I have a bunch of new players who are interested in participating in the Pathfinder Society and we thought we'd start with Year 4. I guess I'm missing how things are supposed to work for new players since they have to start with Level 1 characters and it takes 3 sessions to level up (if I'm reading the rules correctly). But S4-01 is for Level 1-4, S4-02 is for Level 1-4, and then S4-03 is for Level 5-8. I just assumed that they'd create some level 5 characters and play S4-03 with those, but reading the forums here shows me that isn't right. I guess if you are a new player, you play a pre-generated character for S4-03. S4-06 is for L7-10, so again it's back to pregens.
I had this obviously false preconception that I could play all sorts of different characters in PFS - a L1 Alchemist, a L5 Dwarven Warpriest, a L7 Sorcerer, a L1 Gnome Barbarian, etc. But you can't do that without playing all sorts of PFS years. How do new players build up characters to play in all of the year's scenarios?
Is there any information about the interactions between different Gnoll heritages? I have a Gnoll PC of one heritage and he'll be interacting with another Gnoll of a different heritage. The Mwangi Expanse book gives basic information about the heritages but I couldn't find any additional info on how they would interact. I'm entirely comfortable in figuring something out on my own, but was wondering if I missed something in one of the books.
One of my player wanted to play a Gnoll and I liked his idea and worked out how the relationship between him and Anchor Root might work out as well as the interactions with the Pugwampis. Now another player has a great concept for a Grippli Alchemist and I was going to allow it but I just read through Book 2 and will now have to figure out how his interaction with Froglegs will happen!
In Lanterns of the Bone Fields (from Mummy's Mask 5), the scenario has Poison scourges shuffled into each location. What happens when a character encounters a scourge? Do they automatically acquire it and display it in front of them?
This scenario seems hard to finish (I've just finished one turn each in my 6-character play of it) as the Henchmen don't allow you to close the location, so you have to search hard for the Villain and the loot hidden in two different locations. And then you have to close the Elemental Trenches location. I can see the group running out of time!
In any case, I'm held up until I know what happens with the scourge that I may or may not encounter (I examined the location so I know it's there, but I haven't encountered it yet).
My family is working our way slowly through the new Core Set and CoCT adventures. Since I don't want to spoil myself but want to play a little faster than our family does, I'm looking at starting Year of Rotting Ruin plus the new Season 7 Year of Reborn Strife. As well, I suspect the family will want to move on to those when we finish CoCT.
My main question concerns whether it is possible to play the PACS seasons as a normal AP? i.e. not using the PACS rules on character advancement. I couldn't find anyone discussing this. We never tried this with the previous seasons as we just played those in our PACS group.
Look to the east! The sun is slowly rising over turbulent seas, and you’re well on your way to the Slithering Coast. Yer here for a reason, lads and lasses: to find a nefarious naga known as Munarei. Word has it he knows about an elusive artifact that was lost at sea here months ago. Its previous owner was the captain of a ship called the Devil’s Deception, a cursed vessel that set a course through these waters and never returned.
Tessa Fairwind, one of the captains on the Pirate Council, thinks Munarei might know the location of Jalhazar’s Wheel, once the property of old Xirbal Jalhazar himself. Covered in skulls, it is. Ebony handles, it has. Grasp them, and ya might even hear the ghost of ol’ Cap’n Jalhazar whispering his secrets to ya. And if you’re lucky–or cursed, depending on which stories you hear–you might even feel his cold hands piloting that wheel, guiding yer ship to a fate kinder than his own.
But let’s not think of that, shall we? That tale sends a chill down me spine! Yer crew is facing greater dangers: A triumvirate of nagas watch over these waters. They’ve been locked in a chain of love and hate that goes back fer years. The three islands where these nagas lair form a triangle–just like the triangle that’s tangled up Munarei, Sarlis, and Sarlissa. Seems as though Munarei can never quite decide which of the two females he likes best, so he betrays his mate as often as the tides turn. There’s a chance one of ’em might have already sulked away in despair.
Now, yer not the first to drift into this drama. The natives ain’t too friendly, neither, doubtless because they’re sick of sailors searching for lost ships. Travelers attest that the natives have carved runes all over these islands, spells set to curse any who would dare approach their lands. Then again, sailors are always saying things like that. If you were scared of curses and monsters, Tessa wouldn’t have trusted you with an errand like this one.
And know this: You might not be the only pirate looking for that artifact. Keep yer cutlasses and cantrips ready, just in case.
Imrijka encountered Corrupted Crusaders. The ally to acquire was a Mastiff. She used some cards to defeat the Corrupted Soldier and acquired the Mastiff. Since she was down some cards, she then displayed the Mastiff to draw two cards. Then she rolled to see if she got another explore and rolled a 6. Then she explored again.
1) Defeat Corrupted Soldier
1b) Acquire Mastiff
2) Display Mastiff
3) Roll for free explore
4) Explore
In actual fact, I rolled for the free explore and then displayed the mastiff, but our group agreed that I couldn't actually do that as, once you've rolled, you have to immediately explore. But I don't see anything that says I have to roll immediately after defeating the monster. This would allow me to use the Mastiff (who can't be used in an encounter), to cast Brilliance/Glibness/Strength/etc., or other preparatory actions before seeing if I get the explore.
I love playing Raz the Gnome Paladin and have discovered a new love of Lini from the Pathfinder Adventures app. That got me wondering what parties you could make if you wanted to restrict to characters of the same race. I thought I'd post this here just so people could see what is the state of PACG characters today. This includes only characters that have been published on the character sheets, so doesn't include the previewed characters from Mummy's Mask.
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4.
Reveal this card to add the Swashbuckling trait to your check to defeat a bane.
Jirelle can treat this card as Basic when she is taking upgrades.
Kenebres will never survive this demonic onslaught. The Storm King has decapitated the dragon Terendelev, scattering her glittering scales. The city is collapsing, yet somehow, you must make it through this catastrophe alive. One of the surviving heroes must remain to avenge the dragon champion.
Scenario Rules: Shuffle the villain Khorramzadeh into the blessings deck. When Khorramzadeh is put on top of the blessings discard pile, each character at a random location moves and is dealt 1d4+1 Fire damage; shuffle Khorramzadeh into the blessings deck.
After you encounter the henchman Ulkreth, close its location.
To win the scenario, close all of the locations.
Scenario Reward: Each character gains a skill feat. Loot: 1 Scale of your choice.
Locations:
Cathedral of St. Clydwell At This Location: When you acquire a blessing, examine the top card of any location deck; if it is a non-henchman, non-villain monster, you may banish it.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, shuffle 1d4+1 cards from your discard pile into your deck.
M:1 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:2 Bl:4 Henchman:1(Total: 10)
Citadel At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
When Closing: Succeed at a Combat 11 check.
When Permanently Closed: On closing, end your turn.
M:2 Ba:0 W:1 Sp:0 Ar:3 I:0 Al:3 Bl:0 Henchman:1(Total: 10)
Occult Library At This Location: When you play a book that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M:2 Ba:1 W:1 Sp:2 Ar:0 I:2 Al:1 Bl:0 Henchman:1(Total: 10)
Collapsing Bridge At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, banish all boons in this deck.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location deck to your hand.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 Henchman:1(Total: 10)
Defender's Heart At This Location: When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.
When Closing: Summon and acquire a random ally.
When Permanently Closed: For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
M:4 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:3 Bl:0 Henchman:1(Total: 10)
Gray Garrison At This Location: When you move, draw a random monster from the box and shuffle it into this location deck.
When Closing: Each character at this location must summon and defeat the henchman Cultist of Deskari.
When Permanently Closed: For the rest of the scenario, the difficulty of checks to defeat monsters that have the Cultist trait by characters at any location is decreased by 2.
M:4 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:1 Henchman:1(Total: 10)
Henchman - Ulkreth:
Outsider/Demon
Check
Combat 16
Acrobatics 12
Powers
May not be evaded; Immune to Electricity and Poison.
If the check to defeat has the Acid, Cold, or Fire trait, succeed at a Knowledge 8 check to add 5 to it.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to 1 + the number of cards in your location deck.
Henchman - Cultist of Deskari (Gray Garrison):
Human/Cleric/Cultist/Veteran
Check
Combat 12
Powers
If undefeated, shuffle a number of 1card from the blessings deck into your location deck.
Servitor Demon - Sloth Demon:
Outsider/Demon/Servitor
Check
Combat 9
Powers
Immune to Electricity and Poison traits.
BYA, each character at your location must succeed at a Constitution or Fortitude 6 check or discard 1 card.
I tried finding an answer to this question and didn't find anything that helped.
We had an instance where Man Overboard! was explored and the initial Check to Defeat (Dexterity 7) was failed. The card got played against a character who, on their turn, used the Masterwork Tools to auto-succeed at the Constutiton/Fortitude 7 check.
Here is what Man Overboard reads:
"At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck."
The question is if this Con/Fort 7 check is considered a "Check to Defeat" in which case the Tools would work. My initial thought was that it wasn't a check to defeat, but I could see an argument going either way.
Imrijka is at a location where she is going to take some BYA damage. Kyra is also at her location and is holding on to the Mendevian Crusader whose first power reads:
Discard this card to reduce damage dealt before you act to a character at your location to 0.
Can Kyra discard the Crusader so that whatever damage Imrijka is going to take is reduced to 0 (assuming the damage can be reduced)?
Yo ho! A pirate’s life at last! You and your crew can now enjoy the freedom of sailing through the Shackles... but there’s more to a pirate’s life than rum and gunpowder. Even pirates have a code of what’s fair and foul, and in the Shackles, the Pirate’s Council enforces it. Just as every shipmate has to follow a captain’s orders, every captain has to answer to the council.
Earning a seat on that council could open all sorts of opportunities for you, but that’s not an easy feat. For a start, wherever there’s power, there’s intrigue. The most powerful captains are continually maneuvering for position, like a f lotilla of ships on the eve of a great battle. You’ll need to set your course carefully: each time you gain a powerful ally, you’ll attract a host of powerful enemies.
If you can’t earn the patronage of a pirate lord, the Shackles has other wealthy patrons willing to hire a crew that won’t ask questions. They’ve got cargo to deliver, rivals to punish, ports to defend, and all manner of monsters set against them. The most ruthless pirates answer to no one, save for their own whims and ambitions. Yet if you ever need to take arms against a sea of troubles, it never hurts to have a few more captains in your fleet.
According to the scuttlebutt around yer last port of call, a wealthy patron is spending a lot of coin. Agasta Smithee is a widow who inherited everything from Bertram Smithee, the former captain of the Vale. The heartbroken say money can’t buy happiness, but she has enough money to ignore them. Just as a shoal of sharks will circle yer ship when there’s chum in the water, you’ll have no shortage of competition once Lady Smithee starts spreading her wealth around. If you’re eager to earn her patronage, then you’d best be ready: close ranks and prepare to repel boarders.
The blessings deck is different for this scenario - 19 random blessings, then the Villain Jemma Redclaw and then 10 blessings.
The difficulty to defeat Jemma Redclaw is increased by 10. For each villain (there are two - Master Scourge and Mister Plugg) defeated, the difficulty to defeat Jemma Redclaw is reduced by 5.
When you would defeat Master Scourge or Mister Plugg, display him next to the scenario. If he would escape, shuffle him into the location deck he came from instead.
When you would discard Jemma Redclaw from the blessings deck, encounter her. If she is undefeated, discard a card from the top of the blessings deck and return her facedown to the top of the blessings deck.
To win the scenario, defeat Jemma Redclaw.
Locations:
Tower At This Location: At the end of your turn, you may examine the top 2 card of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 card of the blessings deck and put them back in any order.
M:2 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1(Total: 10)
Merchant Marina At This Location: Add 1 to your checks to acquire boons and checks to defeat banes.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, each character at this location must discard a card.
M:1 Ba:1 W:2 Sp:0 Ar:1 I:3 Al:1 Bl:0 ?:1(Total: 10)
Docks At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M:2 Ba:1 W:1 Sp:0 Ar:1 I:3 Al:1 Bl:0 ?:1(Total: 10)
Festhall At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
M:2 Ba:0 W:2 Sp:1 Ar:0 I:1 Al:2 Bl:1 ?:1(Total: 10)
Alehouse At This Location: When you acquire an ally, you may recharge it and draw a card.
When Closing: Summon and defeat the henchman Ruffian.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M:2 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:3 Bl:0 ?:1(Total: 10)
Harbor At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M:1 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:1 Bl:0 ?:1(Total: 10)
Powers
The Brinebrood Queen may not be evaded.
Before you act, summon and encounter the villain The Whale. If you defeat The Whale, the Brinebrood Queen deals 1 Acid damage to each character at your location.
If the check to defeat has the Ranged or Attack trait, the difficulty is increased by 2.
Powers
The Whale may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or discard the top 1d4 cards of the blessings deck.
Henchmen: Botfly Swarm:
Henchman - Monster 1
Traits
Animal
Swarm
Check
Combat 16 (12 + 4 for scenario)
Wisdom/Survival 12 (8 + 4 for scenario)
Powers
The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
If undefeated, discard the top deck of your deck; return the Botfly swarm to the top of a random location deck, if it came from one.
If defeated, you may immediately attempt to close the location this henchman came from.
Henchmen: Higrenzosk (for Pinnacle Atoll:
Henchman - Monster B
Traits
Dragon
Aquatic
Check
Combat 30
Powers
If you fall the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship.
If Hirgenzosk would be defeated, he is undefeated.
YOUR SHIP:
Goblin Weidling
WHEN COMMANDING THIS SHIP:
Instead of your first exploration each turn, you may choose another character at your location and add 1 random card from his discard pile to your hand.
WHEN WRECKED:
When you encounter a card, all other characters at this location move to a random closed location.
Check to Repair:
Strength 4
Locations:
Jungle At This Location: The difficulty of any check to acquire a boon is increased by 1.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
M:3 Ba:1 W:0 Sp:0 Ar:0 I:2 Al:2 Bl:1 ?:1 (Total: 10)
Tempest Cay At This Location: If your ship is dealt Structural damage, increase the damage by 1.
When Closing: Succeed at a Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M:2 Ba:2 W:0 Sp:2 Ar:1 I:0 Al:2 Bl:0 ?:1 (Total: 10)
Mangrove Swamp At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
When Closing: Succeed at a Constitution or Fortitude 6 check.
When Permanently Closed: No effect.
M:2 Ba:2 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1 (Total: 10)
Pinnacle Atoll At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
When Closing: Discard a card from the blessings deck.
When Permanently Closed: On closing, stash a plunder card.
M:2 Ba:3 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:2 ?:1 (Total: 10)
Sea Caves At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Succeed and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:2 ?:1 (Total: 10)
Fringes of the Eye At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location random chooses a location and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M:1 Ba:4 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:2 ?:1(Total: 10)
Cannibal Isle At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M:3 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:3 Bl:2 (Total: 10) NOTE: W/Sp/Ar/I is the location boon
Shipwreck Graveyard At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 (Total: 10) NOTE: Al/Bl is the location boon
Floating Shipyard At This Location: Add 3 to your checks to repair ships.
When Closing: Succeed at an Intelligence or Craft 8 check.
When Permanently Closed: You may bury a card to repair your ship.
M:2 Ba:2 W:0 Sp:2 Ar:1 I:0 Al:2 Bl:0 (Total: 10) NOTE: W/I/Bl is the location boon
Seaside Warehouse At This Location: When you acquire a card, put it under this card.
When Closing: Succeed at a Dexterity or Disable 7 check; if you fail the check, discard a card.
When Permanently Closed: On closing, add any cards under this card to your hand.
M:2 Ba:0 W:2 Sp:0 Ar:1 I:4 Al:0 Bl:0 (Total: 10) NOTE: Sp/Al/Bl is the location boon
Holy Isle At This Location: If you play a blessing during your exploration, you may explore again.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
M:1 Ba:1 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:4 (Total: 10) NOTE: W/Ar/I is the location boon
Fringes of the Eye At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location random chooses a location and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M:1 Ba:4 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:2 (Total: 10) NOTE: W/Sp/Ar/I is the location boon
We have a few things to pick before starting our adventure:
1) Which Class 0 Ship will be our ship?
2) For each location above, we need to pick a type of boon that isn't listed in the deck list. A random boon of that type is shuffled into the location and serves as the henchman for that location. If you encounter it and acquire it, you can attempt to close the location. If you fail to acquire it, discard the top card of the blessings deck and you have to close the location the hard way. I've listed the types of boons we can choose at each location. I suspect that the type of boon we choose for a location would be dependent on who was planning to be at that location.
Henchmen: Blackfire Adept, Ceustodaemon, Cultists of Baphomet x 3
Servitor Demon: Demonling
Scenario Rules: When you acquire an ally, you may succeed at an Intelligence or Knowledge 6 check to examine the top card of any location deck.
Scenario Reward: Each character draws a random blessing that has the Corrupted trait from the box.
Locations:
Armory At This Location: When you acquire a weapon, you may draw a card.
When Closing: Summon and acquire a random weapon.
When Permanently Closed: No effect.
M:0 Ba:0 W:4 Sp:0 Ar:4 I:0 Al:1 Bl:0 ?:1 (Total: 10)
Forsaken Cloister At This Location: When you move or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat a Demonling.
When Permanently Closed: No effect.
M:1 Ba:1 W:0 Sp:2 Ar:1 I:1 Al:1 Bl:2 ?:1 (Total: 10)
Laboratory At This Location: When you banish an item for its power, bury it instead.
When Closing: Summon at an Intelligence 7 or Craft 5 check.
When Permanently Closed: Draw a random item from the box.
M:2 Ba:0 W:0 Sp:2 Ar:0 I:2 Al:2 Bl:1 ?:1 (Total: 10)
Manor House At This Location: When you encounter a boon of a type other than loot here, draw a random boon of that type from the box; encounter 1 and banish the other.
When Closing: Summon and acquire a random ally.
When Permanently Closed: No effect.
M:0 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:2 Bl:0 ?:1 (Total: 10)
Marketplace At This Location: When you attempt to acquire a boon, add 1 to checks to acquire it.
When Closing: Choose a type of boon other than loot; summon and acquire a random boon of that type.
When Permanently Closed: At the end of your turn, you may give a card to any character.
M:0 Ba:0 W:2 Sp:1 Ar:1 I:3 Al:2 Bl:0 ?:1 (Total: 10)
Watchtower At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: Draw a random weapon from the box.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1 (Total: 10)
For days, you’ve been traveling as the “guests” of a pirate crew. Captain Redclaw has set a course for the Shackles, a dangerous journey across a sea that’s dark and deep and full of terrors. One of those unfathomable horrors is stalking your ship right now, lurking several fathoms below your ship. Nervous crewmen have caught glimpses of a leviathan prowling through these waters. The beastie has only raised its monstrous head for a moment, long enough for the ship’s oldest salt to identify it as a brine dragon. A scavenging school of onwu azu swims in its wake, anticipating a feast. The sea monster just needs the right moment to strike.
As you stand on the deck of the ship, Captain Redclaw smirks at you, her mechanical hand held firmly in a fist at her side. “Our oldest sailor has told me this beast has a name,” she says. “They call him Kelizar! He’s ancient and greedy, and he demands tribute from any who pass through his realm. He wants our plunder. He wants our gold! But he’s not going to get it! I wonder. Should we offer him a few poor souls instead?” She glares at you and smiles cruelly. “Best get your swords and spells ready, heroes. One or two of ya would fit real nice in his belly.” As the captain bellows a hearty laugh at her own jest, the ship lurches, and with a massive thump, the brine dragon rams its head against the side of the merchantman vessel. Any moment now, Kelizar might attack...
Villain - Kelizar the Brine Dragon:
Villain Monster B
Traits
Dragon
Aquatic
Check
Combat 16
Powers
Before you act, each character at your location must attempt a Dexterity or Acrobatics 7 check. Characters who succeed are dealt 1 Acid damage; characters who fail are dealt 1d4 Acid damage.
The Henchmen is not in the normal set as it is made specific for this scenario.
Henchmen - Onwu Azu:
Henchmen Monster 1
Traits
Animal
Aquatic
Check
Combat 10
Powers
The Onwu Azu may not be evaded.
If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.
YOUR SHIP:
The Merchantman
WHEN COMMANDING THIS SHIP:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
Check to Repair:
Craft 6
This is probably going to be a silly question, but when playing Season of the Shackles, does the Plunder mechanic still apply? And are those Plunder cards available for deck upgrades after a scenario is completed?
Avast! Sharks sighted on the starboard bow! Something’s stirred up a shoal of sharks. You’ve seen their fins swimming alongside your ship for days, and sharks are as patient as they are hungry. Could it be that someone else is swimming alongside them? Sailors tell tales of adaro and other aquatic terrors commanding legions of sharks. One might be watching your vessel right now. As your ship sails closer to the Shackles, you’ll be passing small islands and reefs where refugees, recluses, and reprobates hide from civilization. But in these waters, nowhere is safe, and any traveler can become prey for a lone shark. And those sharks aren’t just feeding. They’re breeding, and their territory is growing. If someone is herding these hammerheads, you’ll need to find their leader and eliminate him, or there’s gonna be blood in the water
DURING THIS SCENARIO:
When you defeat the henchman Hammerhead Shark from a location deck, display it next to this scenario. For each such henchman displayed, the difficulty to defeat the villain Adaro Barbarian is increased by 2.
Villain:
Adaro Barbarian
Villain Monster B
Traits
Merfolk
Barbarian
Aquatic
Check
Combat 15
Powers
The Adaro Barbarian may not be evaded.
All damage from the Adaro Barbarian is Poison damage.
Henchmen:
Hammerhead Shark Traits
Animal
Aquatic
Veteran
Check
Combat 9
Powers
The Hammerhead Shark may not be evaded.
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.
YOUR SHIP:
The Merchantman
WHEN COMMANDING THIS SHIP:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
Check to Repair:
Craft
6
Locations:
LONELY ISLAND
SHARK ISLAND x 4
Lonely Island At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing:Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M:0 Ba:3 W:2 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:1
Shark Island #1 At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M:5 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:1 ?:1
Shark Island #2 At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M:5 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:1 ?:1
Shark Island #3 At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M:5 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:1 ?:1
Shark Island #4 At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M:5 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:1 ?:1
I've been enjoying playing solo with PACG. There have been some troubling scenarios since your room for error is a bit less if you only have one character. But overall I've been getting through them with some thought and planning. I've just hit a problem with Into the Runeforge (Scenario 5 of Adventure 5).
You have one location and to close it you need to succeed at an Intelligence or Knowledge 12 check.
Amiri has d4 Intelligence and +1 is the best feat (that I didn't take). I have a Blessing of Irori to give 2 more d4. But I don't have any other items or allies that will help. Basically, it will be an all or nothing check with that one blessing.
I know of the rule to exchange one card for another one that is doable and I haven't really had to worry about that yet. Generally, I just chase the Villain around and close the locations that way. Here the villain is explicitly in a location that you don't get to until you've closed the other locations.
My current thought is to actually keep the location but change the closing requirements from Intelligence/Knowledge 12 to Wisdom/Survival 12 (which is what the Ravenous Crypts of Glutonny have). Amiri is d6+4, so I still need blessings, but I don't need a specific blessing to give a reasonable chance of success.
I'm just wondering others have done with locations that have you stumped?
Unlike other cards that go on the location, Bilious Bottle is displayed next to your location. I'm at the location and there are no cards left in the deck. Can I attempt the close? Or do I have to sit here taking damage until I roll a 4?
I just finished AP1 with my solo Raz playthrough. For those of you who have played solo characters, you know that you treat skill feats differently than when playing as part of a group. I found it even more interesting that the Mythic Path choice is even more affected. Many of the paths have charge effects that are helpful to other characters in your party. But when there is no one else in your party, they obviously become useless. For Raz, there is a strong case to be made for the Marshal since she is a Melee character who uses Diplomacy for almost all boon checks (with the appropriate power feat). With soloing her, I didn't even really look at it and spent my time debate between Champion and Guardian, eventually choosing Guardian.
This had me thinking about what choices seem "obvious" for other characters that would change if you were soloing them.
I understand how the Family Tomb works but I got stumped today when my solo Raz defeated a Brimorak there and the defeated the Wight to close the location. I'm not sure if the "banish all of the non-villain cards" takes precedence over the When Permanently Closed section of this location.
Either I end up with all of the cards at the location or just the villain but I can't clearly make a case for one over the other.
I am really enjoying my solo-Amiri play through of RotR and I really like the Gnome Paladin Raz character, so I'm looking at doing a solo play through of Raz through WotR. Since she comes from the Paladin class deck, I keep waffling on how to incorporate her and some of those special Paladin cards into the regular WotR play. I've browsed the forums and seen some recommendations but I thought I'd sort of formally ask people to chime in and tell us how they did it.
If you played with a CD character (or plan to play with a CD character) in a non-OP play through, how did you incorporate the CD cards into your game?
1) Just through all of the CD cards into the box at the appropriate time.
2) Kept my CD character and cards separate; i.e played with OP rules but with the normal game scenarios.
3) Added just the unique CD cards into the box.
4) Something else.
My waffle is between #1 and #2. I'd have just gone with #2 but my experience with OP is that there are always some nice cards in the box that I'd love my character to have, but can't. My worry with #1 is that I just won't see some of those special CD cards.
I'm doing a solo play through of RotR with Amiri and have been progressing quite nicely until the Adv3-5. Barl Breakbones has the power where you take one damage in between his two checks. This has raised the spectre of healing and how there doesn't seem to be a lot that non-spell-casters can do on their own.
Four allies - Poog of Zarongel, Father Zantus, Shaman, and Svevenka - provide healing (although the Shaman's is only 1 card and he's AP5).
The Healing Potion.
The Staff of Minor Healing
A few locations have healing When Closed effects.
Mokmurian's Club
The problem with the Healing Potion is that it is a Banish effect. You have to keep finding it to use it. So if you want something more than 1 card heal, you're really reliant on finding Poog and Father Zantus. I've been unlucky in that Father Zantus hasn't shown up and I missed the roll on the one time that Poog did. My hope is to banish an ally somehow so that I can pick either of those out of the box when I fix my hand between adventures.
Finally opened my Paladin Class Deck and saw the weird Cure spell. It's a AD2 card, but it has the Basic trait. That is a new one that I haven't seen before. I thought I'd raise it here in case it is a mistake.
I'm reading Robin D. Laws Pathfinder work and I'm wondering if the novella Sweet Ichor is available somewhere that I just can't see. The Pathfinder wiki implies that it is, but I can't find it when I search Paizo's site.
In our recent S&S session, my daughter's Lini had to banish an ally and only had Droogami on hand. She really didn't want to banish her favorite ally and we wondered what Droogami would mean.
We will probably house rule that she can exchange any other ally for Droogami, but in general, would banish an Iconic character's owner cards be treated like any other cards - they go into Ally (or Weapon or whatever) and you have to wait until you encounter them again?
We just completed our RotR play through and as I was putting the cards away, I wondered about the RotR promos and whether I could/should introduce those into the other sets. Obviously the Iconic Heroes promos can be used for characters that are playing, but have others taking the RotR and the S&S promos and used them in WotR? (or used RotR in S&S?)
I started WoTR with Kyra, Alain, Enora, and Imrijka. I have two parties going through each of the games and wanted to ensure that I played as many different characters as I could. I just realized that I should have gone with Shardra instead of Kyra as she can play a similar role.
I have finished the B scenarios and the first scenario of Adventure 1. My idea was that I go back and replay 1-1 with the party with Shardra substituted in for Kyra. That would allow her to gain the skill feat from the Fall of Kenebres, but her deck wouldn't have the upgrades that the others do. That would also leave her one card feat behind the rest of the group.
From perusing the forums, I realize that how you substitute characters in is generally a house rule thing, but I was just wondering how others would do something like this? Would you give Shardra the card feat anyways? Would you not bother replaying the Fall and give her the skill feat as well?
Now that I've gotten around to playing the basic scenarios, I'm getting stumped like everyone on Elven Entanglement. We have two parties going through it and the first is doing fine - Adowyn, Balazar, Crowe, and Seelah. My other party keeps running out of time - Alain, Enora, Imrijka, and Kyra.
I've been trying the strategy of picking two locations to focus on and close - Dark Forest and Cemetary. Then I spread out to the other four locations to try and find the villain and corner it. I use Donovan's power to have Alain jump to the Guardpost and back.
We've hit the Demon Horde, the Carnivorous Stump, and the Fiendish Tree and while those hurt, they haven't killed any of the characters. I just keep running out of blessings before I find the villain.
It seems that how I play Alain might be a problem - with his hand size of 4, I tend to get an armour, a weapon, Donovsn and one other card that hardly gets used. He fights quite well but has no blessings or allies that allow him extra explores.
I'm wondering if there are some strategies that I'm missing that would make this doable a besides hope for better shuffles that put the villain at the top!
Should I put all four characters at one location? Should I spread them all out to four different locations?
How best should I use those four characters to search and destroy? There does not seem to be much scrying power with these four, so it is hard to find the villain beyond actual explores.
As I was scanning my cards for use on my iPad, I went through the deck lists and found out that I am missing the Clay Golem card from AP5 of ROTR. I had asked on the Adventure Card Game board for a scan because I'm not sure that I'll go back and play it physically. Since that has been pointed out to probably be a bad thing to ask for, I'm raising this with Customer Service to see if I can get the card shipped to me (or just a scan sent to me so that I can create a proxy for it).
I'm scanning my ROTR Pathfinder cards so that I can play on my iPad using CardWarden. We had just assumed that we had every card, but as I'm using the card lists to make sure that I scan everything just once and get the proper numbers, it turns out that I'm missing the Clay Golem from AP5.
The OCD in me is trying hard not to invalidate my family's progress through ROTR (four more adventures in AP6 to go!). But I am wondering if someone could send me card image for this card so I can have a complete set digitally and could perhaps proxy them if we ever play again physically.
Playing the first scenario in Season of the Righteous last night, we encountered the Poison Spike Pit Trap. On the card, it says that if you fail, it does 1d4 combat damage then 1d4 poison damage.
Our Valeros used his armor to reduce all damage to 0. I wondered if that handled both sets of damage or if it would only handle one or the other. My thought process was that the character would have to take the 1d4 combat damage first and then have to take the 1d4 poison damage. After the combat damage was determined, you could recharge the armor to bring it to 0 but then you'd have to have something else for the poison damage. That does seem harder but it was the "and then" that threw me off.
In the end, I agreed with the consensus which was that the trap did the damage at once (they are poison spikes in the end!) so your armor would affect all of the damage.
When my group completes the 0A scenarios (either 0-0A or 1-0A), do they get to do a normal deck upgrade as well as the scenario reward? I assumed that the deck upgrade would occur as normal so that, at the end of the scenario, my character deck would potentially have two different cards than when I started - one from the scenario reward and one of the boons that the party gained during the scenario (suitably turned into a card from my class deck).
Just starting to play S&S and the Enemy Ship henchman has an interesting question for us. It is a barrier that summons a random ship. Is that summoned ship still considered a a barrier for cards that help the check? We played that it wasn't so we've succeeded even if it is, but for future reference, I thought I'd ask. Our decision was based on the fact that the summoned ship doesn't say it is a barrier.