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Fair enough. I'll make sure my play group is aware.


While that makes sense from the perspective of a Pen and paper game, wherein a fighter acquires a scroll of fireball and hands it to the wizard, I didn't think pathfinder divine casters worked out of spell books. Their spells come as a gift from their deity as a result of their pious nature, so far as I am aware.

This also doesn't address the text that says she has to banish it because she doesn't have the Divine skill. In the same way that if the scenario reward were armor, she would not be able to keep that in her deck by the very nature of her character deck limitations. Cards only do what they say they do and this card says if you don't have the divine trait, it gets banished, which means (by my interpretation) that if Seoni acquires it in any way, she doesn't even get the chance to trade it. It immediately goes back in the box. I can't be presented as loot because it is gone. And it is gone because that's what the card says, regardless of what the rules say. Cards supersede the rules as presented by the manual unless an errata is published. That's on page 1 of the manual.

Understand that I don't present these arguments for the sake of argument. I specifically excluded Cure from my Seoni's deck because it was my understanding that not only can she not use it, she can never have it. Ever. Not even to trade at the end of the scenario.


I didn't think this was the case. As the card states that if you don't have the divine trait, it has to be banished. I read this from two perspectives.

2) From the perspective of what it says on the card: It clearly says that if you don't have the divine trait the card has to be banished. It shouldn't matter when you acquire it... as soon as it enters Seoni's deck it vanishes.

2) From the DM perspective: A sorceress in most fantasy settings doesn't call power from a deity or divine power and as such spells that are fueled by such energies cannot be used by that class.


My Seoni has all damaging spells, and most of her other cards focus on damage mitigation. Guard allies, amulet of life, and the like. I bring along a thieves tools for barriers. I went with + to CHA and + to her discard spell power so she can burn a bit better without a spell in my hand.

Since she has the ability to recharge any spell with the arcane trait, I have her card check on spells, with the goal to get up to 6 of them, so I will have a better chance to draw back up to her hand size in the instance that she takes a hit with no way to mitigate. My next power check will go on recharging items with the arcane trait to keep the damage mitigating items at her disposal as well.

Since you have to banish the guard when using him, my understanding is that if I am below my required ally count, I can just pick him back out at the end of the game.


The cultists would be shuffled into separate piles at the start(so a 1 player game would have no henchmen). As for overall flavor text:

What starts as another long quiet night in Sandpoint between adventures erupts into panic as a small invasion threatens the harbor. Shortly thereafter, fire and stone will rain in the city as the threat of invasion becomes more than a small force and turns into a full blown attack. What has provoked this sudden assault? Is it simply a strong offensive from the goblins? Or is there something more sinister at work? The Pathfinder Society is going to find out, one way or another.


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Full disclosure. I have not tested this at all but will be play testing it tomorrow. I didn't see any guidelines in regards to not posting player modules and I figured this could be a nice way to tide us over until we get Adventure pack 2 in our hands. Let me know if you have any feedback.

Adventure: Don't say the Zed word.

Reward: Each character gains a power feat

Rocky Terrain
Seige of Sandpoint
There's Something in the Water
Clean up!
Payback
A Ruse Revealed

Rocky Terrain
Villian: Gogmurt
Henchmen: Tangletooth, Goblin Raider

Flavor text: The lighthouse has gone dark. Scouts are reporting back that the way to relight it is plagued with all manner of beasts and dangers. Hurry to burn the beacon again before the ships at sea are dashed on the rocks!

During this Scenario: You may not move to The Old Light location until at least locations equal to the number of players are permanently closed. To complete this scenario, Gogmurt must be defeated and The Old Light must be permanently closed.

Reward:

Each character draws a random item from the box

Locations:

Players:
1 The Old Light, Waterfront, Wooden Bridge
2 Junk Beach
3 Warrens
4 Treacherous Cave
5 Woods
6 Mountain Peak

Seige of Sandpoint

Villian: Jubrayl Vhiski
Henchmen: Orik Vancaskerkin, Bandits

Flavor text: The lighthouse burns again and the harbor is safe. More than just the Old Light shines out across the dark horizon though as flaming catapult charges rain down on the gates! To the town!

During this Scenario: Anytime a non combat check is failed by more than 2, all players at that location take 1 force damage from siege weapon fire.

Reward: Each character chooses a boon (except loot) and draws one randomly from the box

Locations:

Players:
1 City Gate, Garrison, Guard Tower
2 Farmhouse
3 Sandpoint Cathedral
4 Temple
5 Waterfront
6 Prison

Something in the Water

Villian: Pillbug Podiker
Henchmen: Plague Zombies, Ancient Skeleton

During this Scenario: Replace all Monsters in location decks with Ally cards. If a roll to acquire an ally fails, immediately summon and defeat a Zombie monster. If this ally has a unique name, summon a Zombie giant.

Reward: Each character gains a card feat

Flavor text: A new day dawns as the people of Sandpoint pick up the pieces, but some are acting quite strange. Reports of panic all over the hamlet as normal upstanding people begin to change and attack innocents. Someone has to be behind this.

Players
1 Village House, The Rusty Dragon, Town Square
2 General Store
3 Apothecary
4 Academy
5 Swallowtail Festival
6 Glassworks

Clean up!

Villian: Cultist (3)
Henchmen: Ancient Skeleton

During this scenario: When choosing monster cards for locations, only use monsters with a type of undead. All 3 cultists must be defeated to move forward. Treat these cards as villains in regards to closing locations and fleeing to open locations. If a cultist is defeated search the location deck for remaining cultists before banishing the location deck. These will also flee to any open location.

Reward: Each character may pick a boon type (except loot) and draw 2 of this type at random from the box. They may keep one and the other is banished.

Flavor text: The populace is safe so it seems, but as the sun starts to set more of the undead seem to be coming into town. They seem to be coming from beyond the walls. Time to get out there and put a stop to all this!

Players:
1 Farmhouse, Woods, Desecrated Vault
2 Junk Beach
3 Nettlemaze
4 Deeper Dungeons
5 Warrens
6 Treacherous Cave

Payback

Villian: Blackfang
Henchmen: Ancient Skeleton

During this scenario: If all locations have been closed and a successful combat check is made on Blackfang, a diplomacy check 12 must be made. If successful, he is defeated. If this check fails, shuffle him back into the location deck.

Reward: Each Character draws a weapon from the box

Flavor text: Too many things to think about and none of the town folk have any answers. One strange man in town talks of a massive intelligent beast in the caves beyond town that may know something. Lets see if that lizard is in the mood for a chat.

Players:
1 Treacherous Cave, Thassilonian Dungeon, Deeper Dungeons
2 Nettlemaze
3 Desecrated Vault
4 Warrens
5 Woods
6 Catacombs of Wrath

A Ruse Revealed

Villian: Erylium
Henchmen: Wrathful Sinspawn

During this Scenario: All combat rolls are reduced by 1. If all locations are closed and Erylium is defeated, immediately summon and defeat The Sandpoint Devil. If The Sandpint Devil is not defeated, shuffle Erylium back into the location deck.

Reward: Each Character gains a skill feat

Flavor text: Blackfang had more to say than you thought but if he was right then you had better get back to town as soon as possible. He thinks this was a trap to lure you away from town. As you come into sight of the town, you see the strange man shed his skin before your eyes. It's Erylium! But what is she drawing through that portal?

Players:
1 City Gate, Garrison, Town Square
2 Guard Tower
3 Village House
4 Farmhouse
5 General Store
6 The Rusty Dragon