Fan Adventure: The Dark Relic


Homebrew and House Rules

Verdant Wheel Owner - Griffonest Games

2 people marked this as a favorite.

The Dark Relic
The Dark Relic Adventure is intended for characters that have completed Burnt Offerings. It uses cards from the Base set, Character Add-On Pack, and Set 1. The number of this adventure is considered to be 1.

Complete the scenarios, in this order:

Infiltrated
Dark Relic of the Osirion
O Father, Where Art Thou?
Ghostbusters

Reward: Each character picks a boon of their choice from the box.

Scenario: Infiltrated

A jovial night at the Rusty Dragon turns solemn when a hooded Academy messenger places the scroll on the table. It reads: Old friend, I urgently request your aid in dire matters involving the Academy. A group who has infiltrated our ranks has taken a map of great value from us. Kindly find and return it to me. -Banzor Dreamweaver. The messenger quickly fills you in on the details.

An unknown group has infiltrated the Twilight Academy and stolen an antiquated map of great value. Banzor Dreamweaver, an associate of one of the characters and high-ranking official from the Academy, calls upon the heroes to retrieve the map and investigate who is behind this treachery. Academy agents have reported on the possible whereabouts of the criminals.

# of Characters: Location
1: The Academy
1: Nettlemaze
1: The Old Light
2: Warrens
3: Treacherous Cave
4: Woods
5: Wooden Bridge
6: Farmhouse

* Pull one Traitor and Sneak monster from the box before playing to use in encounters.

Villain: Use any brown villain, replace when drawn with Traitor having the ability: before encountering Traitor, summon and encounter a Sneak– regular villain rules apply (shuffle the brown villain card back into the appropriate stacks when necessary).

Henchmen: Use any red henchman cards, replace with Sneak when drawn - regular henchmen rules apply if the Sneak is the result of a red henchman card (shuffle in the red card if undefeated).

During this Encounter: If you would encounter an Ally, banish it and encounter a Sneak instead. You may not close a location when defeating a Sneak in place of an Ally.

Reward: The Map - Use the treasure map barrier card. A player may start with this card in their opening hand during the scenario: Dark Relic of the Osirion. The map is essential to the next scenario and counts as an item in that player’s deck.

Scenario: Dark Relic of the Osirion

A concerned Banzor Dreamweaver stands before you. “Osirions.” He utters quietly. “What claim could they possibly have on this map and mysterious treasure to which it leads? And why would they go to such ends to acquire it? We must find this item, before they do. Please, take the map and retrieve it for me. You shall be handsomely rewarded and I in your debt.”

It appears that a rogue sect of the Osirion is behind the theft of the map. They claim it leads to one of their sacred ancestral artifacts, stolen from their people long ago. After years of searching, they traced it to the Twilight Academy. After foiling the Osirion plot, Banzor has employed the heroes to recover the item. The Osirion, after years of searching, are not ready to let their prize go so easily.

# of Characters: Location
1: Treacherous Cave
1: Warrens
1: Thassilonian Dungeon
2: Deeper Dungeons
3: Prison
4: Throne Room
5: Shrine to Lamashtu
6: Desecrated Vault

Please note: Desecrated Vault will always be the last card used in this scenario. If there are less than six players, replace the last card that would be used with Desecrated Vault. Furthermore, the scenario cards must be set up in order. The villain card will always be shuffled into the Desecrated Vault location.

Villain: Use any brown villain. This card will represent the Dark Relic.

Dark Relic: Before attempting to acquire Dark Relic, summon and encounter an Ancient Skeleton henchman.
Check to Acquire Dark Relic – Wisdom or Divine 14

If unable to acquire the Dark Relic, shuffle the villain card into one of the remaining open locations as per a normal undefeated villain (this represents the Osirions gaining the Dark Relic and attempting to escape). Once acquired, the scenario is over. The Dark Relic will not go into any player’s deck.

Henchmen: Bandits (Osirion Rogues)

During this Encounter: You may only move to a location that has been explored using the map (the exploring player has the map in her hand). The player with the map may only move to the next location or a location that his been explored using the map.

Reward: Pick a boon type. Draw one random boon of that type from the box.

Scenario: O Father, Where Art Thou

“This is unlike anything I’ve ever seen.” Banzor mulls over the object a bit more before excitedly exclaiming, “Find Father Zantus! Bring him to me here. And be on the lookout for the Osirions. They are undoubted angry that we now possess what they consider to be theirs!”

# of Characters: Location
1: Temple
1: Academy
1: Garrison
2: City Gate
3: Sandpoint Cathedral
4: Town Square
5: Waterfront
6: Junk Beach

Please note: If Father Zantus is in a deck, remove it. That player may replace it with a basic ally of her choice. Pull two Cultist monsters from the box before playing to use in encounters.

Villain: Use any brown villain. This card will represent the Banzor Dreamweaver. Banzor will be shuffled into the Academy location. If encountered, one of two things will happen:
1. The player encountering him does not have Father Zantus in hand. Shuffle him back into the Academy deck.
2. The player encountering him has Father Zantus in hand. The players win the adventure.

Henchmen: Father Zantus + Bandits (if in a game with 5 locations, use Zantus and 4 bandits). If Father Zantus is not acquired, shuffle him back into that location instead of banishing him. When bandits are encountered, replace with 2 Cultist when drawn (encounter both, one after the other) – both must be defeated in order to close the location. If either is undefeated, shuffle the red bandit henchman card back into the location.

During this Encounter: If you would encounter a Bandit henchman, encounter 2 Cultists instead.

Reward: Draw a random blessing from the box. Father Zantus will stay with the party (if a player can find room for him in her deck).

Scenario: Ghostbusters!

I ain’t afraid of no ghost.

Unearthed, the Dark Relic is having a strange effect on Sandpoint. Once again, the heroes are there to clean up the mess. Unable to control the Dark Relic, Banzor has charged the heroes with arranging a meeting with the Osirion Envoy to work out an agreement on receiving the Dark Relic.

# of Characters: Location
1: Temple
1: Academy
1: Town Square
2: Village House
3: General Store
4: The Rusty Dragon
5: Farmhouse
6: Sandpoint Cathedral

* Pull one Ghost, Shadow, and Spectre from the box.

Villain: Use any brown villain. It represents Egon Spengler, Osirion Envoy.

Egon Spengler, Osirion Envoy
Check to Defeat: Charisma or Diplomacy 18 or Combat 14
Powers: If defeated in combat, Egon will flee to an open location. If defeated with Charisma or Diplomacy, the adventure is over.

Henchmen: Use any red henchman cards. When a henchman card is encountered, roll d6. Replace the henchman with: 1-2 ghost, 3-4 shadow, 5-6 spectre.

Special Location Building Rule: Double the amount of henchman that would normally be used and subtract one. After shuffling the villain and henchmen, add two cards to each location except the Temple. If the villain is defeated, he will run to the Temple if possible (as per normal villain rules). Both henchmen must be defeated in order to close a location.

Temple AT THIS LOCATION addendum: Instead of having an encounter, a character may instead become blessed. Blessed characters’ attacks gain the magic trait until they encounter a ghost, spectre, or shadow. After that encounter, the blessing wears off.

During this Encounter: The difficulty to defeat monsters with the undead trait is increased by 2.

Reward: If the heroes defeat Egon with combat, there is no reward. If they defeat him with diplomacy/charisma, choose a boon type. Draw a random card of that type from the box until you get a card without the basic trait.


I like it very mucho.
I like the twists of not only defeating all with combat and the different quest rewards.

Ps. The story is nice too :)

I/we wi l definately give it a try.

Grand Lodge

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

These look interesting. I like the story behind the adventure. It seems well thought out.

The only issue I see is the mechanic with the map. As part of a character's hand, it runs the risk of being lost as damage and the scenario cannot be completed without it. I would suggest that it be displayed by the character who is using it (Not sure if by the rules this prevents it from being the target of damage) or have a special rule that this card cannot be lost. Does the map count as an item card?

My other concern is about acquiring the Dark Relic. A check of Wisdom/Divine sees very high for some groups of characters. Maybe there could be an alternate way to acquire like Dexterity/Disable.

Will give these a shot and let you know how it works out.

Silver Crusade RPG Superstar 2014 Top 16

The reward makes it sound like you can just go into the box and pick absolutely any card you want. I think you mean that they get a random card of a type of their choice, correct?

Also, the name for a group of people from Osirion is "Osiriani". As in "The Osiriani stole the map." :)

Verdant Wheel Owner - Griffonest Games

1970Zombie wrote:
The only issue I see is the mechanic with the map. As part of a character's hand, it runs the risk of being lost as damage and the scenario cannot be completed without it. I would suggest that it be displayed by the character who is using it (Not sure if by the rules this prevents it from being the target of damage) or have a special rule that this card cannot be lost. Does the map count as an item card?

Did not actually get to test this particular scenario yet. The map is considered to be an item and meant to eat up a spot in a characters hand. It probably should be immune to the effects of damage. Also, not able to discard until all locations have been opened.

1970Zombie wrote:
My other concern is about acquiring the Dark Relic. A check of Wisdom/Divine sees very high for some groups of characters. Maybe there could be an alternate way to acquire like Dexterity/Disable.

True. But combat checks are hard for some groups. Wanted to mix it up a bit. After testing, perhaps a dex/disable will be added.

And thanks for the feedback!

Verdant Wheel Owner - Griffonest Games

cartmanbeck wrote:
The reward makes it sound like you can just go into the box and pick absolutely any card you want. I think you mean that they get a random card of a type of their choice, correct?

I meant a non-loot item of their choice. Banzor is thankful and has lots to reward the characters for a job well done. Too much?

cartmanbeck wrote:
Also, the name for a group of people from Osirion is "Osiriani". As in "The Osiriani stole the map." :)

Thanks. Pathfinder Adventure cards is my first experience with Pathfinder at all. Tried to find background info to make a scenario work and make sense. Having played this card game and read a bit about the Pathfinder setting, makes me interested in the RPG.

Silver Crusade RPG Superstar 2014 Top 16

Scott Rogganbuck wrote:
cartmanbeck wrote:
The reward makes it sound like you can just go into the box and pick absolutely any card you want. I think you mean that they get a random card of a type of their choice, correct?

I meant a non-loot item of their choice. Banzor is thankful and has lots to reward the characters for a job well done. Too much?

cartmanbeck wrote:
Also, the name for a group of people from Osirion is "Osiriani". As in "The Osiriani stole the map." :)
Thanks. Pathfinder Adventure cards is my first experience with Pathfinder at all. Tried to find background info to make a scenario work and make sense. Having played this card game and read a bit about the Pathfinder setting, makes me interested in the RPG.

Yeah, you can't just let them pick any item they want (other than Loot) from the box. Way too powerful. Plus it wouldn't make a lot of sense to be able to just pick an Ally or something like that. I would instead say let them choose one type, then give them 1d4+1 cards of that type. That way they're very likely to get something useful, but you aren't letting them get the most powerful cards in the box for free.

Verdant Wheel Owner - Griffonest Games

cartmanbeck wrote:
Yeah, you can't just let them pick any item they want (other than Loot) from the box. Way too powerful. Plus it wouldn't make a lot of sense to be able to just pick an Ally or something like that. I would instead say let them choose one type, then give them 1d4+1 cards of that type. That way they're very likely to get something useful, but you aren't letting them get the most powerful cards in the box for free.

I had not considered the whole ally aspect of it. The 1d4+1 seems reasonable.

Grand Lodge

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Are you replacing the traitor's existing ability with "before encountering Traitor, summon and encounter a Sneak" or is this in addition to the existing power?

Verdant Wheel Owner - Griffonest Games

1970Zombie wrote:
Are you replacing the traitor's existing ability with "before encountering Traitor, summon and encounter a Sneak" or is this in addition to the existing power?

This was meant to be in addition.

Verdant Wheel Owner - Griffonest Games

MartyOne wrote:

I like it very mucho.

I like the twists of not only defeating all with combat and the different quest rewards.

Ps. The story is nice too :)

I/we wi l definately give it a try.

Thank you, MartyOne. My wife and I are halfway through the adventure. Challenging and fun thus far.

Verdant Wheel Owner - Griffonest Games

1970Zombie wrote:
My other concern is about acquiring the Dark Relic. A check of Wisdom/Divine sees very high for some groups of characters. Maybe there could be an alternate way to acquire like Dexterity/Disable.

True. But combat checks are hard for some groups. Wanted to mix it up a bit. After testing, perhaps a dex/disable will be added.

And thanks for the feedback!

Just did the Dark Relic scenario. What looked like an easy game wound up going to the last blessing counter.

I believe I would add an additional way to acquire it. Dexterity/Disable 15 ought to do the trick.


Scott Rogganbuck wrote:
1970Zombie wrote:
My other concern is about acquiring the Dark Relic. A check of Wisdom/Divine sees very high for some groups of characters. Maybe there could be an alternate way to acquire like Dexterity/Disable.
True. But combat checks are hard for some groups. Wanted to mix it up a bit. After testing, perhaps a dex/disable will be added.

The thing is that combat checks aren't just strength/melee. Dextery/Ranged or spell-based checks can be used as a replacement. Wisdom/Divine doesn't have a replacement, and some characters can have very low wisdom, even with boosts.


We played this scenario and it was close on a couple of occasions. Especially the last scenario "Ghostbusters" where you have to fight two henchmen in every deck. We got SO lucky that the temple was taken care of in one turn (as it is the only location that got one henchman). Or we would have failed to time out.

Overall this adventure path was a whole lot of fun. We liked that it had already made locations and that it had twists to the normal hunt down baddie and kill it theme. Well done!

One other note, as the player who had to carry Father Zantus through the entire scenario was quite limiting and really made me have to think! Thank you so much for the adventure. I hope to see more like it soon.

Good gaming to all.

Verdant Wheel Owner - Griffonest Games

1 person marked this as a favorite.
Akasma wrote:

We played this scenario and it was close on a couple of occasions. Especially the last scenario "Ghostbusters" where you have to fight two henchmen in every deck. We got SO lucky that the temple was taken care of in one turn (as it is the only location that got one henchman). Or we would have failed to time out.

Overall this adventure path was a whole lot of fun. We liked that it had already made locations and that it had twists to the normal hunt down baddie and kill it theme. Well done!

One other note, as the player who had to carry Father Zantus through the entire scenario was quite limiting and really made me have to think! Thank you so much for the adventure. I hope to see more like it soon.

Excellent to hear! My wife and I are nearly finished. We have Ghostbusters left. We have also enjoyed the play and nearly run out of time on a couple of occasions (and would have if not for the candle that shuffles blessings in).

I look forward to trying the other fan scenarios once done.

Verdant Wheel Owner - Griffonest Games

1 person marked this as a favorite.

The Dark Relic

The Dark Relic Adventure is intended for characters that have completed Burnt Offerings. It uses cards from the Base set, Character Add-On Pack, and Set 1. The number of this adventure is considered to be 1.

Complete the scenarios, in this order:

Infiltrated
Dark Relic of the Osirion
O Father, Where Art Thou?
Ghostbusters

Adventure Reward: Each character picks a boon type of their choice. Draw d4 + 1 cards of that type from the box and keep one.

Scenario: Infiltrated

A jovial night at the Rusty Dragon turns solemn when a hooded Academy messenger places the scroll on the table. It reads: Old friend, I urgently request your aid in dire matters involving the Academy. A group who has infiltrated our ranks has taken a map of great value from us. Kindly find and return it to me. -Banzor Dreamweaver. The messenger quickly fills you in on the details.

An unknown group has infiltrated the Twilight Academy and stolen an antiquated map of great value. Banzor Dreamweaver, an associate of one of the characters and high-ranking official from the Academy, calls upon the heroes to retrieve the map and investigate who is behind this treachery. Academy agents have reported on the possible whereabouts of the criminals.

# of Characters: Location
1: The Academy
1: Nettlemaze
1: The Old Light
2: Warrens
3: Treacherous Cave
4: Woods
5: Wooden Bridge
6: Farmhouse

* Pull one Traitor and Sneak monster from the box before playing to use in encounters.

Villain: Use any brown villain, replace when drawn with Traitor having the additional ability: before encountering Traitor, summon and encounter a Sneak– regular villain rules apply (shuffle the brown villain card back into the appropriate stacks when necessary).

Henchmen: Use any red henchman cards, replace with Sneak when drawn - regular henchmen rules apply if the Sneak is the result of a red henchman card (shuffle in the red card if undefeated).

During this Encounter: If you would encounter an Ally, banish it and encounter a Sneak instead. You may not close a location when defeating a Sneak in place of an Ally.

Reward: The Map - Use the treasure map barrier card. A player may start with this card in their opening hand during the scenario: Dark Relic of the Osirion. The map is essential to the next scenario. It does not count as anything in that player’s deck. It does count as a card in hand as far as hand size is concerned.

Scenario: Dark Relic of Osirion

A concerned Banzor Dreamweaver stands before you. “Osirions.” He utters quietly. “What claim could they possibly have on this map and mysterious treasure to which it leads? And why would they go to such ends to acquire it? We must find this item, before they do. Please, take the map and retrieve it for me. You shall be handsomely rewarded and I in your debt.”

It appears that a rogue sect of the Osirion is behind the theft of the map. They claim it leads to one of their sacred ancestral artifacts, stolen from their people long ago. After years of searching, they traced it to the Twilight Academy. After foiling the Osirion plot, Banzor has employed the heroes to recover the item. The Osirion, after years of searching, are not ready to let their prize go so easily.

# of Characters: Location
1: Treacherous Cave
1: Warrens
1: Thassilonian Dungeon
2: Deeper Dungeons
3: Prison
4: Throne Room
5: Shrine to Lamashtu
6: Desecrated Vault

Please note: Desecrated Vault will always be the last card used in this scenario. If there are less than six players, replace the last card that would be used with Desecrated Vault. Furthermore, the scenario cards must be set up in order. The villain card will always be shuffled into the Desecrated Vault location at the beginning of the game.

Villain: Use any brown villain. This card will represent the Dark Relic.

Dark Relic: Before attempting to acquire Dark Relic, summon and encounter an Ancient Skeleton henchman.
Check to Acquire Dark Relic – Wisdom or Divine 14 / Dexterity or Disable 15

If unable to acquire the Dark Relic, shuffle the villain card into one of the remaining open locations as per a normal undefeated villain (this represents the Osirions gaining the Dark Relic and attempting to escape). Once acquired, the scenario is over. The Dark Relic will not go into any player’s deck.

Henchmen: Bandits (Osirion Rogues)

Map Rules: Reveal the map before exploring at a location. Place a Blessing of the Gods from the box face-up and sideways under the location. This location is “explored with the map”. The Map may not be discarded for any reason until each location has been explored with it.

During this Encounter: You may only move to a location that has been explored using the map. The player with the map may only move to the next location or a location that his been explored using the map.

Reward: Pick a boon type. Draw one random boon of that type from the box.

Scenario: O Father, Where Art Thou

“This is unlike anything I’ve ever seen.” Banzor mulls over the object a bit more before excitedly exclaiming, “Find Father Zantus! Bring him to me here. And be on the lookout for the Osirions. They are undoubted angry that we now possess what they consider to be theirs!”

# of Characters: Location
1: Temple
1: Academy
1: Garrison
2: City Gate
3: Sandpoint Cathedral
4: Town Square
5: Waterfront
6: Junk Beach

Please note: If Father Zantus is in a deck, remove it. That player may replace it with a basic ally of her choice. Pull two Cultist monsters from the box before playing to use in encounters. The Academy will have 11 cards to start this scenario.

Villain: Use any brown villain. This card will represent the Banzor Dreamweaver. Banzor will be shuffled into the Academy location. If encountered, one of two things will happen:
1. The player encountering him does not have Father Zantus in hand. Shuffle him back into the Academy deck.
2. The player encountering him has Father Zantus in hand. The players win the adventure.

Henchmen: Father Zantus + Bandits (if in a game with 5 locations, use Zantus and 4 bandits). If Father Zantus is not acquired, shuffle him back into that location instead of banishing him. When bandits are encountered, replace with 2 Cultist when drawn (encounter both, one after the other) – both must be defeated in order to close the location. If either is undefeated, shuffle the red bandit henchman card back into the location.

If the check to acquire Father Zantus is failed, shuffle him back in to the location where encountered.

During this Encounter: If you would encounter a Bandit henchman, encounter 2 Cultists instead.

Reward: Draw a random blessing from the box. Father Zantus will stay with the party (if a player can find room for him in her deck).

Scenario: Ghostbusters!

I ain’t afraid of no ghost.

Unearthed, the Dark Relic is having a strange effect on Sandpoint. Once again, the heroes are there to clean up the mess. Unable to control the Dark Relic, Banzor has charged the heroes with arranging a meeting with the Osirion Envoy to work out an agreement on receiving the Dark Relic.

# of Characters: Location
1: Temple
1: Academy
1: Town Square
2: Village House
3: General Store
4: The Rusty Dragon
5: Farmhouse
6: Sandpoint Cathedral

* Pull one Ghost, Shadow, and Spectre from the box.

Villain: Use any brown villain. It represents Egon Spengler, Osirion Envoy.

Egon Spengler, Osirion Envoy
Check to Defeat: Charisma or Diplomacy 18 or Combat 14
Powers: If defeated in combat, Egon will flee to an open location. If defeated with Charisma or Diplomacy, the adventure is over.

Henchmen: Use any red henchman cards. When a henchman card is encountered, roll d6. Replace the henchman with: 1-2 ghost, 3-4 shadow, 5-6 spectre. Two henchmen will need to be defeated at most locations (see special location building rule below). When the first is defeated, place that card face-up and sideways under the location.

Special Location Building Rule: Double the amount of henchman that would normally be used and subtract one. After shuffling the villain and henchmen, add two cards to each location except the Temple. If the villain is defeated, he will run to the Temple if possible (as per normal villain rules). Both henchmen must be defeated in order to close a location. As a result, the Temple will start with only 9 cards in that location.

Temple AT THIS LOCATION addendum: Instead of having an encounter, a character may instead become blessed. Take a Blessing of the Gods from the box and place it face-up and sideways under the blessed character. Blessed characters’ attacks gain the magic trait until they encounter a ghost, spectre, or shadow. After that encounter, the blessing wears off. Return the Blessing of the Gods card to the box.

During this Encounter: The difficulty to defeat monsters with the undead trait is increased by 2.

Reward: If the heroes defeat Egon with combat, there is no reward. If they defeat him with diplomacy/charisma, choose a boon type. Draw a random card of that type from the box until you get a card without the basic trait.

Verdant Wheel Owner - Griffonest Games

After finally finishing a full run through of this adventure, a few changes and clarifications were made in the above post:

*Formatting added for easier reading.

*Adventure Reward adjusted to be more reasonable.

*Check to acquire the Dark Relic adjusted in the Dark Relic scenario.

*More specific rules given on "The Map" in the Dark Relic scenario.

*Rules for Father Zantus clarified in the O Father, Where Art Thou scenario.

*Blessing and double henchmen clarification in the Ghostbusters scenario.

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