A Pathfinder Society Adventure Card Guild scenario bundle for starting characters. This bundle contains six scenarios, an adventure card, the adventure path card for Season of the Shackles, and Chronicle sheets for players to keep track of their progress.
After being ruthlessly press-ganged by some bloodthirsty pirates from the Isles of the Shackles, you and your newfound allies have risen up in mutiny to throw your captor captain and his scurvy mates overboard, and taken their merchantman vessel as your own. With no set destination in mind, and little to no experience with the privateer's way of life, you set sail to explore the western frontiers of the Inner Sea. You'll encounter sharks, ghosts, freaky denizens of the deep, and worst of all—other pirates.
This has 6 scenarios, unlike most which have 5. Well later in the AP there are some with 4 and in the end the Adventure Path has a total of 28 so it all balances out kind of.
I am strictly a solo player and I always run at least 3 groups of 2 characters each through every AP, so I get the most out of my time and investment. I literally got 34 plays with various groups out of this approx. $5 investment. It just doesn't get better than that.
The 6 scenarios are fun and I've now run 4 groups of characters through them. Survival skill helps but, at least for this level 1 group isn't completely necessary.
I don't strictly keep to the Adventure Guild rules, I just play right from the box even when I have class decks in use. I take the class deck cards that are most useful to their characters and just mix them right into the box. For the most part the characters simply get a Skill upgrade on scenario 1, a Power upgrade on scenario 2 and a Card upgrade on scenario 4. There are a couple of scenarios that give some additional upgrades.
All 6 scenarios have a good mix of interesting setups and this is a great way to continue your investment in the PACG game. Scenario 1 and 4 were more challenging for some characters, scenario 6 can be dangerous (permadeath) if you don't read the rules well. Thankfully no one died... :)
Save a tree, buy a guild adventure and keep the fun going from your Skull and Shackles box.
Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Yes, due to the nature of Adventure Card Guild play, these dates are much less likely to have wiggle room or changes as compared to the Pathfinder Society RPG Scenarios.
Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Chris Lambertz wrote:
Dragnmoon wrote:
Is this still planned to be out tomorrow?
Yes, due to the nature of Adventure Card Guild play, these dates are much less likely to have wiggle room or changes as compared to the Pathfinder Society RPG Scenarios.
Adventure Path Charter Subscriber; Pathfinder Adventure, Lost Omens, Maps, Pathfinder Accessories, Rulebook Subscriber; Starfinder Charter Superscriber
Is it too much to ask that the cover image from the product page be added to the PDF? It looks so naked without it, and the PDF thumbnail doesn't look right without a cover. (Same goes form Scenario #0-0A.)