The Hidden Passage--A Scenario for the Basic Set


Homebrew and House Rules


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The Hidden Passage

Black Fang has established himself at the peak of the mountain, and the vile cult that worships him have entrenched themselves along the crest. So far, attempts to reconnoiter his fortifications have been met with a hail of crossbow bolts. Though his defenses seem impregnable, he has one weakness.

Legend has it that somewhere within Sandpoint there is a secret passage to the top of the mountain. Black Fang has heard the rumors, too, and he has sent his elite corps of undead ancient skeletons to find and block the passage at the source. But there is a fleeting opportunity for your party to find it first, get to the top of the mountain and defeat the dragon.

The citizens of Sandpoint are too intimidated to point you to the hidden passage, so it looks like you will have to find it yourself.

1 Temple
1 Treacherous Cave
1 Guard Tower
2 Farmhouse
3 Academy
4 Apothecary
5 Village House
6 General Store

Special Rules
1. Prepare the location deck for the Mountain Peak, and shuffle Black Fang into it. Lay the location deck aside for now.
2. Prepare the other location decks as usual. Then instead of a villain card, use the Mountain Peak location card. Shuffle it with the appropriate number of Ancient Skeletons, and assign one card to each of the locations (but not the Mountain Peak location, which already has Black Fang.)
3. Play the game normally until the Mountain Peak location card is revealed.
4. As soon as the Mountain Peak is revealed, the hero(es) who are at the location where the card was revealed automatically and immediately close the location they are currently at and move to the Mountain Peak location deck.
5. Play continues normally, except that heroes may no longer move away from any open locations. They are stuck in place until they can close their location. Any hero who begins his/her turn at a closed location can automatically move to the Mountain Peak location, joining the other heroes there.
6. If you defeat Black Fang in time, you win. When you fight Black Fang, he cannot escape, so you do not have to close other locations.

Reward: Each player may turn in one boon card in their deck and draw a random boon of the same type.


Very interesting concept, putting a location card in another location deck. Sounds fun.

When you say that those actions trigger when the Mountain Peak card is revealed, do you mean that once you can see it as the next card in the location deck? Or do you mean once it is encountered? I'm thinking you mean the first, since it will be obvious that the next card in the location deck is the mountain peak once it is the top card, but I just wanted to clarify. Thanks.


Actually I intended to mean that the special action triggers when the Mountain Peak card is encountered--simulating the hero(s) actually finding and opening the hidden path.

So the idea would be that if you are able to "find" the card without encountering it (Harsk, Spy Glass, etc.), you could call the other heroes to join you before encountering the card. Otherwise, if you accidentally encounter it, only the heroes there at that moment transport to the Mountain Peak, and the others have to wait until they start their turn on a closed location, at which point they can "beam" over to the Mountain Peak and join the others.

Dark Archive

Pathfinder Roleplaying Game Superscriber

The problem is that the location cards don't have the standard back. You'll be able to know when you're about to encounter it, even without scouting, and worst of all, you'll be able to know which deck it's going into from the beginning of the game.

A solution to that would be to use Black Fang in the normal locations and change the 4th power to something like "When you encounter Black Fang outside of the Mountain Peak, shuffle him into the Mountain Peak location deck and close your location. All characters at your location automatically move to the Mountain Peak." Instead of stumbling upon Black Fang's secret lair, the characters catch a glimpse of Black Fang and follow him there


Ah, great catch. I will make that change. Thanks.


Updated Scenario:

The Hidden Passage

Black Fang has established himself at the peak of the mountain, and the vile cult that worships him have entrenched themselves along the crest. So far, attempts to reconnoiter his fortifications have been met with a hail of crossbow bolts. Though his defenses seem impregnable, he has one weakness.

Legend has it that somewhere within Sandpoint there is a secret passage to the top of the mountain. Black Fang has heard the rumors, too, and he has sent his elite corps of undead ancient skeletons to find and block the passage at the source. But there is a fleeting opportunity for your party to find it first, get to the top of the mountain and defeat the dragon.

The citizens of Sandpoint are too intimidated to point you to the hidden passage, so it looks like you will have to find it yourself.

1 Temple
1 Treacherous Cave
1 Guard Tower
2 Farmhouse
3 Academy
4 Apothecary
5 Village House
6 General Store

Special Rules
1. Prepare the location deck for the Mountain Peak. Lay the location deck aside for now without any henchmen or villain.
2. Prepare the other location decks as usual. Shuffle Black Fang in with the appropriate number of Ancient Skeletons, and assign one card to each of the locations (but not the Mountain Peak location.)
3. Play the game normally until Black Fang is encountered.
4. As soon as Black Fang is encountered, the hero(es) who are at the location where the card was revealed automatically and immediately close the location they are currently at and move to the Mountain Peak location deck. Take Black Fang and shuffle him into the Mountain Peak location deck. The idea is that when you find Black Fang, you’ve actually found the hidden path to the Mountain Peak.
5. Play continues normally, except that heroes may no longer move away from any open locations. They are stuck in place until they can close their location. Any hero who begins his/her turn at a closed location can automatically move to the Mountain Peak location, joining the other heroes there.
6. If you defeat Black Fang in time, you win. When you fight Black Fang, he cannot escape, so you do not have to close other locations.

Reward: Each player may turn in one boon card in their deck and draw a random boon of the same type.

Grand Lodge

Great stuff - thanks


Cool idea. If you're interested, here's how I think I'd word it on the actual scenario cards (they don't actually do numbered lists, so I'm trying to match their formatting, as well as word-choices).

When setting up, create the mountain peak deck in addition to the normal locations. Do not shuffle a Henchman or Villain into it, and characters cannot move or be moved to it.
When you encounter Black Fang at a location other than the Mountain Peak, the encounter immediately ends. Shuffle Black Fang into the Mountain Peak deck. The Character who encountered Black Fang automatically closes their location and all characters at the new location immediately move to the Mountain Peak.
After Black Fang has been encountered, heroes may no longer move or be moved away from open locations. Any character who begins their turn at a closed location can automatically move to the Mountain Peak.
Black Fang cannot escape when encountered at the Mountain Peak.

Reward: Each player may banish one boon card in their deck and draw a random boon of the same type.

Hopefully that helps. It was a lot harder than I expected.

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