Soldier On Or Pack It In?


Homebrew and House Rules


So, Lem just died on us near the end-game of S+S and now the group is in a bit of a quandary. As of yet we haven't had a character death this late in the game, so we're divided on whether it's better to carry on with a no-feats Lem or if having one crippled character is going to make finishing the ap impossible. So generally I'm just wondering what other players have done after losing a character. Is it possible to press on? Or should we just accept that we've lost and go back to the very start?


I had this happen in ROTRL. I decided to just make a new character (the one that died was not aloud to be remade) and just level them up to where we were power wise. And when it came to the deck construction I just used immense discretion and only aloud usually like 1 card from the current adventure deck and maybe 1 from the previous and then from there the only thing I was super hard on myself about was the blessings. It worked for me.

Grand Lodge

Here's the thing. This is your game to play. It sounds like you were enjoying it until Lem turned into Giant toe jam. You can use the rules on pg 16 of the Rulebook to bring Lem back into the party or you can house rule that he comes back with one less Power Feat and one less Skill Feat and one less Card Feat. (The price of a Resurrection?) ... while keeping the deck he had.

I wouldn't let this stop you from playing nor really hamper your odds of winning the next scenario. But there should be some penalty beyond a vanilla Lem with mediocre cards. Something that won't cause undue hardship to the rest of the party.


I definitely wouldn't pack it in. Try adding a "by the rules" character if you want (no feats, all cards 2 decks lower than current adventure deck number). Run one scenario. If everyone hates it grant the replacement a few feats or as many feats as you all have.

But above all else, make sure everyone has fun. It is a game after all and that is the intent of most games.


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A few weeks ago in the last or second to last module of deck 2, Feiya died due to having to bury a lot of cards for whatever reason. As we had not had a character die in Rise of the Runelords, we had to look up what to do in the rulebook.

After reading aloud from the book, the witch's player said, "Yeah, I'm not doing that."

So, we didn't.

And we moved along.


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Our group has had a few deaths over many games.

We just add a sad face sticker to their character and move on.

There is much heckling.


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For our home game, in the very rare occasion of death we have the player make a new character, out of cards 2 below the current number and give them the same feats etc of everybody else.


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Pirate Rob wrote:

For our home game, in the very rare occasion of death we have the player make a new character, out of cards 2 below the current number and give them the same feats etc of everybody else.

I think for if you are going to house rule it, something like this sounds the most fair. You don't really want to "punish" the player, but at the same time death needs to have a meaningful consequence. This kind of suggestion will let them eventually (assuming enough scenarios remain) catch up to the rest of the group, but be just enough of a detriment to make you not want to die.


Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition, Starfinder Adventure Path Subscriber

As an alternative hypothetical, consider the following (haven't actually done this, but I was thinking of stronger RPG tie-ins and came up with this): link to Homebrew and House Rules thread.

(Originally house rule was pasted as a reply here, but it fit better in that forum so I moved it)


I play with one other person and we usually have a group of 4 characters. When one of mine died (RIP Wu Shen) I was hard on myself and created a brand new character from scratch, and started from the VERY first adventure and brought him up to the level of the other characters. Then again, that was only deck 2; not sure what I would do if it was so far into the game.


Thanks guys, these ideas sound like better options than the all-or-nothing decision we have been trying to make. The rules for character death are pretty harsh when you're this far into the game. I'll suggest to the group that we agree on a resurrect-with-a-penalty house rule.


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99% of the time, player death is avoidable by running out the blessings deck. And starting a character over is incredibly lame BS. On the extremely rare occasion that a group I'm playing with has a death, we simply count the scenario as a loss and start over. And yes, this is a big enough downside for us, because we never lose, so this stings our (by that point) swollen egos lol


Orbis Orboros wrote:
And starting a character over is incredibly lame BS.

Well, I should add that I would only do it for my own character who died, and I enjoy playing with different characters anyway. I would never expect someone else to do the same in a game with me.


Or you could act like you're playing a Call of Cthulhu scenario and expect to have 15 pre-built characters on hand for the times when your characters die or go insane..


Personally, I like the variant someone suggested wherein you banish 1d4 cards from your deck and soldier on.
It's not as complicated as the raise dead stuff, but it keeps things meaningful - you're definitely 'sucking wind' in the next adventure and you might lose some precious stuff (sold to pay the priest, of course).

In one campaign, we recently had a near-death. One player was chugging through their turn/encounter (without saying much to the other players) and rolling badly and then announced that they were dead at end of turn.
The player of the designated healer was actually kinda pissed. "If I'd known you had three cards in your deck, I would have blessed the crap out of everything you did." So we made the other guy back up and replay one of the rolls. :)

Contributor

Iceman wrote:
Personally, I like the variant someone suggested wherein you banish 1d4 cards from your deck and soldier on.

Hey, I was just evaluating the penalty of banishing cards at the end of the game, for something else. I want to drill down into this a bit more: would you banish 1d4 cards of your choice from your deck, or 1d4 random cards from your deck? Would the latter seem *too* detrimental (like if you banished a loot, or something)?

Sovereign Court

For dying? I don't think 1d4 random cards is too detrimental at all. In my two-man group, we banish one random card every time we fail a scenario because of the time.

Of course, that was Rise of the Runelords... that may be a bit extreme in S&S

For death though, I think random is good. It's death, the consequences should be huge. By the rules you lose your deck, losing 4 random cards isn't nearly as bad.


Since we don't get many chances to play and we can't suffer starting over. We decided (My wife and I) to just banish cards and restock by randomly picking from the box.

It's kind of exciting actually because you might actually come out better off luckily, but usually it doesn't work out that way. I don't think we've had to use it very often at all, we usually run out of turns before we die.


Ron Lundeen wrote:
Hey, I was just evaluating the penalty of banishing cards at the end of the game, for something else. I want to drill down into this a bit more: would you banish 1d4 cards of your choice from your deck, or 1d4 random cards from your deck? Would the latter seem *too* detrimental (like if you banished a loot, or something)?

I agree with Andrew -- I don't think random is too detrimental. Not for something that, by the rules, is supposed to have much harsher consequences.


Well, by the rules the other players could keep the deceased character's loot.

I think making loot safe from this house rule would be ok, since it is unattainable a second time. What you could do is choose the random cards. If any of them are loot the player can banish two other random cards instead of 1 loot. Repeat as necessary.


I think we can all agree vanilla is pretty harsh especially AP 5/6 where you're the most likely to die.

I haven't seen anyone even mention the lunacy of going back from the start and soloing/partying scenarios from AP 1- wherever you are. The monsters and barriers deck have higher AP stuff in them that a new character will not stand a chance against, and are you really going to:

Remove banes from APs
Add banished banes back.
Shuffle
Build locations and play
Add banes Back
Make sure you take banes that were banished back out
Shuffle again

Seriously no. Ain't nobody got time for that. I kinda hope the next rulebook recognizes that this isn't a thing people are going to do and offer a sane alternative.


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In my opinion, I think the penalty for dying is really designed to keep you in check as much as, or more than, it is designed to tell you what to do if a character dies. The idea is that the penalty is so harsh, it will curb risky play. You won't push yourself to the brink of death right now because the cost is so great. But if the cost was less, (like say simply failing the scenario) then some people might play with more risk, making the game easier. For Orbis, and lots of others, a failed scenario would be enough of a cost, but that wouldn't be true for everyone. So the "by the rules" penalty is harsh enough for everyone that it curbs risky play.


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I had a cool idea - what if they made a revival scenario? Avoiding fluff for a bit and just talking mechanics, they could have a scaling scenario for each adventure path that you have to complete to revive your character. Location decks could consist of the dead character's deck for boons and certain, well, "feats" (such as closing locations, defeating the Villain/Henchmen, or what have you) could restore the dead character's Power and Skill feats, with the scenario itself returning the Card feats.

The "cost" of dying would then be having to do an extra scenario and losing whatever boons you fail to re-acquire.


My thought = every character (including the deceased player) must banish 1 non-basic card from their deck to revive the dead and replace it with a basic card (if available)

This must be done AFTER all decks are finalized.

Not too harsh, but non-trivial in later scenmarios


Orbis Orboros wrote:
I had a cool idea - what if they made a revival scenario?

This has a lot of potential. Thematically it's like Orpheus going to retrieve Eurydice. Maybe one for decks 1 to 3 and one for decks 4 to 6, still with some scaling (adding the Adventure number). Question though, what happens if you die on the revival scenario?


jones314 wrote:
Orbis Orboros wrote:
I had a cool idea - what if they made a revival scenario?
This has a lot of potential. Thematically it's like Orpheus going to retrieve Eurydice. Maybe one for decks 1 to 3 and one for decks 4 to 6, still with some scaling (adding the Adventure number). Question though, what happens if you die on the revival scenario?

Then it just was not to be...? Although there could easily be revival options within the scenario, like a location that can revive you at a cost.

And this only makes sense as proposed (scaling and reasonable detriment of re-acquiring the cards) if you don't play it solo. If you do, scaling wouldn't make sense as proposed because you're without feats and non-basic cards... Or are you? If this was implemented, we'd have to consider what deck-rebuilding options the deceased has preceding the revival scenario.

Also, I think a Blessings deck is not in character with this, as it could prevent you from re-obtaining your cards due to time rather than just failing to acquire.

Hmmm... I'll have to think on this. Maybe make my first Homebrew thread (assuming, as is likely, that nothing official comes from this).


Orbis Orboros wrote:
jones314 wrote:
Orbis Orboros wrote:
I had a cool idea - what if they made a revival scenario?
This has a lot of potential. Thematically it's like Orpheus going to retrieve Eurydice. Maybe one for decks 1 to 3 and one for decks 4 to 6, still with some scaling (adding the Adventure number). Question though, what happens if you die on the revival scenario?

Then it just was not to be...? Although there could easily be revival options within the scenario, like a location that can revive you at a cost.

And this only makes sense as proposed (scaling and reasonable detriment of re-acquiring the cards) if you don't play it solo. If you do, scaling wouldn't make sense as proposed because you're without feats and non-basic cards... Or are you? If this was implemented, we'd have to consider what deck-rebuilding options the deceased has preceding the revival scenario.

Also, I think a Blessings deck is not in character with this, as it could prevent you from re-obtaining your cards due to time rather than just failing to acquire.

Hmmm... I'll have to think on this. Maybe make my first Homebrew thread (assuming, as is likely, that nothing official comes from this).

This would be cool. I agree if the scenario is failed, the character would be irretrievable (harsh maybe, but that makes it all the more important!)

I think though, that a blessings deck would be kind of the point. Like you only have a certain amount of time to rescue your downed compatriot from the clutches of Hades (or whoever). Something like:

Make a number of "location" decks equal to the number of characters plus two. Combine the dead character's buried cards, the villain, [a certain card representing the dead character's "soul"], and add random monsters so that the total number of cards equals the number of locations times ten. Shuffle these all together and deal ten to each location deck. The scenario is won only when the villain is defeated and the soul is found. If defeated, the character is no longer dead.

Would that work? That way you could re-acquire some boons but not all, and the difficulty automatically levels with the monster.

Who would the villain be, though, I wonder. Someone whose difficulty is dependent on the current adventure deck number.


What if the villain were your "dark side"? Like take the recently deceased character's best weapon or attack spell and roll for damage 4 times. Take the middle two results as the first and second checks to defeat. Build your character using basic cards or from 2 decks below the current. Maybe take one friend with you (who would also risk permanent death). Try to get back your gear and beat your dark side to come back to the living.


Could treat it a little like modern RPG's do..

Lets say, if you're playing solo with one character. You go "down". You are bleeding out. You have to roll a 6 or higher on a d12 three times to "revive" yourself. You have to turn a blessing each time you try it. You roll one d12 on your turn, much like the death saves of most modern RPG. Burning turns. If you run out of turns, you're dead, use the book rules for looting your corpse etc..

If you're playing with at least 2 chars. The SOLO 1 CHAR rules still apply on the "downed" character. On their turn they roll a d12, 6+ 3x will revive. Burning turns each time. However, another player can move the location of the dead player to try to "revive" them. They use their turn to do this, they can't explore. The player attempting to "revive" the downed player also rolls a d12, any 6+ adds 1 success to the "downed" player's rolls. Potentially speeding up their recovery. If the asissting player is a cleric, 1 success counts as 2 successes due to clerical healing abilities! (note, the DOWNED player being a cleric does not get this bonus for their own rolls).

Now, the whole time you're doing this with the solo OR additional player(s), keep track of failures. They will be meaningful.

When a player is revived, they shuffle their entire deck of cards (BURIED CARDS CONTINUE TO BE BURIED, leave those out). Pull HAND SIZE + 1 cards out randomly. This is your current health. There should be quite a few cards left discarded at this point.

Roll a 2d4. Subtract the number of FAILURES during revival from that roll. Pull that many extra cards randomly and add those to your deck. The rest stay discarded as "consumed health". So you have a good chance to come back strong, or come back potentially weak, depending on how it went.

Lets say Valeros goes down for the count. Ezren comes over to help out.. There were 3 failures during revival (two by the downed player and one by someone assisting).
Valeros pulls 6 cards randomly (current hand size of 5, plus one extra card)
The player rolls a 3 and 2 on the 2d4. 5 - 3 = 2, pull 2 extra cards out.

Valeros is now back in action with a full deck and 3 reserve cards.

At least this makes everyone think, do I want to help out my downed buddy and blow turns, or do I let them fend for themselves trying to revive. A cleric in the party would be a good move to help out to stem the tide of wasted blessings, just don't let the cleric go down. This also turns it into a party game where someone going down can more negatively affect the entire party due to blessings being burnt.

ALSO, another angle could be, you can use a BLESSING of the gods (or maybe other blessing could work) to give someone 2d6 to roll to try to get 6+. Someone could also use a blessing to give you another d4 to add to your starting health.

You could also turn it into a CON check, or something instead of rolling a d12 flat out, though that could get tricky, I liked the thought of just 6+ on a d12 being an easy over 50% chance of success.

I was also considering that perhaps a Cleric assisting a downed player maybe can just get an auto-success on their turn as well as being able to explore. Of course this would be considering that they actually want to explore at the location where the downed player actually went down. They could trade exploring to roll and try to get 1 additional success, but they always get at least 1 success automatically. Any failure by a cleric deciding to roll WILL still count as a failure when tallying up the modifier for the 2d4 revival health roll.

I also think perhaps that if a player is assisting, if they get a success on their d12 role to help revive, they can explore the location. Perhaps this would give incentive to help, in order to stem the tide of burnt blessings in the blessings deck. Though if that helper fails, end turn.

I don't know, seems complicated but it think it's an interesting twist. I just blasted a bunch of ideas in iterative fashion in multiple edits. :), I think I should write a concise final version of it up in an easy to digest format if others think it a good idea.


We really need to move this discussion to Homebrew, I would think ...

Paizo Employee Chief Technical Officer

Yep.


Sorry about that, I was just getting into the whole "can we do something else exciting with death" line of thinking.

Pathcharette!


hfm wrote:

Sorry about that, I was just getting into the whole "can we do something else exciting with death" line of thinking.

Pathcharette!

No need to apologize, it just seemed like the thread was really about variants. I like your idea but I also think Orbis idea of a revival/trip to the underworld scenario seems really cool.


I don't play many RPGs but I think this would be interesting as a separate scenario. I think there are a lot of good ideas going around, but if we were to make a homebrew thing, it would need testing in practice. (i.e. I would love to but don't have much time)


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First stab at it; length of text on the scenario card is going to be a problem. Help with wording is appreciated, particularly help remembering how similar things already in the game are worded.

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Quote:

Scenario: Death's Crucible

Adventure deck number: see below

Villain: Death
Henchmen: Sloth, Wrath, Greed, Gluttony, Lust, Envy, Pride

Locations: (1-6)
Circle of Pride
Circle of Envy
Circle of Lust
Circle of Gluttony
Circle of Greed
Circle of Wrath
Circle of Sloth

The Deceased Player(s) plays this scenario with no feats, and builds her deck from cards with the basic trait from the box or the removed from game section. The adventure deck number for this scenario when concerning checks is equal to the number of card feats the attempting player has; otherwise it is 0.

To build the location decks, add blessings from the box to the deceased's original deck(s) until it can divide evenly among the locations; shuffle it and deal an equal amount to each location. Add one barrier and one monster to each location, and add an additional monster to each location for each player. Then add each henchman to the location that shares part of its name.

When a player other than a Deceased fails to acquire a boon, a deceased can attempt to acquire it. If she succeeds in this manner, place the boon in the Boon Pile, next to this card. Place any boons banished by the closing of a location in the Boon Pile.

Whenever the Deceased attempts a check to defeat a bane, reduce the difficulty by the adventure number of that bane.

When all locations are closed, add and open the location "The River Styx" and place the villain "Death" in its location deck.

You lose the scenario if any player dies.

Rewards: All the cards in the Boon Pile.

Quote:

Circle of Pride

While at this location: Whenever you acquire a boon or defeat a non-Haunt bane, summon and encounter the henchman "Haunt."

When Closing: Select a skill, and succeed on a difficulty 10 check for that skill.

When permanently closed: If you begin or end your turn here, banish all Haunts on your player.

Quote:

Circle of Envy

While at this location: You cannot explore this location unless there is another character at this location (unless there are no other characters). At the start of your turn and after each exploration, give a card to another character at your location.

When closing: Randomly select a card in the hand of another player at your location and succeed at the check to acquire. If there are no other players in the game, you may automatically close this location.

When permanently closed: On closing, characters at this location can exchange any number of cards in their hands with each other.

Quote:

Circle of Lust

While at this location: If you would discard an ally for any reason, bury it instead.

When closing: Summon and succeed at the check to acquire a random ally from the box. Banish it afterwards.

When permanently closed: No effect

Quote:

Circle of Gluttony

While at this location: At the start of your turn, recharge 2 random cards from your discard pile.
Whenever you would add one or more cards from your discard pile to your deck, add an extra card.
Whenever you remove the last card from your discard pile, discard a card from the blessings deck.

When closing: Succeed at a constitution / fortitude 12 check. Reduce the difficulty of this check by 1 for each card in your discard pile.

When permanently closed: At the start of your turn, recharge 2 random cards from your discard pile.
Whenever you would add one or more cards from your discard pile to your deck, add an extra card.
Whenever you remove the last card from your discard pile, discard a card from the blessings deck.

Quote:

Circle of Greed

While at this location: Immediately after you finish an exploration, if there are any cards in your hand, you must recharge a card and explore again.

When closing: Bury a card from your hand.

When permanently closed: No effect

Quote:

Circle of Wrath

While at this location: Whenever you encounter a boon, replace any of its checks to acquire with combat checks of the same difficulty; failing these checks deals combat damage as if it was a monster. Increase the difficulty of all combat checks by 1 for each card feat your character has.

When closing: Succeed at a combat 15 check.

When permanently closed: While at this location, whenever you encounter a boon, replace any of its checks to acquire with combat checks of the same difficulty; failing these checks deals combat damage as if it was a monster. Increase the difficulty of all combat checks by 1 for each card feat your character has.

Quote:

Circle of Sloth

While at this location: Immediately after you finish an exploration, move to another location.

When closing: Players may immediately attempt to temporarily close locations, unless a villain is being encountered. if at least 5 other locations are closed, you may close this location.

When permanently closed: No effect

River Styx, Death, and the henchmen to come. Thoughts?


Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition, Starfinder Adventure Path Subscriber

Interesting, at first I wasn't so sure about it since that scenario would really only apply to characters that go to one of the Evil afterlives in the Pathfinder mythos, but then after thinking of it more there isn't going to be any way of tying it back to the RPG because the concept of overcoming something to revive yourself doesn't exist in the RPG, so I'm more fine with it now :)

The main issue I see is the wordiness of the scenario as you mentioned. No specific suggestions right now but may have some later. I'd also likely increase the difficulty of Circle of Lust by applying the bury to both discarding as well as playing allies (instead of just discarding). Possibly some extra wording to close a loophole where you'd be allowed to bury allies that have banish abilities instead of sending them to the box. Finally, the When Closing on Circle of Sloth is very confusing, it took me multiple reads to finally understand it. Assuming my reading is correct, a better wording would be "Each other character chooses a unique location other than Circle of Sloth and performs its When Closing requirements; if all characters succeed, this location is closed. If you are the only character, this location automatically closes." -- this makes it possible to actually close this location of you are running with fewer than 6 players (since you can only tempclose a location you are at so closing 5 others would be impossible, and this lets you not be forced to spread out) and still makes it so that you aren't actually doing any of the checks yourself (yay laziness).

I have a different take on a revival scenario that I'll probably post in a different thread so as to keep discussions separated. You may also wish to make a dedicated thread for your scenario once you have all the pieces and clean up the wording a bit more :)


Orbis Orboros wrote:

First stab at it; length of text on the scenario card is going to be a problem. Help with wording is appreciated, particularly help remembering how similar things already in the game are worded.

When

...

You should totally use the card creator that's been implemented at DriveThru to create this when it's done. :)


I like this. I particularly like what you've done with some of the location rules, esp. Gluttony, Envy, and Greed.

I have a question right off the bat: Why is the deceased character playing? It seems a bit odd (and maybe pointless) to be building a brand new deck for her if the goal is to survive and get your old deck back. Are live characters allowed to come along and assist? It makes more sense to me to have other characters venture into Death's Crucible to retrieve their ally (solo play is a different question). And how often is it that more than one character dies at a time? Is there a tie-in to the RPG that I'm missing?

Secondly, at first glance I think it might be confusing having to remember to increase/decrease difficulties all the time. But I think whether or not this is true would become apparent in actual play. Overall a good start though.

Minor thing:

Circle of Gluttony wrote:

While at this location: At the start of your turn, recharge 2 random cards from your discard pile.

Whenever you would add one or more cards from your discard pile to your deck, add an extra card.

So does that mean you recharge 3 cards at the start of your turn?


If I get this all like I want it, I probably will do the card creator. Getting images could be a problem, though.

There is no tie-in to the RPG - I've never even played the RPG. It's just a representation of the dead guy trying to escape, well, death, and the rest of the party trying to help. Alternatively it could represent Death offering a trial the party can overcome to allow the character to survive (except for my "River Styx" part). I think I like this version better because it's easier to justify without knowing lore, so I'll probably go with that.

It only makes sense to me, from a game perspective, for everyone to be involved. Making it a solo option means the other players have to wait, and I feel the dead guy should get a chance to fight for his stuff, so he gets to participate as well.

I've done everything I can to make this universal; There's options for having any number of characters playing, and to have any number of characters start off dead. Not because it's likely, but because it's possible. I also have the weird difficulty adjustments in there because the deceased character is base level, but could be fighting AP 6 monsters while playing with AP 6 level characters. An idea I have for this is to make a custom card pack to use specifically for this scenario for drawing stuff from as opposed to the adventure path box - then I can put difficulty adjustment text on the banes and/or boons.

I'll work on Sloth's closing requirements. What it's supposed to do is offer a chance to temp close locations, just like with the villain. If at least 5 locations are closed (permanently or temporarily), then you can close Sloth.

I like how Lust is right now. Simplicity is also something to strive for (even if I fail miserably at obtaining it elsewhere).

Yes, building a starting deck just for one scenario is a little odd, but it's only 15 cards, and I think it's the best way to do things.

Gluttony not only heals you two cards, it increases all instances of healing by an additional card, including itself (so you heal three at the start of the turn). This makes character death less likely in the character death scenario (a good thing) while symbolically representing glutting yourself (over eating/healing costs the group).


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Some fixes, added a location and Death.

Quote:

Scenario: Death's Crucible

Adventure deck number: see below

Villain: Death
Henchmen: Sloth, Wrath, Greed, Gluttony, Lust, Envy, Pride

Locations: (1-6)
Circle of Pride
Circle of Envy
Circle of Lust
Circle of Gluttony
Circle of Greed
Circle of Wrath
Circle of Sloth

The Deceased Player(s) plays this scenario with no feats, and builds her deck from cards with the basic trait from the box or the removed from game section. The adventure deck number for this scenario when concerning checks is equal to the number of card feats the attempting player has; otherwise it is 0.

To build the location decks, add blessings from the box to the deceased's original deck(s) until it can divide evenly among the locations; shuffle it and deal an equal amount to each location. Add one barrier and one monster to each location, and add an additional monster to each location for each player. Then add each henchman to the location that shares part of its name.

When a player other than a Deceased fails to acquire a boon, a deceased can attempt to acquire it. If she succeeds in this manner, place the boon in the Boon Pile, next to this card. Place any boons banished by the closing of a location in the Boon Pile.

Whenever the Deceased attempts a check to defeat a bane, reduce the difficulty by the adventure number of that bane.

When all locations are closed, add and open the location "Dreamscape" and place the villain "Death" in its location deck.

You lose the scenario if any player dies.

Rewards: All the cards in the Boon Pile.

Quote:

Circle of Pride

While at this location: Whenever you acquire a boon or defeat a bane, place a "Haunt" henchman next to your character card.

When Closing: Select a skill, and succeed on a difficulty 10 check for that skill.

When permanently closed: If you begin or end your turn here, banish all Haunts next to your character card.

Quote:

Circle of Envy

While at this location: At the start of your turn and after each exploration, discard a card or give it to another character at your location.

When closing: Randomly select a card in the hand of another player at your location and succeed at the check to acquire. If there are no other players in the game, you may automatically close this location.

When permanently closed: On closing, characters at this location can exchange any number of cards in their hands with each other.

Quote:

Circle of Lust

While at this location: If you would discard an ally for any reason, bury it instead.

When closing: Summon and succeed at the check to acquire a random ally from the box. Banish it afterwards.

When permanently closed: No effect

Quote:

Circle of Gluttony

While at this location: Whenever you would add one or more cards from your discard pile to your deck, add an extra card.
At the start of your turn, recharge 2 random cards from your discard pile.
If you are told to remove cards from your discard pile when it is empty, discard a blessing from the blessing deck.

When closing: Succeed at a constitution / fortitude 10 check. Reduce the difficulty of this check by 1 for each card in your discard pile.

When permanently closed: Whenever you would add one or more cards from your discard pile to your deck, add an extra card.
At the start of your turn, recharge 2 random cards from your discard pile.
If you are told to remove cards from your discard pile when it is empty, discard a blessing from the blessing deck.

Quote:

Circle of Greed

While at this location: Immediately after you finish an exploration, if there are any cards in your hand, you must recharge a card and explore again.

When closing: Bury a card from your hand.

When permanently closed: No effect

Quote:

Circle of Wrath

While at this location: Whenever you encounter a boon, replace any of its checks to acquire with combat checks of the same difficulty; failing these checks deals combat damage as if it was a monster. Increase the difficulty of all combat checks by 1 for each card feat your character has.

When closing: Succeed at a combat 15 check.

When permanently closed: While at this location, whenever you encounter a boon, replace any of its checks to acquire with combat checks of the same difficulty; failing these checks deals combat damage as if it was a monster. Increase the difficulty of all combat checks by 1 for each card feat your character has.

Quote:

Circle of Sloth

While at this location: Immediately after you finish an exploration, move to another location.

When closing: If this location deck is empty, you may automatically close it.

When permanently closed: No effect

Quote:

Dreamscape

While at this location: You may banish a card from your hand to add 1 die to a check made at this location.

When Closing: This location can only be closed by the successful defeat of a villain.

When permanently closed: You may banish a card from your hand to add 1 die to a check made at this location.

Quote:

Death

Villain, monster, (other trait suggestions?)

Check to defeat:
[Combat 20]
then
[Strength/Dexterity/Constitution 15]
then
[Intelligence/Wisdom/Charisma 15]

Powers: Death's difficulty to defeat is increased by twice the number of card feats the character attempting the check has. It is further increased by 3 for each other character at your location.

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