
Keith Richmond Pathfinder ACG Developer |
3 people marked this as a favorite. |

Season of the Righteous
“We are limitless in number!” Faxon boasted. “Our witches can transform the weakest of your rabble into demonlings! You cannot defeat us!” Apparently, witches in the cult are transforming ordinary citizens into demons and setting them loose upon the populace. Now that you know this, you can end this plot... by ending the witches’ lives.
While the Herald of Iomedae is keeping Faxon captive in the high Watchtower, you and your companions must search the marketplaces and manors of the central district of Kenabres. If you can find the summoner at the center of this cult, you can disrupt his plot. But beware! His adepts can summon demons as well. You won’t know of their presence until they suddenly appear behind you.
A new companion has joined your quest. Sosiel Vaenic, a priest of Shelyn at the Temple of the Eternal Rose, will come with you to begin your inquisition. He is unassailable in his allegiance to the cause of Queen Galfrey.
Although you are certain of Sosiel’s devotion, loyalty is a grave concern. Right now, you don’t know who you can trust. If the cultists have the ability to transform people and animals into demonlings, they can transform your allies into demonlings as well. Rely on yourselves, but keep your friends close.
DURING THIS SCENARIO
When a character would play an ally, roll 1d6. On a 1 or 2, bury the ally; that character instead summons and encounters the henchman Demonling.
Human Conjurer
Check to Defeat: Combat 15 or Arcane 12
Before any character attempts to temporarily close a location, that character summons and encounters a random monster from the box; that monster may not be evaded.
Before you act, if there are other cards in your location deck, succeed at an Intelligence or Knowledge 7 check or Tancred Desimire is evaded.
“Those who summon things from beyond the pale better be able to put them back.” —Tancred Desimire
BLACKFIRE ADEPT
Human Conjurer Cultist
Check to Defeat: Combat 11 or Arcane 8
Before you act, a character at your location summons and encounters this adventure’s servitor demon. If the demon is not defeated, the Blackfire Adept is undefeated.
If undefeated, discard the top card of the blessings deck; if that card has the Corrupted trait, discard an additional card.
If defeated, you may immediately attempt to close the location this henchman came from.
CULTISTS OF BAPHOMET
Human Cleric Cultist Veteran
Check to Defeat: Combat 10
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario’s adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
LOCATIONS
Abyssal
2M/1Ba/0W/2S/0Ar/0I/1Al/3Bl
AT THIS LOCATION
If you fail a check to defeat a monster, discard a card from the blessings deck.
WHEN CLOSING
Summon and defeat the henchman Cultist of Baphomet.
WHEN PERMANENTLY CLOSED
On closing, bury a blessing from your discard pile.
Baphomet’s minions and other malefic cultists weaken the resolve of their enemies by defiling sacred shrines. Their acts of depravity and exploitation corrupt temples that once offered sanctuary. Enemies of evil have learned that any resources crusaders redeem are still vulnerable to demonic corruption. Within the Worldwound, the sacred has become profane, the blessed has become blasphemous, and those who seek divinity have become the damned.
4M/0Ba/1W/0S/1Ar/0I/3Al/0Bl
AT THIS LOCATION
When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.
WHEN CLOSING
Summon and acquire a random ally.
WHEN PERMANENTLY CLOSED
For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
Mercenaries and crusaders frequent the largest inn Kenabres has ever seen. The owner, Kimroth, is a mercenary who lost his arm fighting demonic hordes. Now he trades tales with other survivors.
0M/0Ba/2W/1S/1Ar/3I/2Al/0Bl
AT THIS LOCATION
When you attempt to acquire a boon, add 1 plus the scenario’s adventure deck number to checks to acquire it.
WHEN CLOSING
Choose a type of boon other than loot; summon and acquire a random boon of that type.
WHEN PERMANENTLY CLOSED
At the end of your turn, you may give a card to any character.
Merchants often prosper in times of turmoil, as long as they survive. When adversity is at its worst, heroes and cowards alike desperately purchase any goods that will increase their slim chances of survival.
0M/0Ba/4W/0S/4Ar/0I/1Al/0Bl
AT THIS LOCATION
When you acquire a weapon, you may draw a card.
WHEN CLOSING
Summon and acquire a random weapon.
WHEN PERMANENTLY CLOSED
No effect.
Faith and knowledge are powerful weapons, but sometimes, all you really want when you’re standing against a horde of demons is a sharpened blade of cold, hard steel. When armies prepare for the latest crusade, they seize any weapons they can find. There’s no shortage of implements of destruction in this armory, but heroes who scavenge here might walk away with exotic weapons they’ve never seen before.
0M/1Ba/2W/1S/1Ar/2I/2Al/0Bl
AT THIS LOCATION
When you encounter a boon of a type other than loot here, draw a random boon of that type from the box; encounter 1 and banish the other.
WHEN CLOSING
Summon and acquire a random ally.
WHEN PERMANENTLY CLOSED
No effect.
Mendev’s most elaborate estates have fallen on hard times. Wealthy land owners can no longer count on their safety or security. Instead, travelers come and go across their lands. Vast manor houses are now waystations for pilgrims and wanderers, though some of them are decidedly unfriendly. If you’re particularly diplomatic, you might acquire a few boon companions while passing through a neglected estate. If you aren’t, of course, you might suddenly attract some new enemies.
Human Cleric Mendevian Veteran
Reveal this card and recharge a card that has the Divine trait to add 1d6 plus the scenario’s adventure deck number to any Divine or Perception check by a character at your location.
Bury this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck.
OUTSIDER DEMON SERVITOR
CHECK TO DEFEAT 8

POWERS
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Perception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.
Serving as a familiar is humliating. If a demonling outlives his master, he’ll seek others to humiliate.

Hawkmoon269 |

Name: Valeros
Melee: Strength +3
Dexterity d6
Constitution d8
Fortitude: Constitution +1
Intelligence d6
Wisdom d4
Charisma d8
Diplomacy: Charisma +3
Hand Size 4
Proficient With Light Armors, Heavy Armors, Weapons
Reveal an ally from your hand to add 1d6 to a combat check by another character at your location.
When you would discard a weapon for its power, you may recharge it instead.
Spells: -
Armors: Chain Mail, Chain Mail
Items: Crowbar, Tankard
Allies: Master-At-Arms, Quartermaster, Standard Bearer
Blessing: BotG, BotG, BotG
Lots of locations look good for Valeros. If no one else wants it, I'll take the Armory. Or I could take Befouled Altar and use my weapon recharge to make sure those monsters stay dead. I've got good Diplomacy, so the Defender's Heart might be a good choice too. I'll wait and see what the other character builds are before making a final decision.

zeroth_hour |

Waiting of isiac to make his choice, but I have Merisiel's profile set up in case he chooses Heggal since it was his likely choice.
I will be away this Saturday and Sunday most of the day because I will be running PACG at ETX! I will check in in the morning and at night but I will be running PACG during the day.

isaic16 |

Okay, I've decided. I'll be playing Heggal for this adventure. I'm creating this list based on the card list, and using a random number generator to create my starting hand. If I screw anything up, I'll correct it when I get home and can actually build the deck:
Heggal
Male Halfling Cleric
SKILLS
STRENGTH d8 □+1 □+2 □+3
MELEE: STRENGTH +2
DEXTERITY d6 □+1 □+2
CONSTITUTION d6 □+1 □+2 □+3
INTELLIGENCE d4 □+1
WISDOM d8 □+1 □+2 □+3
DIVINE: WISDOM +2
CHARISMA d10 □+1 □+2 □+3
DIPLOMACY: CHARISMA +2
POWERS
HAND SIZE 5 □ 6
PROFICIENT WITH Light Armors Heavy Armors □ Weapons
Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 (□+2) random cards from her discard pile into her deck, then discard the ally you revealed.
You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (□+1) to your check.
CARDS LIST
WEAPON 1 □2 □3
SPELL 3 □4
ARMOR 2 □3 □4
ITEM 2 □3
ALLY 4 □5 □6
BLESSING 3 □4 □5
FAVORED CARD TYPE: ALLY
Weapon: Mace
Spell: Cure, Cure, Fireblade
Armor: Chainmail, Chainmail
Item: Sage's Journal, Holy Water
Ally: Lookout, Sage, Standard Bearer, Dog
Blessing: BotG, BotG, BotG
I don't know if there's another basic ally besides Dog, and I'd like to get another humaniod for my 4th if possible. Can anyone check for me? if not, I'll just take dog for that one.
Sorry about my lack of preparation, but I'm trying to make up for it by adapting.
I think I'd be a good choice for Defender's Heart, as I've got great Diplomacy (especially if I draw a humanoid), and my combat should at least be respectable.

zeroth_hour's Merisiel |

Sage is available in the Cleric deck. Did I mention I play a lot of Clerics?
STR d6, DEX d12 (Acro, Disable, Stealth+2), CON d6, INT d6 (Craft +2), WIS d4, CHA d8
Finesse Weapons use Dex +1
Recharge when alone to add d6
Evasion
Weapon: Shortbow, Whip, Dagger
Spell: -
Armor: Leather Armor
Item: Footpad's Boots, Thieves' Tools, Amulet of Life, Caltrops, Sage's Journal
Ally: Standard Bearer, Troubadour
Blessing: 4x Blessing of the Gods

isaic16 |

I'm not a bad fit, since about half my cards can be recharged to him, and he helps my divine. However, it may be good for someone without healing ability to take him as a fallback heal option, in case I'm stuck somewhere and can't get to them (maybe Bilious Bottle or something like that).
Edit: looking at each of your characters, it probably is best for me to take him, since at least I have something to gain from the first ability. We'll just have to hope I don't get trapped anywhere for a long time.

zeroth_hour's Merisiel |

Yes, Heggal should take it since it's a Divine boost.
Initial Hand roll:
initial hand: 1d15 ⇒ 51d15 ⇒ 51d15 ⇒ 91d15 ⇒ 141d15 ⇒ 4
reroll: 1d15 ⇒ 6
EDIT: Initial hand (was always counting from Weapons): Leather Armor, Footpad's Boots, Thieves' Tools, Sage's Journal, Blessing of the Gods
Starting Location is the Armory (want weapon!)

isaic16 |

Oh, right, I completely forgot about the ability to do that on here. I'm going to reroll my starting hand like you did, just to get a feel for it.
starting hand: 5d15 ⇒ (7, 4, 11, 6, 15) = 43
Edit: Initial Hand: Fireblade, Chainmail, Sage's Journal, Standard Bearer, BotG, Sosiel Vaenic
Starting Location is Defender's Heart
Feel free to use my Blessing as needed.

Keith Richmond Pathfinder ACG Developer |

This turn's blessing:
CtA Diplomacy 6 or Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Top card of the Befouled Altar:
Scorching Ray
Spell 1
CtA Intelligence Arcane 6
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.
If you do happen to explore again:
Animal Aquatic Elite
CtD Combat 13
If the check to defeat has the Cold trait, add 1d6.
If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.
This reptile lunges out of the placid water with shocking speed.
Also a reminder that you can't trust all of your allies this scenario. Whenever you play one, remember to check to make sure it's not instead a Demonling.

Hawkmoon269 |

I'll at least try to acquire it with a regular 1d6, if anyone wants it let me know if you want to play a blessing or something.
About the ally thing: How does that work in the middle of a check? Like, if I played Quatermaster here and she turned into a Demonling, do I finish the check to acquire without the Quartermaster, then take the Demonling, or do I fight the Demonling, then resume the check to acquire?

isaic16 |

I'd guess the first option, since this feels like a 'finish one thing before moving to the next,' but I'm genuinely not sure.
Also, no interest. Arcane isn't my thing. I think we can put up a general 'arcane-only spells can safely be rolled on with no help' baseline rule.
Edit: wait, sorry, forgot about OP collection rules. I still don't think it's worth it for me, but it is something to consider. I actually do want a 1 spell, but I'm not sure it's worth it at this point.

Keith Richmond Pathfinder ACG Developer |

Heggal's turn - Blessings Deck
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoilered just in case you go somewhere else:
Blasphemous Priest
Undead Cleric Elite
CtD Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
This cleric utters only the most profane syllables.
If you explore again:
Grizzled Mercenary
Human Hireling
CtA Charisma Diplomacy 6
Buy this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
I'll probably do a big post with the tops of most decks so you guys can run without me a little more easily, once I have a spare chunk of time. If you think that spoilering that many cards would be a problem for you, though, let me know.

isaic16 |

hm... I can use my Fireblade, but that gives the check divine, which could make it tricky. regular attack is d8,d4+2, which is a bit below where i'd like it. I can recharge my bearer to get an extra d4, but I don't have a backup. I think I'll use a blessing to be safe.
Melee, revealing standard bearer for d4, blessing for an additional d8.
Combat: 2d8 + 1d4 + 2 ⇒ (1, 4) + (1) + 2 = 8
Recharge Chainmail to reduce damage by 2. Well, that was disappointing, I guess I'll pass the turn.
draw card: 1d15 ⇒ 9
Drawing Sage.
Current Hand: Fireblade, Sage's Journal, Sage, Standard Bearer, Sosiel Vaenic

Keith Richmond Pathfinder ACG Developer |

Hmm, in a debate over religion, I guess it's not surprising that Heggal and the Blasphemous Priest might come to fisticuffs.
Merisiel's Turn -
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Heavy Armor Magic
CtA Constitution Fortitude 6
At the end of your turn, bury this card to move.
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
If you want to explore again and don't force a shuffle with evade:
Bow Ranged Piercing Basic
CtA Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.

isaic16 |

I figured as much, but figured it was better to use mine if things went really south, since I wouldn't want to explore again at that point.
Likewise, my blessings and similar (as soon as I draw more) are available to all.
(I'm going to be out of reach for a bit. May try to check again later tonight.)

zeroth_hour's Merisiel |

An Armory! I should see if I can find some weapons to fight with.
Explore: Helm of the Valkyrie
This is an Armor 1, I should probably grab it; I can use it okay even though I can't use it the best.
Recommendations? Leaning towards getting it (since everyone who isn't me would like it); I would prefer a blessing from hawkmoon if that's the case. Then I can explore with the other BotG. If I don't hear any objections, this is the plan.

zeroth_hour's Merisiel |

The Hand Crossbow explore ends my turn, and I have to discard.
Hand after reset: Hand Crossbow, Leather Armor, Helm of the Valkyrie, Sage's Journal, Footpad's Boots (reasoning that the Thieves' Tools only add to Disable and Stealth and Acrobatics are more useful with the barriers in B and 1, and Footpad's Boots can pull Thieves' Tools)
Discard (bottom to top): BotG, Thieves' Tools
Not sure if the Mike ruling allowing stuff pulled in to be used in a check allowable with Thieves' Tools discard to defeat ability.

Keith Richmond Pathfinder ACG Developer |

Blessing for Valeros -
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario’s adventure deck number to your check.
Valeros still clearing the Befouled Altar? It's dinner time, and I'll be away for a bit, so I'm loading up a few cards just in case.
Blessing B
CtA Combat 9 or Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Divine Abadar
CtA Dexterity Disable 6 or Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Aberration
CtD Combat 14
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If undefeated, the damage dealt by the Peryton is increased by 3.
Savage perytons loathe all creatures, but they prefer to prey upon the weakest.

Keith Richmond Pathfinder ACG Developer |

Status after one round (before Hawkmoon explores again):
27 blessings remain
1M/1Ba/0W/1S/0Ar/0I/1Al/3Bl
AT THIS LOCATION
If you fail a check to defeat a monster, discard a card from the blessings deck.
WHEN CLOSING
Summon and defeat the henchman Cultist of Baphomet.
WHEN PERMANENTLY CLOSED
On closing, bury a blessing from your discard pile.
Baphomet’s minions and other malefic cultists weaken the resolve of their enemies by defiling sacred shrines. Their acts of depravity and exploitation corrupt temples that once offered sanctuary. Enemies of evil have learned that any resources crusaders redeem are still vulnerable to demonic corruption. Within the Worldwound, the sacred has become profane, the blessed has become blasphemous, and those who seek divinity have become the damned.
AT THIS LOCATION
When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.
WHEN CLOSING
Summon and acquire a random ally.
WHEN PERMANENTLY CLOSED
For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
Mercenaries and crusaders frequent the largest inn Kenabres has ever seen. The owner, Kimroth, is a mercenary who lost his arm fighting demonic hordes. Now he trades tales with other survivors.
0M/0Ba/2W/1S/1Ar/3I/2Al/0Bl
AT THIS LOCATION
When you attempt to acquire a boon, add 1 plus the scenario’s adventure deck number to checks to acquire it.
WHEN CLOSING
Choose a type of boon other than loot; summon and acquire a random boon of that type.
WHEN PERMANENTLY CLOSED
At the end of your turn, you may give a card to any character.
Merchants often prosper in times of turmoil, as long as they survive. When adversity is at its worst, heroes and cowards alike desperately purchase any goods that will increase their slim chances of survival.
AT THIS LOCATION
When you acquire a weapon, you may draw a card.
WHEN CLOSING
Summon and acquire a random weapon.
WHEN PERMANENTLY CLOSED
No effect.
Faith and knowledge are powerful weapons, but sometimes, all you really want when you’re standing against a horde of demons is a sharpened blade of cold, hard steel. When armies prepare for the latest crusade, they seize any weapons they can find. There’s no shortage of implements of destruction in this armory, but heroes who scavenge here might walk away with exotic weapons they’ve never seen before.
AT THIS LOCATION
When you encounter a boon of a type other than loot here, draw a random boon of that type from the box; encounter 1 and banish the other.
WHEN CLOSING
Summon and acquire a random ally.
WHEN PERMANENTLY CLOSED
No effect.
Mendev’s most elaborate estates have fallen on hard times. Wealthy land owners can no longer count on their safety or security. Instead, travelers come and go across their lands. Vast manor houses are now waystations for pilgrims and wanderers, though some of them are decidedly unfriendly. If you’re particularly diplomatic, you might acquire a few boon companions while passing through a neglected estate. If you aren’t, of course, you might suddenly attract some new enemies.
Round 1 Recap:
Valeros bravely smashed his way past an arcane scroll and drove a Crocodile away from the strange altar to Baphomet.
Heggal got into a theological dispute turned drunken brawl at Kenabres' premier mercenary watering hole, but thankfully brought his armor.
Merisiel made out like a bandit at the Armory, netting a new helm and a new crossbow.

zeroth_hour's Merisiel |

You currently have more allies not at the bottom of the deck, for what it's worth. You also only need one and not right now.
In other words, I would say dump the ally, because it's harder for you to find another weapon.
Edit 2: Heggal does have 2 Allies; he can go over to your location and heal, thus shuffling the Spiked Chain to a higher position. But that doesn't help you on this reset.