Xalekti

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There are a few threads on BGG that have tried to compile a list of fan made material. They aren't all encompassing, but it is at least a place to start. Two of the better threads are this one and this one. You can also check out this fan compilation wiki, and the files download section on BGG. Hope this helps.


Vic Wertz wrote:
If you pick a dictionary usage in place of the game's usage for any of those terms, you will probably get it wrong. (You might do okay with the word "card.")

This is exactly my point. You are using words as game terms, which mean something different than anything you'll find in the dictionary. As such, these game terms need to be defined somewhere in the rulebook. You do this for most game terms already, such as page 10 of the rulebook, which has Reveal, Display, Discard, Recharge, Bury and Banish in bold and defined. All I'm saying is that doing the same for the game term "acquire" would help avoid confusion.

And again, I understand that it is inferred in the rulebook the way it is now, rather than being explicitly stated, and if you deem that sufficient, then I'll have to be satisfied with your ruling on the matter.


Vic Wertz wrote:
Cards are acquired if you succeed at the check to acquire them, or if they are loot.

This is the definition of acquire that I feel needs to be stated somewhere in the rulebook. The dictionary definition of acquire is "to come into possession or ownership of," so any addition of cards to your deck would count. Since you're using the word to mean a specific instance in the game, rather than the standard dictionary definition, I think it should be stated somewhere to avoid confusion.

I understand that it is inferred from the rules as they are now, so if you and Mike deem that sufficient, I acquiesce to your better judgment.


I still think the wording on Junk Beach could be better. From your post on the thread, here, you said that acquire doesn't equal draw, and only the words matter. But from what I can find, "acquire" is never defined as coming from the location deck. So, how is drawing a card from the box and adding it to your hand not "acquiring" it, thus triggering the "at this location" effect?

Looking at the newest rulebook, on page 16, under Loot: it says "They are automatically acquired, and so have no check to acquire." And "apart from the way loot cards are acquired, they behave just like other boons..."

As such, "acquire" currently is not defined as just coming from the location deck, since cards can also be "acquired" as rewards, coming directly from the box.

I think it would make more sense to either define/clarify "acquire" as either coming from the location deck or as a reward from a scenario, such as loot, or say "when you acquire an item from the location deck" on the actual Junk Beach card.


Thanks, Mike! A couple questions. When, in the order of the sets, should this be played? After set 3? Also, I'm planning on putting this on a scenario card, for my personal use. Do you mind if I add it as a download on BGG, for others to use, or would you prefer I not?


Thanks, looks like an interesting idea. I'll roll it around my head for awhile, and see what falls out. :)


The compiling of fan material into an adventure path that is on cards is a solo work, but several of the adventures were written by others and posted to this board and BGG. If you go to the original Fan Compilation thread you'll see how it all started (with the help of OberonViking). I wrote the second and fifth adventures and add-on scenarios for the first path, and wrote the second adventure of the second path(including all cards). I also tweaked some of the original work of the other adventures, to get them to fit on the cards I made for the first path. If you want to play the adventures as written, you can still find the original posts from the authors (OberonViking, Doc Mage, GFWD, Finklestein, HolmesandWatson, WelbyBumpus and antowas) which are linked in the link above, and searchable on this board and BGG.

I haven't seen any more fan adventures that would be a good fit for the second compilation adventure path yet, but I'm looking for them. Hopefully somebody will step up, as I don't have time to write another three or four adventures to finish it out (as much as I'd like to), especially if I make cards for them like I did the Paying Your Dues adventure.


Here are the story-lines from the backs of the Adventure and Adventure Path cards, in case anyone is on the fence about playing these, and wants some more information. (Yes, all of these adventures/scenarios are on cards, which you can download (from the links above) and print out, or just read from your electronic devices while playing.)

Fan Compilation Adventure Path #1 - The Rise of the Pathfinders
The lands of Varisia are full of danger, and its people are always looking for brave and bold adventurers to protect them from the evils that are everywhere. The adventurers who survive the longest are celebrated by the people as Heroes, and the best of them are recruited to the Pathfinders. Can you help make the Lost Coast a safer place for its citizens, and live long enough to prove your worth to the Pathfinder Society?

Adventure #1 - The Jubrayl Vhiski Trilogy
The lands of Varisia are home to a wide assortment of honest and hardworking folks, from farmers to merchants to adventuring heroes. But it is also home to some of the more ruthless members of society, who'll prey on the weak and unwary, to meet their own foul ends. And then there are those in the middle, who seem pleasant on the outside, but harbor a deep seated desire for money, and are willing to go across the boundaries of the law to satiate their need for gold. Once such is Jubrayl Vhiski: a Sczarni leader who runs the organized crime in Sandpoint and the surrounding environs. Can he be brought to justice, before his brand of miscreancy starts trouble that even he doesn't suspect or desire?

Adventure #2 - Monsters of the Lost Coast
Something evil is stirring underneath the once peaceful town of Sandpoint, and the signs of it are everywhere: bandits are becoming bold under a new leader, a mild mannered alchemist has taken to making and selling poisons to ready buyers, and a dragon is feeding on the neighborhood livestock. But these are not the only signs of things to come. Monsters long absent from Sandpoint are making an appearance, and only the brave adventurer will be able to root them out and defeat them. Help the citizens of Sandpoint by ridding the Lost Coast of these new threats, or the town will never withstand the evils to come!

Adventure #3 - The Dark Relic
A map of unknown origin has been stolen from the Academy, and Banzor Dreamweaver, one of its highly respected officials, is seeking help in tracking it down. But even he doesn't know the reason for the theft of the map, or the chaos that will be unleashed by the relic to which it leads. Can the Heroes find the people behind the theft, and put a stop to their attempts to recover the relic? Or has too much been set in motion, and the end they seek inevitable?

Adventure #4 - Assault of the Elements
Capturing Jubrayl Vhiski closed the doors on his black market, but some of the most dangerous contraband remains unaccounted for. Of greatest concern to the mages of the Academy is that Jubrayl brokered the sale of a treatise on portals to dimensions of chaos, housing any manner of creatures that could wreak havoc on Sandpoint. After consulting the oracles of Sandpoint Cathedral, the Academy believes the cultists who purchased the treatise perished after ineptly summoning a demon of chaos named Kurgruz. Appearances of Kurgruz tell of natural disasters and calamity in his wake. Dark times threaten Sandpoint unless the Heroes can find a way to banish Kurgruz.

Adventure #5 - Heroes of Sandpoint
Being Heroes has its advantages, but it also comes with high expectations. When a miner comes seeking help with a giant and his zombie brethren, all eyes turn to the Heroes of Sandpoint. But dealing with the giant problem is only the first step on the road to save Sandpoint once again: this time from an enchanter and her ravenous zombie horde!

Fan Compilation Adventure Path #2 - The Role of the Pathfinders
This one doesn't have an adventure path card yet, at it is incomplete, but the adventure path continues with the characters from the previous path, who have acquired their role cards and been accepted as members of the Pathfinder Society. It will explore what it means to be a Pathfinder Society member, and the expectations that come with the privilege.

Adventure #6 - Don't Say The Zed Word
What starts as another long quiet night in Sandpoint between adventures erupts into panic as a small invasion threatens the harbor. Shortly thereafter, fire and stone will rain in the city as the threat of invasion becomes more than a small force and turns into a full blown attack. What has provoked this sudden assault? Is it simply a strong offensive from the goblins? Or is there something more sinister at work? The Pathfinder Society is going to find out, one way or another.

Adventure #7 - Paying Your Dues
Nobody said being a member of the Pathfinder Society was going to be easy, but so far membership hasn't altered your Hero's duties around Sandpoint too much. However, there are plenty of things that need to be done outside of Sandpoint, and the Pathfinder Society has assigned you with the task. It's time to pay your dues, leave the place you have learned to call home, and take care of some of the nastier threats that have come upon Varisia. If you do your job right, Sandpoint will be there when you return, will welcome you back, and will hail you as Heroes of Varisia!

The first adventure path and the first adventure of the second adventure path are mainly adventure and scenario cards, which can be easily played with the cards in the box, using villains and henchmen as proxies.

The second adventure in the second adventure path starts using custom monsters and barriers, but is set up such that you don't have to sleeve your cards to use them. Most will require proxying the villains and henchmen, but the rest are either called for specifically by locations, or there are enough of them that you just use the monsters and barriers from the box, and switch them out for random scenario monsters and barriers when they show up in the location decks, allowing for very thematic encounters.

As you probably suspect, these adventures are best played with fresh characters, that haven't played through any of the Official adventures. There are many feat rewards, and playing with characters that are also playing the Official path will make everything too easy.

Thanks for reading!


I've posted the 5th and final scenario of the Paying Your Dues adventure, Darkness at Turtleback Ferry to the BGG files section. The pdf also includes the adventure card for Paying Your Dues. Here is a list of all the scenarios, and links to the downloads on BGG:

Paying Your Dues Adventure
Scenario 1 - The Lich King of Guiltspur
Scenario 2 - The Pirates of the Varisian Gulf
Scenario 3 - The Dragon of Rimeskull
Scenario 4 - The Mystery of Brinewall
Scenario 5 - Darkness at Turtleback Ferry

This adventure is intended to be the second adventure in the Fan Compilation Adventure Path #2 - The Role of the Pathfinders. Below are the links to the finished Adventure Path #1 and the first adventure in Adventure Path #2 on BGG.
Fan Compilation Adventure Path #1 - The Rise of the Pathfinders
FCAP#2 - Adventure #1 - Don't Say the Zed Word

The Paying Your Dues adventure has over 100 new and unique cards for the game, including 30 locations, 31 monsters, 22 barriers, 8 villains and 7 henchmen. Feedback appreciated.


Vic Wertz wrote:
I have to say, while I don't spend too much time looking at fan-made cards, I don't think I've yet seen a scenario that would even come *close* to fitting on a card!
Daarck wrote:
A4 cards - it's the next big thing :)

Actually, there are a few of us fans that have managed to get scenarios(including new locations, villains, monsters, etc) on cards. If you want to take a look at some, the two that inspired me to start making cards for my scenarios are:

Keep on the Borderlands
Invasion of the Mountain Orcs


I've posted the 4th scenario of the Paying Your Dues adventure, The Mystery of Brinewall to the BGG site. It also includes the adventure card for Paying Your Dues. Here is a list of the scenarios, and links to the downloads on BGG:

Paying Your Dues Adventure
Scenario 1 - The Lich King of Guiltspur
Scenario 2 - The Pirates of the Varisian Gulf
Scenario 3 - The Dragon of Rimeskull
Scenario 4 - The Mystery of Brinewall
Scenario 5 - Darkness at Turtleback Ferry (in the works)

This adventure is intended to be the second adventure in the Fan Compilation Adventure Path #2 - The Role of the Pathfinders. Below are the links to the finished Adventure Path #1 and the first adventure in Adventure Path #2.
Fan Compilation Adventure Path #1 - The Rise of the Pathfinders
FCAP#2 - Adventure #1 - Don't Say the Zed Word


How does everyone plan on removing cards for different groups, when we get our hands on Adventure Pack 3? Right now I have four different groups of characters that I take through each adventure (three groups of three and a group of two). I'm trying to decide if I'm just going to remove cards from the game as I find them, or try to keep track of which cards were removed by which group, and add them back in/take them out as each group plays. This seems like a lot of work, but I'm not sure how unbalanced things will be, if I play through each Adventure Pack 4 different times, removing cards each time. Anyone have suggestions, or plans to do it a specific way?

Edit: I think the solution may be to remove cards when the first group (or maybe first two groups) plays through, and leave the cards alone for the following groups. That way you don't have to keep track of removed cards for every group, and the box doesn't get unbalanced.


I just posted The Dragon of Rimeskull scenario in the files section on BGG here. This is the third scenario in the Paying Your Dues adventure, which was preceded by The Lich King of Guiltspur and The Pirates of the Varisian Gulf (also available in the BGG files section). Once completed, this adventure will be the second in the Fan Compilation Adventure Path #2 - The Role of the Pathfinders. Feedback appreciated.


If there are no cards at a location, a character can attempt to close it on their turn. If they fail, then the location is still open, and they, or another character, can try again on their next turn. The only other way to close it, is to have the Villain flee there, and then defeat them at that location. Not what you wanted to hear, but that's how to do it, if you want to strictly follow the rules as written.


Ok, that makes sense. Thanks for the help!


Junk Beach's At This Location says "When you acquire an item, you may banish it to draw a random item from the box."

So, does the item you draw from the box count as "acquiring" the item? If so, can you use the At This Location effect again, and banish it to draw another random item from the box, basically allowing you to draw and banish until you find something you like?

I'm assuming this isn't the intent of the game designers, and they mean "when you acquire an item from the location deck" but can't seem to find anywhere saying you can't do it. Any help in clearing this up is appreciated.


You can't banish an ally from your discard pile; it has to be from your hand. So you either have to wait to draw an ally, or send a character there that has an ally in their hand, in order to close the location.


Version 2 has been added to the downloads on BGG here. I added 2 more barriers, 6 more monsters and a card back, tweaked a During This Scenario rule and increased the text size on most cards. I'm moving on to the next scenario in my head, trying to finish the Paying Your Dues adventure, which will also include The Lich King of Guiltspur scenario. Feedback welcomed.


You are welcome. Hopefully you enjoy it!

I played through a couple more times this weekend and decided I needed to add more monsters and barriers, for variety. So once BGG's site comes back up, I'm going to post version 2, which will have a total of 8 Barriers and 13 Monsters and a card back, for people like me, who want to print them out.

I also changed the During This Scenario rules, to allow for encountering monsters or barriers from the Official cards that are appropriate to a water/pirate ship environment, like the bunyip or the treasure map; and I increased the text size for most cards.


After hearing the next AP for the PACG was Skull & Shackles, I was inspired to create this scenario, which I posted on BGG. It has new cards for 1 Villain, 3 Henchman, 5 Locations, 6 Barriers and 7 Monsters and is intended to be part of the second adventure for the Fan Compilation Adventure Path 2: The Role of the Pathfinders, so is for experienced characters. Feedback is always appreciated.


Vic posted somewhere (can't find it at the moment) that the mats will not be part of the subscription.


I put this adventure on adventure/scenario cards and posted them to the BGG file section here, if anyone wants them.


Thanks for the suggestion! I haven't had a chance to download it yet, but from what I saw on the link you posted, it is definitely more robust than MS Paint. Looking forward to seeing what I can do with everything it appears to be capable of! :)


To make accessing the Adventure Path/Adventure/Scenario cards easier, I loaded a pdf of them on the BGG website. You can get to it here. Thanks.


Mechalibur wrote:
Can't you also just use an existing villain as a proxy?

I still use existing villains/henchmen as proxies, and switch them out with the cards I/others created, when they show up in the location decks. I don't sleeve my cards, so even though I print the cards out on card stock, I can't shuffle them into the decks with the real cards.

If you don't want to print cards out, you can always use proxies, then refer to the pdf when they come up in locations. I just like having as close an approximation to the real cards as I can get.


I've posted a new scenario to the BGG files section here. I figured out how to make decent cards using MS Paint, so I'm using custom villain/henchman/location cards now in my scenarios. Unfortunately that means if you want to play the scenarios, you'll have to visit BGG and download the pdf file containing the card pics. If anyone chooses to play, please let me know how it goes. And while you're in the BGG files section, check out the fan scenarios/adventures by Ghost Boy and Roderus Keep on the Borderlands and Invasion of the Mountain Orcs. Their cards look great, and their scenarios are fun to play.


It's one card type per character, per check, not per turn. So you can use a blessing on a check to defeat a monster, then another blessing to explore again, and then another blessing on a new check to defeat a monster, all on the same turn.


Banes are must, and boons are may.


Chad posted it on the Ideas for other Iconics thread, on Oct. 20th.

Mike Selinker wrote:
Hold that thought.

Looking forward to seeing what Mike has up his sleeve for this one.


Chad Brown wrote:

I won't comment much in general on your creations, but this did bring up an issue that I think is interesting and general enough to talk about in public: characters that depend on specific cards. We tried very hard to avoid this in RotR, for a bunch of reasons (including but not limited to: dead cards for other characters, upgradability, variety, etc).

ASIDE: That's why there's no Droogami card for Lini. It would feel wrong to have the card anywhere but with Lini, finding it would be weird, replacing it with another card would be weird, etc. We could have made a series of Droogami cards, but that exacerbates several problems to solve one.

In general, we tried to keep those essential features on the character and role cards, rather than putting them on another card that we expect them to want. Thus, we expect Ezren to want Lightning Bolt, Amiri to want the Greataxe, and Sajan to want the Amulet of Mighty Fists - but we don't bind them directly to the character.

Of course, that begs the question, "Why wasn't Droogami included on Lini's character and/or role cards?"


Mechalibur wrote:

I noticed a lot of these scenarios are using regular monsters as the villains, or using villains/henchmen from other scenarios.

Wouldn't it also be fairly easy to make up your own villains, and then take a villain card from the box as a proxy? I think that could make for some more unique encounters.

I can't speak for the other people whose work is included here, but when I first started writing adventures/scenarios for the game, my intent was to keep everything using cards in the box, to make it easier to play, especially since I'm not a sleever. Then I started seeing some of the cards that others had made on BGG(including HolmesandWatson) and was inspired to try making some myself. As this Adventure Path had already been laid out, I decided to start with making adventure/scenario cards for it. Now that I've finished them, I may go back and start creating some villain/henchmen cards for the adventures/scenarios that call for them, like the Assault of the Elements adventure. If I do, I'll be sure to post the updates here.

If you play through this, let me know how it goes!


I've created adventurepath/adventure/scenario cards for this adventure path, if anyone is interested. You can find them here.
I know they aren't perfect, but I'm no MS Paint expert. If you click on the image, and go to the original size, you can right-click and save, to get an image that is fit for printing. After some practice, I've been able to cut and paste images into Word (resized to 3.5 x 2.51), and print them on card stock, so that you get an actual card, when cut out. It makes it feel more like the official game, to have the adventure on a card, rather than on a piece of printed paper, or a phone/tablet screen; at least to me. The images are a bit repetitious (like I said, I'm no graphics expert, and the number of cards Paizo has released digitally is limited), but everything else is customized for the adventure path/adventure/scenario.


Vic Wertz wrote:

Assuming you have the Base Set, the Character Add-On Deck, all of the Adventure Decks, and one copy of each promo card:

Character Decks: 28 (each)
Characters, Roles, and Tokens: 33
Adventure Paths, Adventures, and Scenarios: 41
Locations: 56
Monsters: 146*
Villains: 37
Henchmen: 191
Barriers: 70*
Weapons: 102*
Spells: 105*
Armors: 58*
Loot: 21
Items: 97*
Allies: 93*
Blessings: 113*

(We've created 1 promo card for each of the starred types.)

From the Card Sleeves thread.


Mike said somewhere that all of the characters have been successfully played through the whole adventure path solo, so it is definitely possible. Not necessarily easy, though.


HolmesandWatson wrote:
Harsk acquired a divine spell, which he banished immediately since he didn't have that trait. Assuming we did things correctly:

This isn't correct. You only banish it when the spell is played, if you don't have the divine skill. So Harsk can acquire it, and keep it in his hand. He can then give it to Kyra on his turn, if they are in the same location, or he can hold onto it, to give to Kyra at the end of the scenario, or he can use it like a spell scroll, in which case it is then banished, since he doesn't have the divine skill.


Flat the Impaler wrote:

Are you saying Barbarians are spiteful, or like magical crossbows? :)

Strictly speaking, I'm sure she could move someone unwillingly, but I would think that if she values her traveling companions she wouldn't (in much the same way that if you value your playing group, you won't screw them over).

I'm not saying I would play her that way, and she would actually be hurting herself, since she'd have to deal with the same start of turn location power as would whoever she moved there, but I'm sure there is somebody, somewhere out there who would. Maybe a sibling messing with another sibling, or somebody messing around, when the game is already in hand. :)

And I must say, I do like the image of Amiri strongarming the brash Valeros to another location against his will... :)


The game developers said somewhere that the locations used for multiple players tend to be the harder ones. You'll notice that some of the later locations for the earlier scenarios start showing up as single player locations for the later scenarios, as characters get better, and scenarios get harder.


Firedale2002 wrote:
I think it's a holdover from where they worded it thinking about the spell from the pathfinder RPG, where most spells like that only affect willing participants, and either cannot target or simply doesn't affect those that aren't.
I was looking at the pictures on BBG and saw what looks to be one of the playtest cards(no border) for the spell Teleport, from deck 4, and it's power says:
Teleport wrote:
At the end of any player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice.

So it looks like you're right, and it is a holdover from the RPG spell wording.

I'm still curious to know if Amiri can move somebody with her power that doesn't want to go, in case it ever comes up. Say by moving somebody to a location with an unfavorable start your turn power, such as the Mountain Peak or Garrison, because they didn't give her a blessing on her check to acquire the Deathbane Light Crossbow +1 she wanted. She is a Barbarian, after all... :)


This is addressed on the Rise of the Runelords Adventure Path card.


1 person marked this as a favorite.

Some locations, like the General Store, leave certain cards at the location, even after closing.


Yes. Add the promos in with the decks they come with, when you start that adventure.


Mike Selinker wrote:

Everybody goes through this bit of mental gymnastics. When I first showed the game to the greater Paizo team, Jason Bulmahn started down this path out loud. Chad started to correct him, but I held him back. Jason started working it out in his head, and then said, "Nope, I'm wrong. The number's 30."

As the number of players increases, the game can't kill you as easily. It gets fewer opportunities to do so since you have fewer turns. So its job is to get you to kill yourself. You do that by blowing your resources on trying to assist others and exploring whenever you can. Because the pressure is on you to play more cards, you dig deeper into your deck. Racing the clock becomes a "how can I spend more" puzzle, while in a one- or two-player game, it's often a "how can I spend less" puzzle.

That's the theory, anyway. YMMV.

Mike

What Mike had to say about it, on a different thread/same subject.

Edit* - Link to referenced thread.


If the Chopper is found in a Host, he escapes in that Host, as well. He only chooses to find another Host if it is at the end of the scenario, and you haven't recruited either Father Zantus or Sheriff Hemlock (who he would stick around and try to kill till the bitter end). He likes the Host he is in, and would only choose to leave that Host if he had no other choice. At least that is what I was going for in this scenario. :)


Unless you have one in your starting hand, in which case you lose your first turn. I see your point, though. May have to change the wording of that. Thanks for pointing it out. :).


Added an explanation on how the edited Jubrayl Vhiski Trilogy is intended to be played, to make the whole Adventure Path fan created. Also changed the last three feats earned, and added choosing a Role for your character to the Adventure Path reward.

Fan Compilation Adventure Path #1: The Rise of the Pathfinders

The lands of Varisia are full of danger, and its people are always looking for brave and bold adventurers to protect them from the evils that are everywhere. The adventurers who survive the longest are celebrated by the people as Heroes, and the best of them are recruited to the Pathfinders. Can you help make the Lost Coast a safer place for its citizens, and live long enough to prove your worth to the Pathfinder Society?

Complete the adventures/scenarios, in this order:

Adventure #1 – The Edited Jubrayl Vhiski Trilogy* (Organized Crime (replaces Brigandoom!), Jail Break!, The Ransom) Add Adventure Reward: Skill Feat
Scenario #1 – Zombies? Replace Scenario Reward with Reward: Power Feat.

Adventure #2 – Monsters of the Lost Coast (The Satyr, The Xulgaths, The Ghoul, The Attic Whisperers, The Hell Hounds) Add Adventure Reward: Card Feat
Scenario#2 – The Return of the Chopper Replace Scenario Reward with Reward: Skill Feat.

Adventure #3 – The Dark Relic (Infiltrated, Dark Relic of the Osirion, O Father, Where Art Thou?, Ghostbusters) Add Adventure Reward: Power Feat
Scenario #3 – The Night of the Necromancer Replace Scenario Reward with Reward: Card Feat.

Adventure #4 – Assault of the Elements (Sandpoint Ablaze, Spelunkophobia!, A Fell Song on the Wind, Pearls of the Kraken, The Purification of Sandpoint)
Scenario #4 – The Cult of the Moon Sisters Replace Scenario Reward with Reward: Card Feat.

Adventure #5 – The Heroes of Sandpoint (The Giants of Fenwall, The Mushfens Enchanter, Heroes’ Return) Add Adventure Reward: Skill Feat
Scenario #5 – The Sandpoint Devil Replace Scenario Reward with Reward: Power Feat.

During this Adventure Path: Treat the Adventure or Scenario number above as the Adventure Deck number, for purposes of increasing the difficulty for cards that say "The difficulty to defeat the "Monster/Barrier/etc" is increased by the adventure deck number of the current scenario, if any." If this adventure path is played after Deck 2/Deck 3 is/are added to the box, redraw/replace cards found in locations from Deck 2 before Adventure/Scenario #3, and redraw/replace cards from Deck 3 found in locations before Adventure/Scenario #4.

Reward: Having successfully defended the Lost Coast from unspeakable horror time and time again, you are approached by the Pathfinder Society for inclusion in their ranks. Every character receives a Card Feat, and a boon of their choice, other than Loot, from the box. Also, each character chooses a Role Card and uses that for all further advancement.

*For the edited Jubrayl Vhiski Trilogy, first play Organized Crime (instead of Brigandoom!), then the first option for Jail Break!, without a bonus/penalty for acquiring allies, then The Ransom. After completing that adventure, play Scenario #1, then start Adventure #2, etc.


CaptLudd wrote:
1) am i supposed to play adventure 1, then scenario 1, followed by adventure 2, etc.

Yes, follow them in order down the list. So adventure 1, then scenario 1, then adventure 2, then scenario 2, etc.

CaptLudd wrote:
2) the part where you are to add points as you go up the adventures i thought were tied up with the official released content. Will the equipment and player level from the official pack 1 be enough to win after adding points to the checks? Please clarify or correct me, but it seems to make things unbalanced.

It should be balanced with adding points to cards that call for it, because your character will be gaining feats along the way. There are a total of twelve feats gained over the adventure path, which should scale appropriately with the adventure number added.

Also, here is another rule, which should help keep the balance as well, as the next couple decks are released.

During this Adventure Path: Treat the Adventure or Scenario number above as the Adventure Deck number, for purposes of increasing the difficulty for cards that say "The difficulty to defeat the "Monster/Barrier/etc" is increased by the adventure deck number of the current scenario, if any." If this adventure path is played after Deck 2/Deck 3 is/are added to the box, redraw/replace cards found in locations from Deck 2 before Adventure/Scenario #3, and redraw/replace cards from Deck 3 found in locations before Adventure/Scenario #4.

Thanks for your interest, and let me know if you have any other questions. Also, if you play, please let me know if you find any imbalances, so I can make any appropriate changes in the adventure path.


You're making me wish I lived in Seattle! :) Will you put up any video of this on Youtube later, for those of us who can't make it, but would have loved to sit in on a scenario or two?


Levitate wrote:
At the end of a turn, discard this card to move a willing character.
Amiri's Power wrote:
You may move at the end of your turn and/or move another character to the location where you end your turn.

As this is a co-op game, I'm not sure when willing vs. unwilling would come up, but was curious if the different wording was intentional. Does the character have to be willing for Levitate to work, but not Amiri's power?


I started a thread on this over at BGG, and was curious to get the take of people who only post here as well. If you prefer to just vote in a poll, as opposed to posting your opinion, you can do that over there, by following the link above.

Anyway, I was just curious to see how the community, in general, feels about fan created material for games like this, and this game in particular. Do you feel it adds something to the game, and use it when you can, or like it isn't Official, so doesn't even bare noticing, or something in between? I appreciate anyone taking the time to post and give their opinion!


Sir Barnick wrote:


I guess my biggest complaint is that they based the characters on the iconics rather than let us make our own characters with their own stories. I mean... I really don't give a hoot about Harsk, but I want to play a Ranger.

This almost kept one of my friends from even trying the game. She wanted to play a Fighter so I handed her Valeros. When she asked for the female fighter instead and I said there wasn't one she didn't want to play anymore. I talked her into it and she had fun, but how hard would it have been to just give us "class" cards instead of pre-made characters and let us name/imagine our own heroes?

Vic Wertz wrote:

The bottom line is that cards need art, and we have really good art depicting the character classes we're offering, and those very same characters appear constantly in the artwork. Which is to say, whether or not we called him Valeros, the fighter card was going to have a picture of Valeros on it. As it happens, a lot of people really like our iconics.

That's not to say that it rules out the possibility of future, more customizable character options, though....

From a different thread on the same subject.

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