Fan Adventure: The Heroes of Sandpoint


Homebrew and House Rules


3 people marked this as a favorite.

The Heroes of Sandpoint Adventure

Complete the scenarios, in this order:
The Giants of Fenwall
The Mushfens Enchanter
Heroes’ Return

Reward: Each character picks a B or C card of their choice from the box.

Being Heroes has its advantages, but it also comes with high expectations. When a miner comes seeking help with a giant and his zombie brethren, all eyes turn to the Heroes of Sandpoint. But dealing with the giant problem is only the first step on the road to save Sandpoint once again: this time from an enchanter and her ravenous zombie horde!

The Giants of Fenwall

The Giants of Fenwall scenario is intended for characters that have completed Burnt Offerings. It uses cards from the Base set, Character Add-On Pack, and Set 1. The villain and henchmen are some of the hardest hitting monsters in the game so far, so be prepared for a challenge.

A Korvosan miner, traveling down the coast, is spreading word of a hill giant and its zombified kin, who are wreaking havoc on a small Korvosan mining concern in the Fenwall Mountains. Upon reaching Sandpoint, the miner hears of the resident Heroes and their recent accomplishments, and begs for their assistance. A reward is being offered by the concern, for any adventurers willing to take on the giants, and rid the mountains of their disruptive presence.

# of Characters: Location
1: Woods
1: Warrens
1: Mountain Peak
2: Wooden Bridge
3: Nettle Maze
4: Treacherous Cave
5: Deeper Dungeons
6: Desecrated Vault

Villain: Hill Giant – regular villain rules apply.

Henchmen: Zombie Giant (2)*, Ogre (3)*, Werewolf (2)* – Use in order, as needed - regular henchmen rules apply.

* The number in parentheses signifies the number of these creature cards available in the monster deck, assuming Base Set, Character Add-On Pack and Set 1 are in the box.

If you use at least one, but not all, of the Ogres or Werewolves as henchmen (occurs in 2, 3 or 5 character games), then remove the remaining monsters of that type from the monster deck before seeding locations. If none of the Ogres and/or Werewolves are used as henchmen (occurs in 1 and 4 character games), then leave all of the unused type in the monster deck, and treat them as normal monsters if they turn up at a location.

Reward: Each character chooses a boon, other than loot, and picks a random card of that type from the box. If the character doesn’t want the first card drawn, and it doesn’t come from set 1, then return the card to the box for one additional random pick of the same type originally chosen.

The Mushfens Enchanter and Heroes' Return scenarios coming soon.

Grand Lodge

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I have not tried this scenario yet but will give it a shot when time permits.

Suggestion: If you are looking for a more consistent feel, you could always use another Henchman card as a proxy for what you want the scenario's henchmen to be. i.e. use Ancient Skeleton cards to represent the Zombie Giants. I agree that you would still want to remove those monsters from the monster deck. You would then have a reference card handy for when the henchmen are encountered.

Silver Crusade

1970Zombie wrote:

I have not tried this scenario yet but will give it a shot when time permits.

Suggestion: If you are looking for a more consistent feel, you could always use another Henchman card as a proxy for what you want the scenario's henchmen to be. i.e. use Ancient Skeleton cards to represent the Zombie Giants. I agree that you would still want to remove those monsters from the monster deck. You would then have a reference card handy for when the henchmen are encountered.

Another thought along the same lines - If you're using sleeves, then just write the word "Henchman" on the sleeves of the henchmen version of the monsters. That way, you could have both henchman and non-henchman versions of the ogre and werewolf cards.

When you're done playing this scenario, just trade out the sleeves with writing on them for new ones.


The Mushfens Enchanter follows The Giants of Fenwall scenario.

After defeating the hill giant and its zombified kin, the Heroes are curious to know the source of the zombie manifestation. However, the Korvosan mining concern, free of the giant problem and determined to rebuild, sends them on their way, albeit heavily lauded and rewarded. While traveling down the Yondabakari River on their way back to Sandpoint, the Heroes hear rumors of an Enchanter deep in the Mushfens, purportedly with the power to raise the dead. This, combined with the rumors of missing miners, and reports of cloaked figures making their way from the Fenwall Mountains to the Mushfens, never to be seen again, is sufficient motivation and the Heroes head there to investigate.

# of Characters: Location
1: Desecrated Vault
1: Thassilonian Dungeon
1: Treacherous Cave
2: Nettle Maze
3: Farm House
4: Warrens
5: Woods
6: Wooden Bridge

Villain: Enchanter* – regular villain rules apply.

* Remove the other 2 Enchanter cards from the monster deck before seeding locations.

Henchmen: Ancient Skeletons – regular henchmen rules apply.

During This Scenario: The Enchanter, Ancient Skeletons and monsters with the undead trait have their Check to Defeat increased by 4, and “If the Check to Defeat does not have the magic trait, then the creature is undefeated” power added. Also, the Enchanter deals 1 point of Force damage before the encounter, and 2 points (instead of 1 point) of Fire damage after the encounter.

Reward: Each character is smiled upon by Sarenrae: gain a temporary Skill, Card or Power feat that lasts for the duration of the Heroes’ Return scenario only.


Heroes’ Return follows The Mushfens Enchanter scenario and completes The Heroes of Sandpoint adventure.

The Enchanter is dead, but her body has disappeared, and most of her undead army is unaccounted for. Following clues found in the Enchanter’s lair, the Heroes realize that her plan has been to attack Sandpoint all along! With a sense of urgency the Heroes have never felt before, they rush home to stop the zombie horde, save Sandpoint from imminent destruction, face the newly reanimated Enchanter and once again earn the title The Heroes of Sandpoint.

# of Characters: Location
1: Waterfront
1: City Gate
1: Town Square
2: Garrison
3: Prison
4: Guard Tower
5: The Old Light
6: The Glassworks

Villain: “Zombie” Enchanter* – regular villain rules apply.

* Remove the other 2 Enchanter cards from the monster deck before seeding locations.

Henchmen: “Zombie” Bandits – regular henchmen rules apply. Treat all summoned Bandit Henchmen as “Zombie” Bandits, with the additional powers listed below.

During This Scenario: The Undead trait is added to the Enchanter and Bandits, the “Immune to the Mental and Poison traits,” and “If the Check to Defeat does not have the magic trait, then the creature is undefeated” powers are added to them, and all monsters with the undead trait, including the Enchanter and Bandits, have their Check to Defeat increased by 6. Also, instead of 1, the Enchanter deals 2 points of Force damage before the encounter, and 2 points of Fire damage after the encounter.

Reward: Each character can either choose a non-named Ally or a random Ally from the box.*

* Don’t forget to remove the temporary feat gained at the end of The Mushfens Enchanter. We don’t want fan adventure rewards to break the Official Adventure Path for characters that play through everything.

Silver Crusade RPG Superstar 2014 Top 16

Great job so far, Polyphemus! I look forward to seeing the last scenario!

Edit: LOL I got Ninja'd!

I'd just like to say that I'm really impressed with the quality of the homebrew scenarios that people have been making so far for the game. Along with that, I'm so happy that Paizo is cool with us posting stuff like this and allowing us to get the most out of their (REALLY GREAT) game!

Silver Crusade

Very nice. I look forward to trying these out, once I get that far. They look tough - possibly even too tough.

Grand Lodge

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I will give them a shot. I will post any observations and suggestions once I have done so.


Thanks for the feedback! If anyone plays them, please let me know how they went. I know they are a challenge, but nobody said being a Hero was easy... :)


For anyone watching this thread that's interested, I just posted a new adventure: Monsters of the Lost Coast. Feedback on either adventure is welcome. Thanks!


Thank you Polyphemus for the adventure path. We will be playing it in my three player campaign here soon. It looks like great fun and I appreciate your effort.

On the rewards though, I just want to add my two cents (not to this adventure specifically but in an overall sense, just the temporary stat increase sort of triggered this thought path). I think that if characters are taking the time to play all the homebrew scenarios and adventure paths that some card feat/skill/power improvements would be nice, I mean permanent ones. You would have to be careful to keep it from getting out of hand but I see it as an RPG, you DO gain experience for all your side adventures. This is just a personal opinion but I don't like the idea of my character sitting and stagnating for two month intervals without improvement. She pretty much has the cards I want her to have and so though the scenarios and adventures have been fun from a story perspective, all this extra experience hasn't benefited my character at all.

However, I do completely realize that there have to be limitations to growth as well and some people cannot handle those limitations. Were I more comfortable with this particular world (the pathfinder adventure card game was my introduction so I am quite new to this world) I would be comfortable creating my own scenarios and adventure paths. I do also realize that I can start new characters (I have done this as I am in several campaigns with various groups of friends or some on my own) I get attached to my characters and enjoy seeing them grow. Does anyone else feel like this at all? Or am I just sort of out there completely?

Verdant Wheel Owner - Griffonest Games

Akasma, I feel the same way about gaining experience and feats. However, I am worried that gaining too many of these things may upset the balance of my characters in the new adventures put out in the adventure path that started with Burnt Offerings.

Perhaps there should be something like what you see on the adventure modules (this module is for levels 4-6, for example), if that would even be possible. Feat levels?


Tried the first scenario twice and had to bail out. A lot of monsters and that mountain peak is rough. This scenario really goes through the cards.


Scott Rogganbuck wrote:

Akasma, I feel the same way about gaining experience and feats. However, I am worried that gaining too many of these things may upset the balance of my characters in the new adventures put out in the adventure path that started with Burnt Offerings.

Perhaps there should be something like what you see on the adventure modules (this module is for levels 4-6, for example), if that would even be possible. Feat levels?

I'm worried about balance too. I have printed out the Character Sheets to record where our main RotRL characters are at. Soon we will play through the Custom Games as we wait for the Skinsaw Murders to arrive.

I am also using the character sheets so that my main game with my kids can be recorded as I play with my gaming group of adult friends.


raven614 wrote:
Tried the first scenario twice and had to bail out. A lot of monsters and that mountain peak is rough. This scenario really goes through the cards.

Thanks for trying the first scenario! This is definitely a tough one, with a success rate that is lower than the Official scenarios that are out currently. I'm averaging winning around a third of the time, and when failing I bail out before dying, like you did. I've found that if you start with the Mountain Peak, instead of saving it for last (which was my first inclination), then it is easier to get through. If you still have trouble, switch the Treacherous Cave and the Mountain Peak locations(which is the setup I originally started with), which will make it easier, so you can move on to the final two scenarios, if you choose.


Akasma wrote:
I think that if characters are taking the time to play all the homebrew scenarios and adventure paths that some card feat/skill/power improvements would be nice, I mean permanent ones.

I agree that some permanent feats would be nice, and I think are deserved, if you can get through this adventure in particular, but I don't want to overpower characters for the Official Adventure, and make it boring to play. I think I read somewhere that if a character plays through the whole Official Adventure Path, then they will pretty much max out their character feats (Vic or Mike want to comment?). If that is the case, then gaining extra feats will make finishing the Official Path anticlimactic, at best.

One reason I thought the temporary feat was a good reward is that it allows you to try out a feat before choosing it permanently for your character. For instance, if you choose to increase your hand size, and find you are dying faster because of it, you can choose something else when you get a permanent feat from the Official Path. It's not as nice as getting a permanent feat, but it does give you flexibility, and is an "experience" reward for the scenario other than cards. Just my thought on the matter, but would be interested in others takes on it.

And you could always just treat the temporary reward as permanent, and not give it up at the end of the adventure. Just because I wrote it a certain way, doesn't mean you can't tweak it for yourself. If you choose to do that for your character, just be aware that there may be unintended consequences down the road, and you may want to give it up at some point.


We played through this adventure last night and we really enjoyed it. I lost the fight and had to take the "Mountain Peak" location but I had already been resigned to it as soon as I saw the location just needed to get some groaning out of the way first =P (I play Kyra in this campaign group, so best bet for a wisdom check in our group anyhow)

It did make for a more challenging play and we all had an absolute blast, thank you. I think we have a well balanced group and so far have not failed any scenarios in this campaign group. But we do a lot of strategics and helping each other out too.

As far as the temporary feat I do think it worked quite well and was indeed fun to experiment. I am worried about the balance too. I think I have really enjoyed the stories from all the fan adventures. You guys are coming up with totally awesome stuff. I just had the cards I wanted when I finished Burnt Offerings and then we started playing the fan created scenarios and adventures. No one in our group has changed more than a card or two in 5 stand alone scenarios and three adventure paths (that had 3-5 scenarios a piece) so I just thought gaining something occasionally would be nice. But then it brings you back to the whole balance issue. So I just don't know that there is a good solution.... It is odd for me to be on the fence about a problem.

Verdant Wheel Owner - Griffonest Games

After the first scenario, my Harsk wound up with 14 weapons in his deck. I posted a photo over on Boardgamegeek.

We also completed the second scenario - also much fun. Believe we discovered a potential "endless zombie" situation that could eliminate heroes without the magic trait. If the zombies must be defeated with magic trait (as per the "During this scenario" rules), and there were two characters without magic attacks, the first undefeated zombie summons another zombie at that location, which would go undefeated, wash, rinse, and repeat. We managed to blow the second one up with a fireball, fortunately.

Anyway, looking forward to the final scenario in this adventure.

(reposting here - just wanted to make sure you got this feedback)

Grand Lodge

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Summoned monsters do not spawn additional monsters if undefeated.

Silver Crusade

It has been clarified that summoned critters can never summon more summoned critters. I know I've seen talk about that around here somewhere, perhaps in the FAQ, though I'm not sure about that.


Glad you enjoyed the first couple scenarios Scott! Hopefully the last one will be fun for you too. As stated above, the "endless zombie" thing won't happen, but magic weapons/spells are definitely a requirement for this adventure. It's intended for play after Burnt Offerings, so hopefully every character has found at least one thing that gives the magic trait to their attacks by then. Let me know how the final scenario goes, and I appreciate the feedback!

PS - That was quite a haul for Harsk!

Community / Forums / Pathfinder / Pathfinder Adventure Card Game / Homebrew and House Rules / Fan Adventure: The Heroes of Sandpoint All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules