Locked Passage: if undefeated (back in the deck or banished)?


Rules Questions and Gameplay Discussion


Hi all,

We just encountered the Locked Passagebarrier.

My player didn't defeat it. My question is what happens next? Does this barrier get banished or does it get reshuffled back in the location deck?

This is all the card says:
"If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck."

If you happen to have a rule book page number reference, that would be swell too.

Ben


Well, I was going to say that the barrier just was banished. But, having reread the appropriate rule section I think we did it wrong. And, looking at other barriers, like locked chests, those cards tend to say something like 'You may banish this barrier if undefeated'.

Considering that the barrier is considered a 'bane', then according to the rulebook, page 11. It says:

'If you fail to defeat any bane, it is considered undefeated and is shuffled back into the location deck.'


Yep - I think you're totally right, Dr. Jay. That locked door barrier card has got to stay. Plus, the card doesn't say to banish. And in the spirit of the game, the door is still locked so it certainly should still stay in that deck if undefeated. Where could an locked door go?:)


As @DrJay said - undefeated barriers are shuffled back into the location deck unless they have special wording that says otherwise.


Cheez wrote:
Yep - I think you're totally right, Dr. Jay. That locked door barrier card has got to stay. Plus, the card doesn't say to banish. And in the spirit of the game, the door is still locked so it certainly should still stay in that deck if undefeated. Where could an locked door go?:)

Our thematic interpretation was that you are going down the main corridor of a dungeon, or some such and come upon a side passage with a locked door. If you can open it, you get to see what's behind it, if not, you move on.

Worked for us, but alas, we were dead wrong.

Silver Crusade

Dr.Jay wrote:
Cheez wrote:
Yep - I think you're totally right, Dr. Jay. That locked door barrier card has got to stay. Plus, the card doesn't say to banish. And in the spirit of the game, the door is still locked so it certainly should still stay in that deck if undefeated. Where could an locked door go?:)

Our thematic interpretation was that you are going down the main corridor of a dungeon, or some such and come upon a side passage with a locked door. If you can open it, you get to see what's behind it, if not, you move on.

Worked for us, but alas, we were dead wrong.

The point is that there's something important behind that locked door, so you'll have to come back to it eventually. Unless you defeat the henchman or villain to close the location before finding it again, in which case, there wasn't anything that important back there, after all. :)


@Fromper - I like that interpretation :)

You'll find that the 'optional' barriers are usually treasure chests that you try to bash/pick open and then throw away in disgust if you can't get in.


Barriers are like any other bane; if they are not defeated, they're shuffled back into the location deck unless they say otherwise. As far as I'm aware, there is currently only one barrier with a typo in this regard: Ambush. Ambush should be banished after it is encountered whether you beat its check or not.


There's something in the rulebook about not using the Locked Passageway if you are playing Solo with a character who has little chance of defeating it.


Meh... if you're playing solo you're probably going to have more fun running two characters rather than just ignoring cards that are tricky for you!

Silver Crusade

h4ppy wrote:
Meh... if you're playing solo you're probably going to have more fun running two characters rather than just ignoring cards that are tricky for you!

Mostly agreed. There are some characters who work well solo (Merisiel), but I would never try single character mode with Seoni or Ezren.


Either tough it out; or run more than one character; or let the timer deck run out (ie just stop playing), reset the scenario and have another crack at it. With a single character playing solitaire you are likely to hit insurmountable problems from time to time.

Though FWIW I wondered if (thematically speaking) Locked Passageway ought to have been one of those barriers that stay on top if undefeated.


I view it as a door you have to go through sooner or later but if you don't get through it the first time you walk away in disgust, (resolving to take a better run up next time, or perhaps hoping to find a crowbar).


Fromper wrote:
Mostly agreed. There are some characters who work well solo (Merisiel), but I would never try single character mode with Seoni or Ezren.

I tried Brigand doom with a solo Ezren just for kicks. It didn't really go well. If remember correctly, he died a turn or two after closing the first location.

Grand Lodge

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Fromper wrote:
Mostly agreed. There are some characters who work well solo (Merisiel), but I would never try single character mode with Seoni or Ezren.

I frequently play Ezren solo. He usually does quite well. I played him solo during the play test playing the 5 and 6 scenarios last December as well. I do not recall being too dissatisfied with his solo play. (It helped when he was able to add a few more spells from the lower adventures which were not included in our playtest material.)

I have run into barrier and monsters that he cannot beat but usually I am able to work around it by encountering the villain or henchman and closing the location.


Thanks for all the replies, guys.

Ben


Most characters have draw backs solo... especially when it comes to barriers. That being said, I've played through the lost shores solo with 5 characters now (Kyra, Seelah, Sajab, Ezren and Harsk) and none of them had serious problems. I'm not sure I'd be brave enough to try many of them on the actual adventure path though. I also tried to go through Lost shores with Valeros, but he was eaten by Black Fang... shame too since he had gotten two nice weapons for his deck by then...


Ugh.. tried to solo for the first time with Ezren (because he's the only character I really only want to play) and hit barriers galore on every freaking location (this is JUST the Brigandoom scenario, mind you). I had to keep on drawing from the blessings deck til I ran out of the 30 cards and lost because there was seriously no way I could beat the difficulty on them with Ezren's measly d4/d6 rolls LOL Now I'm thinking of giving him 3 crowbars (or 2) as part of his starting deck. *sigh* Not very wizardly is it.. chucking the tomes and blasting stones and other arcane items for crowbars -_-

Apparently, not all characters are made equally when it comes to soloing :(


RotR Rulebook p19 wrote:
Strategy: Advice For Solo Play Not all characters should be considered equal for solo play.

It has been said that all characters were soloed through RotR (or I think more specifically that each scenario was beaten by each character solo), but it was also said that doesn't mean some of them didn't take lots of tries on certain scenarios. And honestly, Ezren might be the toughest one to solo. With out blessings, he has a hard time "buffing" himself. His exploring power isn't very helpful since exploring isn't much of an issue solo. And...

SPOILER:
There are going to be times he can't play a spell for his combat check.

Keep two things in mind: First, if you are soloing there is a bit of recourse in the rules.

RotR Rulebook p19 wrote:
Some cards are particularly difficult in solo play. If your character can’t ever get out of the Treacherous Cave, your scenario will grind to a halt. When you encounter such a card, remove it from the game and replace it with another card of the same type that roughly matches its power level but isn’t quite so impossible to overcome.

Second, as awesome as Ezren is (I'll soon have completed RotR with him twice, once in each role) I'd really advise you to consider playing two characters. Given Ezren a traveling companion like Valeros or Amiri or Sajan, someone to complement his weaknesses. Play them both. It is a lot of fun.

Good luck on your adventure.

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