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Ron Lundeen's page

Contributor. Pathfinder Adventure Path, Card Game, Class Deck Subscriber. FullStarFullStar Pathfinder Society GM. 426 posts (1,003 including aliases). 2 reviews. No lists. No wishlists. 15 Pathfinder Society characters. 2 aliases.


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Longshot11 wrote:
Joshua Birk 898 wrote:
Can we stop pretending that WotR is hard? Yes, it is hard initially, but the difficulty drops dramatically by the time you hit AP3. If you look at the whole of the AP, S&S is just as hard, if not harder.
Can we stop pretending that one man's experience is indicative of all player's experience?

Here's my personal experience, then, as a veteran of the game playing in two groups (one with 3 players and one with 4): WotR scenarios were consistently much too hard in B and 1 sets, and now that we're in the middle of adventure 5, we're finding it pretty easy. Many times, we don't even spend our mythic charges. So our experience is also that WotR's difficulty drops dramatically right near the start of adventure 3. That doesn't salvage the set; I consider it the worst of the three primarily because of the terrible balancing across the adventure path. We're finishing one of the WotR games out of dogged determination; the other WotR game is more casual and it's looking like we might drop it.

Sergio, given the additional information you've provided here, I recommend you do all these:

* keep up with RotR, but always add extra location, as though you had one more player. We found that increased the difficulty a bit.

* get S&S and play it. It's the hardest of the three, when viewed consistently across the entire adventure path.

* go to and get Shield of Rannick and Bloodlust Corsairs. Then play those, too!


Vic Wertz wrote:
Unless something on the card tells you otherwise, that fact that a card is "undefeated" in an encounter doesn't normally have any meaning until you get to the "Resolve the Encounter" step, which is when you have to shuffle the undefeated card back into the location deck it came from. (When the card becomes undefeated isn't particularly meaningful.) Technically, you still have to do all of the other steps, but if neither harm nor good can come from doing them, you needn't bother.

I suppose this is good news for when you *can* engineer some good to come from doing the steps; recharging cards from your hand when you make the check, for example, so the 1d10 Force damage hurts you less.


Frencois wrote:

Anyone tried to play the full WotR without ever aquiring a corrupted card?

We will try that when we are done with our current S&S replay.

Probably impossible; there are monsters, locations, and such that require you draw a corrupted blessing.


zeroth_hour2 wrote:

People who are regulars on this forum know all the tricks to optimize their characters/paths.

[SNIP] though most of the time we are able to scout them away/evade them.

I think these two points are related. We veteran players understand the critical importance of scouting and evading; I've seen plenty of newer players (or even not-quite-so-new-but-not-pacg-fanatic players) forget to scout with Adowyn or forget to evade with Merisiel.

Your point about making it approachable for new players, particularly because this season kicks off with the very first set, is a very good one.


1 person marked this as a favorite.
Keith Richmond wrote:
Well, if there are any points of feedback learned from SotR that would apply to SotRu (so, less to do with mythic charges and big rolls for bosses), please get them in ASAP. Like really really ASAP.

The upshot of a lot of the posts in this thread is that the random banes, and particularly the barriers, make for uneven play in SotR. In SotRu, you'll have less of a problem like this because there seems to be less of a swing in difficulty across the random banes, particularly in the first couple of adventures (I don't recall, but is there only one Falling Bell and only one Monster in the Closet? Those are the barriers that always caused us the greatest headaches.)

My only suggestion is to proxy less. I just don't like doing it. I've put my two home games of SotR on hold until the DriveThru cards are out, because they're just so darned much proxying going on.


Set wrote:
And the word 'aver' was used in a sentence. I don't think I've ever seen that word outside of a dictionary. Kudos!

That was from me; I have a friend who says he knows which book section is mine, because it sends him to a dictionary. :)

"Aver" probably crept in from my day job as a lawyer.


ferris.valyn wrote:
Ekkie would shuffle a summoned monster into a location?

Not a summoned monster, no.


Eliandra Giltessan wrote:
Strategy-wise, when I play we try to start someone at those locations to avoid the burial.

..and in fact, we start only ONE person there--I recall that's because everyone there has to fight the servitor demon to close it, but I don't have the card in front of me.


aries04 wrote:
At first glance, those scenarios look cool. Thanks for posting those.

They'll look cool at second and subsequent glances, too, I hope! :-)


1 person marked this as a favorite.
Evelyn Jones wrote:
It's entertaining to see how an "Evil" campaign will be done, and hopefully it will be well-written (I have high hopes, considering most of the writers are not the "big-name" ones and will therefore have new views and opinions).

I'm trying to embiggen my name! :-)


2 people marked this as a favorite.
Iammars wrote:
Wayfinder 14 was published, and it contains 2 new scenarios written by Ron Lundeen, including a really hilarious doppleganger scenario. And it's free!

Hey, neat! I didn't see this was out until now. We had an awful lot of fun playtesting the Doppleganger Dreams scenario a couple of times.


Scott Romanowski wrote:
Thanks Ron! You wouldn't be able to help with my /secret coffer/ question above too? :-)

Hmm, no. It seems the HS version is just better. I can see how both would exist in game--like in real-life spell design, it's parallel design that comes to similar (but not identical) things from two directions--but the HS version would probably quickly eclipse the BM version where both are available.


Hawkmoon269 wrote:
Ron does not need to be corrected.

Hawkmoon saying this is the best Christmas gift I can imagine. Happy Holidays to all! :-)


I think Jirelle's power works anywhere, so she didn't need to be at Lirianne's location to reduce the Structural Damage by 1. (Someone please correct me if I'm wrong about that.)

I'm confident, however, that you can't later reduce the Structural Damage once it's been taken. You're right about that.

Even a 1d4 can be used to make a Craft check of 5--you just need to use a blessing. If each of you plays a blessing, that's 3d4, and 5 is quite likely on that. There are also allies and items that help with Craft checks (like the Carver).

However, you may have been better off to just discard the card to prevent the damage--even discarding a blessing means you've guaranteed to stop the wreckage; by spending that blessing later, you're hoping that you get a 5 or more on 2d4. We virtually never had our ship wreck, even if it meant discarding a bunch of cards.

Also, I don't recall the "losing plunder" mechanics (because it didn't happen to us often)--doesn't it happen during the next turn, or end of the turn, rather than right away?


2 people marked this as a favorite.
Andrew L Klein wrote:
I wouldn't say it's not, only that I wish it wasn't. Don't get me wrong, I'm still buying this for the right price!

Heck, I'm buying it at any price. I'm quite excited for this!


Scott Romanowski wrote:
The duration of evaluator's lens include "or until discharged". There's no way to discharge the spell (e.g., ablative barrier or dimensional bounce).

That spell got a bit better in development--I think I'd intended that it discharge the spell to detect a magic item's properties. Now, it's another function of the spell. I'd ignore the "or until discharged" part.

** Contributor

BigNorseWolf wrote:
Wei Ji the Learner wrote:

If I remember some of the writing on these, you take a photocopy of the chronicle sheet with the box marked off for the recipient character in question, but I could be mistaken?

Thats the book boon.

If you know you're going to play Grogthack the Decapitator and he has the Axe of the Dandilion from Femur the necromancer's chronicle, in theory you only need to bring grogthack, grogthacks chronicles, and the one piece of paper from Femur.

In practice, you might lose that piece of paper, so you bring all of Femur. I think I've been at one convention where I've hit every planned event without a hitch. usually you wind up playing a game/character you didn't plan on, so you would wind up having to bring them all to do this. (Not that thats a horrible idea anyway mind you... for the same reason)

In plastic sheets my character accordion folder weighs at least as much as a hard cover book, and i just recently switched out of the three ring binder system to cut down on weight.

Can't you just bring a copy of Femur's chronicle along with Grogthack's chronicles?

I think that's how I handled the reward for Eyes of the Ten--put it in the binder of the character that played it, with a copy in my binder for the character it applied to.


1 person marked this as a favorite.
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.


1 person marked this as a favorite.

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.


3 people marked this as a favorite.
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.


1 person marked this as a favorite.
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).


2 people marked this as a favorite.

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.


3 people marked this as a favorite.

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?


2 people marked this as a favorite.
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.


2 people marked this as a favorite.

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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