05-D: A Crew Divided


Pathfinder Adventure Card Society

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Man, that is hot. Love everything about this one, Tanis.

Silver Crusade 2/5 RPG Superstar 2014 Top 16

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I love everything about it EXCEPT how hard it is going to be to program it into OCTGN so that my friends in Houston and I can play it online. (Not as part of Organized Play, mind you, just because it's fun!) :-P

But yes, these scenarios have been REALLY great. I very much look forward to seeing what the next season brings.

Pathfinder ACG Designer

Glad everyone's enjoying themselves. :)

Pathfinder Adventure Card Game Designer

Hey, CB, can you explain to me what OCTGN is and how it works? I've heard people say they like playing that way, but I've never done it. ELI5, please.

Silver Crusade 2/5 RPG Superstar 2014 Top 16

Mike Selinker wrote:
Hey, CB, can you explain to me what OCTGN is and how it works? I've heard people say they like playing that way, but I've never done it. ELI5, please.

OCTGN is a digital tabletop program that was made originally for Magic: The Gathering. It's relatively simplistic in its graphical interface and such, but all of the card placement and movement is written in Python, and if you know how to program, you can make it do pretty much anything. We've gotten it set up to automatically create location decks with villains and henchmen based on the card text, and there are functions written for closing locations, recharging/burying/banishing cards, even for removing them from play. We've also got a working ship mechanic written, with plunder cards and seizing of ships all coded in as well.

For the PACG, we input card names and such, and then scan in our cards and replace the proxy cards that the program generates with the scanned images.

I took over the project from another guy who had gotten it working for Rise of the Runelords, and I've been programming it for Skull and Shackles. I've got every scenario through adventure 5 working correctly, as well as the first two chapters of organized play scenarios. I'm in the process of inputting chapter 6 now, and then I'll attack the rest of the OP scenarios.

Sczarni 4/5

Had some actual trouble with this one today, 3 of us sat down to try it out... looked at it and went ok lets all go to set 2 so we can play cards to help each other.... hit the Villian on the second draw... the other location was temp closed easily enough.. ok that was easy. Then we realize we have 5 turns left to find a villian in 3 completely unexplored locations.... Needless to say we timed out the first time, and again the second time(hit the problem in reverse with only one hench before villian.... and that was a nasty fight.)

It seems to be a very unforgiving but really interesting scenario, but very hard to actually complete unless you are seriously lucky. Love the idea, but one game only lasted 7 turns and i can see people timing out on this one a lot until you realize you need to let the villian go if you encounter it too early.

Defiinitely looking forward to seeing what you come up with next, because this one was brutal.


Mark L. Crowell wrote:
the other location was temp closed easily enough.. ok that was easy.

Would have been in a great spot if you hadn't temp closed!


I just finished playing this scenario tonight with two of my most dedicated players. We're a party of spell casters with Kyra (CD), Seoni (Runelords), and my Lem (S&S). With each of us having either a Scrying or Augury, this scenario was pretty simple. Since the Shrouded Queen had to be the last card in the deck to beat her anyway, we made sure to scout the crap out of her location after the other location in Group 2 was closed, then put her on the bottom when we found her. Then we all went over to Group 1 to beat that villain and all that was left was slapping around the Queen. It was really nice to not have to deal with her stupid henchman. I'm also playing a solo run of the base game with Damiel and she was pretty frustrating since I don't have Scrying or Augury with him.

So yeah, not too difficult for my group, but it was very interesting. Great job putting it together!

Sczarni 4/5

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oneplus999 wrote:
Mark L. Crowell wrote:
the other location was temp closed easily enough.. ok that was easy.
Would have been in a great spot if you hadn't temp closed!

Indeed, none of us realized right away just how hard this was going to be with timing, and once we got the first one down we did manage to find the other villian actually... only to realize we couldn't kill her until we cleared the location.

This one is going to be very hard if you aren't familiar with the twist and the villians, and I definitely imagine this will see a lot of people not succeeding the first couple times through. However it is definitely the fastest farm for deck upgrades we have ever had! Had some bad luck with the Sea troll in an annoying spot as well versus the person without fire or acid damage making it impossible for them to empty the location for the Queen.

Really think this one is going to take a lot more planning than normal in order to succeed, and I actually kind of love that, it is definitely different and fun.

Shadow Lodge

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Man, this was hard. My group and I had to play this three times to finally beat it. We kept having bad luck. we cleared group 1's villain and all ran to group 2. 1 player went to the only other open location so he could temp close it. The rest of the group went to where we knew the villain was. There were only 2 cards left in the deck. The villain kept ending up on top and kicking us so hard with the Fort save and the damage from the summoned henchman we couldn't explore again. This happened during both our adventures.

We finally got to her on our third try and dropped everything on her and finally won.

We have a marathon session to play through all of adventure 6 next week and then we're ready for Wrath!

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