Prayers Answered—Wrath of the Righteous Adventure Deck 5

Tuesday, September 22, 2015

In the last adventure, the players gallivanted around on the corpses of murdered demon lords competing for the blessings of the demon lord who killed them. What could possibly top that? Herald of the Ivory Labyrinth definitely ups the ante again.

Iomedae has a little problem: her Herald went and got himself captured by the demons and hauled off to a prison in the Abyss. This situation cannot be allowed to continue, and she needs the best the world has to offer. But who has the right resume for such a job? Perhaps a ragtag team that has pushed back the demon hordes, led crusader armies into the heart of the Worldwound, freed a former crusader stronghold, and ventured into the Abyss to stop the production of elixirs that grant mythic powers to demons.

But first, there must be an interview.

Performance Review

The RPG adventure "Herald of the Ivory Labyrinth" begins with the players being summoned into the presence of the god Iomedae. Even for mythic characters, this is not something that happens every day. She tests them to see if they are worthy of the task she has for them. Her tests don't involve combat; they're questions, and they're the types of questions a god might ask. They are hard questions. They are tricky questions. There seem to be real consequences for getting them wrong and real rewards for getting them right, not the least of which is being sent to the Abyss again to rescue the Herald.

The real question, though, is how to model this in the Pathfinder Adventure Card Game. Well, we took some liberties and made up some new rules, and those are some of my favorite things to do.

The scenario Audience with the Inheritor has a lot of features that make it unique. First, you treat the villain, The Lady of Valor, differently. She's not shuffled into a location with the henchmen; she goes into the blessings deck instead. This makes a huge difference. For one thing, it means that you only have to worry about the villain popping up at the start of your turn. Once that's over, you're free to explore to your heart's content. A less obvious benefit is that you will never end the scenario without finding the villain. And as long as there are still cards in the blessing deck, you always know you will get to meet the Lady at least one more time.

She also has a singular power: her check to defeat is increased by 10 for each character in the game. Everyone will need to contribute each time she's encountered in order to defeat her. Failure also means that every character takes 1d10 damage they can't prevent, and then she goes back into the blessing deck.


You rang??

It's not as hopeless as it looks, though. The characters have some powerful tools to help them in their tasks; remember that Iomedae wants them to win! First of all, the locations in this scenario are the friendliest you are likely to find anywhere. There are only 4 banes (plus the henchmen) among all 6 locations. It's practically a treasure trove. There's a new location called Heaven that is especially nice—players get to add a die to their checks against Deities (guess who!) for each marker on the card. You can get markers by closing the location, but the henchmen are also a big help. If you defeat them, they add markers to Heaven as well. By the end of the game, you could have 8 markers on Heaven, and I'm sure 8 dice would really help against the Lady.


Bloody well rite!

Interesting Choices

Once the players pass Iomedae's little test, they are dispatched to the Abyss (again) to secure the release of her Herald. They must journey through the realms of Baphomet, the lord of minotaurs and mazes, to a magical prison where the Herald is being held.

Along the way, many cool things can happen, but the last scenario contains two of the coolest.

First, it contains an optional fight. After the players defeat the Herald, they can simply end the scenario... or they can go and try to kick a Demon Lord's butt first. It's totally up to the players and will probably depend heavily on how they feel and what cards they have. Baphomet is no joke, and it might be wisest to simply take the win when you can get it. If they can defeat him, though, they get an extra piece of loot: the Amulet of the Abyss!


Are you ready?

The second cool thing also occurs at the end of final scenario as part of the reward. One of the players can choose to trade in his mythic path card for one of two mythic paths that represent assuming the mantle of the Herald of Iomedae. One of the paths is more suited to melee or divine characters, the other to ranged or arcane ones. The choice is up to the players, but it's a one-time offer.


The benefits package is pretty good.

Labyrinthine Challenges

AD5 adds several extra tricky banes to the game as well. One of the most clever is the Corruption Demon. With a 25 combat check to defeat, he's no slouch, but that isn't where his true strengths lie. If a player can't make a difficult Intelligence or Knowledge check, her character is going to get carted off to the Middle of Nowhere, and that place is rough. And that's not the demon's only trick. If he's undefeated, he deals damage, and then instead of going back into the deck, he gets displayed next to a character and reduces all non-physical skills to a d4. Fun times!


He just keeps asking "Are we there yet!?"

Also of note is the Xenarth. You only need a modest 24 to defeat it, but if the location deck isn't nearly empty, the Xenarth is turn up again like a bad penny. Oh, and you might take 2 Acid and 2 Poison damage as well.


"Demon sharks. Why did it have to be demon sharks?"

The barriers are very entertaining as well. There's a Temptation, of course, but I think the most interesting barrier here is the Magic Ray Fusillade. Unless you're Ezren, you're going to find the 18 check to defeat fairly difficult. And if you fail, someone is going to get hit for a LOT of damage in very small buckets.


Pew Pew Pew!

A-mazing Prizes!

The Bureau of Totally Made Up Facts tells us that every year, hundreds of people get lost in the mazes of the Abyss, never to return. They leave a variety of useful items for adventurers to discover, though some are not always so nice.


Now where's that ol' redemption card?

This set has so many good spells that I just want to call them all out, but my favorite is Elemental Bombardment. It doesn't do anything too crazy. It's primarily just a damaging spell. But I love the idea of summoning a giant elemental high up in the sky, from which it plummets directly onto your opponent and then it gets up and beats on them.


What's that whistling sound?

The real standout boons, however, are the allies in this set.

Let's start with one that really highlights what playing in a mythic campaign is all about. The main storyline and goal of the first PACG Adventure Path, Rise of the Runelords, is to defeat one of the ancient Runelords who has returned to the land. He's the big baddie of the set, and it takes all of the players' efforts to defeat him at the end of the AP.

Here we have Runelord Alderpash. Not only is he not the major villain of this set, he's a prisoner of Baphomet who can become your ally. HE WORKS FOR YOU! Now that's mythic! And he's pretty awesome as well, adding 2d4+1 and an elemental trait to a combat check, or you can just banish him to permanently close any location.


More like "Alderwuss."

There is also Orengofta, a demon who's hoping to cash in on the players by betraying them... until he notices how powerful they are, and then he's glad to help them. In this case, he helps by looking for the villain, and if he finds one, he can put it on top of your dresser. But if he doesn't find one, there will be Hell the Abyss to pay.


Follow me not...

Here's a little trick you should know about these allies: Not one of them has a check to acquire. Instead, you're going to have to do something to free them from their prison cells. And I'm sure you'll never regret doing it...

Games are often about the stories you can tell to your friends about things that happen while you're playing them. I'd be hard pressed to come up with a better story than: "First we had tea with the Lady of Valor. Then we went to the Abyss and fought our way to the Ineluctable Prison where we rescued the Herald of Iomedae, and I got these lovely Baphomet horns to hang above the fireplace."

Paul Peterson
Adventure Card Game Designer

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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Woo hoo. Loving everything about Wrath.


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It always annoyed me that Iomedae never bothered to send any of her servants to directly help the "heroes of Mendev". If I were a deity of courage and valor and half of my clergy was in a war defending against encroching demon hordes, you'd be damn certain I'd at least send a few angels or archons to help my knights, clerics, and paladins turn the tide.


Some great looking stuff in this one!

And not to go all errata right from the jump, but do you suppose you roll for how many cards you have to bury for the Corruption Demon before or after you decide if you bury them? ie: if you roll a 4 and you've got 3 cards in your hand, did you just lose those cards for nothing?

Also... it looks like Elemental Bombardment was once a Displayed card, given its "At the end of your turn" text?

So hype to hang out with Imomoamdae, so sad it won't happen for a couple weeks. :(


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Anyone else think Baphomet should have the text, "When defeated, remove all Blessings of Baphomet from the game."?

I think I'll make it a priority to use his Blessings against him when I get to part 5 :D

Sovereign Court

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I noticed that there were no checks to acquire allies in this AD. That's really cool.


Out of curiosity, was Book of the Damned created with the possibility of rebuilding with loot cards from the box in mind, or would it likely look a little different if that ruling had been made earlier? Because I see a lot of our party's Arueshalae playing that thing 2+ times a scenario as needed, with all the loot cards already in her deck, available for easy recovery :).

Also, my Courtier Siwar approves of her future Runelord buddy in the banish-into-my-discards club once she gets to epic play.


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

Speaking of Book of the Damned, want to make sure I'm reading this right:

If the card is Corrupted, you only discard non-corrupted from the 1d4 each character pulled and not every non-corrupted card in the blessings deck. And those cards are discarded to the blessings discard pile instead of being returned to the box (order of your choice? random order?).

Sovereign Court RPG Superstar 2011 Top 32

Book of the Damned looks like it will rock in OP if it comes up, as it's easy to recover banished loot in the next scenario.

Pathfinder ACG Developer

philosorapt0r wrote:
Out of curiosity, was Book of the Damned created with the possibility of rebuilding with loot cards from the box in mind, or would it likely look a little different if that ruling had been made earlier? Because I see a lot of our party's Arueshalae playing that thing 2+ times a scenario as needed, with all the loot cards already in her deck, available for easy recovery :).

Do you really think you'd play it more than once a scenario? I mean, that's probably a _lot_ of blessings.

Pathfinder ACG Developer

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ryric wrote:
Book of the Damned looks like it will rock in OP if it comes up, as it's easy to recover banished loot in the next scenario.

It's not bad, but you'd have to acquire it every time; so banish a blessing to get it, then banish a loot (including the underlying item/weapon/etc). Doing so largely removes the crunch of the blessings deck, though; so it's great for more resilient teams who aren't as worried about the damage aspects.


Keith Richmond wrote:
philosorapt0r wrote:
Out of curiosity, was Book of the Damned created with the possibility of rebuilding with loot cards from the box in mind, or would it likely look a little different if that ruling had been made earlier? Because I see a lot of our party's Arueshalae playing that thing 2+ times a scenario as needed, with all the loot cards already in her deck, available for easy recovery :).
Do you really think you'd play it more than once a scenario? I mean, that's probably a _lot_ of blessings.

Well, yeah, it's probably overkill in terms of *winning* most scenarios , but having the option is nice in terms of allowing extra-cautious play, and lets you do things that ordinarily would take too long, like burning turns farming the closing check on marketplace/armory-type locations (purging basics/elites, and fishing for something you really want), or having your Mythic Archmage use the 5-charge ability to fully scout multiple locations and have enough time to use Blessings of Ascension/Restore Mythic Power (or, in our party's Corruptor-Seoni's case, anything in the corrupt half of her deck) to refuel.

You'll need heavy healing for the latter, but heal-instead-of-explore powers like using Pillar of Life (or cleric/warpriest heals) can help convert extra turns into healing to make the engine go. (Sword of Iomedae's full-heal should get some good use, here, too, once we reach it.)

I've definitely been thinking too much about this (how to make use of excessive numbers of turns) as I've started using Imrijka's 'reshuffle the current blessing discard when you play a blessing that matches it' power in Wandering Judge. I'll give a full report once I'm through AD4 with her, but the first few scenarios she's netted 6-7 extra turns each (with at least half the blessing deck left). Since her power gets better (more chances to match) the larger the blessing deck, you could say I'm excited about combining her with the Book :).


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Oh my goodness I've been waiting for this so I could rave about my adventures (I love being a subscriber!)

Spoiler:
That first scenario was TOUGH. A 40 check for just Balazar and Imrijka? And the nasty d10 may not be reduced force damage? O_o Imrijka really likes her stole though. The one that reduces "damage" dealt by a monster. :D Just normal "damage." Ahhh, beautiful.

And we ran into that Runelord guy who just lit everyone on fire because Imrijka's spells are all adventure B or 1 (Cure and Flames of the Faithful).

Balazar just waved his hand at the Magic Ray (he may have used a Mythic Charge just to be safe).

I absolutely hate when Balazar is taking Baphomet's 65 combat check and decides to use the frikkin' Monkey's Paw. At least he used an attack spell so he got to use mythic charges. But that was a nail biter. O_O

Adventure Card Game Designer

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Berselius wrote:
It always annoyed me that Iomedae never bothered to send any of her servants to directly help the "heroes of Mendev". If I were a deity of courage and valor and half of my clergy was in a war defending against encroching demon hordes, you'd be damn certain I'd at least send a few angels or archons to help my knights, clerics, and paladins turn the tide.

Well, she sent the Herald of Iomedae, who's an angel. That went poorly.


Quote:
Well, she sent the Herald of Iomedae, who's an angel.

Only when a cleric cast a spell to summon it. Iomedae waited for her worshipers to do something instead of taking the initiative.

Quote:
That went poorly.

Because it was a CR 15 angel against a freaking BALOR LORD (aka a CR 25+ encounter). Not a smart choice to send into battle against the Storm Lord! A Solar with a few class levels might have been smarter to send.


Use Ally Runelord to permanently close your location. What do you do if the villain is in that location?
Or is it just close after henchmen defeat?


Myfly wrote:

Use Ally Runelord to permanently close your location. What do you do if the villain is in that location?

Or is it just close after henchmen defeat?

[See correct answers below.]


Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition, Starfinder Adventure Path Subscriber
philosorapt0r wrote:
Myfly wrote:

Use Ally Runelord to permanently close your location. What do you do if the villain is in that location?

Or is it just close after henchmen defeat?

Note that nothing prevents you from exploring at a closed location, if there are still cards in it. See: Letter of Marque, Family Tomb, Fringes of the Eye, etc.

So, if the villain is at the closed location, you'll just have to plow through it eventually anyway.

The steps for permanently closing a location makes you banish all the cards in the location deck. These same steps also say if you find a villain in those cards then you banish all the non-villain cards and shuffle the villain(s) back into the location deck and the location is not permanently closed.

Sovereign Court

Myfly wrote:

Use Ally Runelord to permanently close your location. What do you do if the villain is in that location?

Or is it just close after henchmen defeat?

The same thing you've always done. Banish all the cards, except the villain if he's there. If he's there, don't close it. If he's not, close it.


Andrew L Klein wrote:
Myfly wrote:

Use Ally Runelord to permanently close your location. What do you do if the villain is in that location?

Or is it just close after henchmen defeat?
The same thing you've always done. Banish all the cards, except the villain if he's there. If he's there, don't close it. If he's not, close it.

So it is a henchmen auto-defeat? Because you need to defeat the henchmen prior to permantely closing the loc.

There is a blessing which gives you 2 dice for closing. Far better than the ally.


Magic ray barrier

"Then" means it is separate damage, if you have an armour protecting everything.
Does it suck up all damage or just ONE THeN?


Hopefully not only my prayers, but also my questions are answered :-D

Sovereign Court

Myfly wrote:

Magic ray barrier

"Then" means it is separate damage, if you have an armour protecting everything.
Does it suck up all damage or just ONE THeN?

They are separate instances of damage, so playing a card to reduce damage only reduces it for that one instance, then you take the next damage and play another reduction card if you can, go to the next, etc. till you're done. Unless you have reveal to prevent elemental cards, you'll need 5 cards to prevent it all.

Myfly wrote:
Andrew L Klein wrote:
Myfly wrote:

Use Ally Runelord to permanently close your location. What do you do if the villain is in that location?

Or is it just close after henchmen defeat?
The same thing you've always done. Banish all the cards, except the villain if he's there. If he's there, don't close it. If he's not, close it.

So it is a henchmen auto-defeat? Because you need to defeat the henchmen prior to permantely closing the loc.

There is a blessing which gives you 2 dice for closing. Far better than the ally.

Not quite. He doesn't say you succeed a check or anything, you just close it. No henchman needed. You can start your turn, flip the blessings, and before even exploring play him to close the location (following the usual rules, like not getting to close if the villain is there, but still banishing the other cards).


Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition, Starfinder Adventure Path Subscriber
Andrew L Klein wrote:
They are separate instances of damage, so playing a card to reduce damage only reduces it for that one instance, then you take the next damage and play another reduction card if you can, go to the next, etc. till you're done. Unless you have reveal to prevent elemental cards, you'll need 5 cards to prevent it all.

Even nastier than that, the first 4 all need to say "you may play another armor on this check" otherwise you'll run headfirst into the "only one card of each type per check" rule after the first damage instance and be very sad when the others hit.


Thanks


skizzerz wrote:
Andrew L Klein wrote:
They are separate instances of damage, so playing a card to reduce damage only reduces it for that one instance, then you take the next damage and play another reduction card if you can, go to the next, etc. till you're done. Unless you have reveal to prevent elemental cards, you'll need 5 cards to prevent it all.
Even nastier than that, the first 4 all need to say "you may play another armor on this check" otherwise you'll run headfirst into the "only one card of each type per check" rule after the first damage instance and be very sad when the others hit.

I don't think so, I think each instance of damage would be a different check.


Scripted wrote:
I don't think so, I think each instance of damage would be a different check.

I wondered about that, but the rules for attempting the check (against the barrier) says:

Wrath Rulebook p.10 wrote:
Attempt the Check... After you attempt the check, deal with any effects that were triggered by the check.

The damage described by the card all occurs as part of the check against the barrier.


Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition, Starfinder Adventure Path Subscriber
Scripted wrote:
skizzerz wrote:
Andrew L Klein wrote:
They are separate instances of damage, so playing a card to reduce damage only reduces it for that one instance, then you take the next damage and play another reduction card if you can, go to the next, etc. till you're done. Unless you have reveal to prevent elemental cards, you'll need 5 cards to prevent it all.
Even nastier than that, the first 4 all need to say "you may play another armor on this check" otherwise you'll run headfirst into the "only one card of each type per check" rule after the first damage instance and be very sad when the others hit.
I don't think so, I think each instance of damage would be a different check.

All instances of damage are caused at the same time (as part of the Resolve the Encounter step). See also this post by Vic about a similar scenario with the Poison Spiked Pit Trap.

Sovereign Court

Correct.

Magic Ray Fusillade basically just laugh a at you. Again. And again. And again. And again.

And then you laugh back when you roll five ones.


So for say the black robe (redeemed) it does say you may play another item on this check. Could the robe protect against all instances of the magic ray ?


Zenarius wrote:
So for say the black robe (redeemed) it does say you may play another item on this check. Could the robe protect against all instances of the magic ray ?

No. Another item, not the same one. So not that exact same card.

Grand Lodge

Hawkmoon269 wrote:
Zenarius wrote:
So for say the black robe (redeemed) it does say you may play another item on this check. Could the robe protect against all instances of the magic ray ?
No. Another item, not the same one. So not that exact same card.

Also, as skizzerz linked above, Vic mentions that you'd need different card types for damage reduction since damage is happening on the same step. (Unless the card says you can play more than one of that type.)

Sovereign Court

Zenarius wrote:
So for say the black robe (redeemed) it does say you may play another item on this check. Could the robe protect against all instances of the magic ray ?

You can never play the same card multiple times on a single check / power.

Pathfinder ACG Developer

So if you have a relevant shield and armor, and roll 4,3,2,1,2, you'd be taking 3,2,1,0,1 - so perhaps Enora discards a spell to reduce the 3 to 0, you reveal/recharge the shield and armor for the 2 and a 1, and then discard a card for the final 1.

Or, y'know, you just end up discarding your hand, cause high level traps hurt!


Keith Richmond wrote:

So if you have a relevant shield and armor, and roll 4,3,2,1,2, you'd be taking 3,2,1,0,1 - so perhaps Enora discards a spell to reduce the 3 to 0, you reveal/recharge the shield and armor for the 2 and a 1, and then discard a card for the final 1.

Or, y'know, you just end up discarding your hand, cause high level traps hurt!

Unless I misunderstand how this works, you would roll the first roll and deal with that damage before rolling the next.

This gets really tricky when you have only one or two ways to mitigate damage and roll a 2 on the first roll... Do you want to take that as damage and save your damage mitigation cards for future rolls or negate that one and hope you don't follow it with two 3s? This is a painful trap, especially for the characters who are rolling nothing but d4s to hit that 18. My table won't hate it quite as much as Arboreal Blight and Demon Horde, but it will be a close 3rd place.


nondeskript wrote:
...My table won't hate it quite as much as Arboreal Blight and Demon Horde, but it will be a close 3rd place.

It's way cooler than Arboreal Blight and Demon Horde cause it only hurts one character! And then someone else can cure.

The other two nearly TPK'ed us, because they wipe both your hand and the cleric's one.

Pathfinder ACG Developer

nondeskript wrote:
Unless I misunderstand how this works, you would roll the first roll and deal with that damage before rolling the next.

Not trying to imply otherwise.

Quote:
My table won't hate it quite as much as Arboreal Blight and Demon Horde, but it will be a close 3rd place.

Death of Righteousness has felt more dangerous to me in play, but that may also be the case of coming up more often at critical times.


Death of Righteousness has definitely almost killed me :(

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I'm really loving this Adventure Path. If you guys had given us a 45 THEN 55 THEN 65 villain in Adventure 5 Runelords, it would have been very concerning and definitely something to be careful with. In Shackles, I might have just cried because he probably would have included a Con/Fort check to avoid banishing every card in your deck, hand, and discard. In Wrath? Psh, that's slightly above average.

I'm definitely curious how you encounter Baphomet, because the blog wording indicates you do (unlike the win-or-die demon from B). He's brutal for casters. Fail a check? Draw 6-8 cards. Oh, and you have to complete all the checks whether you pass or not, so you'd better hope those 6-8 cards help you win the 55. Good, you live. Oh, now there's a 65. Can't handle that? Dead. Dead dead dead dead dead.


Andrew L Klein wrote:
I'm definitely curious how you encounter Baphomet, because the blog wording indicates you do (unlike the win-or-die demon from B). He's brutal for casters. Fail a check? Draw 6-8 cards. Oh, and you have to complete all the checks whether you pass or not, so you'd better hope those 6-8 cards help you win the 55. Good, you live. Oh, now there's a 65. Can't handle that? Dead. Dead dead dead dead dead.

One of the scenarios tells you how. And, like mentioned in the blog, it isn't required for victory. It is just how you get the loot (and bragging rights).

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Hawkmoon269 wrote:
Andrew L Klein wrote:
I'm definitely curious how you encounter Baphomet, because the blog wording indicates you do (unlike the win-or-die demon from B). He's brutal for casters. Fail a check? Draw 6-8 cards. Oh, and you have to complete all the checks whether you pass or not, so you'd better hope those 6-8 cards help you win the 55. Good, you live. Oh, now there's a 65. Can't handle that? Dead. Dead dead dead dead dead.
One of the scenarios tells you how. And, like mentioned in the blog, it isn't required for victory. It is just how you get the loot (and bragging rights).

Not required for victory? Friend, we are mythic heroes! You come home with Baphomet defeated, or you don't come home at all!


Scripted wrote:
skizzerz wrote:
Andrew L Klein wrote:
They are separate instances of damage, so playing a card to reduce damage only reduces it for that one instance, then you take the next damage and play another reduction card if you can, go to the next, etc. till you're done. Unless you have reveal to prevent elemental cards, you'll need 5 cards to prevent it all.
Even nastier than that, the first 4 all need to say "you may play another armor on this check" otherwise you'll run headfirst into the "only one card of each type per check" rule after the first damage instance and be very sad when the others hit.
I don't think so, I think each instance of damage would be a different check.

Taking damage is not a check

It does seem that are armours that reveal would do best.

Sovereign Court

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Andrew L Klein wrote:
Hawkmoon269 wrote:
Andrew L Klein wrote:
I'm definitely curious how you encounter Baphomet, because the blog wording indicates you do (unlike the win-or-die demon from B). He's brutal for casters. Fail a check? Draw 6-8 cards. Oh, and you have to complete all the checks whether you pass or not, so you'd better hope those 6-8 cards help you win the 55. Good, you live. Oh, now there's a 65. Can't handle that? Dead. Dead dead dead dead dead.
One of the scenarios tells you how. And, like mentioned in the blog, it isn't required for victory. It is just how you get the loot (and bragging rights).
Not required for victory? Friend, we are mythic heroes! You come home with Baphomet defeated, or you don't come home at all!

Yeah... not sure my solo Zarlova can beat Baphomet...


Andrew, more than 1 character can take that check. It doesn't help iammars' Zarlova.

Pathfinder ACG Developer

When I was turning over AD5 for Season of the Righteous, I remember advising a disclaimer for solo play that in some instances it is going to be really, really hard.

That said, I think I'm okay if it's really, really hard for a character to solo a demon lord like Baphomet. Especially given how you get a chance to fight him. Bring some friends along for that one.

Sovereign Court

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Keith Richmond wrote:
When I was turning over AD5 for Season of the Righteous, I remember advising a disclaimer for solo play that in some instances it is going to be really, really hard.

This is intriguing. I have a solo WotR Seelah going through Season of the Righteous for funsies. She's made it through AD3 with little problems (I just need to remember not to play her as aggressively as I played solo Heggal through Season of the Shackles.) The challenge will surely be interesting.

That being said, I'm not that worried. If I have to miss out on the amulet I will. I'm not sure Zarlova would have space in her item slots for it anyway. Defeating Baphomet is what the Seelah/Shardra team is for!

Pathfinder ACG Developer

Iammars wrote:
This is intriguing. I have a solo WotR Seelah going through Season of the Righteous for funsies. She's made it through AD3 with little problems (I just need to remember not to play her as aggressively as I played solo Heggal through Season of the Shackles.) The challenge will surely be interesting.

It's not every scenario, but there are a couple that could get very tough for solo characters.

Seelah is actually a very good pick for solo this season (as she should be), since she's got solid melee, armor and heals when damage can't be avoided, and a great chance of coping with before you act nonsense. I suspect you'll make it through, but if AD5 + AD6 is actually all easy (some scenarios will be), please let me know so I can recalibrate my estimations :)

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zeroth_hour wrote:
Andrew, more than 1 character can take that check. It doesn't help iammars' Zarlova.

True. Baphomet will gladly kill more mortals.


Hawkmoon269 wrote:
Zenarius wrote:
So for say the black robe (redeemed) it does say you may play another item on this check. Could the robe protect against all instances of the magic ray ?
No. Another item, not the same one. So not that exact same card.

Thanks hawk! Hey how about other mitigation abilities like arushelae's fire resistance ? Those aren't items/card types right? So can apply several times in the same check for different damage hits?


Do after-the-encounter card effects still happen if you evade a bane (namely, Lady of Valor)? I'm trying to figure out if Adowyn trivializes this scenario the same way she does other summoning-based ones (like the one with the dragon's lair), or if her anti-summon power instead amounts to "hey guys, I saved you from having to face Iomedae...oh, I guess she's done with us...sooo, might as well loot the joint and try again later?"

As an aside, I have mixed feelings about the giant down-swing in difficulty Adowyn brings to some scenarios. On the one hand, it's cool to have characters that shine in certain situations. On the other hand, when that means that parties with Adowyn never have to face large chunks of the game (basically all summoned henchman/servitor demons/bonus villains), it feels like you're missing out on content/intended difficulty level. As in, I was glad to swap out Adowyn for Arueshalae, so that a subset of scenarios wouldn't feel like I'd just turned on no-clipping mode and sprinted past the big monsters.


I don't know the text of Lady of Valor, but if you evade the card, you don't resolve anything on it. Evading preempts the encounter. I don't know if there's something in hers that addresses that.

Generally yeah, Adowyn's power is pretty crazy. We only ever encounter one tree during an Arboreal Blight, and while you can't beat a Demonic Horde by evading its demons, it comes in handy if you blunder into one unprepared. In AP4 it seemed like there were more unevadable things (and there have been villains that penalized you if you didn't defeat their summoned monster). Adowyn preeetty rarely encounters servitor demons, and that's the way she likes it, with these recent ones that require BYA checks to play weapons or avoid burying cards. It's surprisingly strong, but Evasion for me is always classified under "The Best Power You Hate To Use."

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