sunburst Market traders, as only boons of AD# 1-2 will be available.


The Sunburst Market is different it says:

Sunburst Market wrote:
When you draw cards from the box to display on Sunburst Market, instead of the usual method, each character that is visiting Sunburt Market chooses a non-loot boon that has the Basic trait. Cost: 1 boon.

Usual method: # of cards = characters visiting +1

Sunburst: # of cards = 1 per character visiting
Usual method: random cards
Sunburst: particular card
Usual method: adventure deck number >= scenario -1
Sunburst: Basic trait instead of deck number

So, Remove Curse is always available.


Vic Wertz wrote:
... so if you spent so many cards at the trader that you couldn't survive the scenario, you might find your resurrected self playing with the cards you traded away! ...

I thought you're only allowed to trade for ONE card at traders?


Vic is saying, if you spent 4 cards to trade for one card at the trader, 3 of those cards are buried. If you die and some uses Raise Dead, there is a change those 3 cards are back in your deck and no longer buried.

Since cost is listed on the traders, we shouldn't assume that all traders will have a cost of 2 cards.

Lone Shark Games

To be fair, if you traded out your only armor cards, you might find that choice gets you killed, too :)


Unless you're Angban...


One step by step example of this trade thing would be nice... or two or three examples...

Sovereign Court 4/5 5/5 ***

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Mark Seifter wrote:
Shinae wrote:

Now that ACG is more related to PFS and pathfinders I hope to see more PFS boons in ACG and vice versa. This would encourage PFS players to play ACG as well and ACG players to try some PFS rpg.

Also it's going to be nice spring 2017 for us. We are starting tier 6 Runelords now and plan to do some goblins afterwards and then I start running Mummy's Mask at our local store. Can't wait for my base set to arrive.

I'm going to wear my Scarab Sages faction pin for this season of acg!

A solid choice; I think in my head canon, my character for SoPT is going to be Scarab Sages faction. The title of Adventure 3 seems pretty tantalizing in that regard, eh? ;)

The Adventure 3 title was the first thing I noticed on opening the pdf. It's quite intriguing.

Spoiler:
So, I guess we're getting our Jeweled Sages on in the ACG this year rather than the RPG? I am not complaining.


Tyler Beck wrote:
1970Zombie wrote:
isaic16 wrote:

Just to clarify, since I wasn't entirely sure:

When you pay for a trader, you put one card aside, back in the box, and bury the rest. Then, at the end of the scenario, you get rid of the card you bought (meaning you can't use it for upgrades), your buried cards go back in your deck as usual, and then the card you set aside in the box gets returned as well?

If this is the case, it seems a bit convoluted to have exactly one card set aside. Is it that big a difference between that and either burying all or setting aside all of them? I had to read it 3 times before I was confident enough in the interpretation to even ask.

I believe that the card returned to you class deck box forces you to add a basic card back to your deck when reconstructing your deck. So if it was a card with the basic trait, I agree it does not hurt but if it was something else, you will end up with a less valuable card in your deck.
Note that you put the card from your box back into your deck at the end of the game. So basically it's just to ensure that you can't heal back all the buried cards and have absolutely zero negative to using traders.

Lets say that you buy level 5 card by using two level 4 cards.

You lose one and bury one.

Normally when you lost the card that you put in the box for good, so it is easy to predict that you lost that card for good.

I would prefer that the rule would say.
Put one card out of the play and bury the rest, then it would not interfere normal banish the card (it goes to the box) rule.

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