Peren Ambergross

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Solid! Let us know how it goes!


Superzook wrote:
I'm playing Rise of the Runelords SOLO. I finished the first 2 Adventure Decks using only Seelah and Kyra. The first Scenario of The Hook Mountain Massacre was a challenge with those 2. I want to add a 3rd character. Who would best round out the team?

If we're talking about characters from the RotR set, I'd probably pick someone with good Dexterity. (Both Kyra and Seelah from RotR have a d4.) Merisiel is tempting. She'd be good against barriers, with her d12 DEX, +2 Disable, and optional +2 versus barriers with her Acrobat role.

Even so, Harsk's scouting ability ("At the end of your turn, you may examine the top card ([] or bottom card) of your location deck") is pretty nice, too. I'd take one of them.

Is it your plan to give your new party member the same number of feats your other characters have? Any deck upgrades?


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Superzook wrote:
If Seelah is making a Strength Melee check roll (which is a d8 +2 for her) and I play a blessing to add a die, does Seelah get 2x d8 +4 or just 2x d8 +2 ?

Anything that says it adds a die only adds the die - no bonus, so 2d8 +2.

If something adds your skill, you get the whole skill, including boxes checked. (The first example I can think of is Drelm from Mummy's Mask who has the power "On your check against a card that has the Obstacle (☐ or Trap) trait, you may add your Divine skill.")


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Superzook wrote:
When I start the Skinshaw Murders (Adv Deck 2), do I remove all cards from Burnt Offerings?

Each time you begin a new Adventure of any PACG Adventure Path, you add all the cards from that deck/level. The rules for the earlier (pre-Core Set) base sets, like RotR, tell you that after you begin Adventure 3, when you banish a bane with the Basic trait, remove it from the game, and you may do the same with Basic boons. (Not level B, but the cards with the word "Basic" among the traits.) When you begin Adventure 5, you do the same for cards with the Elite trait. These rules are printed on the card that lists the six adventures in the AP.

Most people just remove all Basic cards when they begin Adventure 3 (unless there are boons you specifically want to keep, like Cure spells or easy-to-acquire armor) and remove all Elite cards when beginning Adventure 5. It's much easier then trying to remember to keep checking if the card you encounter is Basic or Elite, and you don't have embarrassingly easy banes hanging around until the end.

Beginning with the Curse of the Crimson Throne AP, you are instructed instead to remove all non-Veteran banes at least three levels below the level of your current Adventure and any non-Blessing boons you want of the same level. (Remove level 0 cards when beginning Adventure 3, remove level 1 cards when beginning Adventure 4, etc.)
I prefer to follow these guidelines when playing Adventures based on the older sets. This definitely weeds out most of the "weak" boons and "crappy" banes!


I just wanted to make a few notes regarding the Adventure No Good Deed (which begins here).

I playtested levels 1 and 4 because there are some changes beginning at level 4 during scenario C. I figured the most challenging scenarios would be the lowest level for each version. I created a party of four new characters - Core versions of Merisiel, Kyra, Ezren, and Harsk, each playing with only their respective class decks (with the allowed Core/Curse substitutions for like-named cards).
For each level from 2-6, I "leveled them up", giving them a feat of each type per level and 3-4 deck upgrades per level - but not always of their most optimal card types - to simulate normal advancement. (Even though I only used the level 1 and 4 versions in this playtest, I saved versions for all 6 levels in case I need them for future testing.)

The scenarios were rough, but I didn't fail any. Scenario D was a bit easier because it uses the Raid the Stronghold scenario type, which I think is a bit easier for larger parties. I did make a couple changes to things I thought were too hard. I'd been leery since playtesting scenario A with a couple of other players who said they found it too hard. (That was at level 4.)

After completing both levels of the adventure with that foursome, I played them again with three of my characters - level 1 with three new characters and level 4 with three freshly-level 4 characters. These characters do utilize Ultimate decks or adventurer packs, so they may have been stronger. I had a bit less trouble completing the scenarios with these groups, but I still wanted more data points.

I tried to pick thematic wildcards. One could easily make the scenarios harder by picking worse wildcards. I thought the difficulty level was reasonable in the end, but if anyone plays it, I'd love a message sharing how difficult you found it!


NO GOOD DEED - PART D

CUP Disclaimer:
This PACG scenario uses trademarks and/or copyrights owned by Paizo Inc., used under Paizo's Community Use Policy. I am expressly prohibited from charging you to use or access this content. This PACG scenario is not published, endorsed, or specifically approved by Paizo. For more information about Paizo Inc. and Paizo products, visit Paizo.com.

This scenario is the fourth in a four-part story arc. Each scenario is playable at any level based on the setup instructions for scenario 3C of The Dragon’s Demand (The Wandering Way). It uses scenario type 2 (Raid the Stronghold) found on page 23 of the storybook for The Dragon’s Demand Adventure Path.

Build the vault with all Core Set cards and Curse of the Crimson Throne AP cards whose level is less than or equal to #. If # is 4 or higher, remove all non-Veteran banes whose level is at least 3 lower than #, and you may remove any non-Veteran, non-blessing boons whose level is at least 3 lower than #.

Read the following aloud:
The city council can only suggest that you try Juffmon’s manor house. They offer that the city guard will surround Juffmon’s estate to prevent any escape. You agree and set out. You approach the manor house as the guard gets into position. Not knowing Corra Thierry’s current status, you don’t want to waste any time!
You decide to enter through the front door. Dispensing with knocking, you try the door and find it unlocked. You find this somewhat surprising, but you shouldn’t. Of all the obstacles standing between you and your quarry, you’ll soon realize that a locked door would rate pretty insignificant.
As the first summoned monster charges you, certainty sets in that Juffmon is indeed here. You have a feeling that either he or you will walk out of this manor house alive – but not both!

SETUP

LOCATION:
1-6) Juffmon’s Manor (Manor)
[As the party works their way through the location deck, it is suggested that the Box Runner mention various rooms one might find in a manor house, as if the party is fighting their way through the manor.]

STORY BANES for levels 1-2:
Danger = A random Undead story bane from The Dragon’s Demand story bane roster
Villain = Juffmon (Kobold Sorcerer)
(Non-closing) Henchmen (one per character) =
1. Ancient Skeleton – Proxy A
2. Wight – Proxy B
3. Zombie Minions – Villain Proxy (but do not treat as a villain)
4. Ancient Skeleton – Proxy A
5. Wight – Proxy B
6. Zombie Minions – Villain Proxy (but do not treat as a villain)

STORY BANES for levels 3-4:
Danger = A random Undead story bane from The Dragon’s Demand story bane roster
Villain = Juffmon (Kobold Sorcerer)
(Non-closing) Henchmen (one per character) =
1. Mummy – Proxy A
2. Wight – Proxy B
3. Ancient Skeleton – Villain Proxy (but do not treat as a villain)
4. Mummy – Proxy A
5. Wight – Proxy B
6. Ancient Skeleton – Villain Proxy (but do not treat as a villain)

STORY BANES for levels 5-6:
Danger = A random Undead story bane from The Dragon’s Demand story bane roster
Villain = Juffmon (Kobold Sorcerer)
(Non-closing) Henchmen (one per character) =
1. Mummy – Proxy A
2. Wight – Proxy B
3. Wraith – Villain Proxy (but do not treat as a villain)
4. Mummy – Proxy A
5. Wight – Proxy B
6. Wraith – Villain Proxy (but do not treat as a villain)

Build the location by shuffling together a number of new monsters and barriers each equal to the number of characters, plus half that number (rounded up) each of weapons, spells, armors, items, allies, and blessings.

Select two wildcards. Suggested =
1. Hazardous: When building the locations, add 6 barriers, distributed as evenly as possible. (Juffmon has prepared for the day when his manor house might be assaulted.)
2. Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster. (Traps abound in Juffmon’s Manor.)

DURING THIS SCENARIO:
When you encounter Juffmon (Kobold Sorcerer), before acting, a random local character summons and encounters the danger.
When you would defeat the villain, if there are other cards in the location, banish 1d8 of them and the villain is evaded. If there are no other cards in the location, you win the scenario.

DEVELOPMENT:
Juffmon gave you little choice but to use lethal force. After you confirm the absence of life in his broken body, you quickly shift your focus from battle to rescue. Searching the manor house, you find documents that hint at contracts for sale of a large volume of merchandise. These will be for the city council to deal with, but you suspect they will learn the disposition of cargo gone missing over time.
Finally, tracking a faint thumping sound, you discover a concealed door allowing passage down a short corridor and into a room black as pitch. Hastily providing a light source, you reveal Corra Thierry, gagged and tightly bound but, other than a few bruises and a cut lip, unharmed.
It turns out you will need to spend one more night in town. After all, it would be unseemly to skip a banquet being held in your honor!

REWARD:
Each character gets a new boon of any type. PACS characters may earn the reward for this scenario any number of times.


NO GOOD DEED - PART C

CUP Disclaimer:
This PACG scenario uses trademarks and/or copyrights owned by Paizo Inc., used under Paizo's Community Use Policy. I am expressly prohibited from charging you to use or access this content. This PACG scenario is not published, endorsed, or specifically approved by Paizo. For more information about Paizo Inc. and Paizo products, visit Paizo.com.

This scenario is the third in a four-part story arc. Each scenario is playable at any level based on the setup instructions for scenario 3C of The Dragon’s Demand (The Wandering Way). This scenario is type 4 (Solve the Mystery) found on page 23 of the storybook for The Dragon’s Demand Adventure Path.
Build the vault with all Core Set cards and Curse of the Crimson Throne AP cards whose level is less than or equal to #. Remove all non-Veteran banes whose level is at least 3 lower than #, and you may remove any non-Veteran, non-blessing boons whose level is at least 3 lower than #.

Read the following aloud:
It’s difficult to stifle your coughing as the city guards load you into a caged wagon and haul you away from Purgate. You see other guards watching the blighted structures burn. There are no other buildings close enough to be in danger. You try to ask the guards where they are taking you and why, but they aren’t particularly forthcoming. You arrive soon enough at the city’s government building complex, where the wagon is parked by a stable. You realize some of your equipment was taken from you, but the guards weren’t very thorough. You’re more than willing to rest for the night. Whatever awaits you, you’d prefer to be fresh when you face it.
In the morning, as you wait for the chance to explain your part in what must surely be a misunderstanding, you watch a tall, lanky man in blue-green robes approach your two guards on duty. “The prisoners are dangerous and have committed heinous crimes,” the newcomer intones in a deep voice. “I’m ordering their immediate execution.”
“This is highly irregular, Councilor,” one of the guards replies. “We have received no writ from the Council.”
“I don’t have time to explain the urgency of the situation,” the robed man responds, followed by words you can’t catch. Was that an incantation? The emotionless reply from the guard chills you. “Yes, Councilor. It will be arranged immediately.”
“Excellent!” the tall man says before stalking away.
So much for waiting! It’s time for Plan B, which seems to involve a jailbreak!

SETUP

LOCATIONS:
1) Wagon Cage (Cell)
1) Guard Shack (Abandoned Shack)
1) Magical Storage (Academy)
2) Arsenal
2) Antechamber (Castle)
3) Antiquities Storage (Crypt)
3) Target range (Oubliette)
4) Cell Block (Dungeons)
4) Confusing Passages (Twisting Passages)
5) Courtyard (Plaza)
5) Consulate (Rooftops)
6) Chapel (Cathedral)
6) Stable

STORY BANES for levels 1-3:
Danger = Ancient Skeleton
Villain = none
(Closing) Henchman = Ignoble Guard (Bandit)
Non-closing Henchmen =
1) Thuggish Guard (Thug)
1-6) A number of Guarded Doors (Rescues) – Proxy B’s - equal to the number of characters

STORY BANES for levels 4-6:
Danger = Ancient Skeleton
Villain = none
(Closing) Henchman = Ruthless Guard (Kobold Champion)
Non-closing Henchmen =
1) Thuggish Guard (Thug)
1-6) A number of Honorable Guards (Gray Maiden Guards) – Proxy B’s - equal to the number of characters

Build the Wagon Cage (Cell). Shuffle the remaining locations into a chase pile. Shuffle the non-closing henchmen into a non-closing henchman pile.
All characters start at the Cell.

Select three wildcards. Suggested:
1. Harrow of Books: When a bane has a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6. (Combat in the city government complex is intense.)
2. Harrow of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards. (You’re fatigued from all you’ve been through.)
3. For levels 1-3 = Withering: At the end of your turn, bury a random card from your discards. (It seems you’re also still under the effects of whatever was going around at the docks.)
For levels 4-6 = Impoverished: After drawing your starting hand, draw 3 cards, then bury 3 cards. (You were unable to locate some of your possessions.)

DURING THIS SCENARIO:
When you close your location, draw the top two locations of the chase pile; banish one and build the other, shuffling in a Proxy A and a random card from the henchman pile.
To win, empty the chase pile and close the last location.

DEVELOPMENT:
At some point, you gathered where the council chambers were, and you fought your way in that direction. You caught intermittent glimpses of the robed man casting summoning spells, but you would not be deterred. The guards outside the council chambers escort you in when you persuade them that Corra Thierry’s life may be in danger.
The council is disturbed by your entrance but hears you out, including your recount of the illegal order for your execution and the spellcaster harrying you. “That sounds like Juffmon,” a councilor says, eying one of two empty seats at their table. “An innkeeper was here barely fifteen minutes ago, saying Councilor Thierry was wrestled out of his inn against her will this morning. Your concern for her safety seems well-founded.” You quickly convince the council that you are Corra’s best chance for rescue. You only hope that you’ll be in time!

REWARD:
Each character gets a new boon of any type. PACS characters may earn the reward for this scenario any number of times.


NO GOOD DEED - PART B

CUP Disclaimer:
This PACG scenario uses trademarks and/or copyrights owned by Paizo Inc., used under Paizo's Community Use Policy. I am expressly prohibited from charging you to use or access this content. This PACG scenario is not published, endorsed, or specifically approved by Paizo. For more information about Paizo Inc. and Paizo products, visit Paizo.com.

This scenario is the second in a four-part story arc. Each scenario is playable at any level based on the setup instructions for scenario 3C of The Dragon’s Demand (The Wandering Way). This scenario is type 5 (Seek the Treasure) found on page 23 of the storybook for The Dragon’s Demand Adventure Path.
Build the vault with all Core Set cards and Curse of the Crimson Throne AP cards whose level is less than or equal to #. If # is 4 or higher, remove all non-Veteran banes whose level is at least 3 lower than #, and you may remove any non-Veteran, non-blessing boons whose level is at least 3 lower than #.

Read the following aloud:
You quickly make your way to a house of healing with the limp body of the mysterious Tengu. You tell the healers that the Tengu seems to be under some sort of geas, but sports no obvious physical injuries. When you ask the significance of the word “Purgate”, you are told it’s the name of a large former meat-processing facility, derelict for years after a disease ran rampant there and claimed the lives of nearly two thirds of the workers. Because the facility utilized primarily migrant workers housed in dormatories, there was minimal spread of the disease outside Purgate, but the city closed the plant down. “It’s safe enough now,” you’re told, “but superstition has kept it from becoming viable again.” With assurances that the Tengu is well-cared for, you give your thanks and step outside. A quick visit to Purgate seems in order!
It's easy enough to get directions. Purgate looks forlorn, abandoned by all but the weeds wantonly growing. Walking amongst the bleak buildings, you notice fresh wagon tracks leading to the loading areas of multiple buildings. Jackpot! You enter one of the buildings and find an assortment of goods. Searching, you discover weapons, armor, scrolls . . . This is where the stolen items are brought, and perhaps shipped elsewhere in turn.
You only let your guard down for a minute, but it was enough. The stale air now smells of smoke, and you realize the building is on fire! Rushing back to the door and glancing out, you see this building isn’t the only one. The whole complex is burning. You quickly decide to save as much of the more valuable-looking paraphernalia as you can before it’s too late!

SETUP

Select one of the following (or roll 1d6) to determine the objective of your mission (your “gather boon”).
You will try to gather . . .
1 = Weapons
2 = Spells
3 = Armors
4 = Items
5 = Allies
6 = Blessings
NOTE: It isn’t advised to choose armors due to a disproportionate lack of armors in this scenario's locations.

LOCATIONS:(Each represents a building in the former processing facility):
1) Caravan
1) Tenement
1) Reading Room
2) Blood Pool
3) Glade
4) Barracks
5) Bank of Abadar
6) Dunes

STORY BANES:
Danger = Monstrous Spider
Villain = none
Henchmen = none

Shuffle a new gather boon into each location.

Select three wildcards. Suggested =
1.Ablaze: At the end of your turn, suffer 1d4-2 Fire damage. (The buildings are, well, ablaze.)
2. Wearisome: Each turn, you may use no more than 1 power that lets you explore. (You’re hampered by the heat and smoke inhalation.)
3. Confusing: After you reset, shuffle a random card into your deck. (It’s easy to get disoriented in the smoke.)

DURING THIS SCENARIO:
When you acquire a gather boon, you may summon and encounter the danger; if you defeat it, you may attempt to close your location.
To win, close all locations.

DEVELOPMENT:
What is happening here? It was quickly obvious that your efforts were being opposed. All those creatures should not have been in Purgate, and should have fled the fire anyway. There’s more going on here than meets the eye!
Regardless, you vanquish another spider and accept the fact that you can do no more. You are dangerously close to succumbing to the heat and smoke. You stagger out of a conflagration and drop the treasure you managed to save. Your body joins it on the ground a moment later as exhaustion overwhelms you. You barely register the presence of the city guard quickly surrounding you, and you’re certainly in no condition to fight as they take you into custody.

REWARD:
Each character gets a new boon of any type. PACS characters may earn the reward for this scenario any number of times.


Here's a four-part adventure, playable at any level and Society legal. To avoid taking extra space here, I'll leave some comments in the Homebrew thread.

NO GOOD DEED - PART A

CUP Disclaimer:
This PACG scenario uses trademarks and/or copyrights owned by Paizo Inc., used under Paizo's Community Use Policy. I am expressly prohibited from charging you to use or access this content. This PACG scenario is not published, endorsed, or specifically approved by Paizo. For more information about Paizo Inc. and Paizo products, visit Paizo.com.

This scenario is the first in a four-part story arc. Each scenario is playable at any level based on the setup instructions for scenario 3C of The Dragon’s Demand (The Wandering Way). This scenario is type 8 (Secure the Area) found on page 22 of the storybook for The Dragon’s Demand Adventure Path.
Build the vault with all Core Set cards and Curse of the Crimson Throne AP cards whose level is less than or equal to #. If # is 4 or higher, remove all non-Veteran banes whose level is at least 3 lower than #, and you may remove any non-Veteran, non-blessing boons whose level is at least 3 lower than #.

Read the following aloud:
It’s late afternoon when you arrive in the city - one looks very much like another when you’re on the road. After securing a night’s lodging at an inn, you venture out for an evening repast and light entertainment. Upon returning the inn, the innkeeper informs you that someone waits to speak with you in a back room. Entering, you see a middle-aged woman whose bearing and speech bely the common clothes she wears. “I need your help,” she begins without preamble. “My name is Corra Thierry. I’m a member of the city council. We have a problem, and I don’t know whom I can trust.”
She explains that the city is an important trade hub, being located on a river where two major roads meet. It is common for trade caravans to arrive by day, either by road or by ship, and for their goods to be loaded or unloaded from ships overnight. Unfortunately, goods are going missing from shipments with increasing frequency, and in increasing volumes. The city’s guard has failed to determine how goods are disappearing, and she is unsure whether any council members are complicit. Eight days ago, she hired an investigator – a Tengu named Taikko – to explore the matter, but he hasn’t reported to her in three days.
Corra stops just short of begging for your aid. It isn’t necessary, because you agree to lay over in the city, at least for a day, and see what you can learn. Corra assures you that your lodging will be paid for and passes you a few coins as an “advance”. She explains she will remain at the inn for a day to learn what you discover. You accede to Corra’s request to pay a visit to the docks tonight, while they are at their busiest, and where she thinks your odds are best to learn what has befallen Taikko. She warns you that despite the city guard’s efforts, the area around the docks is a pretty rough place. To yourself, you think, “Same old, same old!”

SETUP

LOCATIONS:
1) Docks
1) Boat
2) Alley
3) Tavern
4) Den of Iniquity
5) River
6) Shop

STORY BANES
Danger = Animated Object
Villain = none
(Closing) Henchmen (Number of characters +1) =
1) Thug – Proxy A
1) Bandit – Proxy B
2) Collapse
3) Chemist
4) Goblin Marauder
5) Thug – Proxy A
6) Bandit – Proxy B

Select three wildcards. Suggested:
1. Withering: At the end of your turn, bury a random card from your discards. (There’s disease going around the docks area.)
2. Harrow of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards. (See above.)
3. Deadly: When you suffer damage, it is increased by 1. (Did Corra mention that the docks were rough?)

DURING THIS SCENARIO:
To win, close all locations.

DEVELOPMENT:
Corra said the docks were “rough”. That was an understatement! It was almost as if someone was trying to make your life difficult. For all your trouble, you haven’t learned anything useful until you spot a Tengu who ducks into an alley when your eyes meet. You quickly corner him and ask him if he’s Taikko. His eyes roll wildly in their sockets, as if trying to look all directions at once. “Puh . . . Puh . . . Puh . . .” He squawks as if the word he’s trying to speak is a bone caught in his throat. You try to calm him down, telling him Corra Thierry sent you. At the mention of her name, his eyes indicate his certainty that danger is all around. “Pur . . . Pur . . . Pur . . .,” he strains. You can’t help but glance around to assure yourself that the horrors the Tengu seems to imagine aren’t, in fact, looming behind you. Finally, with a final wail, he cries, “Purgate!” and slumps in your arms.

REWARD:
Each character gets a new boon of any type. PACS characters may earn the reward for this scenario any number of times.


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Technomage wrote:

I have just finished Rise of the Runelords.

What order do the remiaing sets go in?

From the post above (from Parody) is it: Skull and Shackles, Wrath of the Righteous, and Mummy's Mask. Then after that the Core Set and Curse of the Crimson Throne? As I have the Runelords Base Set would I also need the Core Set?

Parody confirms the order you suggested as the release order. I feel it's worth noting that the adventure paths can be played in any order. You will start a new character for each new adventure path, so the order doesn't really matter unless you simply want to experience them in the order they were developed.

Remember that each set has at least one additional complete adventure path in PDF form available on Paizo's website, with a new story, all new scenarios, and images of some cards.


xhaven80 wrote:
I never found where it says you can only play one card that says for your combat check.

Second paragraph of the Determine Which Skill You're Using section, page 12 of the Wrath of the Righteous Rulebook. "Some cards allow you to use a particular skill for a specific type of check, or to use one skill instead of another. (These cards generally say things like 'For your combat check, use your Strength or Melee skill,' or 'Use your Strength skill instead of your Diplomacy skill.') You may play only 1 such card or use only 1 such power to determine which skill you’re using."

There are a lot of rules, and it's easy to miss stuff. Of course you can play games any way you want, but the rules are there for balance.


skizzerz wrote:
While no more new products are being produced for the Core set, there are a number of Pathfinder Adventure Card Society scenarios that were created for Core and Curse to add additional story content / replayability to those sets. You can find them on the webstore here in PDF form.

Here is where you'll find the PDF Adventure Paths written for Society play. Year 6 (Year of Rotting Ruin) is a full length AP using the Core and Curse sets, but with an entirely new story. For the AP, you'd buy the PDFs labeled #6-1 through #6-6. There will be images of some new cards included in the AP.

A Night at Bloodthorne Manor, also listed on this page, is a fun standalone 4-scenario adventure playable at any level 1-4. I wouldn't recommend the 2019 Open or #6-99 at this time. (They aren't part of the AP.)

Year 7 (Year of Reborn Strife) is a level 1-3 AP (#7-1 through #7-3).

Season 1 (Season of the Righteous is a full AP for the Wrath of the Righteous base set if you want to revisit that set with a new AP!


There's also the thread for rules questions which may come up as you play.

There's a Discord server for Pathfinder Society Organized Play that will yield quicker answers on rules questions and such (which do NOT need to be for Society play). If you're interested in joining, go here.


After playing through Curse of the Crimson Throne, I would suggest considering Year 6 and Year 7 of the Card Society. These use the same cards you'll use for the Curse AP, but the stories will be completely different. (There will also be images of some unique cards you will use proxies for.)
Year 6 (The Year of Rotting Ruin) is a full 6-level AP. #6-1 is level, #6-2 is level 2, and so on. The other items on that page also use the Core/Curse cards, but are standalone adventures or scenarios worth considering down the road.
Year 7 (The Year of Reborn Strife) is only a level 1-3 AP, like The Dragon's Demand from the Core Set.

Between Curse, Year 6, and Year 7, that's sixty-something scenarios. After all that, you can replay one of those APs (replaying with different characters yields a different experience) or go for one of the earlier APs. Let's use Mummy's Mask as an example. Like Curse, there's a full AP to play through with the set itself and additional pdf APs available through Paizo - in this case two full 6-level APs. That's actually ninety-ish scenarios. (Older sets usually had 5 scenarios per level instead of 4.)

As you can see, there's a lot of play available even without considering replayability. There is even homebrew content, especially for some of the earlier sets.

As far as looking for the earlier sets, Paizo has most in stock. (except for Mummy's Mask adventure deck 5.) The Character Add-on Decks for each set are only needed to play with 5-6 players. Each does have four new characters, however. Class Decks (Fighter Class Deck, Bard Class Deck, etc.) and similar decks (Occult Adventures Character Decks 1 & 2, Goblins Burn! deck, Ultimate Combat, etc.) are purely optional to have new characters and boons to support them. You can play with characters included in the APs and use the vault to build your character decks, like you've probably done already. Unless you play Society play at a local store, you never need any of those other decks.

It's worth noting that after the first four adventure paths, the style changed a bit for the Core Set and Curse of the Crimson Throne. There were tweaks to the rules, the terminology, and the art. The game plays essentially the same, however.

I tried to share what I thought would be helpful and answer your questions. Let us know if have other questions!


CalmEdge wrote:
My girlfriend and I have recently started diving into the pathfinder cardgame core set and have nearly completed the first campaign, I just ordered the curse of the crimson throne expansion set but am here to find new material for us to enjoy in the pathfinder card game world. I mostly checked via amazon and barely found anything story-wise available, mostly just character expansions. Would love any help anyone is willing to give with what is still available in the pathfinder card game world. Thank you!

Welcome, and congratulations on discovering the game!

There are only so many products out there, and the chance of more physical product is almost nil. Fortunately, what exists can keep someone entertained for a long time!

Once you play through Curse of the Crimson Throne, you'll have a good feel for what a full 6-level adventure path feels like. There are four older sets of cards for other adventure paths out there to search for: Rise of the Runelords, Skull and Shackles, Wrath of the Righteous, and Mummy's Mask. Just know that the old model for adventure paths was different. You had to buy a base set which included characters designed to work well for that AP and all the cards needed to play through one or more introductory scenarios and all of level 1. Then you have to purchase separate decks for adventures 2 through 6. (It's best if you can find a used set containing the entire AP.)

Paizo also sells pdf versions of new APs that use the existing cards in the various sets. you can find those here: https://paizo.com/store/pacg/pacs

I will expound more later (unless someone else beats me to it). I have to go to work!


Pyrowolf wrote:
EDIT:Just checked that link, mentions only for mixing older cards with CORE, not playing old sets, or even 90% of the Oganized Play adventures.

It says "To use older cards with the Core Set, or to use the Core Set rulebook with older sets" (emphasis mine). In your original post, you said "Playing with the Card Society ruleset". In Society play, you use Core Set rules. (It's specifically called out in the PACS Guide.) Hence, Core Set rules with an older set; use the Conversion Guide.

Yes, it sounds like that combo would have been possible and rather absurd. Another reason why the Core Set revamp was a good thing, and I'd use Core Set rules with older sets even if I wasn't playing Society.


Pyrowolf wrote:

Yoon: When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.

I cast a spell, and bless. end my turn. Draw 2, I have the option to get 2 random cards from my discard pile, bury 1 and shuffle the other in? Also do I choose the buried card or is it random between the two.

(Occult Adventures 2 deck Yoon) - You can choose the card you bury. It's worth remembering that recovery comes before resetting your hand, so if Yoon recovers the spell she cast, it will get recharged during recovery and probably shuffled higher in the deck when she uses her reset power to heal.

Pyrowolf wrote:

Radillo: When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell (☐ or an ally), you may put it on top of your deck (☐ or add it to your hand).

This is more a "is this as broken as I think" question. Playing with the Card Society ruleset with Wizard class deck + Ultimate Magic.
By Adventure 1 I can check "add to hand", and have Detect magic, and Locate Object. Cast detect magic, immediatly recharge to bottom of deck. Cast locate object, see Detect magic on bottom, add to hand. Immediatly recharge to bottom. Rinse repeat for every turn pull every boon out of 1 location.

Good question! These spells work a bit differently now. We have to rely on the PACG Core Conversion Guide. Basically, under the section "Some spells need a bit more help with recovery than the Transition Guide offers", we are told:

PACG Core Conversion wrote:
On all spells except those listed as exceptions below, if you play it by discarding it from your hand, change that action to "banish." . . . Then change any discard/recharge text to “DURING RECOVERY If proficient, discard this card; you may succeed at [whatever specific check is listed] to recharge it . . .

Thus, those two spells are banished when played (go to your recovery area), and you can try to recharge them during recovery.


Seven full level 1-6 Adventure Paths and one level 1-3 Adventure Path using the box sets, but with new stories and occasionally new cards. (Since these are PDFs, you either print them and back them with another card if you're using sleeves, or just use a proxy.) These are a great way to get more out of your box sets.


Keep an eye on those secondary markets, I guess. Have you also collected also the Society Adventure Paths and standalone scenarios/adventures?


Hi! You've posted in the Homebrew section for the Pathfinder card game.


Hi, Johnny! I hope so too!


Gathering Storm wrote:
Where can I learn more about online play?

Hi! The two means of online play I am aware of are PBP (play-by-post; let us know if you want more info) or playing via Tabletop Simulator (TTS; the only virtual tabletop I've seen used for the card game).

The Org Play Online Discord Server is a great place to post your interest in joining games, not only for PACS, but Pathfinder 1e, Pathfinder 2e, and Starfinder as well. For the card game, scroll down to [Adventure Card Society] and give us a holler in #looking4game_acs. It will be helpful to know your experience with the game and with either PBP or TTS, as well as whether you are only interested in a certain iteration of the game (older pre-Core version or the newer version, an AP based on a certain box set, whatever). I'll warn you that there aren't a lot of campaigns online, but at least posting there gets you on the radar. I know that when I'm planning to start a new campaign, I look to see if there were people who were looking to play I can reach out to.

Feel free to message here as well, but there's more traffic on Discord, so it'll be seen by more people. I hope we hear more from you!


Just second-hand, I believe. I've watched for them, but they're usually pretty expensive.


RAILYARDgamesJames wrote:

So Valeros in Combat can roll both his STR & Melee dice + 3d4 for ACID BURST ????

I really appreciate your help...made my day!

On any given check, a character must decide one skill to use for that check. (This is spelled out on page 11 of the Core Set rulebook, in case reading it there is any clearer.) Any character may choose either Strength or Melee for combat (remembering that if they don't have the Melee skill listed on their character card, their Melee would be considered 1d4.)

In Valeros's case, Melee of 1d10+2 is pretty good. Most melee weapons give the option, "For your combat check, reveal to use Melee + (some other die)". This will be Valeros's main way of fighting.
If he chose to use Acid Burst, the power says that for his combat check, he may banish it to use Arcane + 2d4. If he plays this power, he's choosing Arcane instead of Melee, because he can only choose one skill to use in his attempt to succeed the check. So no 1d10+2 and 3d4.

Now, there are spells with powers that add to a check. One such spell could be played on a check where Valeros is making a Melee check for combat. Let me share the powers on the level 3 spell from Curse of the Crimson Throne.

Poison Blast wrote:

For your combat check, banish to use Arcane + 2d12.

On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.

Valeros couldn't use the first power and his Melee skill, because the first power specifically makes it an Arcane check, not a Melee check. However, the second power simply adds to the check, so Valeros could play it and still choose Melee (with or without a weapon) for his combat skill.


Same question asked in "Attack Items and Combat (Acid Flask + Masterwork Tools)" See there for discussion.


I actually believe RailyardGamesJames is thinking of the spell Acid Burst (just because they asked about that very spell at roughly the same time in a Discord channel). I'm also answering under the assumption that we're discussing the Core Set version of Valeros (because the writer was playing The Dragon's Demand from the Core Set). I'll amend Jenceslav's help for that particular spell . . .

Valeros can use Acid Burst.

Acid Burst wrote:

For your combat or Disable check, banish to use Arcane + 2d4.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

Valeros does not have the Arcane skill (it's not listed on his character card), so his Arcane is considered 1d4. Therefore, he rolls 3d4.

Also, he is not proficient with this spell (he is proficient with Armor and Weapons, neither of which traits are on Acid Burst), so during recovery he would banish the spell back to the vault.


Welcome to the game!

RAILYARDgamesJames wrote:
[but first....] I advance the hour glass right?

You are correct that you advance the hour to begin each new turn.

RAILYARDgamesJames wrote:
...so first card I turned up was a 'weapon' card--"Shortsword" that needs +4 to acquire....[using strength, stealth, melee]..so Valeros strength = d10....but for Melee there is +2...but wait...His strength is going to change every turn??? depending on what d10 I roll?......So that's sort of Question #1

(Not wanting to pick nits, but he check to acquire (or defeat) is a number, not a "plus" something. Just don't want to risk adding any other potential sources of confusion.)

A character's stats don't change per se, they are simply represented by a die (with or without a static bonus depending on skills and check boxes) rather than a number like in the RPG. If you think about it, having a d10+2 for his base combat using Melee will more consistently outperform a character like a wizard with a d4 Strength and no melee skill than an RPG character rolling d20 with +4 for an 18 Strength versus a 10 Strength character rolling d20+0.

RAILYARDgamesJames wrote:
I'm thinking the d10 roll +2 might be enough to acquire...but just in case I look in my hand...and I have a blessing 0 card--Sands of the Hour...Question #2...How might this help my dice roll?

It should indeed be enough. Valeros succeeds on anything but a 1 on his d10 in this case. However, maybe Valeros REALLY wants that shortsword. How will your blessing help? Let's look at what it says. (Since it's in your hand, its check to acquire and power when it is the hour don't matter right now.)

Sands of the Hour wrote:

On any check using a skill listed in the hour's check to acquire, recharge to bless.

Discard to examine the top card of your location, then you may explore.

Two separate powers, as is common for blessings, one to help with a check and one to explore. You're in the middle of a check, so it's the first power that could help you. This blessing has a narrow use. To bless a check (add an extra die), the check must be using a skill that matches a skill that would be an option to acquire the current hour. You didn't mention what the current hour is, but it would need to have Strength or Melee listed as options in its check to acquire in order to bless the check Valeros is making to acquire the shortsword, sice he's making a Melee check (which is also a Strength check for him).

RAILYARDgamesJames wrote:
Question then: What if my character- Valeros doesn't list any of those as his skills? i.e. he is INT and wisdom...but not knowledge.

I'm unsure what your thinking is here. Was Knowledge one of the checks listed on the current hour's checks to acquire? If my explanations so far haven't cleared things up, please pose further questions!


I've played with a fair number of groups and have always seen The Carnival treated as if the die in question was a standard die, despite being aware of the irregular dice included with the different iterations of the game.

(The power in question: "On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result."


You can only use one power to determine the skill you're using. For combat, once you play a card that defines the skill you are using for your combat, it's set. Period. Alchemists often use items to determine their skill in combat, meaning that they cannot play another item on that combat check (rule number 1 in Hawkmoon's post). Cogsnap's power let's him circumvent that rule and play more items that add or modify the check, just not items that define the skill to be used.

Examples of cards he could play in the Alchemist Class Deck include Smoked Glass Goggles, Embalming Fluid, Flash Freeze, and Deliquescent Gloves. I'm sure I could find more if I look through Ultimate Decks or Adventurer Packs (not to mention items acquired during scenarios). You helpfully provided the example of Blast Stone.

I hope this helps!


Zeragamba wrote:
Well, looks like the third player was able to break the stalemate and resolve the situation.

Great!


That's quite the racket. "I'll only accept an official ruling from Paizo. What's that? Paizo doesn't support the game anymore? Aw, gee."

I feel sorry for you.


Ranzak is already broken. I question anyone who'd argue he needed to be more broken.


Are you that desperate for players?

If it was my game, and I was the box runner, I'd tell them, "Accept my ruling or find another game." If I wasn't, I'd walk. That kind of player sucks the life out of a game.


The most important thing is party balance. Pick characters that look fun to play that preferably have different skills and leave you with a party where any given stat (Strength, Dex, etc.) has at least one member with a decent die size (at least d8 is nice).

Since Zadim's Widom and Charisma are low, having at least one party member with higher dice in those areas would be good. Also, some skills (like Fortitude and Disable) come up a little more often, so those are good complements to any party - the latter can help with traps, obviously. Since Zadim is a good scout (his ability to examine cards and see what's coming), he'll hopefully spot hazards that a particular character is adept at handling (or desirable boons some is best at acquiring), and the party can act accordingly.


Regarding the OP, you could share this post from the guy who designed the game.

That post is referenced in this post in which two of the most trusted community advisors spell out what counts as "acquiring" a card.

What acquire means didn't change with the revised rules. This is why nothing in the online or Core Set Rulebook conversion guides reference any changes in this regard.

Unfortunately, players like the one you describe are rarely satisfied, so I wish you luck.


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Zeragamba wrote:
Playing as Ranzak, who has the power "When you acquire a boon on your turn, roll 1d6; on a (☐3,) 4, 5, or 6, explore your location", does drawing a card from the vault trigger his ability?

No. "Acquire" is a game term in which you succeed a boon's check to acquire (or other requirements to acquire it if the check to acquire says "see below"). Getting boons by other means don't count as acquiring for game purposes.


I meant to say, you lose any reveal powers. Can't reveal a card that's not in your hand, so for those armors, we have to decide whether it's worth taking up a spot in our hands for the reveal power.


For non-Society games, we play that non-Helm, non-Shield armors can be displayed (similar to Jenceslav's "Display. While displayed:" addition), but you lose any display powers. We keep the powers as they are rather than making conversions.


Pyrocat wrote:
I took a long break from playing this game and now I'm back at it with a vengeance so I decided to come check out the forums. This was the first thread I saw and I have to say it warms my little kobold heart that Hawkmoon is still haunting these hallowed halls.

Welcome back!


skizzerz wrote:

1. No.

Rulebook p7 wrote:
If a character power applies when a specific thing happens, you may use it each time that happens; otherwise, you may use each power no more than once per check or step.

That power on Zetha's card is not a power that applies when a specific thing happens (such powers always begin with the word "When"), so you can only use it once per check or step.

Jenceslav essentially lays out why they feel the rule (One card per check or step) would allow using her power to both determine the skill used for the check and then to modify the check. You quote the same rule but give no rationale why Jenceslav's reasoning is unsound.


Sorry, I should have said "and/or" can be either or both.
Hopefully my examples made that plain!


"And/or" simply means it can be either. You may:

A. heal a local character 1d4+1 cards
B. remove 1 or 2 scourges from a local character
C. heal a local character 1d4+1 cards and remove 1 or 2 scourges from them


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Only the player whose turn is ending resets.
It's common for players to begin their turns with fewer cards than their hand size. usually from playing blessings or spells, but sometimes for other reasons, like taking damage on another player's turn. It is even possible to begin your turn with no cards in your hand!


Hi, Tistkle!

I'll quote a sidebar from page 9 of the Core Set Rulebook.

Core Set Rulebook wrote:
A check invokes a trait if it has or is against a card that has that trait. A card invokes a trait if it has that trait. A bane also invokes a trait if it deals only damage of the type that matches that trait.

To be clear what against means . . .

Core Set Rulebook wrote:
If a card refers to a check against another card, that refers to any check required by that card, whether it’s a check to defeat, a check to acquire, a check to recharge, or any other check.

So, any check required by a card, including recovery checks, invoke the traits of the card in question. You're good! She can use her power to improve her recharge check!

The section you found talks about traits being added to a check, but the check starts with the traits invoked. Those pesky sidebars! Gotta watch out for them!

You're most welcome!


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xhaven80 wrote:
I have party of six (Balazar, Grazzle, Seelah, Merisiel, Wrathack, and Crowe) I think this is a well balanced party with two tanks, 1 and 1/2 heals, 1 caster, and 2 DPS. You think we'll have issues in AD2?? We have been rolling through AD1. We had some character issues in the beginning but when we level set the group and added Grazzle we've dominated AD1 thus far.

Maybe. Rather than look up the Army banes and try to compare your 6 characters to the skills required, I'd say just take it as it comes, and if you find there's a scenario that's too tough, split the party. Run a scenario twice with two parties of 3 and then regroup on the other side.


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Hannibal_pjv wrote:

Nice to see that there still are new chapters to the season 7 coming in this year! Many thanks for that!

https://paizo.com/store/pacg/pacs/year7

Really hope that after this pandemic is fading away, we see resurrection of this wonderful game!

To be clear, there will not be any additional "chapters" to the Year 7 story (Year of Reborn Strife) from Paizo. Year 7 is a 3-adventure AP that concluded with #7-3. There is a community-based effort to produce adventures 4, 5, and 6 and continue the story (and theoretically share it on DriveThruCards via Pathfinder Infinite), but there doesn't seem to be a lot of steam behind that right now.

#7-99 The Protean's Prank was the special from PaizoCon 2021, and it is due out later this year. It's definitely worth getting, but it isn't part of the Year 7 story. (It's listed there, like #6-99 Tyrant of the Harrow is listed with Year 6, due to when it was released.) It's the finale of the PACG line from Paizo, and is a sort of love letter to the game. I strongly recommend players save it until they have played the other Core Set era APs (Years 6 and 7) and the standalone adventures (Fangwood Thieves and Bloodthorne Manor). It really is a fantastic send-off!


Nice job, Frencois!

For those using this list, it should be noted that there are promo characters included, listed with the base set for which they were released. For example, Nok-Nok is listed as Mummy's Mask, but isn't from either the Mummy's Mask Base Set or Character Add-On Deck. He was a Free RPG Day promo.


xhaven80 wrote:
Why is there not a complete list of all character sheets? I have the one called "CommunityUsePackagePathfinderAdventureCardGameCharacterSheets-ClassDecks" but it doesn't list all the classes. Example, it is missing Magus, Hunter, Hell's vengeance, Occult etc...is there another place that lists all these class sheets?

I don't know of a "list", but as far as the character sheets not included in that Community Use pack . . .

For missing decks, check out this thread.

For updated versions of older decks, reflecting revised (Core Set rules) language and FAQs, try this thread.


I'm going to assume you're referring to the version of Balazar that comes in the Wrath of the Righteous base set because you list his power as discard a spell to draw a random monster from the box, whereas the class deck version of Balazar has a similar power allowing him to recharge a spell to do so.

xhaven80 wrote:
Does this mean I have to encounter the monster also or do I just get to keep it?

You just draw it - no encounter.

The first important thing to recognize is that Balazar has a Cohort, his eidolon Padrig. (Cohorts are listed on the back side of a character card by their deck list.) Balazar is expected to use his eidolon to fight, especially since he doesn't get to keep offensive spells (those with the Attack trait) after playing them.

Wrath of the Righteous Padrig wrote:
Display this card. While displayed, when you attempt a Strength check and do not play a weapon, you may put a card on top of your deck to add your Arcane skill plus the scenario's adventure deck number to that check. You may banish any number of monsters; for each monster banished, add 1d4 to the check, or 1d6 if you have a role card. If you are encountering a monster, add another 1d6 for each monster banished that shares a trait other than Basic or Elite with the monster you are encountering.

So, you add Padrig to your starting hand after drawing your hand size. You'll display him once the first turn begins. Thereafter, for combat, you will roll your Strength (1d6), since Strength or Melee is always allowed for combat, then use Padrig's power to put a card from your hand on top of your deck to add your Arcane skill (1d10+2 initially) plus the level of the scenario you're playing (so the power scales up at higher levels). Next. you can banish any of the monsters from your hand to add 1d4 for each you banish (1d6 once you have a role card) plus another 1d6 for any traits the banished monster shares with the the monster you are encountering. Fighting a card with the Demon trait? Banish a monster from your hand with the Demon trait to add 1d4+1d6, or 2d6 if you have a role card. Then, if you win your combat, you can just add that Demon monster you just defeated to your hand, and you're ready for the next one you face!

If I were playing Balazar, I'd try to have a couple monsters in my hand most of the time. If I know what traits the henchmen or villain have, I might prioritize keeping a monster with a matching trait for what I'd expect to be a tougher fight.

Once Balazar gets a role, he has even more ways to use monsters from his hand - adding 1d4 to any check to defeat a barrier, to acquire certain types of boons, etc. The Tyrannomancer can even get a power allowing him to banish monsters from his discard pile to use some of these additional powers. Granted, his combat power still uses monsters from his hand, but maybe you discarded a monster or two as damage at some point, or just to draw some different cards. Then you can use those discarded monsters for these utility powers and save the ones in your hand for combat.

Meanwhile, the Eidolomancer can gain a power letting him use Strength for his Constitution/Fortitude checks, or Dexterity/Stealth checks with another power feat. Now, if you have to make a Fortitude check, you can choose to use Strength, then banish a monster from your hand to use Padrig's power to add your Arcane skill plus the scenario's level plus 1d4/1d6 for each monster. Great versatility, and he can get really good at multiple skills!

One more note: being able to "trade" any spell for a monster (which at later levels will provide more options than most spells) means Balazar will always be happy to encounter spells when exploring, even if they aren't spells he's interested in casting.

That's what I could think of off the top of my head. I hope it helps. Please let us know if you still have questions!


xhaven80 wrote:


I am confused because 0 henchmen are monsters in AD1 are there henchmen in other adventures that are?

It is confusing at first. Henchmen (and villains) can be monsters or barriers. Look for a little box labeled "type" on the upper right of the card. It will tell you whether a henchman or villain is a monster or barrier.

Any rules pertaining to monsters or barriers apply to them. For instance, failing to defeat a henchman that's a barrier doesn't automatically do damage to you based on the difference between what you roll and the check to defeat (like it does for monsters). Any damage a barrier henchman does would be described in its powers.

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