I see no errata for the card, so it would stay next to the pre-Core location until you rebuilt your deck. Post-Core cards make sure to take care of the card when the location closes so this doesn't happen, but technically yes, it stays displayed on the table until you rebuild your deck at the end of the scenario.
Augmented Core The base principle of the Core Set is to offer a set of cards that cover most of the generic boons and bane so that any Adventure Path can be added to it and not have to duplicate and reprint the generics, instead focusing on card more unique to the story of the AP. This is a great idea, in theory, but the reality of printing costs and card count prevented the Core from having all the desired standards and enough extra cards to host the plotline of the adventure The Dragon’s Demand. Therefore, many of the cards in the first Adventure Path: Curse of the Crimson Throne would seem to fit this concept of a generic card that could be used in any AP. As such, I present to those making their own custom Adventure Paths to idea of a Core Set augmented by some of the cards of Curse, without including the entire AP and all the boons and banes that are flavored specifically for that story. I hereby encourage new content makers to consider this Augmented Core as a base for their Adventure Paths. It will create the need for the players to own a copy of Curse of the Crimson Throne in addition to the Core Set, but it is highly likely that a group will purchase the first expansion with or after playing Dragon’s Demand. What follows is a list of cards from the Curse AP that should be placed in the vault with the Core cards of the same level when building the vault for various adventures. Locations
Level 0:
Alley Arsenal Barracks Boat Docks Dunes Glade Office Pits Rooftops Spider Nest Tenement Thicket Support Cards
Level 1 Scourges:
Plagued Level 0 Boons and Banes
Level 0 Boons:
Weapons: Kukri Scimitar Scythe Spells:
Armor:
Items:
Allies:
Level 0 Banes:
Story Banes: Monstrous Spider Jigsaw Shark Monsters:
Barriers:
Level 1 Boons and Banes Level 1 Boons:
Weapons: Cold Iron Greatsword Earthbreaker Elven Curved Blade Flaming Shortbow Spells:
Armor:
Item:
Allies:
Level 1 Banes:
Story Banes: Evidence Fugitive Wererat Chittersnap Derro Monsters:
Barriers:
Level 2 Boons and Banes Level 2 Boons:
Spells: Disable Mechanism Enlarge Vampiric Touch Armor:
Item:
Level 2 Banes:
Monsters: Basilisk Smoke Slayer Dire Crocodile Vampire Spawn Infantry Devil Geist Orc Rager Barriers:
Level 3 Boons and Banes Level 3 Boons:
Spells: Chain Lightning Divine Fortune Ice Strike Magical Mansion Level 3 Banes:
Story Banes: Rakshasa Inferno Monsters:
Barriers:
Level 4 Boons and Banes Level 4 Boons:
Spells: Acid Rain Death’s Touch Restoration Items:
Level 4 Banes:
Monsters: Gargoyle Bloodbug Swarm Landshark Catoblepas Roc Wyvern Emperor Scorpion Level 5 Boons and Banes Level 5 Boons:
Spells: Breath of Life Disintegrate Scrying Items:
Level 5 Banes:
Monsters: Banshee Sentinel Devil Skeletal Minotaur Barriers:
Level 6 Boons and Banes Level 6 Boons:
Spells: Dominate Meteor Swarm Shapechange Items:
Level 6 Banes:
Monsters: Ancient Black Dragon Toad Demon Warlord Devil Varisian Adventures
Harrow Cards: Level 1 Blessings All of the Harrow blessings Level 1 Spells
Level 3 Spell
Level 5 Spell
Level 1 Item
Level 6 Item
Level 0 Allies
.
Foreword
My name is Captain Roland Arthur, though a war wound left me not much of a captain. They say those that can’t do, teach. I’m not much of a teacher either. Reminds me too much of my childhood and time spent avoiding learning at all cost. But there is one thing I can still do: tell a good story. They also say to write what you know about, but a book on military drills and hiking through endless swamp isn’t all that appealing to most. No, my stories simply aren’t worth the telling. Thus I seek out the stories of others, so that all may enjoy the triumphs and failures of those in this world that aren’t afraid to risk all in the name of something they believe in. While it is true there are the occasional heroics and close calls of the brave and foolish soldiers, the stories of my fellow military men and women pale in comparison to those of another. A type of person compelled so strongly by greed or glory or righteousness that they will throw themselves into the worst of situations without the backup of any troops or army. A group that thrives on the adventure of new places and new challenges, all in the name of a reward, whether it be gold, fame, the salvation of the innocent, the will of a deity, or whatever reward drives them to risk life and limb. I speak of the adventurer, the mercenary, the sellsword. These brave men and women work independent of any nation or military, offering their services to anyone with a reward to offer, fighting against the tide of chaos that would grip a lawless land, working to clean up the messes of the wicked, and perhaps causing a few of their own. It is these individuals that seek out the greatest aspects of our world, from grand sites to monumental events. It is their stories that I strive to bring to you, so that you may experience the victory and sorrow, the excitement and majesty, everything this world has to offer. It is their stories that I tell, written in my chronicles for the enjoyment of all. Relive the great deeds perform by these freelance adventurers in…
The Sellsword Chronicles is a set of games that will be ran for the PACG, featuring a healthy amount of homebrew material and mechanics, as well as a universal character and reward system. Games will be offered both as live games online utilizing TTS and as forum Play-by-Post games for those with less cooperative of schedules. Look to the Flaxseed On Deck Adventure Card Guild Lodge for more information about using TTS or the forums to play PACG, and check out the PACG Community discord server to find the listings for games outside of Organized Play such as these Chronicles.
Section 1 of the CUP contains "Pathfinder Roleplaying Game books." Many of the rulebooks for (1E) Pathfinder contain the phrase "Pathfinder Roleplaying Game" in their titles on the Paizo webstore. I don't know if they are still referred to as being in the Pathfinder Roleplaying Game product line or not. My question is whether the entry in Section 1 of the CUP is referring to all PF books for the RPG, of all product lines, or just the PF books that have "Pathfinder Roleplaying Game" in the title?
Starting a PbP game of Curse of the Crimson Throne. Check out the Recruitment Thread for more information and status updates.
Something I'd like to see (and would stimulate the conversation here) is not just examples of good play, but specifically a good example of each character. It would be a way for new players to see what kind of characters are out there and for anyone who is interested in a specific character but would like to see it in practice first.
I added shuffling because I personally believe that if you look through a deck that you are not supposed to know what cards are coming, you should shuffle it afterwards. If shuffling is a problem, though, it can be removed. This also excludes the use of the keyword 'search' though since whatever you search is shuffled by default. If the intent was to avoid shuffling and banishing the blessing upon failure, then the process would have to be spelled out on the location. This situation doesn't happen often from what I've seen. In fact, I can't think of another example where you look through a deck (without examining) and then don't shuffle it afterwards.
The location Reading Room has the following text for its To Close Or To Guard section: "Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically." If the word 'acquire' was synonymous with 'draw' then the idea of automatically acquiring something instead would be impossible. The word 'acquire' is used to mean the check to acquire just as the word 'defeat' is used to mean the check to defeat. The reason the Dunes does not say 'summon and acquire' is because you summon cards from the vault. There is no term for taking the top card from the hourglass so it was simply written 'Acquire', meaning to succeed at the 'Check to Acquire'. 'Successfully acquire' is redundant as there is no way to unsuccessfully acquire. You either acquire or banish a boon when you roll the check.
An interesting thing that seems to go against intent came up when I was playing this. While the intent is obvious that you play Blood Pig until you have as many pigs as locations or until only one location is left, as soon as the Blood Pig Bout is displayed next to the Rooftops, if a player encounters it at the end of their move step they get to grab a second barrier and banish the Blood Pig Bout (since it is a barrier). Seems a bit of an abrupt ending to the bout of blood pig.
From the bits and pieces I've seen since joining the community, I've come to understand that there is going to be a long break after Core+CotCT before any major content is made. Also, I don't expect to see a lot of add-on decks as the gaming stores were complaining about PACG products being released too often. I imagine the production schedule is on hold right now and when it resumes, it will have far less releases. I came into this recently and wondered if it was a dead game, but I'm not seeing that as the case yet. The devs are still active and Society content is being released on schedule.
A convention recently happened, so a lot of games just started. I recently joined and it seemed very empty for this reason. There are still a few games that pop up, but you may have to wait until this wave of convention games settles down. I've considered running a few non-convention games to help fill in this gap, and a few other might also be convinced to do so. Also, if you are interested in PACS (organized play), I believe they run weekly live online games.
I know nothing about pre-Core as I'm new to PACG, but from what I've seen, most weapons only get the full bonus or effect if you reload/recharge/discard them. The idea that you can use a weapon over and over again is closer to getting a bonus die on all combat checks rather than the full effect of a spell.
Brother Tyler wrote: I went through the Community Use policy and packages again, so I'm fairly confident I haven't used anything inappropriately (which will only make it more embarrassing if anything is used inappropriately). Forgive me for being new and not knowing exactly how this works, but I looked through the Community Use Policy and I saw some things that seemed to make projects like this a violation. I highly doubt this is so, especially when Paizo releases things like the card templates. Nevertheless, when I read the CU Policy, I saw this bit: Community Use Policy wrote: Don’t do anything that might hurt or damage Paizo... You agree to not use Paizo's trade dress—that is, you may not make your material look like ours. It appears like making assets that look similar to the actual assets in the PACG is against the policy. So something such as the following wouldn't be allowed? Brother Tyler wrote: I've changed the swirl at the top of the sheet to brown, matching that used on the official sheets. Yet we are given card templates so we can make cards look like the official cards. How do you tell where the line is in regards to 'Paizo's trade dress'?
Just a heads-up, I work third-shift. So I will be unavailable to post during the hours that most people in the US time zones are asleep. I doubt this is a problem for anyone, but I don't know your time zones or sleeping habits. Aside from that, you can message me on Discord if you want to try to get my immediate attention. (I'm not sure how things work in a pbp game when an action on a character's turn affects other characters.)
On a slightly related note (well, unrelated but it probably shares the same legals), has there been or is anyone planning to update the old adventure path cards to have the robust story of the Core storybook design? It would obviously take more writing skills than just updating card rule text, and I'm not sure how it could be legally distributed if not made by Paizo.
Dave Gross wrote: What'd make it more fun for the rest of us is to see you post a review of everything as you go through the entire Pathfinder Tales library--especially the short stories, many of which have no reviews yet. Hmm, I was not aware of this. Having recently finished all the short fiction, I was about to move on to the novels. But if there is a lack of reviews I may take a moment to refresh my memory and give some feedback. There was a lot of good writing and storytelling in what I've encountered so far. I figured enough people would be raving about it already. Perhaps it's time to throw my own two cents around.
Nah, give him the Catch Off-Guard feat. Then he can not only use the limbs, but get some flat-footed attacks as well. Besides, with the feat description of: "Unarmed opponents are flatfooted against any attacks you make with an improvised melee weapon." ... you will be able to hand out the 'unarmed' puns.
My first character was a diviner. They have a class ability to always go first in the surprise round even if they fail their Perception checks (we call in spider senses :P). I remember a villain appearing in a room once and giving a grand monologue. At the end the GM asked us to roll initiative. I said what about the surprise round? To which he replied, you just hear it. Well, do I get to go since I'm a diviner? The GM say sure! I rolled a higher initiative, had a wand of scorching ray in my hand already and burned her to a crisp from the shot. Smirking at the GM, so that monologue never happened, did it? No, he said hanging his head, no it didn't.
Invisibility extends to objects in your possession, that includes water drops. While the water created by the spell would make it obvious that an invisible creature is there (since the water disappears in the vague shape of the creature), is would not stick around in midair. Create water, like powder, can identify the square an invisible creature is in, but won't remove the 50% miss chance.
Swarms fill more of the square than just surface of a character. It would be difficult to determine where the emptiness of the invisible body is in the swarm. Most swarms fill multiple squares, so you're probably looking through several feet of moving insects before getting to the part that has the invisible character. Just assume the swarm is blocking your view fine details (like a body outline).
Technically Spellcraft is supposed to be used for detect magic which gives it a lot of mileage. People use the rods because they don't raise the spell level and that let's them meta their most powerful spells. If you use a skill check to meta, the same thing will happen but it will be much, much harder to control. My wizard would break your game if this were the case due to his build. Not sure about fictionfan, but mine would be +31 (12 ranks, +3 class skill, +8 Int mod, +2 circumstance for masterwork tool, +1 luck for stone of luck, +4 morale from greater heroism, +1 competence from ioun stone) at 12th lvl (or +37 with Skill Focus since I don't need feats for metamagics anymore).
|