1-2C Into the Woods: How did you do?


Pathfinder Adventure Card Society


We got knee deep into the woods this time...

Somehow one location ended up with:
2 Telekinesis Traps
1 Arboreal Blight

And we kept trying to evade them and the Henchman kept not cooperating and coming up. And somehow I rolled 2 1s on the TK trap. Then rerolled using my volunteer shirt and rolled a 1 again :-/

We had 1 new guy in; he was okay and didn't die even though he played a Sorcerer.

It ended up going down to the last few Blessings, but we made it.

I want a Card feat. And things I can use other than Blessing B.


This one was easy for our Zarlova, WotR Kyra and CD Merisiel party, once we decided on a ruling for "closing" the Abyssal Rift.

Merisiel and Flenta played the scenario to catch up Flenta, who had missed the first play-through. Flenta closed two locations in one turn. I wasn't there to see how she did it, but it's a neat trick (S&S Damiel-worthy).

1/5 *

Pathfinder Adventure Path Subscriber
elcoderdude wrote:
Flenta closed two locations in one turn. I wasn't there to see how she did it, but it's a neat trick (S&S Damiel-worthy).

So it involved the Potion of Flying, then?


First World Bard wrote:
elcoderdude wrote:
Flenta closed two locations in one turn. I wasn't there to see how she did it, but it's a neat trick (S&S Damiel-worthy).
So it involved the Potion of Flying, then?

Actually, I don't know. I mention Damiel because I think he's the most likely character to pull this off.

2/5 *

Does a potion of flying allow you to explore in the close phase?

Page 8 of Wrath Guide wrote:

You may never explore outside of your

explore step.

I thought you could only explore in the exploration phase.

If that's correct, the only way to close 2 locations is to close your first location, move to another location that is already empty, and close that as well.

Pathfinder ACG Developer

I suspect it's more a case of encountering henchmen at two locations.

1/5 *

Pathfinder Adventure Path Subscriber
Jason S wrote:

Does a potion of flying allow you to explore in the close phase?

Page 8 of Wrath Guide wrote:

You may never explore outside of your

explore step.

I thought you could only explore in the exploration phase.

If that's correct, the only way to close 2 locations is to close your first location, move to another location that is already empty, and close that as well.

You can only explore in the exploration phase, but your second statement doesn't follow. You can close a location by defeating a villain or henchmen (and meeting the When Closing condition in the latter case), those still happen in your exploration phase.

Edit: ninja'd, both transitively and intransitively

Second edit: Just after closing a location by defeating a villain or henchmen is the optimal time to play the Letter of Marque, since you've used your first explore, and still get to use the explore the Letter of Marque gives you. Otherwise, you'll lose out one way or another. (Unless you're a cleric that can trade your first explore for healing, I suppose).


You can close two ways: using the close text when you defeat a henchman is still in the explore phase, so you can explore again.

2/5 *

I always assumed that when you closed because of a henchman/villain, you'd go to the close phase. Good to know. Movement powers look a lot better now.

2/5 *

AD 2 is not challenging at all with 2 characters. Although the Demon Patrol was impossible for Kyra one time (no stat gem in her hand), the penalty of failure (more mobs) didn't cause us any problems.

Molten Pool is always terrifying and we made sure we had armor and as many explores as possible before venturing into it.

We didn't even stack on our banner (which we normally do for big games), which was good because some banes had tough "at this location" powers.

Between blessings for evades and free scouting, it was easy to see the patrols coming and my character killed the patrols. Discarding to close was only a nuisance.

Kyra didn't cure me for most of AD2 and focused mostly on herself.

We took the Abyssal Rift being emptied of cards and on the temporary closed side to be closed.


I soloed this with CD Harsk, CD Kyra, and Radillo, and it nearly killed more than one character.

Harsk ended his first turn with zero cards in his deck, having used both his damage reduction cards.

I was trying to push through the Molten Pool with as many explores as possible. Harsk explored and found a boon he didn't acquire. He discarded an ally to go again. He hit Death of Righteousness, and had no hope of defeating it, so he lost his hand size(6) from his deck.

The next character, Kyra, was standing by with two Cures in her opening hand, so I pressed my luck with Harsk, discarding a blessing to go again. Harks hit the Telekinesis Trap. With Arcane/Divine 14 or Disable 11 to beat this, he had no chance again. He suffered 3 Combat damage (taking it on the Amulet of life) then 2 Acid damage (burying his armor).

In all Kyra cured Harsk 4 times and herself once. I won the scenario with 4, 2 and 3 cards in the character decks, respectively.

2/5 *

Funny enough, I completed most of AD2 without getting (or needing) a single cure from Kyra.

Before entering the Molten pool, we always had at least 1 armor, so it would be very tough to lose my hand size of 7. Stat gems seemed to take care of any barriers.

We played somewhat conservatively, not using all of our blessings on a turn if we were going to explore, especially since they can be used to evade banes, like the TK Trap you ran into.

With the free scouting and free evasions and free explores (Nurah), this was easy.

I was surprised, but the dynamic of playing with 2 players is too easy in Wrath. It's only really designed for 3-4 players. 5-6 players is "challenging".


Totally forgot about the evade.

2/5 *

This is going to sound funny, but we actually defeated our first Rallying Cry in 11 scenarios. I'm glad there's (often) no penalty for failing it, our fail rate is 99%. :)

Pathfinder ACG Developer

Yeah, it can be tough to balance playtests sometimes. One might get all Arboreal Blights, Demonic Hordes, and Bilious Bottles, while another is all Temptations and Rallying Cries.

Random is random, all right.

2/5 *

Oh, we got Arboreals and Demonic Hordes more than a few times, we just destroyed them. Nothing like beating a Blood Demon to death with your bare hands. We failed the Hordes one time but it wasn't bad, Kyra just healed herself up the following turn. I also failed Arboreal one time (by 1), but the barrier is defeated based solely on the character that encounters it.

All in all, you have so many turns in a 2 character game and decent support, there are no worries.

Pathfinder ACG Developer

True enough. The game is actually a _very_ different game as you change the number of players.

Solo you don't care about turns, essentially, but any touch of bad luck is super difficult and being able to make certain checks (without multiple blessings, etc) can be maddening.

2-4 depends a little on the set. In Wrath, I'd agree that 2 is easier than 4, whereas in Shackles it depends a lot on which 2; sometimes you'd really lack certain skills. Either way, as you keep adding someone you lose a little time to go shopping, and the difficult checks just get easier due to blessing availability. "You're 1d4 to beat the Golem? Okay, let's make that 6d4+2"

5-6 is less about making the check and mostly about efficiency of the turn. Which makes those mean barriers all the meaner, since they're a real drag on resources and might need to be encountered again.

I'm almost positive the lion's share of testing for OP happens with 3-5 player groups, and only very rarely solo.

Grand Lodge

Lem went into the woods... AND NEVER CAME OUT. The rest of the party survived, but failed. Time to whiz a character through the previous scenarios in time for the retry.

Now that I have the Monk and Paladin decks, perhaps a Raz, or even RotR Sajan?

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