Fan Scenario: Sandpoint Infiltration


Homebrew and House Rules

Grand Lodge

2 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Sandpoint Infiltration – This scenario should be played after the characters have completed the Burnt Offerings adventure.

The heroes have received information indicating that foul shapechangers have recently infiltrated the town of Sandpoint. Longtime friends and allies may not be whom they appear to be. Investigate the town and interview its citizens. Root out the infiltrators to restore order and peace of mind to the citizens of Sandpoint.

Set up: Treat the Ambush, Goblin Raid and Skeleton Horde barrier cards as if they were the new card Doppelganger Ambush. Use any Villain card to represent the new card Doppelganger Leader. Use any Henchman card to represent the new card Doppelganger Agent. Treat this scenario as if it were from Adventure Deck 1.

Players | Locations:
1 Town Square
1 Village House
1 City Gate
2 The Rusty Dragon
3 Waterfront
4 Prison
5 Guard Tower
6 Sandpoint Cathedral

Villain: Doppelganger Leader

Henchmen: Doppelganger

During This Scenario: Add 2 to your checks to acquire allies.

Reward: Each character chooses a type of boon other than loot, then draws a random card of that type from the box.

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New Cards

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Doppelganger Ambush

Barrier

Type: None

Traits: Elite

Check to Defeat: None

Powers: Summon and encounter a Doppelganger Agent henchman; banish this card.

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Doppelganger Agent

Henchman

Type: Monster

Traits: Doppelganger, Shapechanger

Check to Defeat: Combat 11

Powers: The difficulty to defeat the Doppelganger Agent is increased by the adventure deck number of the current scenario, if any.

Before the encounter, discard a random ally from your hand.

If defeated, you may immediately attempt to close the location.

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Doppelganger Leader

Villain

Type: Monster

Traits: Doppelganger, Shapechanger

Check to Defeat: Combat 13

Powers: Before the encounter, each other character at your location must summon and encounter a Doppelganger Agent henchman.

Before the encounter, banish a random ally from your hand.

The difficulty to defeat the Doppelganger Leader is increased by the adventure deck number of the current scenario, if any.

Grand Lodge

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Have not play tested this yet but it seems like it should present an appropriate challenge.

Feedback would be appreciated.


I like the Discard a random Ally feature as flavour for thus scenario. I'll be playing this scenario soon.


We played this adventure in our three man campaign (we played for 9 hours, I seriously cannot believe it. We be crazy, we had to be at work by 8am, what were we thinking?!?!) The scenario was fun and I can guarantee that no one kept allies in their hands. We had 1 person wind up losing an Ally. We will save it to play in the future. Thank you.


Noooo I was down to the last 3 cards of the last open location. Drew the henchman doppelgänger so I lost an ally. I knew he was up to something. I was on the waterfront location and beat the combat check by 1. But alas no I just realized I had to minus one for each dice which put me down two. Then I realized I didn't have any cards to draw so Valeros dies. No this can't be. Stupid shapeshifter. Unknowingly I blew to many cards. Stupid shapeshifter!!!!


I ended up adding this scenario into a much larger adventure, so I thought you might like to see the end result. We've played through a couple of times, and it all seems to work together quite well. Enjoy!

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SPIDER IN THE WEB (New PFACG Adventure)

Note: If you do not have access to card sets beyond #1 (Burnt Offerings), make the following substitutions:
Scenario 3: Replace the Mill with the Town Square.
Scenario 4: Replace Fort Rannick with the Warrens.

Description: A mission to rid Sandpoint of Sczarni thugs turns into something much more dangerous, when a hidden threat is revealed. Can the heroes ferret out the true menace and put an end to it, before all of Sandpoint suffers?

Adventure Deck Number: 1

Complete these scenarios, in this order:
- Turf War
- Infiltration!
- Clean-Up Crew
- Deadly Pursuit
- Endgame

Reward: Each character gains a card feat.

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1 – TURF WAR

Description: A new gang of Sczarni thugs has been terrorizing the streets of Sandpoint. As local heroes, you have been asked, by the mayor, to put a stop to their depredations, by chopping the head off the snake.

Villain: Jubrayl Vhiski
Henchmen: Tsuto Kaijitsu, Bandits

During This Scenario: The citizens of Sandpoint are grateful for your help and are willing to pay a bounty for each thug captured. Whenever you defeat a henchman, keep the card, as a reminder. Any time that you make a check to acquire a boon, you can “spend” a henchman card, banishing it, to get a +1 on the check. No more than three cards can be “spent” on a single check.

Reward: Each character draws a random item from the box.

Players - Locations
1 - Apothecary
1 - General Store
1 - The Rusty Dragon
2 - Glassworks
3 - Town Square
4 - Waterfront
5 - City Gate
6 - Academy

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2 – INFILTRATION!
Originally created by 1970Zombie.

Description: While questioning Jubrayl Vhiski, you have discovered that foul shapechangers have recently infiltrated the town of Sandpoint. Longtime friends and allies may not be who they appear to be. Investigate the town and interview its citizens. Root out the infiltrators to restore order and peace of mind to the citizens of Sandpoint.

Villain: Doppelganger Leader (see below; use Pillbug Podiker’s villain card as a stand-in)
Henchmen: Doppelganger Agents (see below; use Poison Trap henchmen cards as stand-ins)

During This Scenario: Add 2 to your checks to acquire allies. Treat Ambush, Goblin Raid and Skeleton Horde barrier cards as if they were the new Doppelganger Ambush card (see below).

Reward: Each character gains a skill feat.

Players - Locations
1 - City Gate
1 - Town Square
1 - Village House
2 - The Rusty Dragon
3 - Waterfront
4 - Prison
5 - Guard Tower
6 - Sandpoint Cathedral

NEW CARDS

Doppelganger Agent (Henchman; stand-in: Poison Trap)
Type: Monster
Traits: Doppelganger, Shapechanger
Check to Defeat: Combat 10 (11, during this scenario)
Powers: The difficulty to defeat the Doppelganger Agent is increased by the adventure deck number of the current scenario, if any (as noted above). Before the encounter, discard a random ally from your hand. If defeated, you may immediately attempt to close the location.

Doppelganger Ambush (Barrier; stand-ins: Ambush, Goblin Raid, Skeleton Horde)
Type: None
Traits: Elite
Check to Defeat: None
Powers: Summon and encounter a Doppelganger Agent henchman. Banish this card.

Doppelganger Leader (Villain; stand-in: Pillbug Podiker)
Type: Monster
Traits: Doppelganger, Shapechanger
Check to Defeat: Combat 12 (13, during this scenario)
Powers: The difficulty to defeat the Doppelganger Leader is increased by the adventure deck number of the current scenario, if any (as noted above). Before the encounter, banish a random ally from your hand, then choose a character at your location to summon and encounter a Doppelganger Agent henchman.

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3 – CLEAN-UP CREW

Description: Now, that the doppelganger problem is dealt with, it is time to discover the connection between those fiends and the Sczarni. There is a spider in the web, and it is your job to find it and crush it.

Villain: Erylium
Henchmen: Orik Vancaskerkin, Bandits

During This Scenario: Only the toughest of the Sczarni thugs remain: the difficulty to defeat Bandit henchmen is increased by 1. In addition, because they have been cracking down hard on the locals, add 1 to the difficulty of all checks made to acquire allies. On the positive side, these thugs are better equipped: whenever you defeat a Bandit henchman, draw a random card from the box. The type of card is based on a d6 roll, made at the time, as follows: 1 – 2 = armor, 3 – 4 = item, 5 – 6 = weapon.

Reward: Each character draws a random ally from the box.

Players - Locations
1 - Junk Beach
1 - Mill
1 - Sandpoint Cathedral
2 - The Old Light
3 - Farmhouse
4 - City Gate
5 - Village House
6 - Prison

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4 – DEADLY PURSUIT

Description: Although Erylium has been defeated, it is clear that she was working for someone even more powerful, outside of the city. At the last minute, she was able to send out a messenger, to warn her master. You need to stop that message and, ideally, discover where it was bound. Unfortunately, your foe has enlisted the aid of the local Fire-Stomper goblin tribe, so you can expect to meet with some resistance.

Villain: Lyrie Akenja, who is treated as a villain, instead of a henchman, in every respect. Her Check to Defeat is changed to: Intelligence, Arcane, Wisdom or Perception 10 (seeing through her trickery) then Combat 11. Failing the first check causes no damage but ends the fight immediately, leaving her undefeated. She retains her ability to deal Fire damage and gains the following Power: You may not play allies with the Human trait.
Henchmen: Bruthazmus, Tangletooth, Goblin Raiders

During This Scenario: All banes with the Goblin trait (including Bruthazmus, who should have it) are from the Fire-Stomper tribe and gain the following Power: Before the encounter, make a Dexterity or Acrobatics 7 check. If you fail, you suffer 1 point of Fire damage. If you succeed, the goblin’s Check to Defeat is decreased by 1.

Reward: Each character gains a power feat.

Players - Locations
1 - Garrison
1 - Goblin Fortress
1 - Wooden Bridge
2 - Temple
3 - Guard Tower
4 - Treacherous Cave
5 - Fort Rannick
6 - Woods

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5 – ENDGAME

Description: You managed to stop Lyrie Akenja, at the last minute, which means that you have discovered her destination – hopefully, without being discovered, yourself. Explore the ancient ruins that stand before you, and finally face your true foe.

Villain: None
Henchmen: Koruvus, Wrathful Sinspawn

During This Scenario: Place the villain Nualia face up, next to the blessings deck (which means that all of the location decks will have henchmen). This card represents the true villain, the drow cleric, Arlavdra. At the start of each turn, select a random location deck and put its bottom card, face down, under Arlavdra. At any point after you have closed a number of locations at least equal to the number of players in the game, you can choose to challenge Arlavdra, moving your character next to the villain’s card, instead of moving to and/or exploring a different location. Note, however, that the villain will be stronger, if there are still open locations (see below). As soon as Arlavdra has been challenged, sort through all of the cards underneath her and banish any that are not henchmen. Place the henchmen on top of Arlavdra’s card, in any order. You must defeat each henchman, in the chosen order, before battling Arlavdra. You can continue to battle foes until you fail a Check to Defeat, at which point you must reset your hand and end your turn. Note that Arlavdra never moves but always remains, to be challenged, until defeated. After the first challenge, her card effectively becomes a location, which means that more than one character can move to face her, so that they can work together, just as they could at any other location.

Reward: Each character chooses a type of boon, other than loot, then draws a random card of that type from the box.

Players - Locations
1 - Deeper Dungeons
1 - Desecrated Vault
1 - Throne Room
2 - Thassilonian Dungeon
3 - Nettlemaze
4 - Shrine to Lamashtu
5 - Treacherous Cave
6 - Catacombs of Wrath

NEW CARD

Arlavdra (Villain; stand-in: Nualia)
Type: Monster
Traits: Elf, Cleric
Check to Defeat: Divine 9 or Combat 11, then Combat 13
Powers: You cannot encounter Arlavdra if any henchmen remain on top of her card. The difficulty to defeat Arlavdra is increased by a number equal to twice the number of locations that are currently still open. Before the encounter, each character at this location must succeed on a Wisdom 6 check or suffer 1 point of Mental damage.


While I'm posting adventures, anyway, here's another one we've been playing. Basically, I just turned Perils of the Lost Coast into a full five-scenario adventure, like those in Rise of the Runelords.

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PERILS OF THE LOST COAST EXPANSION

To use this expansion, which turns the Perils of the Lost Coast adventure into a full five-scenario outing, the following changes should be made to the existing cards:

1) Change the reward for The Poison Pill to: Each character gains a skill feat.

2) Change the reward for the entire adventure to: Each character gains a card feat.

3) Add the following two scenarios.

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4 – BEHIND THE CURTAIN

Although Black Fang was a serious threat, it has become apparent that someone else was pulling the dragon's strings. Following tenuous clues, you journey to an ancient ruin, seeking the true source of Sandpoint's woes.

Villain: Erylium
Henchmen: Lyrie Akenja, Wrathful Sinspawn

During This Scenario: Whenever you acquire an item, weapon or armor, there is a chance that it is cursed. Roll 1d6: on a 1 or 2, take a Haunt from the Henchmen deck and place it in front of you (as long as any remain). It reduces your checks, as described on the card. While you are at the Temple (open or closed), you can discard any number of blessings from your hand to banish an equal number of your own Haunts or those possessed by any other character at that location, in any combination. During this scenario, Haunts cannot be removed in any other way – not even by losing the cards that summoned them – but they do not carry over between scenarios.

Reward: Each character gains a power feat.

Players - Locations
1 - Temple
1 - Throne Room
1 - Treacherous Cave
2 - Catacombs of Wrath
3 - Deeper Dungeons
4 - Desecrated Vault
5 - Prison
6 - Garrison

Note: If you do not have access to card sets beyond #1 (Burnt Offerings), just use Poison Traps or any other convenient counters, in place of Haunts. Each one gives a -1 penalty on all checks.

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5 – THE SOURCE OF EVIL

Now, at last, you have discovered the true evil, behind this plot: the fanatical priestess of Lamashtu, Nualia. Put a stop to her plans, once and for all, before the entire Lost Coast pays the price.

Villain: Nualia
Henchmen: Grayst Sevilla, Koruvus, Goblin Raiders

During This Scenario: Any time you defeat a monster with the Undead trait, roll 1d6. On a 1 to 3, instead of banishing it, place it face down on top of the Shrine to Lamashtu location deck. This no longer occurs, once the Shrine has been closed.

Reward: Loot – Impaler of Thorns, Sihedron Medallion

Players - Locations
1 - Goblin Fortress
1 - Shrine to Lamashtu
1 - Thassilonian Dungeon
2 - Warrens
3 - Guard Tower
4 - Woods
5 - Nettlemaze
6 - Mountain Peak

Note: If you do not have access to card sets beyond #1 (Burnt Offerings), replace Grayst Sevilla with Bruthazmus and the Impaler of Thorns with a Bastard Sword +1 (from the weapon deck), in the last scenario. If the Bastard Sword +1 is not currently in the weapon deck (presumably, because someone else has it), then choose any other +1 weapon to replace it.


For those who are interested, I'm going to be posting more adventures here, as time permits.

Grand Lodge

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

The cards for Sandpoint Infiltration are now available to purchase at http://drivethrucards.com/PACG.


Nice! I'll be buying the cards, but I could not find a card for Arlavdra.

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