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Ron Lundeen's page

Contributor. Pathfinder Adventure Path, Card Game, Class Deck Subscriber. FullStarFullStar Pathfinder Society GM. 409 posts (986 including aliases). 2 reviews. No lists. No wishlists. 15 Pathfinder Society characters. 2 aliases.


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KennedyHawk wrote:
jduteau wrote:
With two locations closed we finally ran into the Villain at the broken bridge, he was defeated and escaped to our final location. While Lini worked to close the bridge

Just a note that if you defeated the Villain at the bridge, then it automatically closes. Lini wouldn't need to work at closing the bridge because defeating the Villain closes it.

Oh excellent we thought this was a temporary close for one round, but defeating a villain is a permanent one eh? So encountering the villain allows allies to temporary close, defeating a villain gives you a "free" closed location. Neat!

Yes, and it's sometimes the best way to close a location with a really difficult or unpleasant closing check (like banishing a blessing).


You want it to be a noticeably disadvantage, but not so disadvantageous that it makes adventuring straight up un-fun. And keep in mind that quite a few characters will fail a DC 15 Charisma check, so it's an effect quite a few people (half my tables usually, at least) will have.

Some additional ideas:

Stricken: A serious penalty to a single class of saving throws (like -4 to Fort, Ref, or Will saves).

Tongue-Tied: For all Charisma-based skills, roll twice and take the worst result each time.

Thick-fingered: Drawing any item or weapon (other than ammunition, perhaps) requires at least a full-round action.


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This is an exciting look behind the curtain of scenario design. I love the drive toward the theme right from the beginning of design to the actual play. One of my WotR groups is about to start Adventure 2, and we'll be running through this scenario when we do.

Thanks for sharing this with us!


Theryon Stormrune wrote:
It's a good price on sleeves!

Yes; and, oddly, cheaper to buy 12 50-packs than buy the display case.


ferris.valyn wrote:
Im wondering - is there a way to utilize characters who made it through S&S, and have them run through Bloodlust without it seeming like a cakewalk?

No more so than having characters who've run through S&S, then having them run through S&S again without it seeming like a cakewalk. It's intended for starting characters. Perhaps you could switch out to other characters, and start over with them?

If you're looking for post-AP play, my Mhar of Leng is designed to slot in after Rise of the Runelords; there was also a blog post about dropping post-AP characters into the last couple chapters of Wrath of the Righteous.


Do you know that you can order a packet of all the cards for the set with errata? It's available here, and at a much lower price than a reprinted set.

I'm getting it to have all the updated cards for Season of the Runelords.


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I really want to play a beast-master Commoner; but should I choose the role card for "Pig Farmer" or "Goat Herder"?

Ah, trick question: Commoners can't survive long enough to get role cards.


Mike Selinker wrote:
Parody wrote:
We used to play On The Edge, the trading card game version of the RPG Over The Edge.

One of the top 10 TCGs ever.

I was pulled into some informal, nationwide "league" where you bought a 60-card deck and had to mark the face of each of your cards in some identifiable, but not render-them-unplayable way. Then you played for ante of a card. When you won a card from someone else, you'd add your mark. (Decks below a certain number of cards or above a certain number of cards had to be retired.)

Some of the most sought-after cards weren't the most powerful, but the ones with ten or twelve or more different marks on them. Mighty fun.


This came up for me last night: I gained the ghoul hide, but already had 2 armors in my 4-card hand, so I definitely didn't want it. I thought to just recharge it, as I'm proficient with light armors, but I then thought that the Corrupted restriction would kick in--does that restriction apply even when recharging the card when you reset your hand?

I think yes, as it's a power of the armor, but I wanted to check it.


This is quite impressive work, and I'm excited to give it a try. The break before Mummy's Mask will give my group some time to dig in here, and I'll be sure to note my thoughts. Since we played almost all of the Carrion Crown RPG, I think we'll all get the adventure gist in the way we did with RotR (which we played as the RPG) but didn't with S&S or WotR (which we haven't played as the RPG).

Since I don't sleeve, though, I'd like to get the cards through DriveThruCards--do you have them available there? (At least, for the ones supported by DriveThruCards at the moment?) If not, do you have plans to do so? If so, we'll wait for those to go up.


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Myfly wrote:
Vic Wertz wrote:
Season of a Runelord?

Ron Lundeen is a nice guy providing extra material for PACG Players for free.

So how about honouring him with

- Season of the Ronlord?
- Season of the Ronlund? (Switching just "o" and "u" based on Vics proposal)

What do you think?

Is awesome PREMIUM :-D

PS: thats how my idea generation works ...

This really made my day! :-)


Myfly wrote:

Thus my idea:

Add on the bottom side of the base set game box how many/what size/ what type of sleeves are required.

222 crystal clear sleeves (locations etc.)
1333 semi clear sleeves (boons, banes, etc) could be clear or only front side clear.

Fantasy Flight does this for their games, right on the back of the box as you suggest. I don't sleeve, but even I acknowledge that this is useful information to have on the box.


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Vic Wertz wrote:
I've noticed several suggestions for additional products in this thread. Please note that the solution to the problem "you're producing things too quickly" is *not* "produce more things to fill the gap you just created!"

Although the solution might be for us, in the community, to produce more things to fill a perceived gap. I think the idea of using existing cards to align with an existing module--like "Feast of Ravenmoor" or PFS scenarios--seems like a neat idea. I've heard others are converting their own entire APs (like Carrion Crown).


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If only Savith hadn't lost her badass poison-resistant shield, Savith's Iron! Well, at least you can pick it up--it's in Lost Treasures.


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Great to see this listing! I'll add my own: if you're a fan of the Pathfinder Adventure Card Game, I have free materials--including two free alternate adventure paths--at Everything there is published under the Community Use Policy, like Wayfinder.


MAJBrown22 wrote:
Will locations FINALLY represent something other than a random collection of cards?

Do you really think this is the case now? I think most locations are finely tuned to display a feel based on the types of cards it includes, and how many of each; this is in addition to the "At This Location" power, the check to close, and the effects of closing. All those tell a story before you even flip the card over to read the flavor text on the back.

Cannibal Isle, as an example, has lots of dangerous critters (many monsters) and your allies might get eaten (bury an ally at the end of your turn). But you can fight your way into the cannibal camp (Str/Melee to close) and learn--oh, hey, my allies haven't been eaten yet, and I can save them! (on closing, add your buried allies to your hand) That, to me, tells a story and is much more than a random collection of cards.

I'd love to continue to see very thematic locations like this, in Mummy's Mask and beyond.


jones314 wrote:
Ron did create a deck 7 for Rise of the Runelords. It uses just a few new cards. It's also on his website, I believe.

Yes, here at Thanks!


I understand the desire to adhere to the story; in the RPG, the PCs don't start out as mythic, but they get "mythicated" at the end of adventure 1. The PACG WotR retains that.

I'm wondering whether it doesn't make sense to introduce that mythic element earlier in PACG WotR. Perhaps at the very beginning, each PC gains a mythic path card (and B scenarios allow you to keep 1 mythic charge instead of zero, because that would defeat the purpose).

I see some advantages:

* It helps to mitigate some of the too-high difficulty of the B scenarios by adding an extra resource.
* It showcases the neat element of the set earlier (after all, you get a ship right away in PACG Skull and Shackles).
* It makes Blessings of Ascension more useful in the early games, when Blessings of Ascension are all you've got.
* It has some precedent; you get a mythic charge in the "example" WotR card guild scenario.

Unfortunately, the B scenarios were so un-fun for us that if I suggest to my group "hey, let's replay the B and 1 scenarios where we get a mythic path card and one charge each game!" I'm likely to get booed out of the room. I may have to try this solo.



We've just finished adventure 3, and I'm revising my analysis to "WotR is just too hard" to be "WotR has poor scaling".

We did the B scenarios first, and found them absolutely punishing, like you did. We are dedicated players, and the WotR B scenarios made us consider giving up the game.

It was refreshing to see AD1 and even AD2 get easier for us, but now the pendulum has swung the other way--we found every AD3 scenario to be easy--even too easy, as our 3-player group won each with at least 15 cards left in the blessing deck. Mythic powers even feel a bit like cheating, adding +3 to most of the rolls that matter for the whole game.

WotR monsters are often hard, and you have to fight them a lot (esp with multiple bane-spreaders). When you're low-level, those monsters are dispiritingly difficult. Now that we're mid-level, those monsters are dispiritingly easy. So we're finding the balance to be off.


Myfly wrote:
I still feel positive about Paizo but I feel X-P about UltraPro at the moment.

Question from a foreigner:

Does X-P stand for "ex-perienced"?
Why all those abbreviations?

I don't think I've seen it before, but I guess it's not an abbreviation, but an emoticon--look at it sideways as a face!


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Rebel Song wrote:
I learned last night that I need to read cards better and stop assuming I know what they say. Imrijka's power to reveal a card with the Divine or Ranged skill to add 1d4 and the Magic trait isn't only to a combat check, it's to "a check against a monster." So I could have been adding d4s to my Wisdom or Knowledge or Perception checks. Agh. *headdesk*

Holy crow, I didn't realize this, and I'm almost halfway through WotR with my Imrijka!!


Longshot11 wrote:

Just, to pitch in, as we had an argument recently: you should note the Forsaken Cloister location, which says (roughly):

"Everyone may discard a card to evade encounter and move here. IF you move here, bury a card."

In this case, you MUST have at least one card to discard and move to the Cloister; however, when you get there, it's perfectly fine if you have nothing in your hand and hence - you bury nothing.

That sounds like a correct interpretation to me.


Hawkmoon269 wrote:
skizzerz wrote:

And the icon on the top left for that paladin cohort in AD4 (Yaniel) is gold instead of the usual grey to match the rest of the card chrome.

Unless she's actually a barrier in disguise, that is.

That was an interesting enough observation for me to go look at the card. It looks like it is actually the icon coloring for an adventure. So she is really an adventure in and of herself.

You must have Perception: Wisdom +10 to have caught that.

Or Shelyn's blessing.

(Lookit us, makin' game jokes!) :-)


Have the party fight him in an antimagic area; for extra drama, have the party find out that he will be in an antimagic area a bit earlier in the adventure, so they can prepare.

I wrote the final encounter for the Verbobonc region's Living Greyhawk campaign, and the final boss was a fighter. Just a fighter, no templates or other classes. I made the party fight him in antimagic, but based on favors they PCs had collected from previous adventures, they could each use a single magic item, spell slot, or similar in the fight. So although the PCs were mostly shut down, magically-speaking, they could make some judicial decisions about the upcoming fight.

This would work equally well with a rogue, I think, although having several methods for the rogue to ensure sneak attack (by flanking buddies, environmental effects, and so on) would be vital to making the rogue a serious threat.


bbKabag wrote:
One error we usually make is forgetting what the card was that was just scouted and having to re-scout. Or forgetting someone already scouted it and going 'DOH!' after wasting another scouting ability/card.

This is exactly why we started putting "scouted" cards back face-up--because we kept forgetting, too.


TriOmegaZero wrote:
So far I have rocked Valendron in Skull and Shackles and Arushalae in Wrath. Val's ability to shuttle at the end of his turn was beautiful for those locations that did bad things when you start/end your turn there, especially with S&S ship rules allowing other players to ride with.

We call that the "Valendron Bus" in our Season of the Shackles games. E.g., "Hey, if we go over to the Sea Caves, can we catch a ride on the Valendron Bus at the end of your turn to get us all out of there?"


Just dropping a line to say I've finally gotten around to producing a printer-friendly version of Bloodlust Corsairs.

You can download it from for free.


This works even on temporarily closing a location, doesn't it? (I don't have the card in front of me, so I'm only looking at the text above). In that case, how would you know which boon to take?


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Dragon78 wrote:
So what section(s) are you guys going to read first?

The parts I wrote! :-)


Kolasi, you'll drive that down even further with the 35 Bloodlust Corsairs scenarios available at

/shameless plug


nondeskript wrote:
If by "explores a card" you mean examine, we have always done that as well.

Oops, yes, fixed.


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I have a trick we've started doing: When someone examines a card, we turn it over so it sits face-up on its location deck. That way it's not a memory game; we know just what it is, and each of us can tell by looking. (If we have to shuffle that deck, of course, we flip it back over before shuffling.)

I don't remember which group I played with had picked that up, but it's helped speed play.

Also, I've never seen the need for one of the big play mats, but we used those in the OP at GenCon, and my wife insists they lay everything out more intuitively. So we bought one, and have used it regularly since GenCon.


Hawkmoon269 wrote:
But Sajan is just so fun to play.

I'll second this. Your article (which is both well thought out and an entertaining read!) led me to reflect on all the people I've taught this game.

Everyone I've taught that played Sajan has gone out and bought the game.

(No one I've taught that played Merisiel, conversely, has ever bought the game, emphasizing the relative "fun" in (i) having no real weaknesses, and (ii) recharge, recharge, recharge.)


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zeroth_hour wrote:
So if a character plays a Tier 3 pregen starting Adventure 4, she'll never be able to get a role card.

It's to save them from the Umbral Dragon.


Axial wrote:
Run Amok Games wrote:
Man, that bonethristx really does not like this adventure! It's Run Amok Games' first one-star review, so I talk a little bit about it on my blog here.

I GMed that session; he was part of the party.

Part of the problem was that I didn't tell people what they would be up against. So the party was a winter witch (cold damage is useless against undead), a zen archer (the -4 penalty from the wind and skeleton's DR made him incredibly weak), the iconic occultist, and a knife master rogue (the guy who wrote the review). So we had an unoptimized party against a bunch of skeletons who had an incredible talent for rolling and confirming natural 20s. With the help of Alayna's heals, they BARELY managed to survive the battle.

So I let some people change their characters. The winter witch became a normal witch, the zen archer became a vanilla monk, and the knife master departed. The player who had the knife master then rolled a fighter and was present at the inn when the party arrived.

But alas...once the chase scene started, he now wasn't able to make a lot of the skill checks and ended up getting caught. The rest of the party turned around and ACTUALLY managed to kill the troll; but the knife master/fighter player left. The rest of the module was pretty easy from there.

Thanks for this summary, and for playing the adventure! Yours isn't the first group that I've heard of that managed to pull off beating the troll--that's not something I expected, but shows a great combination of luck and skill!


First World Bard wrote:

Rules questions for a ship location:

What happens at the ship if I attempt to permanently close it (because I beat a henchmen) but fail to do so because the Villain is in that deck? Specifically, does the rest of the location get cleared out as plunder, even if the location doesn't close?

Good question; the rule about closing locations doesn't explicitly say so (that rule is below). We did just this, though (banished any remaining banes and stashed any remaining boons under the ship), and left the location open.

Bloodlust Corsairs Rules wrote:
When the ship location is permanently closed, examine all the cards remaining in the location. Banish any banes, then shuffle all the boons and put them face-down under the ship card itself. Those cards cannot be encountered; they are plunder cards you earn if you win the scenario. Even if some rule makes you re-open the ship’s location,leave those cards under the ship card.


MightyJim wrote:

once again, the sheer amount of work here is awesome.

How would you say the difficulty compares with S&S? how about the scaling (i.e. is it noticeably easier/harder with different size groups)?

My playtesting was with groups of one to three; I only tested a couple of scenarios with a larger group than that.

Our general sense was that it was about the same level of difficulty as Skull & Shackles. Some of the scenarios have trickier win conditions, but the presence of a ship (which is usually full of good things) seems to balance that, as does the "auto-win" of some fights when your lycanthrope card is showing.

Another factor that doesn't add directly to difficulty but seems to add to your chance to run out of time is the new movement rule: there were a couple of times where we desperately wanted to go from one location to another, but we couldn't because we needed to "stop at our ship" first. I see this as a few sailors ashore with only a rowboat, looking at another site on the horizon and thinking "man, we are *never* going to get there in time without our ship."


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This was so much fun to do! Thanks for letting me kick off the guest blog series!

** Contributor

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Like many criminals, they got caught because they were greedy. Meanwhile, over here, I'll just keep buying 10 quarterstaves at a time (for 0 gold) and selling them as 2 days of firewood (for 1 cp).


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I found everyone involved to be exceedingly flexible, especially when I brought a group of players that were all Tier 1, with Adventure 3 tickets, and each with unique lists of scenarios they'd already played. I can't imagine the logistics to pull that off, but it was well and skillfully done all three times we came by to play.




ryanshowseason2 wrote:
Wow, was thinking of starting skulls and shackles with friends soon but this does skulls and shackles better than skulls and shackles does skulls and shackles.

In that Skull and Shackles is a card game recreation of an existing series of adventures, I don't know that I agree. :-)

But thanks for the kind words!


I believe our Damiel got a 90 late in Skull and Shackles.

Your turn to share, Jan!


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What do you do when you've gone through the entire Skull and Shackles adventure path for the PACG? Rearrange the cards and do it again!

The Bloodlust Corsairs adventure path is an entirely new 35-scenario adventure path with an independent story. It uses only the cards from the Pathfinder Adventure Card Game: Skull and Shackles base set and its six adventure decks--no need to print your own cards (but you will need all six adventure decks to play it). It includes two new rules: one for using your ship as a location, and another for playing any character as a wereshark!

You can download it from for free.

Get it, play it, and let me know what you think (and how I can improve it!).


Theryon Stormrune wrote:
Silly, silly Ron ...

Yeah, I'm not arguing that. :-)

My group tonight will be pleased I discovered this!


Here's one I only just now discovered, by following another thread:

If characters A and B are at a location when another character elsewhere encounters the villain, they can each attempt to close the location. We've always played that only one or the other can try; if the selected character fails, the other one doesn't get a chance to try. (In practice, the character more likely to succeed is the one that makes the check.) One other way we've been playing in "hard mode," I guess.


Huh. You can play this game hundreds of times and still have errors, and I think I just stumbled onto one.

Are you saying that, if characters A and B are at a location when another character elsewhere encounters the villain, they can each attempt to close the location? We've always played that only one or the other can try; if the selected character fails, the other one doesn't get a chance to try. (In practice, the character more likely to succeed is the one that makes the check.) I see now that isn't the rule--and in fact, hasn't ever been the rule.

One other way we've been playing in "hard mode," I guess.


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First World Bard wrote:
Alternatively, I might give the Shield of Rannick a try. If I try to solo it, I'd probably use Meliski; I've been itching to see how he'd do going Brawler with access to Amulets of Mighty / Fiery fists.

Well, Shield of Rannick is pretty awesome, I'll admit. :-) If you can wait a few days, you can try Bloodlust Corsairs--my adventure path with the Skull and Shackles set--and see what you think. I've honestly playtested very little of that with just a solo character (my usual group is 3 players), and I'll be interested to see what a solo run of that is like.


Andrew L Klein wrote:
I most interested in how a Vigilante would be built in the card game

Conceptually, that seems easy. You have two sets of skills (maybe even two sets of powers, but that seems to be going a bit far). At the start of your turn, you choose one or the other, and you have that for the whole turn. They're balanced, but not the same: one has Strength d10 with Melee +2, maybe, and the other has Strength of d6 with no Melee, but Charisma of d10 and Diplomacy +2. Perhaps you'll have the best skill for what you encounter, but perhaps not.

With careful scouting, you'll have a bit of a sense of which "side" would be more helpful, but even then it might not be entirely helpful. An example: "An awesome ally is the next card over there? Okay, at the start of my turn, I flip to the Bruce Wayne side, move to your location, and encounter the ally. Diplomacy of 12 for the win! I discard that ally to explore and then...ah! A Bunyip! What a time to not be Batman!"


Seems to me like a signature weapon.

Our RotRL Lem did this; he had his Deathbane Light Crossbow for most of the AP, and always made sure to pick "Weapon" as his card type, so he always started the game (and often, ended the game) with it in his hand.

I would expect this character to also have a Adowyn-type power to pull a weapon back from a deck or discard pile, in order to hammer home the "signature weapon" concept.

Am I right?


Greyhawke115 wrote:
We've shorted the blessing deck more than once, although strangely never put too many in.

We've done that a few times, and I only just realized why.

When we play multiple games in a night, I just take the blessing discard pile, put it back on top of the blessing deck, and use those cards for the blessing deck of the next game. Saves time.

Problem being, if we failed to beat the villain in the previous game, the blessing deck in the next game has something less than 30 cards. And if that happens a couple of times...

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