The Traitor's Lodge Questions


Rules Questions and Gameplay Discussion

Grand Lodge

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I just tried to play The Traitor's Lodge with Alain solo. It was tough and I did not win.

rant:
Not having a magic weapon was a real pain since the villain and on of the henchmen, and as it turns out and plain old ghost in the deck all needed the magic trait to be defeated.

I will try again but I did come across a few thing that I was unsure of how to handle.

The last power on Karsos says:

Last power on Karsos:
If undefeated, summon and build the location Maze and move there.

Once the Maze is closed, can it be summoned and rebuilt again or is it just another closed location?

Does the loot Sacred Prism stay in your deck after the scenario even if you do not defeat the scenario on the first try?


Pathfinder Adventure, Adventure Path, Lost Omens, Maps, PF Special Edition, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber

1) No. Once a location is summoned and built you don't get to summon it again (so it'd be just another closed location).

WotR rulebook, pg15 wrote:
If you're told to summon and build a location, if it's not already built, retrieve the location card from the box and build the location as usual; the location and its deck remain in play for the rest of the scenario and are no longer considered summoned cards.

2) Yes, you get to keep it. You can also recharge it to add the Magic trait to your check to help against the villain.

Grand Lodge

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

One more question ... Is the Maze a valid location for the undefeated villain to escape when it is first built or is the villain escape resolved first and then the Maze is built?


Pathfinder Adventure, Adventure Path, Lost Omens, Maps, PF Special Edition, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Yes, once it's been summoned it is a regular location for all intents and purposes.

Grand Lodge

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

That does not quite answer the question.

This is how I played it.

1) Encountered and combated villain.
2) Succeeded at the Combat check but did not have Magic trait so villain was undefeated.
3) Completed villain escape.
4) Built out Maze location and moved character to that location.
5) Continued turn since I had card that allowed me to explore again.

Should it have been this instead?

1) Encountered and combated villain.
2) Succeeded at the Combat check but did not have Magic trait so villain was undefeated.
3) Built out Maze location and moved character to that location.
4) Completed villain escape.
5) Continued turn since I had card that allowed me to explore again.


If I finally got the numerous explanations (thanks for his patience) from Vic, I would say :

You defeat the villain during the "encounter the villain" step
then there is the "close the villain's location" step
then there is the "check if the villain escape" step

So "villain's escaping" happens long after "villain's undefeating" - that's why I would first build the maze and move the character there during the end of the "encounter the villain", then later check for villain's escape (including in the Maze).

Note that since the character moved there, she can attempt to temporary close the Maze (if allowed, I don't have the card in front of me).


Actually, not allowed because temporary closes happen at the start of a villain encounter, not the end. :)


Pathfinder Adventure, Adventure Path, Lost Omens, Maps, PF Special Edition, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Ah, I misread your question, my apologies :)

The undefeated power triggers during the Encounter the Villain phase (pg16), specifically in the Resolve the Encounter step of that phase (pg11). This means that the Maze is summoned and built during Encounter the Villain, meaning it is a valid and open location for the Check to See Whether the Villain Escapes phase (which happens later).

So, sequencing works like so. I'm showing all of the steps in the rulebook even if they don't all apply for posterity's sake. Italics are my own notes for those steps.

1. Explore location and flip over Karsos.
2. Attempt to Temporarily Close Open Locations.
3. Encounter the Villian:
3.1. Apply Any Effects That Happen When You Encounter a Card.
3.2. Apply Any Evasion Effects.
3.3. Apply Any Effects That Happen Before You Act.
3.4. Attempt the Check.
3.5. Attempt the Next Check, If Needed.
3.6. Apply Any Effects That Happen After You Act.
3.7. Resolve the Encounter. This is when the Maze gets summoned and built and you move there.
4. If You Defeat the Villain, Close the Villain's Location. (You did not, so location remains open.)
5. Check to See Whether the Villain Escapes. This is when Karthos runs away, the Maze has already been summoned and built by this point in time, so it is a valid location for him to escape to.
6. If the Villain Has Nowhere to Escape to, You Win!

Grand Lodge

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Ok. That all makes sense. (This scenario did not seem as hard when we had 4 players.) :)

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