OberonViking and I have been working on compiling some fan material into a full-on Adventure Path, over on BBG. We've added feats to most of the adventure rewards, to allow for some character progression that may have been lacking originally (to keep from upsetting the balance of the Official Adventure Path). As such, it would probably be best to play this with fresh characters, or use it as an opportunity to playtest some of the fan created characters that are out there. Click on the adventure or scenario name to link to the original material and to see who wrote it. Please help playtest this, and provide feedback here, on the BBG thread, or on the original poster's adventure/scenario thread. And thanks to everyone who has contributed fan material to the messageboards, and thus this fan Adventure Path! (OberonViking, Doc Mage, GFWD, Finklestein, HolmesandWatson, and WelbyBumpus) 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
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.
The Return of the Chopper The Return of the Chopper scenario is intended for characters that have completed at least the first two scenarios in the Burnt Offerings Adventure. It uses cards from the Base set, Character Add-On Pack, and Deck 1. The Late Unpleasantness is over, at least as far as the citizens of Sandpoint are concerned. However, the recently re-consecrated cathedral has awakened the ghost of the Chopper, and he’s looking for someone to possess, to continue the murderous spree he started five years ago. Who will be the unlucky host of the Chopper, and how many more people will die before the possessed is discovered? Help Sheriff Hemlock track down the murderer, and Father Zantus exorcise the spirit of the dead, to end the violence and terror once again. Or is one of them host to the psychotic killer??? # of Characters: Location
Villain: None Henchmen: None During this scenario: Remove all of the named allies from the Allies deck, and from any character decks. Replace any named ally removed from character decks with their choice of a non-named ally, and switch them back when the scenario is over. Pick Sheriff Hemlock, Father Zantus and enough random named allies to equal the number of locations used in the scenario, and seed them into the location decks as if they were the Villain and Henchmen. When a named ally is encountered in a location deck, you can attempt to interrogate them by rolling their Check to Acquire +2. If you fail, shuffle the named ally back into their location deck. If you meet the check, roll a d6. On a 6, you have found the Chopper’s host, and can now treat that named ally as the Villain of the scenario (with "If your check to defeat does not have the Magic trait, the Villain is undefeated" power added), and encounter it immediately. To defeat the Villain, you must meet a combat check of their highest Check to Acquire x2, or 12, whichever is greater. If you roll a 1-5 on the die, then they have proven their innocence, and you can attempt to close the location once, as if defeating a Henchman. These named allies are not acquired, and are instead returned to the box. If you prove all the other named allies innocent, then the last named ally you find is automatically the Chopper host. Either Sheriff Hemlock or Father Zantus must prove their innocence before you corner and defeat the Villain, or the Chopper’s ghost escapes to possess again, and the scenario is considered a loss. Treat unnamed allies found in location decks as normal. Reward: After all characters get back any named allies that they switched out at the beginning of the scenario, pick a random named Ally from the box.
Monsters of the Lost Coast Adventure Complete the scenarios, in this order: The Satyr
Reward: Each character picks a non-named Ally of their choice from the box. 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! The Monsters of the Lost Coast adventure can be run before, after, or intermingled with the Perils of the Lost Coast adventure. It uses cards from the Base set and Character Add-On Pack, and a couple from Set 1. There is no need to mix Set 1 in the box, just pull out the few cards that are required for the adventure. If Set 1 is already mixed in, replace any Set 1 cards found in locations, which are not specifically called for in the adventure, with random pulls of the same type from the box. Note: there are only one of each of the Satyr, Xulgath, Ghoul, Attic Whisperer and Hell Hound cards in the box, to this point. The Satyr Legends tell of a fey beast, with a human head and body, horns of a ram, and the lower legs of a goat. These mythical beings are said to have an unnatural charisma, and a penchant for seduction. From the tales being told by the young adults of the Lost Coast, one such creature has walked out of folklore and into the woods near Sandpoint. Can the brute be stopped, before more unfortunates fall to the power of its charms? # of Characters: Location
Villain: Satyr – regular villain rules apply. Henchmen: None – Add random cards from the monster deck instead of henchmen and mix in the Satyr, then randomly add to locations as normal, to bring each location deck to ten cards. During this Scenario: There are no henchmen, but locations can be attempted to be closed once, when there are five or less cards left in the location deck. If this check fails, you can’t attempt again, accept as allowed per the normal rules. Reward: Each character chooses a random blessing from the box. The Xulgaths The Xulgaths have been around since before the other races knew how to use tools, but failing to evolve, have been outdistance by their onetime slaves. They still exist underground, however, fighting amongst themselves, and keeping their race as a whole right where it’s always been; at the level of savages. At times a leader raises its reptilian head, and sets its sights on the world above, and one such has been called by the awakening evil under Sandpoint. Adventurers are needed to take down the upstart leader and his warriors, before they rally other tribes around themselves and become too much of a force for Sandpoint to stand against! # of Characters: Location
Villain: Xulgath (Check to Defeat +2) – regular villain rules apply. Henchmen: Xulgath – regular henchmen rules apply. During This Scenario: Place the Xulgath card by the blessings deck. Use Bandit cards for the Henchmen and Black Fang for the Villain. When a Henchman/Villain card turns up, set it aside, and replace it with the Xulgath card. After the encounter, place the Xulgath card by the blessings deck again, until needed. If it was undefeated, shuffle the Henchman/Villain card that was set aside back into the location deck, per the normal rules. Reward: Each character chooses a random weapon from the box. The Ghoul Sightings of a pallid, emaciated being have been reported by many who have travelled by the Sandpoint Cemetery in the past few weeks, with most instances occurring around midnight. The undertaker also reports finding graves that have been dug up, apparently by hand, with the bodies nowhere to be found. Father Zantus is all too familiar with the habits of ghouls, and is asking for help from anyone willing to hunt the creature to ground and end its cannibalistic ways, before it creates more of its kind! # of Characters: Location
Villain: Ghoul – regular villain rules apply. Henchmen: None – Add random cards from the monster deck instead of henchmen and mix in the Ghoul, then randomly add to locations as normal, to bring each location deck to ten cards. During This Scenario: Place the Ghoul card by the blessings deck. Use Black Fang for the Villain. When the Villain card turns up, set it aside, and replace it with the Ghoul card. After the encounter, place the Ghoul card by the blessings deck again, until needed. If it was undefeated, shuffle the Villain card that was set aside back into the location deck, per the normal rules. There are no henchmen, but locations can be attempted to be closed once, when there are five or less cards left in the location deck. If this check fails, you can’t attempt again, accept as allowed per the normal rules. Place an unused location card after the 20th card in the Blessings Deck. When you get to this card, remove it, and shuffle an Ancient Skeleton henchman into each open location deck, treating them as Ghouls, without the ability to close locations upon defeat. Reward: Each character chooses a random item from the box. The Attic Whisperers While Sandpoint has been peaceful for generations, life there has never been easy, and over the years some children have died before their time. The evil under Sandpoint has awakened several of these poor, unfortunate souls in the form of Attic Whisperers. A conglomeration of old toys, clothes, an animal skull and dust, these undead beings want eternal companionship, and they’re willing to do anything to get it. The children of Sandpoint are in danger, and at least one child has already succumbed to the monster in her house, making the Attic Whisperer she’s tied to even more powerful, in its desire to keep her under its spell. Adventurers are needed to put these vile abominations down, before they all grow stronger off the most helpless people in Sandpoint! # of Characters: Location
Villain: Attic Whisperer (Check to Defeat +2) – regular villain rules apply. Henchmen: Attic Whisperer – regular henchmen rules apply. During This Scenario: Place the Attic Whisperer card by the blessings deck. Use Ancient Skeleton cards for the Henchmen and Pillbug Podiker for the Villain. When a Henchman/Villain card turns up, set it aside, and replace it with the Attic Whisperer card. After the encounter, place the Attic Whisperer card by the blessings deck again, until needed. If it was undefeated, shuffle the Henchman/Villain card that was set aside back into the location deck, per the normal rules. Place an unused location card after the 20th card in the Blessings Deck. When you get to this card, remove it, and add two to the Check to Defeat of all Attic Whisperer henchmen. Reward: Each character chooses a type of boon, other than loot, and draws a random card of that type from the box. The Hell Hounds As if having a dragon feeding off their livestock wasn’t enough, now something new is draining the lifeblood of Sandpoint’s herders. But whereas the dragon was just a shadow, a flash of wings, and one less cow or sheep at the end-of-day count, this is something far more gruesome. Herders have reported finding bits and pieces of once large animals, with what little remained scorched and crispy, like the grass around the scene of attack. There have also been sightings of giant wolf-like creatures, with flaming eyes and fiery pelts. Whatever they are isn’t of this world, and Sheriff Hemlock is asking for help tracking them down, and ending the threat they pose, before they start feeding on the population of Sandpoint! # of Characters: Location
Villain: Hell Hound (Check to Defeat +2) – regular villain rules apply. Henchmen: Hell Hound – regular henchmen rules apply. During This Scenario: Place the Hell Hound card by the blessings deck. Use Bandit cards for the Henchmen and Jubrayl Vhiski for the Villain. When a Henchman/Villain card turns up, set it aside, and replace it with the Hell Hound card. After the encounter, place the Hell Hound card by the blessings deck again, until needed. If it was undefeated, shuffle the Henchman/Villain card that was set aside back into the location deck, per the normal rules. Whenever a Hell Hound is encountered in a location deck, every other character summons and encounters a Hell Hound of that type (Henchman/Villain) also. Reward: Each character chooses a type of boon, other than loot, and draws two random cards of that type from the box. Keep one and return the other to the box.
The Heroes of Sandpoint Adventure Complete the scenarios, in this order:
Reward: Each character picks a B or C card of their choice from the box. 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! The Giants of Fenwall The Giants of Fenwall scenario is intended for characters that have completed Burnt Offerings. It uses cards from the Base set, Character Add-On Pack, and Set 1. The villain and henchmen are some of the hardest hitting monsters in the game so far, so be prepared for a challenge. A Korvosan miner, traveling down the coast, is spreading word of a hill giant and its zombified kin, who are wreaking havoc on a small Korvosan mining concern in the Fenwall Mountains. Upon reaching Sandpoint, the miner hears of the resident Heroes and their recent accomplishments, and begs for their assistance. A reward is being offered by the concern, for any adventurers willing to take on the giants, and rid the mountains of their disruptive presence. # of Characters: Location
Villain: Hill Giant – regular villain rules apply. Henchmen: Zombie Giant (2)*, Ogre (3)*, Werewolf (2)* – Use in order, as needed - regular henchmen rules apply. * The number in parentheses signifies the number of these creature cards available in the monster deck, assuming Base Set, Character Add-On Pack and Set 1 are in the box. If you use at least one, but not all, of the Ogres or Werewolves as henchmen (occurs in 2, 3 or 5 character games), then remove the remaining monsters of that type from the monster deck before seeding locations. If none of the Ogres and/or Werewolves are used as henchmen (occurs in 1 and 4 character games), then leave all of the unused type in the monster deck, and treat them as normal monsters if they turn up at a location. Reward: Each character chooses a boon, other than loot, and picks a random card of that type from the box. If the character doesn’t want the first card drawn, and it doesn’t come from set 1, then return the card to the box for one additional random pick of the same type originally chosen. The Mushfens Enchanter and Heroes' Return scenarios coming soon. |