Fan based Adventure : Q's Quest


Homebrew and House Rules


Had this idea for some time.... a way to make use of your entire card collection all at once with no specific plot going on per se. This is supposed to star the Pathfinder equivalent of Q from Star Trek: TNG; but I do not know if or who that would be... I'm just using 'Q' so you have a mental image of exactly WHAT you are facing; a really ANNOYING all powerful entity.

Without further ado, I introduce: Q's Quest

Adventure Path/Scoring Rules:
Adventure Path: Q’s Quest

Description: Pathfinder’s version of Q (Star Trek: TNG) takes an interest in the party, forcing the party to play his/her/its game until he gets bored.

Earning Points: Earn a number of points equal to the deck number of the bane defeated/ boon acquired unless specially noted otherwise. Non-numbered bane/boons are worth 1 point.

Points are used to ‘buy’ the reward per scenario/adventure. At the end of a completed scenario (i.e. win), the total score is added to the adventure score total. Then the current scenario score is used to buy a SINGLE reward; left over points is added to the adventure score total as a bonus. If you cannot afford the cheapest relevant reward (i.e. Spell Boon doesn’t count in a party of warriors); you must take the cheapest relevant reward and no extra points added to the adventure score. At the end of the adventure, purchase a reward using the adventure score total.

Q’s Quest is a replayable adventure path. As rewards are determined based off of actual achievements and the party’s strength.

Basic costs are determined by the party’s stats.

Random boon from the box = Total (boons of that type) that the party can carry amongst themselves.

Example: For the boon (choose a weapon) from the box….

  • Starting Valeros soloing: 5
  • Starting Ezren & Seoni pair: 1

Example 2: For the boon (choose a ally) from the box

  • Valeros : 2
  • Ezren/Seoni: 7 (3 from Ezren, 4 from Seoni)

Skill Feat = 15 + number of feats already purchased among the party

Example :

  • Valeros at + 3 STR : 18 for new skill feat
  • Ezren/Seoni with 2 feats each: 19 for new skill feat


Power Feat = (4 or 12*) + number of feats already purchased (* 12 if ANY character has selected a role card)

Example:

  • Amari Berserker with only 2 power feats alone : 14 for power feat
  • Lini Wild Warden (3 power feats) and Meisural Basic Rogue but 4 power feats: 19 for power feat (12 due to Lini’s role + 7 powers)
  • Any three starters with a power each: 7 (4 with no role amongst them, 3 powers)

Card Feat = Total deck sizes of the characters in the party

Choose a Role = Largest deck size + (8 * number of characters who do not have a chosen role card yet).

Example:

  • Single character (20 card): 28 to choose a role
  • 6 man starting party: 63 (15 deck size + 48 due to party number)
  • 3 man team; leader with role (18 cards) and two rookies: 34 (18 due to leader + 16 for just the two without roles)

Reward modifiers: These are additional options to customize the reward won after a scenario or adventure completion. Only allowable if you have points for it.

Choice of Reward: Total the costs of each reward type being chosen. Each character can choose ONLY ONE of the rewards at the end of each scenario/adventure. This option MUST be chosen if a character cannot benefit from a feat or role reward. The above example of the three-man team in the role example is just the cost of the role; an additional reward must be added to permit it, since the leader cannot benefit.

Trait/Deck Exclusion: additional * .5 modifier (rounding up) per exclusion. This modifier is to help narrow down the boon choices in hopes of getting a better reward.

Examples:

  • Valerous starting solo wants a weapon without the ‘Basic’ or ‘Elite’ traits: 12 (6 for weapon boon and another 6 for two traits to omit)
  • Valerous again choosing an ally from decks 3 or higher: 5 (2 Ally + 3 to omit sets B/C (B/C counts as one group; deck 0 if you will), 1, and 2 cards (additional *1.5 mod))

Adventure Card:

At the beginning of the Adventure, the party decides on the initial difficulty level (0- highest deck number in your collection). This is the adventure deck’s number for the starting scenario. For each scenario afterwards, increase that number by 1 until the highest deck number is reached (maximum). Scenarios are chosen randomly for the ‘Q Quest Scenarios’. After each scenario, the party may choose to end the adventure; if they won the last scenario, they may purchase a single reward with the total adventure points gained to that point. If they lost the scenario and then choose to quit; those adventure points are lost.

During a scenario if you encounter a boon/bane that is lower than the current scenario’s deck number, you may opt to redraw another one of its type from the box and take the larger of the two choices (take the redraw in case of ties). (Note: Yes, banes are optional too, as which you defeat affects your score; No, you may not opt to keep the lower if you chose to redraw).

If a scenario calls for a random villain/henchman; use the scenario’s current deck number and choose random villians/henchman from not only the current deck number, but from the decks above and below it where possible (ex. Scenario level is 1, pool villians/henchmen from B, C, 1, and 2. If the scenario level is 6, then just pool from 5 & 6 until higher level decks are created).

Scenario Cards:

Quick note: Location lists are merely suggestions based on the scenario theme. Any location card may be used; so if you don’t have a particular card or think something is more appropriate later; feel free to use whatever locations you want.

Q Quest Scenario - Hold the Fort:

Description: Q has sent a seemingly endless legion of monsters toward town. Facing overwhelming odds, Q throws you a bone and says if you can hold out until reinforcements arrive then you'll survive.

Villain: None
Henchmen: None

Suggested Locations:

  • 1 City Gate
  • 1 Garrison
  • 1 Guard Tower
  • 2 Fort Rannick
  • 3 Waterfront
  • 4 Turtleback Ferry
  • 5 Courtyard
  • 6 Town Square

Powers:

When setting up this scenario, replace any barriers from each location with monsters. Then shuffle one monster and one ally for every location into the blessing deck.

During play, if a monster appears on the blessing deck; each character at an open location summons and encounter that monster. Defeating the summon monster temporarily closes the location. After this encounter, place this monster next to the scenario card and shuffle a number of monsters from the box equal to the number of open locations into the blessing deck; the difficulty of all monsters increases by the number of monsters next to this card.

When an ally appears on the blessing deck, put it next to the scenario card. You may only permanently close a number of locations equal to the number of allies next to this card.

If there is no blessing in the discard pile, treat this turn as if there was a ‘Blessing of the Gods’ on the top of the discard pile.

The scenario ends when all the allies in the blessing deck are next to the scenario card.

Reward: Add points for the number of monsters next to the scenario card plus the total value (deck numbers) of the allies to the final scenario score.


Q Quest Scenario - Gravity Well:

Description: Q observes that the party doesn’t seem to be overly challenged of late. Bemoaning how weak the challenges seems, he ponders what to do about it. Suddenly his eyes twinkle and he snaps his fingers. The party suddenly crumbles to their knees as an unseen force presses down on their bodies. Moving, heck thinking is hard.

Q smiles smugly, ‘See if you can defeat the boss NOW.’

Villain: One Random Villian
Henchmen: A Random Henchman for each remaining location

Suggested Locations:

  • 1 The Old Light
  • 1 Junk Beach
  • 1 Woods
  • 2 Wooden Bridge
  • 3 Mountain Peak
  • 4 Warrens
  • 5 Treacherous Cave
  • 6 Festering Maze of Sloth

Powers:

  • Reveal
  • Recharge
  • Discard
  • Bury
  • Banish

When a card instructs you to do one of these things, treat it as if it said to do the next action on the list instead (reveal becomes recharge, banish stays banish). Healing effects are not affected although activations are (ex. Staff of Minor Healing would become discard the staff to recharge another card). Recharge Checks may be attempted before applying this power.

Reward: Double point score this scenario.

More to come; just tired of formatting this wall of text. Comments and Critiques welcome.

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