Question for villain Rahadoumi Captain


Rules Questions and Gameplay Discussion


So, last night I was running a game and we finally encountered the Rahadoumi Captain- the villain for 1-3. The player (me, actually) summoned the Man's Promise, and failed spectacularly at the check to defeat it, and the ship was wrecked. I looked for a long time at the villain card to see if there was anything that mentioned the result of the Man's Promise encounter and found nothing. So, I went on with the check to defeat, soundly beat the villain and won the scenario (it was the last open location).

My questions are as follows: Is there any penalty for losing the fight against the Man's Promise when you summon it? Is there any reason you can't go on to fight the villain regardless of what happens with the Man's Promise encounter?
Is there any reason to care if the ship get's wrecked when you encounter a villain? As I understand it, your turn has to end after you defeat the villain but BEFORE the game ends, but that would mean you only lose 1 plunder card and that's the only penalty for doing it this way.
I just felt like losing against the ship should have prevented me from beating the villain and winning the scenario, but could not find anything that would suggest that.


I can't remember the details of the scenario, but is it setup so that you can only encounter the villain once? Otherwise, if your ship was wrecked on a turn that wasn't also the end of the scenario, it would cost you potentially much more than 1 plunder.

Did this one have an atypical win condition?


Hawkmoon269 wrote:
Did this one have an atypical win condition?

No, it doesn't.

Joseph, rest easy that you played it correctly :) In fact, I was wondering the same thing the other night - a player encountered the hobgoblin captain of Devil's Pallor (2-1), on our last turn no less, and was ill equipped to deal with the ship. We thought that maybe we'd have to sacrifice some of the blessings we had prepared for the Villain, but then we realized - all that a failed Ship check makes you do is suffer Structural dmg, cards for which can be discarded by ANY player. So, while such encounter might be really painful in the beginning of scenario (or if you're playing solo and the ship hand-wipes you... but then, if you've cornered the Villain you'll just wreck your ship instead of discarding to Structural) we had 5 other players that could soak up the ship damage, so we didnt even need to bother rolling against the ship.

Now, there's another thing that you mention that piqued my interested: that you need to end your turn before ending the game. Funny that you mentioned it, 'cause we also had an issue with that thing. As far as I could find - the game designers ONLY have said, on this forum, that you need to end your turn if you run out blessings (so that you cant exploit a Ship's power and lose the game if you know that you'll die at the end of your turn) .

However, on that very last check, we had a character play Potion of Heroism which lasts until the end of turn (and the same question would arise by someone playing a Sphere or Cloud spell without the appropriate skill) - so did we have to banish the POtion or would we get to keep it, as it's only banished at end of turn?

We played it as if we can keep it, but I'd appreciate any input you might have.

EDIT: About the Ship check - you may think of it that way: you board the ship's promise, the Rahadoumi crew proves too skilled for your crew and you lose a lot of good men on its deck, but then you fight your way to the Rahadoumi Captain, defeat her in single combat, and her people surrender. Hurrah! :)


Yeah. Then I'd say that the ship doesn't have an impact if you win on that turn. But if you encounter the villain and don't win on that turn, then having it wreck might cost you.

Interesting thing about the Potion of Heroism. I'd say by the rules it was displayed when the game ended and therefore you could pick it up and use it when rebuilding. Doesn't seem intentional, but I don't think hanging on to a potion for the whole scenario until your last turn is going to be a winning strategy. I'm not even sure I'd keep it when rebuilding even in that situation. I have so many other items I want to keep, sacrificing one of them for Potion of Heroism, which I could only play once in the next scenario, would be a difficult choice to make.

So it seems like a loophole to me, but probably one that isn't worth closing by adding "or at the end of the scenario" to every displayed card.


Interesting point about displayed cards that would otherwise be banished. I can't think of any card that would break the game that way since, like Hawkmoon said, it will have to be used at the very last moment of the scenario. I'll leave it to Orbis Orboros, who has a knack for these things, to find such cards. Otherwise, I don't feel like any change is required. You still keep them at end of scenario.


new question, should the captain have the pirate trait?


Gambit001 wrote:
new question, should the captain have the pirate trait?

If I remember correctly the Man's Promise tells you it is a Rahadoumi Merchant Ship. Therefore the Captain of that vessel is not meant to be a pirate.


Pathfinder Adventure, Adventure Path, Lost Omens, Maps, PF Special Edition, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber
Michael Klaus wrote:
Gambit001 wrote:
new question, should the captain have the pirate trait?
If I remember correctly the Man's Promise tells you it is a Rahadoumi Merchant Ship. Therefore the Captain of that vessel is not meant to be a pirate.

Yep.

S&S Plot Spoiler:
The Wormwood overtakes the Man's Promise. Before a boarding party is sent over, the chef aboard the Wormwood throws some slaughtered pigs overboard to attract sharks to the scene. A fierce battle rages while the ship is surrounded in magical fog to obscure vision, with the pirates eventually emerging victorious. The Man's Promise is then staffed with a skeleton crew of pirates with Mr. Plugg as the acting captain and Master Scourge as his first mate -- neither of which are overly fond of the PCs. They intend to dispose of the PCs as they hatch a plan to refit the Man's Promise as their own ship and become their own pirate crew no longer under the purview of Harrigan.

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