Gauntlet of Ruin (Scenario 2-5) can be made Unwinnable


Rules Questions and Gameplay Discussion


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Just noticed this as I was setting it up for a replay since on my initial playthrough I completely forgot about the scenario rule to recharge your hand and draw that many cards when encountering monsters with the Cultist or Demon traits. Not something I expect to come up often, but figured I'd bring it up to forewarn people.

The scenario includes the following text:

Gauntlet of Ruin wrote:
If you would defeat Eustoryiax, but the Chasm of Shadows is not permanently closed, Eustoryiax is undefeated instead.

The issue arises when Eustoryiax is in the Chasm of Shadows and all other locations are closed. In this situation, you can never close the Chasm (as he'll keep escaping to there so it will never be out of cards), meaning the scenario cannot be won.

When playing through and you suspect the villain is in the Chasm, make sure to leave another location open for him to (hopefully) escape to. You'll lose a blessing off the blessings deck each time you try, but hopefully the 50% odds will fall in your favor eventually.

I'm not entirely sure if this needs errata of some sort to prevent the situation from ever appearing in the first place since with foresight it's easy to work around.

Sovereign Court

Could probably be a simple errata like "If you would defeat Eustoryiax at a location other than the Chasm of Shadows"


Or maybe "he's invincible on his home turf" is intended. He is Mythic and the final boss of the AD, after all...


Seems cool: you are supposed to expel him from his homeland first in order to get him on your chosen ground.

Sovereign Court

Sandslice I could see that for Adventure 6, maybe even 5, but 2? No way it's supposed to become impossible. Making him invincible on his own turf is one thing. Making him invincible on his own turn, while making it potentially impossible to move him, when you don't know where he is to start with? No.


Andrew L Klein wrote:
Sandslice I could see that for Adventure 6, maybe even 5, but 2? No way it's supposed to become impossible. Making him invincible on his own turf is one thing. Making him invincible on his own turn, while making it potentially impossible to move him, when you don't know where he is to start with? No.

Given whatall comes before it in the AP, nothing would surprise me for longer than a moment at this point. :)


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I think its no different to the Regatta being unwinnable in S&S if you close a location. Its not like this can happen to you accidentally. If you close all the other locations before you go to the Chasm, well, that's your fault.

Sovereign Court RPG Superstar 2011 Top 32

I read that text as a strong suggestion to close the Chasm first.


Scripted wrote:
Its not like this can happen to you accidentally. If you close all the other locations before you go to the Chasm, well, that's your fault.

It can happen accidentally. I don't read every card I put into the decks. I like to be surprised.


SkyeGuy wrote:


It can happen accidentally. I don't read every card I put into the decks. I like to be surprised.

I'm pretty sure this is actually on the scenario card as ongoing rules, though, not in a deck. Before you decide on your starting locations, you should have already read the scenario card to see what the special rules are for the session.


Ugh. When my group played through this scenario he was in the Chasm of Shadows and escaped back there twice. We were down to the final card in the blessings deck before we cornered him, and we got lucky because there were still three other cards in the location deck and he happened to be on top.

SkyeGuy wrote:
Scripted wrote:
Its not like this can happen to you accidentally. If you close all the other locations before you go to the Chasm, well, that's your fault.
It can happen accidentally. I don't read every card I put into the decks. I like to be surprised.

No, it still shouldn't happen. It's the scenario card that informs you of Eustoryiax's invincibility when the Chasm of Shadows is open, so before you even start you know to permanently close it first. I tend to not read all the cards either, but you always need to read the scenario card before starting the scenario.


As other people suggested, I'm not sure why this location wouldn't be your priority to close first? When I played through it I put all four characters there and powered right through it, then spread out after that. I found this scenario to actually be fairly easy once we closed the chasm, I ended up having to kill the villain twice but by the second time I knew where he was and made sure I could temp close all the locations before the final encounter. With Radiance on hand I think Seelah had something like a +9 or so on her attempt against him.


skizzerz wrote:

The issue arises when Eustoryiax is in the Chasm of Shadows and all other locations are closed. In this situation, you can never close the Chasm (as he'll keep escaping to there so it will never be out of cards), meaning the scenario cannot be won.

Well, I assume you read the scenario description before playing, so it should be easy to create a strategy.

"You make Chasm of Shadows one of the first locations you close and then chase the villain out of there to an open location."

I think the scenario is fine and yes, when I played it the villain was actually in this location. Not exactly a challenging strategy to solve.

I hope we stop complaining about stuff like this because I don't want to see them dumb the game down further.

Paizo Employee Chief Technical Officer

ryric wrote:
I read that text as a strong suggestion to close the Chasm first.

This.


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Jason S wrote:
skizzerz wrote:

The issue arises when Eustoryiax is in the Chasm of Shadows and all other locations are closed. In this situation, you can never close the Chasm (as he'll keep escaping to there so it will never be out of cards), meaning the scenario cannot be won.

Well, I assume you read the scenario description before playing, so it should be easy to create a strategy.

"You make Chasm of Shadows one of the first locations you close and then chase the villain out of there to an open location."

I think the scenario is fine and yes, when I played it the villain was actually in this location. Not exactly a challenging strategy to solve.

I hope we stop complaining about stuff like this because I don't want to see them dumb the game down further.

I for one wasn't complaining, I created the thread to inform people about it that would not otherwise draw the connection themselves. As stated in my OP I don't really think this needs any errata/FAQ entry due to how easy it is to work around. The only thing I can see justifying such an entry is the random factor of not knowing where the villain will escape to if he is currently in the Chasm, it is possible the RNG gods hate you and he keeps escaping back there, making the scenario unbeatable through no fault of your own (e.g. you kept other locations open, but he simply wouldn't move to them).

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Vic Wertz wrote:
ryric wrote:
I read that text as a strong suggestion to close the Chasm first.
This.

Gotta love the simplicity of single word solutions. Good enough for me.


Pathfinder Adventure Path Subscriber

Yeah, this issue of possible bad luck doesn't seem as tolling to a group as that one S&S adventure did.


carterjray wrote:
As other people suggested, I'm not sure why this location wouldn't be your priority to close first? When I played through it I put all four characters there and powered right through it, then spread out after that.

The problem is that all 4 of your characters need to pass Wisdom 10 checks or Eustoyriax is evaded. That's pretty challenging unless you have a handfull of blessings. Then you need to win a combat 22 check with the exploring character (by no means trivial, since you have just recharged your hand). And, assuming you win the combat, Eustoyriax escapes to a random location and you lose 5 cards from the blessings deck. If you're really unlucky, he may even return to the Chasm of Shadows...


ryric wrote:
I read that text as a strong suggestion to close the Chasm first.

This is the first thing we did in my game. Luckily he wasn't there. If he had been there, and then escaped back into that location, over and over again, I can see it being unbeatable. In which case you just try not to die and replay it. :)

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There is always temp closing too. If you can get him out of the Chasm just once, you can keep him out forever. At which point you either focus fire the Chasm, or split up and make sure you always temp close it.


Rebel Song wrote:
ryric wrote:
I read that text as a strong suggestion to close the Chasm first.
This is the first thing we did in my game. Luckily he wasn't there. If he had been there, and then escaped back into that location, over and over again, I can see it being unbeatable. In which case you just try not to die and replay it. :)

No because if I'm not mistaken, once you defeat him there once (or even if you did not defeat him but were lucky enough that he escaped elsewhere), you just keep exploring Chasm until Chasm is closed, and then go back hunting him on other locations as usual.


We put 5 characters there, and Kyra at the place where you have to bury a card on arrival (to avoid burying a card).

Kyra's first turn, what's the top card of the deck?

As a general rule, I really dislike this kind of effect - there was one in S&S where you had to find several named henchmen before you could defeat the villain, which just made it a random toss-up as to whether you'd have vast numbers of blessings milled off the timer. An effect where the villain counted as defeated but escaped and the scenario continued would seem much fairer.


MightyJim wrote:
There was one in S&S where you had to find several named henchmen before you could defeat the villain, which just made it a random toss-up as to whether you'd have vast numbers of blessings milled off the timer.

I believe there was a clarification in the forums somewhere that you don't actually encounter the villain until the henchmen are gone? Thus, the blessings aren't at risk.

Sovereign Court RPG Superstar 2011 Top 32

I consider the villain escaping to a bad location over and over to be "unwinnable" to the same extent that never rolling over a 2 on any dice is "unwinnable." If the RNG screws you, well it happens. At least with this one it's not a coin flip, but instead 1/3 or even better.

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"In exchange for the earlier scenario you felt was almost impossible for larger groups, we give you one that is much easier for larger groups"

"But now this one is too hard for solo"

*laughs maniacally*


MightyJim wrote:

We put 5 characters there, and Kyra at the place where you have to bury a card on arrival (to avoid burying a card).

Kyra's first turn, what's the top card of the deck?

As a general rule, I really dislike this kind of effect - there was one in S&S where you had to find several named henchmen before you could defeat the villain, which just made it a random toss-up as to whether you'd have vast numbers of blessings milled off the timer. An effect where the villain counted as defeated but escaped and the scenario continued would seem much fairer.

Actually, the S&S scenario in question - 1-1 Press Ganged - only has one location, so there were no blessings milled.


Pathfinder Adventure, Adventure Path, Lost Omens, Maps, PF Special Edition, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber
Sandslice wrote:
MightyJim wrote:

We put 5 characters there, and Kyra at the place where you have to bury a card on arrival (to avoid burying a card).

Kyra's first turn, what's the top card of the deck?

As a general rule, I really dislike this kind of effect - there was one in S&S where you had to find several named henchmen before you could defeat the villain, which just made it a random toss-up as to whether you'd have vast numbers of blessings milled off the timer. An effect where the villain counted as defeated but escaped and the scenario continued would seem much fairer.

Actually, the S&S scenario in question - 1-1 Press Ganged - only has one location, so there were no blessings milled.

6-5 could be interpreted that way as well, except that it was clarified that Kerdak is never encountered in that case so there is no escaping and therefore no blessings milled either (I personally favor the other interpretation more where he does escape simply because last scenarios should be hard imo, but alas).


I don't really see Eustoryiax as a major obstacle. Old Whalebone in S+S was a far bigger pain than this back in S+S. You had no choice but to bounce that guy between two locations right from the start. As for a villain that can't be killed until you get his underlings, that's really nothing new. The final battle of RotR operated this way and that encounter had no Blessing deck, so it was do or die.

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