| Polyphemus |
I've posted the 5th and final scenario of the Paying Your Dues adventure, Darkness at Turtleback Ferry to the BGG files section. The pdf also includes the adventure card for Paying Your Dues. Here is a list of all the scenarios, and links to the downloads on BGG:
Paying Your Dues Adventure
Scenario 1 - The Lich King of Guiltspur
Scenario 2 - The Pirates of the Varisian Gulf
Scenario 3 - The Dragon of Rimeskull
Scenario 4 - The Mystery of Brinewall
Scenario 5 - Darkness at Turtleback Ferry
This adventure is intended to be the second adventure in the Fan Compilation Adventure Path #2 - The Role of the Pathfinders. Below are the links to the finished Adventure Path #1 and the first adventure in Adventure Path #2 on BGG.
Fan Compilation Adventure Path #1 - The Rise of the Pathfinders
FCAP#2 - Adventure #1 - Don't Say the Zed Word
The Paying Your Dues adventure has over 100 new and unique cards for the game, including 30 locations, 31 monsters, 22 barriers, 8 villains and 7 henchmen. Feedback appreciated.
| Polyphemus |
Here are the story-lines from the backs of the Adventure and Adventure Path cards, in case anyone is on the fence about playing these, and wants some more information. (Yes, all of these adventures/scenarios are on cards, which you can download (from the links above) and print out, or just read from your electronic devices while playing.)
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?
Adventure #1 - The Jubrayl Vhiski Trilogy
The lands of Varisia are home to a wide assortment of honest and hardworking folks, from farmers to merchants to adventuring heroes. But it is also home to some of the more ruthless members of society, who'll prey on the weak and unwary, to meet their own foul ends. And then there are those in the middle, who seem pleasant on the outside, but harbor a deep seated desire for money, and are willing to go across the boundaries of the law to satiate their need for gold. Once such is Jubrayl Vhiski: a Sczarni leader who runs the organized crime in Sandpoint and the surrounding environs. Can he be brought to justice, before his brand of miscreancy starts trouble that even he doesn't suspect or desire?
Adventure #2 - Monsters of the Lost Coast
Something evil is stirring underneath the once peaceful town of Sandpoint, and the signs of it are everywhere: bandits are becoming bold under a new leader, a mild mannered alchemist has taken to making and selling poisons to ready buyers, and a dragon is feeding on the neighborhood livestock. But these are not the only signs of things to come. Monsters long absent from Sandpoint are making an appearance, and only the brave adventurer will be able to root them out and defeat them. Help the citizens of Sandpoint by ridding the Lost Coast of these new threats, or the town will never withstand the evils to come!
Adventure #3 - The Dark Relic
A map of unknown origin has been stolen from the Academy, and Banzor Dreamweaver, one of its highly respected officials, is seeking help in tracking it down. But even he doesn't know the reason for the theft of the map, or the chaos that will be unleashed by the relic to which it leads. Can the Heroes find the people behind the theft, and put a stop to their attempts to recover the relic? Or has too much been set in motion, and the end they seek inevitable?
Adventure #4 - Assault of the Elements
Capturing Jubrayl Vhiski closed the doors on his black market, but some of the most dangerous contraband remains unaccounted for. Of greatest concern to the mages of the Academy is that Jubrayl brokered the sale of a treatise on portals to dimensions of chaos, housing any manner of creatures that could wreak havoc on Sandpoint. After consulting the oracles of Sandpoint Cathedral, the Academy believes the cultists who purchased the treatise perished after ineptly summoning a demon of chaos named Kurgruz. Appearances of Kurgruz tell of natural disasters and calamity in his wake. Dark times threaten Sandpoint unless the Heroes can find a way to banish Kurgruz.
Adventure #5 - Heroes of Sandpoint
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!
Fan Compilation Adventure Path #2 - The Role of the Pathfinders
This one doesn't have an adventure path card yet, at it is incomplete, but the adventure path continues with the characters from the previous path, who have acquired their role cards and been accepted as members of the Pathfinder Society. It will explore what it means to be a Pathfinder Society member, and the expectations that come with the privilege.
Adventure #6 - Don't Say The Zed Word
What starts as another long quiet night in Sandpoint between adventures erupts into panic as a small invasion threatens the harbor. Shortly thereafter, fire and stone will rain in the city as the threat of invasion becomes more than a small force and turns into a full blown attack. What has provoked this sudden assault? Is it simply a strong offensive from the goblins? Or is there something more sinister at work? The Pathfinder Society is going to find out, one way or another.
Adventure #7 - Paying Your Dues
Nobody said being a member of the Pathfinder Society was going to be easy, but so far membership hasn't altered your Hero's duties around Sandpoint too much. However, there are plenty of things that need to be done outside of Sandpoint, and the Pathfinder Society has assigned you with the task. It's time to pay your dues, leave the place you have learned to call home, and take care of some of the nastier threats that have come upon Varisia. If you do your job right, Sandpoint will be there when you return, will welcome you back, and will hail you as Heroes of Varisia!
The first adventure path and the first adventure of the second adventure path are mainly adventure and scenario cards, which can be easily played with the cards in the box, using villains and henchmen as proxies.
The second adventure in the second adventure path starts using custom monsters and barriers, but is set up such that you don't have to sleeve your cards to use them. Most will require proxying the villains and henchmen, but the rest are either called for specifically by locations, or there are enough of them that you just use the monsters and barriers from the box, and switch them out for random scenario monsters and barriers when they show up in the location decks, allowing for very thematic encounters.
As you probably suspect, these adventures are best played with fresh characters, that haven't played through any of the Official adventures. There are many feat rewards, and playing with characters that are also playing the Official path will make everything too easy.
Thanks for reading!
| Polyphemus |
The compiling of fan material into an adventure path that is on cards is a solo work, but several of the adventures were written by others and posted to this board and BGG. If you go to the original Fan Compilation thread you'll see how it all started (with the help of OberonViking). I wrote the second and fifth adventures and add-on scenarios for the first path, and wrote the second adventure of the second path(including all cards). I also tweaked some of the original work of the other adventures, to get them to fit on the cards I made for the first path. If you want to play the adventures as written, you can still find the original posts from the authors (OberonViking, Doc Mage, GFWD, Finklestein, HolmesandWatson, WelbyBumpus and antowas) which are linked in the link above, and searchable on this board and BGG.
I haven't seen any more fan adventures that would be a good fit for the second compilation adventure path yet, but I'm looking for them. Hopefully somebody will step up, as I don't have time to write another three or four adventures to finish it out (as much as I'd like to), especially if I make cards for them like I did the Paying Your Dues adventure.
| Hawkmoon269 |
Cool. Thanks for letting me know. Feel free to take this idea I had (based of an idea by another poster). If you are making the cards, you could do away with needing to add the extra BotG to each location.
I tested it (you'll see what I thought later in the thread) and it seemed pretty fun to play. Here's how to make it more like a real PACG Scenario:
Make a villain card with the added type Ally. Its a villain only in the sense that its going to follow some Villain rules. It is automatically acquired. Rules to put on this card:
If your character examines a location deck and sees this card, he automatically acquires it.
Display this card next to your character deck. You may not give it to another character. While it is displayed you are grant 1 additional exploration on your turn.
If the character displaying this card fails a check, evades an encounter or dies, discard 1 card from the blessings deck then shuffle this card into an open location using the rules under "Check to See Whether the Villain Escapes."
The scenario card should say "To win this scenario you must have all locations closed and the villain card displayed next to a character."
I could be tempted to remove the rule about not being allowed to evade. It would take some more testing to confirm whether that is needed or not.
Thematically it could be part of an adventure series like this:
Scenario 1: While out traveling you group comes to a town where a local noble family is being harassed by a group of thugs. You put a stop to the thugs. (Use locations that fit with being in town. Maybe Glassworks, General Store, etc.)
Scenario 2: The family has thanked you, but warns that the thugs leader is a powerful warlord who controls the wilderness area south of town. You agree to confront the villain but must first fight your way through his territory (a "travelling" scenario). (Use locations that fit with being in the wilderness. Maybe Woods, Wooden Bridge, Nettlemaze, Mountain Peak, etc.)
Scenario 3: You confront the leader of this evil group in his stronghold. (Use locations that fit with where a villain might reside. Garrison, Guard Tower, etc.)
Scenario 4: When you return the daughter/son/wife/husband of the noble (or the actual noble) has been kidnapped, and you play the scenario above to go rescue them. (Use locations that would be a good place to keep a hostage. Maybe Prison, Treacherous Cave, Mill, etc.)
Scenario 5: Having foiled the kidnapping scheme, you've discovered that the whole time the events were being controlled by another noble who was seeking to eliminate his competition. This other noble is the "true" villain of the adventure and, as heroes, you decide to put a stop to his evil schemes. (Use locations that a noble might be found. Maybe Academy, Temple, etc.)
I've obviously only thought about Scenario 4, but the others seem pretty straight forward.
Anyway, its just an offer, you are free to do as you wish.