Thanks for the Adventure! What I Learned - POTENTIAL SPOILERS


Pathfinder Adventure Card Game General Discussion


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First off, I want to thank Mike, Vic, Tanis, Chad and everybody else involved in the making of PACG. I have enjoyed my gaming experience maybe more than any other game I have played. I love the continuity of the characters through the adventure path. I love the story you make as you play. I love the connection you get to the characters. On my second run through with Merisel, Seelah and Seoni, after having completed the path with Valeros, Lini and Lem, I went to bed sad last night having lost Merisel against Karzoug. I play solo and I was replaying turns in my head trying to think if there were any plays I could have made different to save her. Sigh... I love this game.

While I am looking forward to finishing my big party - Amiri, Kyra, Sajan, Harsk and Ezren - I am looking back on things I wish I had known prior the start and, especially, the end of AP6.

I wish I hadn't discounted armor, and damage prevention in general, so much. When seemingly every henchman and villain turns into an enchanter on steroids, it really sucks. Sihedron rings, elemental rings, armor of all types. I wouldn't have gone so crazy so as alter my game play too much early on, but totally eschewing it wasn't the right decision... too much in the moment, not enough foresight.

Offhand, I can't remember if there were too many constitution checks in AP5 and AP6, but Karzoug's 15's are huge. With fails on those and bad d4 rolls, you can work your way into being unable to even fight him. Maybe not quite a death by a million papercuts, but death by several elemental blasts that gash you after unavoidable damage makes you lose what damage prevention you cobbled together. Maybe eschewing constitution wasn't right... not sure if it was the right play or not, but had I known the whole picture, I would have considered it a bit more.

As a common theme, I wish I hadn't discounted the power to reduce damage... especially electricity damage.

At any rate... I have successfully completed the adventure twice and look forward to doing it a third time, but wanted to give kudos for the curveball that was thrown in AP6. Many of the things that thought were useless ended up being important. We streamlined our decks and our characters for maximum power (at least I did) and in the end... it got me through the path, but I don't know if that was the best way to go looking back.

I love that RotR kept me on my toes at the end. I'm glad that it was a fight at the end and that I didn't steamroll it...

Most of all, while I'd love to be able to use my AP6 loot, I'm glad that the entire adveture path culminated in an extremely satisfying conclusion. I'm happy to think that my conquering heroes can go off into the sunset knowing they've done the world a service and that now they can know they have triumphed and lay Merisel to rest.

I give many props for your vision with the adventure path as a whole and PACG in general. Once again, thank you!

Grand Lodge

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I thought that the Runeforged Weapons card helped you to make the additional checks for Karzoug. As I recall, they add 2d4 to all checks made against a transmuter. I do not recall that they had to be combat checks.

Assuming that is true, it really helps to make the before the enounter checks.


Oh man... if that's the case... then those checks would have been quite a bit easier. I think I saw weapons and just assumed combat checks only. That definitely would have made some level of difference in my second run through. Merisel might not have perished. I did have bad unfortunate rolls against the Warden and another fail against the Blue Dragon, so it still might have ended exactly as it did, but if I did look at that wrong then she would have at least had a fighting chance.

We all miss something, huh?

Either way, still a great and fitting finish... and I still might have thrown a couple of random points towards CON when I wasn't 100% on what I wanted to do with some characters.


Yeah, it says to add 2d4 to any check made in an encounter with a bane with the transmuter trait. That would seem to me to include Before the Encounter, After the Encounter, the check to defeat (whether combat or non-combat), Karzoug's check if you want to play a spell, the check to recharge a card, all kinds of checks.

I also wished we'd held on to Medusa Mask (helpful against Karzoug) and Sihedron Medallion. We kept both for a while, but dropped them just before starting deck 6, i.e. before we encountered Occluding Field and Karzoug.


Hawkmoon269 wrote:

Yeah, it says to add 2d4 to any check made in an encounter with a bane with the transmuter trait. That would seem to me to include Before the Encounter, After the Encounter, the check to defeat (whether combat or non-combat), Karzoug's check if you want to play a spell, the check to recharge a card, all kinds of checks.

I also wished we'd held on to Medusa Mask (helpful against Karzoug) and Sihedron Medallion. We kept both for a while, but dropped them just before starting deck 6, i.e. before we encountered Occluding Field and Karzoug.

Yup... played on hard mode. Still could have crapped out with 1's on the d4's the way last night was going. It will be useful to remember for my last party though.


Suddenly Runeforged Weapons seem a lot less rubbish.

We only added the d4s to the combat check and thought they were a bit disappointing as loot.

I can see this being a major help to some of the weaker sets of characters who have yet to face AP6


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Oh wow! Yup, my family totally misread the intent of the Rune Weapon card. We BARELY beat him too and it was super stressful with a lot of us having nothing to use against him and the blue dragon many turns in a row due to unlucky rolls. The round we killed him was pretty much our last ditch effort before we all died one by one the next turns. Our team felt super neutered too since we relied so much on Marisel being alone in locations and Harsk helping out on a lot of the fights from somewhere else. Definitely the scariest scenario we face in all of RotR (as it should have been).

Sovereign Court RPG Superstar 2011 Top 32

I too never noticed that the Runeforged Weapons applied to all checks, which I feel especially embarrassed about since they do help defensively in the RPG and I just finished running that.

My girlfriend and I ended up using Scrying to move big K to the bottom of the deck, doing everything else, then failing to beat K a couple times due to him wiping our hand with his d4+1 damage. So we spent about 3 turns total doing some hand manipulation to get her Sihedron Medallion on Seoni and my Invincible Breatsplate on Kyra, while healing up the damage from the failed attempts and getting Restoration in hand to pump hand size. So we ended up with an 8 and 7 card hand with damage mitigation, and we still only won due to Seoni's "bury to pass if you fail by 1" power, as she almost flubbed the "play attack spells" roll on 3d12+6.

I think we have buried 7-10 cards or so each by the end of the scenario.

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