Fan Compilation Adventure Path #1 - The Rise of the Pathfinders


Homebrew and House Rules


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OberonViking and I have been working on compiling some fan material into a full-on Adventure Path, over on BBG. We've added feats to most of the adventure rewards, to allow for some character progression that may have been lacking originally (to keep from upsetting the balance of the Official Adventure Path). As such, it would probably be best to play this with fresh characters, or use it as an opportunity to playtest some of the fan created characters that are out there. Click on the adventure or scenario name to link to the original material and to see who wrote it. Please help playtest this, and provide feedback here, on the BBG thread, or on the original poster's adventure/scenario thread. And thanks to everyone who has contributed fan material to the messageboards, and thus this fan Adventure Path! (OberonViking, Doc Mage, GFWD, Finklestein, HolmesandWatson, and WelbyBumpus)

Fan Compilation Adventure Path #1: The Rise of the Pathfinders

The lands of Varisia are full of danger, and its people are always looking for brave and bold adventurers to protect them from the evils that are everywhere. The adventurers who survive the longest are celebrated by the people as Heroes, and the best of them are recruited to the Pathfinders. Can you help make the Lost Coast a safer place for its citizens, and live long enough to prove your worth to the Pathfinder Society?

Complete the adventures/scenarios, in this order:

Adventure #1 – The Edited Jubrayl Vhiski Trilogy (Organized Crime (replaces Brigandoom!), Jail Break!, The Ransom) Add Adventure Reward: Skill Feat
Scenario #1 – Zombies?
Adventure #2 – Monsters of the Lost Coast (The Satyr, The Xulgaths, The Ghoul, The Attic Whisperers, The Hell Hounds) Add Adventure Reward: Power Feat
Scenario#2 – The Return of the Chopper
Adventure #3 – The Dark Relic (Infiltrated, Dark Relic of the Osirion, O Father, Where Art Thou?, Ghostbusters) Add Adventure Reward: Card Feat
Scenario #3 – The Night of the Necromancer
Adventure #4 – Assault of the Elements (Sandpoint Ablaze, Spelunkophobia!, A Fell Song on the Wind, Pearls of the Kraken, The Purification of Sandpoint)
Scenario #4 – The Cult of the Moon Sisters
Adventure #5 – The Heroes of Sandpoint (The Giants of Fenwall, The Mushfens Enchanter, Heroes’ Return) Change Adventure Reward: Keep Feat chosen in The Mushfens Enchanter
Scenario #5 – The Sandpoint Devil

Reward: Having successfully defended the Lost Coast from unspeakable horror time and time again, you are approached by the Pathfinder Society for inclusion in their ranks. Every character receives a Card Feat, and a boon of their choice, other than Loot, from the box.


Great work. There's well over thirty hours worth of play there.


Okay, here's the tweaked version of the Adventure Path, with more feat rewards and an additional Adventure Path rule. Some playtesting will need to be done, to determine the balance, so if anyone chooses to play it, please let us know how it goes. Thanks!

Fan Compilation Adventure Path #1: The Rise of the Pathfinders

The lands of Varisia are full of danger, and its people are always looking for brave and bold adventurers to protect them from the evils that are everywhere. The adventurers who survive the longest are celebrated by the people as Heroes, and the best of them are recruited to the Pathfinders. Can you help make the Lost Coast a safer place for its citizens, and live long enough to prove your worth to the Pathfinder Society?

Complete the adventures/scenarios, in this order:

Adventure #1 – The Edited Jubrayl Vhiski Trilogy (Organized Crime (replaces Brigandoom!), Jail Break!, The Ransom) Add Adventure Reward: Skill Feat
Scenario #1 – Zombies? Replace Scenario Reward with Reward: Power Feat.

Adventure #2 – Monsters of the Lost Coast (The Satyr, The Xulgaths, The Ghoul, The Attic Whisperers, The Hell Hounds) Add Adventure Reward: Card Feat
Scenario#2 – The Return of the Chopper Replace Scenario Reward with Reward: Skill Feat.

Adventure #3 – The Dark Relic (Infiltrated, Dark Relic of the Osirion, O Father, Where Art Thou?, Ghostbusters) Add Adventure Reward: Power Feat
Scenario #3 – The Night of the Necromancer Replace Scenario Reward with Reward: Card Feat.

Adventure #4 – Assault of the Elements (Sandpoint Ablaze, Spelunkophobia!, A Fell Song on the Wind, Pearls of the Kraken, The Purification of Sandpoint)
Scenario #4 – The Cult of the Moon Sisters Replace Scenario Reward with Reward: Card Feat.

Adventure #5 – The Heroes of Sandpoint (The Giants of Fenwall, The Mushfens Enchanter, Heroes’ Return) Change Adventure Reward: Keep Feat chosen in The Mushfens Enchanter
Scenario #5 – The Sandpoint Devil Replace Scenario Reward with Reward: Skill Feat.

During this Adventure Path: Treat the Adventure or Scenario number above as the Adventure Deck number, for purposes of increasing the difficulty for cards that say "The difficulty to defeat the "Monster/Barrier/etc" is increased by the adventure deck number of the current scenario, if any."

Reward: Having successfully defended the Lost Coast from unspeakable horror time and time again, you are approached by the Pathfinder Society for inclusion in their ranks. Every character receives a Power Feat, and a boon of their choice, other than Loot, from the box.


I started this last night as a solo using Lem and Valeros. However, I was really tired and made a lot of mistakes. Between always forgetting the Blessing deck and realising I had included non-basic items! the last straw was realising the Hill Giant Valeros rolled all ones against should have wiped Lem's hand three turns ago. I abandoned the game and went to bed.

I will start with Organised Crime, then Brigandoom! with a narrative along these lines:
With the PCs confronting Jubrayl with all this evidence, he quickly quaffs a potion. Now a purple cloud of swirling mist he seems to drift off towards the Waterfront. Can the PCs apprehend him this time?


Polyphemus wrote:

Okay, here's the tweaked version of the Adventure Path, with more feat rewards and an additional Adventure Path rule. Some playtesting will need to be done, to determine the balance, so if anyone chooses to play it, please let us know how it goes. Thanks!

Fan Compilation Adventure Path #1: The Rise of the Pathfinders

The lands of Varisia are full of danger, and its people are always looking for brave and bold adventurers to protect them from the evils that are everywhere. The adventurers who survive the longest are celebrated by the people as Heroes, and the best of them are recruited to the Pathfinders. Can you help make the Lost Coast a safer place for its citizens, and live long enough to prove your worth to the Pathfinder Society?

Complete the adventures/scenarios, in this order:

Adventure #1 – The Edited Jubrayl Vhiski Trilogy (Organized Crime (replaces Brigandoom!), Jail Break!, The Ransom) Add Adventure Reward: Skill Feat
Scenario #1 – Zombies? Replace Scenario Reward with Reward: Power Feat.

Adventure #2 – Monsters of the Lost Coast (The Satyr, The Xulgaths, The Ghoul, The Attic Whisperers, The Hell Hounds) Add Adventure Reward: Card Feat
Scenario#2 – The Return of the Chopper Replace Scenario Reward with Reward: Skill Feat.

Adventure #3 – The Dark Relic (Infiltrated, Dark Relic of the Osirion, O Father, Where Art Thou?, Ghostbusters) Add Adventure Reward: Power Feat
Scenario #3 –...

Okay 2 questions, 1) am i supposed to play adventure 1, then scenario 1, followed by adventure 2, etc. or are the scenarios for people who want the shortpath? I believe it is the former if i am reading it right. 2) the part where you are to add points as you go up the adventures i thought were tied up with the official released content. Will the equipment and player level from the official pack 1 be enough to win after adding points to the checks? Please clarify or oorrect me, but it seems to make things unbalanced.


CaptLudd wrote:
1) am i supposed to play adventure 1, then scenario 1, followed by adventure 2, etc.

Yes, follow them in order down the list. So adventure 1, then scenario 1, then adventure 2, then scenario 2, etc.

CaptLudd wrote:
2) the part where you are to add points as you go up the adventures i thought were tied up with the official released content. Will the equipment and player level from the official pack 1 be enough to win after adding points to the checks? Please clarify or correct me, but it seems to make things unbalanced.

It should be balanced with adding points to cards that call for it, because your character will be gaining feats along the way. There are a total of twelve feats gained over the adventure path, which should scale appropriately with the adventure number added.

Also, here is another rule, which should help keep the balance as well, as the next couple decks are released.

During this Adventure Path: Treat the Adventure or Scenario number above as the Adventure Deck number, for purposes of increasing the difficulty for cards that say "The difficulty to defeat the "Monster/Barrier/etc" is increased by the adventure deck number of the current scenario, if any." If this adventure path is played after Deck 2/Deck 3 is/are added to the box, redraw/replace cards found in locations from Deck 2 before Adventure/Scenario #3, and redraw/replace cards from Deck 3 found in locations before Adventure/Scenario #4.

Thanks for your interest, and let me know if you have any other questions. Also, if you play, please let me know if you find any imbalances, so I can make any appropriate changes in the adventure path.


Added an explanation on how the edited Jubrayl Vhiski Trilogy is intended to be played, to make the whole Adventure Path fan created. Also changed the last three feats earned, and added choosing a Role for your character to the Adventure Path reward.

Fan Compilation Adventure Path #1: The Rise of the Pathfinders

The lands of Varisia are full of danger, and its people are always looking for brave and bold adventurers to protect them from the evils that are everywhere. The adventurers who survive the longest are celebrated by the people as Heroes, and the best of them are recruited to the Pathfinders. Can you help make the Lost Coast a safer place for its citizens, and live long enough to prove your worth to the Pathfinder Society?

Complete the adventures/scenarios, in this order:

Adventure #1 – The Edited Jubrayl Vhiski Trilogy* (Organized Crime (replaces Brigandoom!), Jail Break!, The Ransom) Add Adventure Reward: Skill Feat
Scenario #1 – Zombies? Replace Scenario Reward with Reward: Power Feat.

Adventure #2 – Monsters of the Lost Coast (The Satyr, The Xulgaths, The Ghoul, The Attic Whisperers, The Hell Hounds) Add Adventure Reward: Card Feat
Scenario#2 – The Return of the Chopper Replace Scenario Reward with Reward: Skill Feat.

Adventure #3 – The Dark Relic (Infiltrated, Dark Relic of the Osirion, O Father, Where Art Thou?, Ghostbusters) Add Adventure Reward: Power Feat
Scenario #3 – The Night of the Necromancer Replace Scenario Reward with Reward: Card Feat.

Adventure #4 – Assault of the Elements (Sandpoint Ablaze, Spelunkophobia!, A Fell Song on the Wind, Pearls of the Kraken, The Purification of Sandpoint)
Scenario #4 – The Cult of the Moon Sisters Replace Scenario Reward with Reward: Card Feat.

Adventure #5 – The Heroes of Sandpoint (The Giants of Fenwall, The Mushfens Enchanter, Heroes’ Return) Add Adventure Reward: Skill Feat
Scenario #5 – The Sandpoint Devil Replace Scenario Reward with Reward: Power Feat.

During this Adventure Path: Treat the Adventure or Scenario number above as the Adventure Deck number, for purposes of increasing the difficulty for cards that say "The difficulty to defeat the "Monster/Barrier/etc" is increased by the adventure deck number of the current scenario, if any." If this adventure path is played after Deck 2/Deck 3 is/are added to the box, redraw/replace cards found in locations from Deck 2 before Adventure/Scenario #3, and redraw/replace cards from Deck 3 found in locations before Adventure/Scenario #4.

Reward: Having successfully defended the Lost Coast from unspeakable horror time and time again, you are approached by the Pathfinder Society for inclusion in their ranks. Every character receives a Card Feat, and a boon of their choice, other than Loot, from the box. Also, each character chooses a Role Card and uses that for all further advancement.

*For the edited Jubrayl Vhiski Trilogy, first play Organized Crime (instead of Brigandoom!), then the first option for Jail Break!, without a bonus/penalty for acquiring allies, then The Ransom. After completing that adventure, play Scenario #1, then start Adventure #2, etc.


I've created adventurepath/adventure/scenario cards for this adventure path, if anyone is interested. You can find them here.
I know they aren't perfect, but I'm no MS Paint expert. If you click on the image, and go to the original size, you can right-click and save, to get an image that is fit for printing. After some practice, I've been able to cut and paste images into Word (resized to 3.5 x 2.51), and print them on card stock, so that you get an actual card, when cut out. It makes it feel more like the official game, to have the adventure on a card, rather than on a piece of printed paper, or a phone/tablet screen; at least to me. The images are a bit repetitious (like I said, I'm no graphics expert, and the number of cards Paizo has released digitally is limited), but everything else is customized for the adventure path/adventure/scenario.


I noticed a lot of these scenarios are using regular monsters as the villains, or using villains/henchmen from other scenarios.

Wouldn't it also be fairly easy to make up your own villains, and then take a villain card from the box as a proxy? I think that could make for some more unique encounters.

Regardless, a lot of these adventures look really fun, and I can't wait to try some of them :)


Mechalibur wrote:

I noticed a lot of these scenarios are using regular monsters as the villains, or using villains/henchmen from other scenarios.

Wouldn't it also be fairly easy to make up your own villains, and then take a villain card from the box as a proxy? I think that could make for some more unique encounters.

Regardless, a lot of these adventures look really fun, and I can't wait to try some of them :)

In Saving Darkmoon Vale, I made up villain cards and also suggested the proxy method you mentioned. That's two alternate options.


Mechalibur wrote:

I noticed a lot of these scenarios are using regular monsters as the villains, or using villains/henchmen from other scenarios.

Wouldn't it also be fairly easy to make up your own villains, and then take a villain card from the box as a proxy? I think that could make for some more unique encounters.

I can't speak for the other people whose work is included here, but when I first started writing adventures/scenarios for the game, my intent was to keep everything using cards in the box, to make it easier to play, especially since I'm not a sleever. Then I started seeing some of the cards that others had made on BGG(including HolmesandWatson) and was inspired to try making some myself. As this Adventure Path had already been laid out, I decided to start with making adventure/scenario cards for it. Now that I've finished them, I may go back and start creating some villain/henchmen cards for the adventures/scenarios that call for them, like the Assault of the Elements adventure. If I do, I'll be sure to post the updates here.

If you play through this, let me know how it goes!


BTW, I found making cards to be rather time consuming (and that's with mine looking nowhere near like a professional product). I still haven't managed to finish the last Scenario set.

I think Polyphemus took the right approach in making his stuff easily accessible and usable. And if I didn't sleeve out of necessity (my cards chip if I look at them the wrong way!), I probably wouldn't have made my own cards.

I was just driven by the desire to use some official Darkmoon Vale stuff because it's great product and I wanted to incorporate it into the game. There's still stuff from the Guide to Darkmoon Vale that I would like to make cards for.

There are some much better homemade cards out there than mine. I recall the Keep on the Borderlands adventure over on Board Game Geek looking great! And a classic module to boot.


To make accessing the Adventure Path/Adventure/Scenario cards easier, I loaded a pdf of them on the BGG website. You can get to it here. Thanks.

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