For example, Valeros completed first 4 adventures in the SnS Adventure Path. Since he completed Scenario 4-2, he obtained "Vailea" loot card and removed it from the game to gain skill feat. Then the player decides he wants to change character. He creates a new character Lem, and uses Valeros to boost the new character through the first several adventures.
Are you saying a player leveled Sajan up to level 4, then used that level 4 character in level 1-4 adventures along with a new character? I'd say at that point, said player has already broken the system to the point that what difference does it make if Lem gets an extra skill feat from Vailea?
More practically, it sounds like new Lem essentially joined Sajan's campaign. Only one character could get the loot card, and Sajan greedily had snuck ahead and used it up before Lem showed up. It's that player's game to play how they want. If they really wanted Lem to have the skill feat instead (the decision they could claim they'd have made if both Lem and Sajan had been together from the start), they should just take a skill feat from Sajan and give it to Lem.
Alternately, knowing the loot was coming in Adventure 4, they should have played adventures 1-4 with new Lem and a new clone of Sajan in an all-new campaign. Then, Vailea would be available for Lem.
Can you message me? I don't know of those assets being available in a TTS mod, or anything like that, but I believe I could help you get what you need.
(I tried suggesting reaching me on Discord, but I don't see the reply I felt sure I posted here, so I wonder if that wasn't allowed.)
Oops! My mistake. You posted this two places. I did respond to the other post last night. I'm far more likely to catch a message on Discord than here.
Can you message me? I don't know of those assets being available in a TTS mod, or anything like that, but I believe I could help you get what you need.
(I tried suggesting reaching me on Discord, but I don't see the reply I felt sure I posted here, so I wonder if that wasn't allowed.)
Sorry I didn't see this earlier. If you message me on Discord, I'll try to help you! (I couldn't find a way to message you here.)
Dad of Destiny (Steven; he/him)
I'll start with healing. It's been stated over and over that you can't heal in the middle of an encounter, combat or otherwise, even if failing the combat will kill you.
I seem to recall reading that cards that are one step removed from affecting your check aren't allowed. Thus, playing a spell that lets you search your deck for a weapon to use on your combat check wouldn't be allowed, even though you could argue it relates to the combat, because it's one step removed. The spell itself doesn't affect the combat. Same argument for cards that let you draw cards. Same with moving someone to your location so they can play cards that help locally. Their movement itself doesn't affect the combat, so I don't think it's allowed.
However, in the latter case, let's say you're alone at a location with the power, "If you are the only local character, the difficulty of combat checks is increased by 1d4." Then, moving someone to your location would affect the check. (If they can subsequently provide further help, that's a bonus.)
Someone else may be able to provide a line to the "one step removed" rule. (Or, they may tell me I'm wrong. That happens too.)
Short answer: It says equal to his Craft skill. His Craft skill is his Intelligence (a d10) +3. Any check boxes you've put in his Intelligence will of course add to his Craft.
We're obviously talking about the Skull and Shackles version of Damiel, who has the power "When you play a spell that does not have the Attack trait, you gain the skills Arcane and Divine equal to your Craft skill until the end of the step"
First of all, the FAQ for Skull and Shackles amends the wording of this power to read "You gain the skills Arcane and Divine equal to your Craft skill while you play or when you would banish a spell that does not have the Attack trait". Much better wording!
There are few non-Attack Skull & Shackles spells where having good Arcane or Divine skill matters. Most S&S non-Attack spells just give a set bonus, reduce damage, or some other utility effect. The two examples I can think of are Animated Weapon and Telekinesis. In these cases, Damiel would replace Arcane or Divine with his Craft skill.
Why this power of Damiel's matters most, however, is when he would banish a non-Attack spell. Usually, if you play a spell and don't have the appropriate skill (Arcane and/or Divine), the spell is banished back to the box. ("After playing this card, if you do not have either the Arcane or Divine skill, banish it.") It's like the character used a scroll, and now it's gone. Damiel's power, however means that he does have the skill and can try to recharge the spell, and even if he fails, the spell is simply discarded, not put back in the box.
I hope this was clear.
Things work a little differently with Core rules. If you need any help with those, let us know.
The Year of Rotting Ruin and the other adventure paths sold as PDFs at Paizo were written for Society play. Therefore, they use the default Society rules, as outlined in the Pathfinder Adventure Card Society Guide.
PACS Guide wrote:
If you won a scenario your character has not won before, your character gets a hero point. You may immediately spend that hero point (and only that hero point) to gain a feat; the maximum number of each type of feat you may have is equal to your character’s tier.
If you gain a card feat, add a card of that type that has the lowest level from your Player Deck to your character’s deck. If your character is Tier 3 or higher, you may instead choose a card of the appropriate type that has a level at least 2 lower than your tier. If a card in your Player Deck lists your character as the Owner and has a level no higher than your tier, you may instead choose that card.
If you gain your third power feat, first, you are rewarded with a role. (see Roles on page 20 of the Core Set rulebook). Use your role only when playing scenarios that have a # of 3 or higher.
So, those adventure path scenarios don't mention hero points because they are assumed.
Of course, you still receive whatever other rewards are mentioned for each scenario - loot cards, deck upgrades, and such.
Also, if you aren't playing in actual Society games being reported to Paizo, you can bend the rules any way you want. These Society adventure paths are terrific additional material regardless of how you play them!
If any of this is unclear (due to language barrier or my inability to explain things well), please let us know!
I'm interested. It would all depend on timing. I can certainly run the second group, too. I'm actually running an out-of-the-box S&S campaign right now, so it would be very interesting to compare the differences.
I can't say regarding the story component. Someone wrote expanded stories* for the original base set APs and posted them on Board Game Geek, but those helped supplement and support the original product, so maybe they get some leeway?
I replied in the Org Play Online Discord server, but I'm going to leave a message here too, in case anyone else comes this way.
I usually have at least two PACG campaigns going at any given time on Tabletop Simulator. (Granted, the campaigns aren't always Society play.) If anyone wants to join a campaign, let me know, and I'll touch base next time I'm starting a new campaign.
No, just projecting, I suppose. For me, getting something looking that good would take me far longer than editing the wording to say "local character" instead of "character at your location" and such and check the Core Conversion site.
I greatly prefer this style character sheet and thus haven't wanted to use the Core-style converted sheets someone made.
I'm curious whether you have considered taking an additional step to update the wording on these to Core. I may be way off, but it seems like that would be a much smaller task than getting the character sheets completed with original wording.
You are essentially correct in your interpretation of the time span during which you can't play check-independent and non-reaction cards. (Well-described!)
The Core Rulebook added the following to its definition of Display: "Displaying a card and immediately activating a power on it counts as playing it once, not twice." So, you can display a card and immediately activate one of its powers any time it's appropriate. It doesn't have to be displayed before you want to use it. Thus, if you took damage, you may display and use your armor to reduce that damage.
Do cards that "Examine" then "Encounter" (Some Harrow hours start-of-turn effects, Fortune-Teller Ally, some Blessings) not count as an "Explore" for the sake of still being able to use your Explore step "free explore"?
You are correct. The Fortune Teller is a good example. You still get your "free" explore.
I don't think the original six need the Base. The Base is a CotCT thing. Perhaps if we'd gotten random scenarios 9 and 10 in the next AP, they'd feature something unique to that AP.
Honestly, I wish the Base wasn't listed for scenarios 7 & 8. I mostly use The Wandering Way as a way to add a "side quest" to campaigns, perhaps something to play if one player can't make it that week and we don't want to get ahead of them in our campaign. To have to use the Base for a scenario I'm skinning as some very non-Korvosan setting feels foolish. I'd have preferred a sidebar saying that if you're playing a random scenario with characters who are in a campaign that uses supporters, include the Base. (Those are the only characters for whom the Base will be any good anyway. Otherwise, it will just close the moment no players are there.)
Now the notes I shared with the writer. I'll be interested to see how anyone else handles the items about which I had questions.
Overall impressions:
I loved it! Thank you! Of course, having new material is great in any case, but this is a fun and engaging story. The short synopses are a nice touch for those who want to speed through, even though I like the full story.
Method:
I ran this as an “out-of-the-box” adventure using Core versions of Amiri, Lem, and Seoni. Because I began with no feats and only level 0 cards, it was a bit challenging at first, but this would be the case regardless of whether I used class decks or used Organized Play rules. The challenge level seemed about right.
Scenario 1-A:
By the end of the scenario, the checks to defeat a story bane were a bit easy. Having the danger be another Rescue, and a location with “Defeat the danger” as the closing condition, meant a fairly easy final check. I’m noting this, but not saying it’s necessarily a bad thing. It is the first scenario, after all.
Scenario 1-B:
During This Scenario reads, “To win the scenario, the Rescue pile must have at least two proxies in it and the Evidence pile must have at least one proxy in it.” It wasn’t 100% clear whether this meant that having the stated number of proxies was the winning condition, or (as is customary in scenarios without a villain) the winning condition was close all locations, but in order to win you also needed the stated proxies. If this is the sole winning condition, you could simply add a parenthetical "You do not need to close all locations" to leave no doubt.
Scenario 1-C:
Setup reads, “One player may add the supporter Lear Prescote (represented by Cressida Kroft) to their hand. This card does not count against the player's deck size when rebuilding.” Setup for 1-D reads, “One player may add the supporter Lear Prescote (represented by Cressida Kroft) to their deck for this scenario.”
Are these meant to be different? For 1-C, at least, It sounds like your intention is that one character may treat Lear Prescote as a cohort. (It’s a little fuzzy – it’s noted that Lear doesn’t count against deck size, but says nothing of opening hand size.) If so, it seems like it might make sense to change the wording to something like, “XXX, one character may treat their character card as if it says, “Cohort: Lear Prescote (Cressida Croft)”. I would replace XXX with “During this scenario” if the setup for 1-D is meant to be different, or with “For the rest of Adventure 1” if it’s supposed to be the same. In this case it actually seems like this should be listed as a reward after 1B. If he sticks around even longer as a cohort (if that’s even the intention), XXX could be “For the rest of the Adventure Path”. If he later departs, simply include losing that power as part of the development.
During This Scenario states, “When you would encounter the Kobold Champion, summon and encounter the danger. If you do not defeat or evade the danger, shuffle the Kobold Champion into a random location.” I’m unsure what to do if I DO defeat the danger. Banish or encounter Kobold Champion seem the likely possibilities, but it’s unclear.
Scenario 1-D:
Setup:
As discussed earlier, the handling of Lear Prescote is a bit odd. “One player may add the supporter Lear Prescote (represented by Cressida Kroft) to their deck for this scenario.” This time, the instructions don’t cover whether this is a free addition. I played this the way it was written. I added the card to a player’s deck (not opening hand) and assumed the deck otherwise remained as it was.
“One player may add Lady Luck (Blessing 3) to their deck.” Should this replace a blessing, as a deck upgrade, or is it an addition that increases the deck size? I did the former.
Adventure Reward:
Depending on how Lady Luck is to be handled during setup, this may need help.
A - Was it to be freely added to the deck, increasing the deck size?
B - If so, is that a permanent change?
(If A is yes, but B is no, at this point the players could be told to treat the card as a free deck upgrade.)
The well written instructions faltered a bit here. The Ashwing Gargoyle is listed as a non-closing henchman but there are no instructions about where he is to go or how he is to be handled, so I randomly shuffled him into one location (but then I knew where he was).
It has been a while since I playtested this (late 2020!), so I can't be sure how I read the instructions back then. Looking at it now, I read that you make the initial story bane pile out of a number of Proxy A'a equal to the number of locations minus 1, and an Ashwing Gargoyle. Then, after shuffling one into each location, you obviously add a Proxy B to each location.
If that's the intention, it should probably be written more like Scenario 6B or CotCT, which lists a single non-closing henchman first, then closing henchmen afterward. That way, you go through the list as normal - one of each, adding additional copies of the final henchman on the list for any additional locations.
mturton wrote:
Scenario 1C
The scenario instructions specify the Goblin Troublemaker card but I don’t have it
Maybe the instructions should list Goblin Troublemaker as Core set Monster 0? You are using the Core Set, right?
Is there no adventure past the second? Just eight scenarios at the moment?
I played through the first 4, very enjoyable. Should I post my comments here?
That seems to be the case. Philetus previously was taking a break from the game after the first two adventures. We might not get any more of this adventure.
If you want to share your notes here, I can do the same. We might at least be able to tidy up what's been shared thus far. It certainly seemed like a promising start!
Blessings might actually need the least explanation. Pathfinder deities have been shown to be capricious, so any given deity could have their own reasons for blessing you. We don't have any way to understand their rationale most of the time. That being said, sometimes there could be clues as to the reason.
You could recover a religious relic or holy symbol. If you defeated a villain, for instance, they could have stolen the relic or holy symbol. A good deity might bless you for liberating the relic, or they might bless you for avenging the person from whom the holy symbol was stolen. An evil deity, conversely, might reward you for your victory - the person you defeated obviously wasn't worthy anyway.
Or the person you defeated may simple have blasphemed in the deity's eyes, and they are rewarding you for putting them down.
Since I am now playing the RotR box, I think I should stick to the WotR rulebook (because they are for the same 1st "generation"), should I?
As jenceslav notes, Mummy's Mask rulebook is usually the preferred reference for pre-Core rules. Paizo improved the rulebooks with each new set.
Dark Nero wrote:
May I ask you - in Society play, if you only have cards from RotR and SnS boxes (+all the scenario add-ons), which rulebook do you follow?
In Society play, you use the most recent rulebook, which is the Core Rulebook, but you refer to older rulebooks for rules specific to that set's cards (like using the Skull & Shackles rulebook for ship and plunder rules).
I'm sorry I muddied the water by bringing up Society play. Since you made references to playing cards "freely", it sounded like you were using Core Set rules because that was a term that was introduced with the Core Set. I thought, "Playing RotR set with Core Set rules . . . must be Society play."
I think the question boils down to whether the "You may use another item on this check" means the card may be played freely for any of its powers. The answer is no. That sentence is tied to the first power. (The first power is the only one affecting a check anyway.)
These are two separate powers and thus, it would be playing the card twice on the same check, which is not allowed.
I don't think the point was playing both powers at once. (The "third" power isn't one that could be played during a check anyway.)
I think the point was when using either power, can you use the power on the Robes, each of which allows you to do something with a card - shuffle it into your deck or discard it - and use the Robes as that card.
I believe the answer is yes, but I'll let an expert handle it.
I think I found the post I was thinking of. Look at the second half of Vic's post, after the "---". His last paragraph is this exact type of situation.
The pertinent text regarding Chicken Sabre:
Vic wrote:
So the first thing you do is reveal the saber. Do the "set aside" rules happen here? They say "Sometimes you don’t know what action to take [when you play a card] and must leave a card set aside until you do." The Saber's power says "reveal... you may additionally discard." Discarding is something you may do after and in addition to revealing, not instead of revealing, so there's no question here: you're revealing it.
Then—while still in the Determine Which Skill You're Using action—you use Quinn's power: you recharge (or reload) the Saber, so now it's in your deck.
. . . . So what about that other text on the Saber: "If any d8 rolled on this check is a 1, treat it as a 3, then discard this card. If the check is against a monster, you may use the result for any subsequent combat checks against it."?
On page 7, Playing Cards says that when you play a card, "You must do everything the power says when possible." And a bit further on, "Cards often have instructions that you need to follow after you play the card; follow these instructions even if the card is no longer in your hand (even if the card is out of your sight, such as in the vault or in your deck)." So you have to finish executing that power, even if the card is in your deck. If you roll a 1 on that d8, you'll need to fetch the card back out of your deck and discard it.
As with Vic's example of the Sabre, Zova's power in unambiguous. You know what to do with the card - recharge it for her power.
Later, if she fails the check, you would "fetch the card back out of your deck and discard it".
The Dogslicer case is different. In that case, the primary discussion was over Valeros's power that could turn a discard into a recharge. Vic said that what mattered was where the card ended up. If it ended up discarded (and it had been played), Valeros could turn that discard into a recharge.
Zova's power, on the other hand, doesn't change one action into another. It simply lets her recharge a card for an effect. Another effect (on the card) says that after the encounter is over (since that's when you know whether you succeeded at defeating the bane or not), the card may need to be discarded. Your question, essentially, is whether a card that was previously recharged can subsequently be required to be discarded. Nothing in the Dogslicer example argues against this being the case.
As I stated earlier, I believe we've been told that an effect can happen to a card even if that card is temporarily out of view. I believe you recharge the Fire Gecko, but if you fail to defeat the bane, you retrieve it and discard it.
I agree with Jenceslav regarding "issue 2". I thought I recalled a post telling us that a card could still have an effect move it somewhere, even if it was "out of sight" (my words, not the post in question). I believe Zova can recharge the Fire Gecko using her power, and if she fails the check, the Fire Gecko can still be (and would be) discarded, because that's where you were told it should go. I don't recall the issue relating to "cost" versus "trigger".
Unfortunately, I haven't been able to find that post, but I'll add a link if I can find it later.
I am curious about your reason for specifying Organized Play (Pathfinder Adventure Card Society). PACS has some stringent rules for players who want to be able to take their characters to local game shops, conventions, and even online play. However, those rules don't matter as much for people just playing campaigns at home. For now, since you asked with relation to OP, I'll answer thusly.
CaelibDarkstone wrote:
First, when making characters, is it legal to combine a character from the Mummy's Mask set with a class deck? I'd like to do so if possible, because they fit with the set so well, but I'm unclear from the rules and the boons for Season of Plundered Tombs which of the following is true:
1. I can't use any of the character cards from the box.
2. I can use a character card from the box only if there is a card with the same name in a class set. (I think only Alahazra, Ezren, and Damiel qualify.)
3. I can use any character card if I have a class set with a card of a matching class. (So only Zadim as a slayer would be illegal.)
#3 is correct. Some characters like Zadim can be unlocked using a specified class deck as a reward for a particular PACS scenario (in Zadim's case, the Adventure 6 reward for Season 3 - Season of Plundered Tombs - lets you play him with the Rogue Class Deck.
CaelibDarkstone wrote:
Second, how do people usually print the proxy cards? Has anyone tried to print them on high-enough quality paper to use them as cards directly instead of using proxies?
The only thing I ever had any success with was printing the cards on regular paper and sleeving them with a card I wasn't using. Even then, I could sometimes tell, and so I always use proxies when playing the physical game.
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?
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.")
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!
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.
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!
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.
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
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.
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.