Steve Mulhern PFS 81365 |
Rules for this scenario:
Using the deck list from Guardpost, build a number of Guardpost locations equal to the number of characters. When you close a location, do not flip the Guardpost card over.
Treat the henchman Brimorak as if it is the henchman Corrupted Soldier.
When you acquire a boon from a location deck, put it facedown in a boon pile next to the scenario. When you defeat a Corrupted Soldier henchman, draw a random armor or weapon from the box and put it in the boon pile. When you fail to permanently close a location or defeat a henchman, banish a random card from the boon pile; if the boon pile is empty, instead banish the top card of the blessings deck.
When you permanently close the last location, summon and build the location Laboratory, and shuffle Ylyda Svyn into its location deck. If Ylyda Svyn is undefeated, banish her; the next character summons and encounters Ylyda Svyn as the first exploration of his turn. To win the scenario, defeat Ylyda Svyn.
I don't have the Location card in front of me- but the short and sweet of it is every time you start your turn at (location), summon and encounter the henchmen Corrupted Soldier.
Does that summoned Corrupted Soldier add a random armor or weapon from the box? (I know it does not count as a 'henchman' for closing the location.)
-- Steve
Theryon Stormrune |
Actually, we played it as no.
Just like Shark Island from S&S, the summoned Hammerhead Shark Henchmen is not the same as the Hammerhead Shark Henchman in the location decks. They don't invoke the same powers as the actual cards.
In this case, when we read the Corrupted Soldier Henchman in the scenario text, we decided it only meant the actual card in the location decks. Not the summoned one at the start of a turn.
So the summoned one doesn't allow you to draw from the box nor does it cause you to banish a boon from the pile if you fail.
The Knight Argent |
I believe they DO count.
When you defeat a Corrupted Soldier henchman, draw a random armor or weapon from the box and put it in the boon pile.
The previous sentence in the scenario text takes pains to ensure you only place boons gained from location decks in the boon pile (as opposed to the armor you get for closing a Guardpost), so I would imagine the same phrase would appear in the above sentence if they intended for summoned Soldiers to not "drop" armor or weapons.
jduteau |
we took it to mean any Corrupted Soldier henchman. it didn't really factor into anything because I'm not sure that we lost against any of the soldiers and there wasn't really anything in the boon pile that we wanted.
there is obviously still some confusion over when a henchman is a henchman and when it isn't. :) Since we play that a Sage's Journal works against any card that says it's a henchman, we just carried that logic onto this.
First World Bard |
Just like Shark Island from S&S, the summoned Hammerhead Shark Henchmen is not the same as the Hammerhead Shark Henchman in the location decks. They don't invoke the same powers as the actual cards.
I don't think that's a valid comparison. Summoned cards don't come from a location deck, so you can't use them to close a location. Same thing with summoned Corrupted Soldiers from the guardhouse. But they are still Corrupted Soldier henchmen, so I see no reason why the scenario rule wouldn't apply.
zeroth_hour |
Why? A Corrupted Soldier henchman is a Corrupted Soldier henchman; it doesn't matter where it comes from.
The text:
"When you acquire a boon from a location deck, put it facedown in a boon pile next to the scenario. When you defeat a Corrupted Soldier henchman, draw a random armor or weapon from the box and put it in the boon pile. When you fail to permanently close a location or defeat a henchman, banish a random card from the boon pile; if the boon pile is empty, instead banish the top card of the blessings deck."
The power to draw random armors and weapons don't come from the henchman card itself, it comes from the scenario text.
I also forgot that Guardposts give your Armors when they close :P
Keith Richmond Pathfinder ACG Developer |
First World Bard |
Keith Richmond wrote:And you fail to defeat a henchman even if you evade it. (Just adding in that for completeness)When you defeat one - even a summoned one - you add to your boon pile.
Note also that when you fail to defeat a henchman - even a summoned one - you banish from the boon pile.
Question: Is "failing to defeat" the same thing as "if it is not defeated?". For instance, does "fail to defeat" mean the same as "fail the check to defeat"? If so, then evading wouldn't mean you fail to defeat the henchman.
Keith Richmond Pathfinder ACG Developer |
If you can't manage to get some shiny armor and a magic shield out of this, you just haven't Assembled! enough.
Edit: Interesting rules discussion. I gotta run, so I'll leave it to the powers what be to quote the most official rules line.
Theryon Stormrune |
Question: Is "failing to defeat" the same thing as "if it is not defeated?". For instance, does "fail to defeat" mean the same as "fail the check to defeat"? If so, then evading wouldn't mean you fail to defeat the henchman.
Since the text on the scenario says, "When you fail to permanently close a location or defeat a henchman, banish ...", since you fail to defeat a henchman (because you evaded it) then you banish a boon.
If you evaded a Henchman and did not defeat it, you fail to defeat the Henchman.
Vic Wertz Chief Technical Officer |
If you evade the card, do not activate any other powers on it.... it is neither defeated nor undefeated, and the encounter is over.
So if something is triggered when you "fail to defeat" a thing, it is triggered when you evade that thing.
If something is triggered when you "fail a check to defeat" a thing, it is not triggered when you evade it before you act. (But if you evade it *after* you fail a check, using a card like Cat O'Nine Tails or Repelling Pike +1, the trigger would go off before you evade.)
Vic Wertz Chief Technical Officer |
Just like Shark Island from S&S, the summoned Hammerhead Shark Henchmen is not the same as the Hammerhead Shark Henchman in the location decks. They don't invoke the same powers as the actual cards.
All the powers are the same—it's just that the last power tells you you can attempt to close the location it came from, and when it's summoned, it didn't come from one, so you ignore it because it's impossible.
Which is to say, you ignore because it's impossible, and it's impossible because it was summoned... but you don't ignore it just because it was summoned.
ThreeEyedSloth |
Sadly, this scenario is barely possible solo.
Unless you're specifically playing a character with Craft (which are few), if you have a blessing and Sage's Journal, you're looking at 3d4+1 against 12.
Unless you get lucky, prepare to get knocked out, possibly even killed.
You also get no deck upgrades, since everything you acquire goes in the boon pile, and the only mention of getting anything from that pile is the reward for completing the scenario.
I'm not sure if that was intentional or not, but it's certainly a rough roadblock for anyone trying to play solo.
First World Bard |
Sadly, this scenario is barely possible solo.
Unless you're specifically playing a character with Craft (which are few), if you have a blessing and Sage's Journal, you're looking at 3d4+1 against 12.
Unless you get lucky, prepare to get knocked out, possibly even killed.
You also get no deck upgrades, since everything you acquire goes in the boon pile, and the only mention of getting anything from that pile is the reward for completing the scenario.
I'm not sure if that was intentional or not, but it's certainly a rough roadblock for anyone trying to play solo.
Your deck upgrade will be the armor you get from closing the Guardhouse, or maybe the item from closing the Laboratory.
Yeah, this is certainly a bear solo. Hopefully you have a statstone for one of the checks; that tends to be one of the first deck upgrades I go for if my class deck has them. Also note that the checks are easier for each closed location, so your target numbers will be 11. That said, yeah, if you don't have craft and also have poor Charisma / Diplomacy, things don't look great for you.
Jason S |
It's definitely tough solo, but it should at least be possible with a stat gem (or equivalent).
Solo, with a character like Lini, anything is possible. I could spend 7 turns just cycling and healing through my deck until I get *exactly* the cards I need. Of course we don't have Lini yet in OP. Healing characters are much easier solo imo.
So depending on your character choice, it might be impossible, but it's possible for a number of characters. Will try it with Radillo soon.
Keith Richmond Pathfinder ACG Developer |
ThreeEyedSloth |
Unfortunately, I'm playing a character that doesn't benefit from that class's stat gem, so no go there.
And there isn't a way to get an Ally deck upgrade in this scenario without winning, so trying to pick up a Carver for that Craft check is out of the question unless I replay an older scenario just for that.
First World Bard |
Unfortunately, I'm playing a character that doesn't benefit from that class's stat gem, so no go there.
And there isn't a way to get an Ally deck upgrade in this scenario without winning, so trying to pick up a Carver for that Craft check is out of the question unless I replay an older scenario just for that.
You don't need to play OP scenarios in order. Skip it for now, and maybe 1-1E will get you that ally deck upgrade.
ThreeEyedSloth |
I know. This is the last scenario I need though to get this character caught up with our local group though, so I was hoping to knock it out to be current with them. This character will be continuing with the group, so solo was just a temporary thing to get caught up.
I'll just have to convince them to replay it with me so that I can beat it. :)
zeroth_hour |
I was playing an Arabundi solo (just a proof of concept character to see if the shenanigans Arabundi build is still broken after the errata) and I'm actually stuck in 1-1D currently. I'll probably give myself some other pregen players to pass it, but I'm not in a hurry right now.
I'll pull together a report.
First World Bard |
I know. This is the last scenario I need though to get this character caught up with our local group though, so I was hoping to knock it out to be current with them. This character will be continuing with the group, so solo was just a temporary thing to get caught up.
I'll just have to convince them to replay it with me so that I can beat it. :)
If your group does one scenario a session, you can play 1-1E with them, then solo 1-1D and be caught up with them for Adventure 2. Or replay 1-1D with them. Or party up with e.g. pregen Lem using the Solo play rules.
ThreeEyedSloth |
Yeah, I know the options. I just wanted to point out the skewed difficulty for this scenario for a solo player, to either warn other solo folks or perhaps get a fix issued for it.
Sounds like a fix isn't on the table, so solo players be warned. You may need to either skip it, or play with a second pregen or group to beat it.