1-2A The Frogs - How did you do?


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Mongrel Shenanigans.

I think we pulled something like 5-6 monsters that had an 8 or lower combat check. One time, we even pulled out the Giant Maggot Swarm for the Mongrel Traitor.

Those are some weak Mongrel Traitors there.

Other than that, we decided to take our time and suck out most of the boons. Still only managed to find one 2 Weapon, one 2 Armor and two 2 Allies.

None of which my Zarlova wanted to take. (The Cook is pretty bad, yo)

Hopefully the other scenarios aren't too horrible.


We finished it pretty quickly. The one check against the Villain had a two checks of 8. We didn't waste time mining for boons though. I don't see the point in doing that with OP since you can only get 1 card out of it and many times you already have the best card for that level.

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I'll admit, I knew 2A could be easy, but I hadn't anticipated "all difficulty 8-" easy ;)

I am curious if anyone has horror stories of Rallying Cry driven desperation, though.


Our group HATES Rallying Cry, we generally stink at aquiring allies as a group.

2/5 *

Musterz wrote:
Our group HATES Rallying Cry, we generally stink at aquiring allies as a group.

Potential free loot is better than demonic hordes. :)


Potential discarding of # of players blessings from the blessings deck is horrible though.

2/5 *

This one was pretty easy, between having the queen (quick boons), mythic paths for a +2 combat bonus (and easy recharges), and Radillo (who easily acquires allies) on our side. Our strategy was to have the ally rich locations explored by characters with good diplomacy, which worked most of the time (Radillo helped :) ).

2/5 *

Almost forgot, boss pulled a difficulty 8, which was pretty anti-climatic. We also had several henchmen @8.

Didn't fail any checks to acquire allies, although we were afraid since we had 5 players and failed twice in the scenario before.

Most of our upgrades were allies, hardly anything else.

Pathfinder ACG Developer

So many 8s! My average difficulty with mongrels there was around 13, though, which is quite a difference. Random is random, though.

I'm okay with the occasional "shopping" scenario, especially at the start of an arc.


Haha, you use the term "shopping" scenario too.

That's how we tend to describe 1-1B.

2/5 *

Yeah, it was all luck, it was just funny that it was also an 8 for the boss. Maybe in the future when the random difficulty is set, there can be a minimum, at least for the villain.

Oops, I meant in the scenario before we failed 2 Rallying Cries, which would have essentially ended this scenario for us. With 4+ players it's really difficult to acquire every ally, we fail 9/10 times. Some of the players in my group are ready to fail that barrier before we even draw the allies (which is totally not my style). :)

Grand Lodge

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The thing that made my poor Lem cry was the rule about discarding a card from the Blessing Deck if you fail to acquire an Ally. Which, to be fair, is one of Class Deck Lem's specialties what with a Diplomacy of d12+5...

Unless he draws a Minotaur Mercenary. And his only Weapon is a Deathbane Light Crossbow +1 that he got from a PREVIOUS playthrough of 1-2A, and was in fact his only deck 2 card.

Fortunately, the whole table agreed to lose a turn, and success was had.

We had CD-Valeros, WotR-Kyra, and CD-Kyra.

Twins are awesome. Twin healers doubly so.


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We were victorious last night in our attempt at this despite losing several days to allies who required wis/survival checks. I think our CD-Valerous (d4 wis) encountered 4 or 5 horses/bats.

Mongrels were a mixed bag, I'd say we averaged around 13-14. Boss had one check of 8 though.

Adventure Card Game Designer

Rhynn Davrie wrote:
We were victorious last night in our attempt at this despite losing several days to allies who required wis/survival checks.

I love the conception of turns as days! What a cool idea.

Silver Crusade 5/5 5/55/5 ***

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We were down 2 players in our 5-player group, and then we had a last-minute new player to bring us up to 4 players.

Rallying Cry came up during our run-through, also.

With a (Tier 1) Seoni playing for the first time, (Tier 2) Radillo with Int +2 and two Mythic Charges, (Tier 2) Lem, and a (Tier 2) Kyra, we were able to acquire every ally and defeat that bane easily enough.

Sacrificing Queen Galfrey at the Mongrel Village netted us three boons, and allowed us to see the monster, followed by Gangrel Fiendsplicer. We got into position, temp-closed three locations, and then did a two-turn explore to get to Gangrel. Two people did not reset, and took (1d4-1) 0 cards Mental Damage.

Gangrel was defeated easily- Radillo punched him in the face first (three blessings = 4d6 vs. DC 8), and then spelled him for 30 vs DC 12. 12 blessings were left in the deck, but why milk it when we already knew we had enough boons (and only encountering 2 barriers) through 17 turns? (One blessing was burnt on a failed Ally check.)

Our biggest worries were Seoni pulling a Carrion Golem (thank goodness for Caltrops!), then two DC 18 Deck2 monsters encountered during the exploration phases.

Overall, we scored an Ally-1 for Tier 1 Seoni, a Spell-2 for Radillo, a Weapon-2 for Lem, and an Ally-2 for Kyra.

The newest player loved the mechanics, and told us his Wednesday nights are free- so we're going to see what happens when we happen to have 6 at the table as we Roll Along, Merrily. (That may prove interesting- playing where you only get 5 turns throughout the game.)

-- S.

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