Tick tock on the clock


Pathfinder Adventure Card Society

3/5

Anyone figure out how to finish this, have failed like six times all ready? Are the henchmen suppose to allow closing, cause currently they do not.

1/5 *

Pathfinder Roleplaying Game Superscriber

First off, I'm assuming you are talking about "The Toll of The Bell", from Skull and Shackles. (I first thought you were talking about the scenario that involves the Shadow Clock location in Rise of the Runelords, but that didn't seem to fit your experience). If you are talking about Wrath of the Righteous, I haven't finished that AP yet, so I can't help.

Yes, Toll of the Bell is a tough scenario; it's one of two scenarios in the S&S AP that I've failed and had to replay. The strategy I successfully used is described here.

Grand Lodge

Actually, there's an OP scenario (2-3B) called Tick-Tock on the Clock.

Some sadistic Scenario designer wrote:

When setting up the scenario, arrange the locations in a circle in the order listed and put the scenario card next to one character's deck. At the start of each of that character's turns, move each character token one space counterclockwise.

Instead of your move step, you may choose to move one space clockwise; you may not otherwise move during your move step.

At the end of your turn, if you are at a location occupied by another character, you are dealt 1d4 Mental damage that may not be reduced.

I'd like to begin this list of suggestions by pointing out that I haven't yet played this one, so, I'm speculating wildly.

First, make sure someone's playing Amiri, 'cause she can still move wherever at the end of her turn. The only movement restriction is during your move phase. (Sorcerers have the Cape of Escape in their deck, and Paladins have mounts that allow them to move outside of their move phase... I'm sure there's more.)

Leave the location immediately clockwise of the character sitting on the Scenario card(?) empty. That way, beginning with that character, each character can move BACK where they were BEFORE the forced-move during their move phase without taking Mental damage. Once someone closes (or leaves for whatever reason), shuffling them (or someone else) to another location may prove interesting... Or painful.

As for closing locations, it might pay to chase the villain around to close. The first two locations where you encounter a henchman, leave at you next chance (which may involve clever manipulation of movement or some mental damage).

Alternatively, you might forgo the moving-back strategy above), have people hold all their extra explores (blessings, allies, detect spells), and pick two places to close. When each character is moved onto one of those locations, explore as much as possible to get those spots closed quickly. Then you can have a person on each location when the Villain is found.

So, those are the first things that pop into MY mind...

3/5

This season of the runelords 2-3b, the party is grazzle, harsk, enora and athunal.

The henchman cards does not allow the closing of location.

You can only move one location clockwise on Your turn.

You take a d4 unpreventable damage if you end your turn at a occupied location.

3/5

We tried several different appoarches but always at the end people can get to the needed locations to both find and fight the boss and plus close the other location.

Grand Lodge

Definitely sounds brutal. It'll be a bit before my crew gets to that one 'cause of weird attendance.


Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition, Starfinder Adventure Path Subscriber
rexx2264 wrote:
The henchman cards does not allow the closing of location.

I haven't played this either, but in Rise of the Runelords it was in the rulebook that defeating a henchman allowed you an attempt to close:

RotR rulebook, p17 wrote:
When you defeat a henchman from a location deck, you may immediately attempt to close that location by fulfilling that location's "When Closing" requirement.

That rule was removed in Skull & Shackles and later editions, so henchmen in those sets do require the text on the card to allow you to close, but in Rise of the Runelords that text was superfluous due to the above rule. That said, I'd wait for official confirmation from Tanis or Vic before making use of that rule and saying you're allowed to close it anyway, especially given that the henchman is a card printed on the PDF instead of one that came with the box (and the other henchman on the PDF does have the closing text).

Chasing the villain around seems like your best bet if the henchman truly don't allow you to close. Ability to scout is critical as well.


This thread belong in the Card Guild forum. I flagged it.

My belief is if Tanis & Co. wanted the Clockwork Demon to permit closing a location, they would have put that text on the card in the PDF.

Sovereign Court RPG Superstar 2011 Top 32

Huh, did not even notice that the Clockwork Demon didn't allow closing. Never ended up fighting one though, only saw the villain three times so I guess it didn't matter.

1/5 *

Pathfinder Roleplaying Game Superscriber
elcoderdude wrote:
This thread belong in the Card Guild forum. I flagged it.

Yeah, I think that's where my confusion came from.


I think this scenario is no problem as long as everyone uses the Mythic Trickster mythic path.


elcoderdude wrote:
I think this scenario is no problem as long as everyone uses the Mythic Trickster mythic path.

Wrong season. 8>)


Johnny Chronicle wrote:
elcoderdude wrote:
I think this scenario is no problem as long as everyone uses the Mythic Trickster mythic path.
Wrong season. 8>)

I've gotta work on conveying humor...

1/5 *

1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber
elcoderdude wrote:
I've gotta work on conveying humor...

Yeah. Tone is hard over text media. *I* knew you were joking, but we've played, what, ~8 scenarios together by now?


First World Bard wrote:
elcoderdude wrote:
I've gotta work on conveying humor...
Yeah. Tone is hard over text media. *I* knew you were joking, but we've played, what, ~8 scenarios together by now?

Might be a couple more.


I beat this scenario solo with CD Ezren, S&S Alahazra, CD Lini and Athnul on the first try. I'll admit it was more luck than strategy.

As James suggested, you have the choice of positioning the characters and choosing the move-trigger character such that every character can move back to the location they were at before they were auto-moved, without doubling up. I didn't do this, it may be a good way to put the best closer at the best location, at least starting out.

I put Ezren at the Academy, Lini at the Glassworks, Athnul at the Deeper Dungeons and Alahazra at the Throne Room. The turn order was Alahazra/Lini/Ezren/Athnul, with Athnul as the move-trigger.

I let the auto-move shift the characters around the clock. I never doubled up characters at locations the entire game. The healers only healed themselves. The only reason this worked is Athnul acquired many cards (she can recharge any card to fight) and Ezren actually acquired both a Cure and a Potion of Healing.

Tips:
-- Consider using the Holy Candle in this scenario. I used it and got a good roll. Turned out I didn't need it, but if the cards fell differently it would have been crucial.
-- If your party is good at acquiring blessings, consider not temp closing when you face Xanesha, depending on where your characters are. Xanesha is the best way to close locations.
-- When you defeat a henchman, put the henchman part-way under the location card. I quickly forgot where I had defeated a henchman and where I hadn't.
-- It's worth burning a blessing on the henchman BYA check if you've got a decent chance of making it(Lini d8+2 Knowledge). On the other hand, Athnul just punted(d4 int).

My Lini has the Droogami ally promo in her deck. Droogami has the power:

Droogami wrote:
Discard this card on your turn to move, then explore your location.

This is even more helpful considering CD Lini can swap an animal ally in her discard with a card in her hand. This gives worthwhile flexibility in this scenario. But, this card is surprisingly hard to find (I looked yesterday and saw exactly 1 on eBay, as part of a set).

The saving grace in this scenario is the villain isn't that hard to beat. My characters usually didn't need a blessing to beat her.

Silver Crusade

My table has 5 people, and after failing several times, we ended up just splitting into groups of 2 (1 hasn't done it yet but will catch up). Was easy after splitting into 2, which kind of ruins the fun, but...oh well. Needed to finish the adventure somehow...


skizzerz wrote:
rexx2264 wrote:
The henchman cards does not allow the closing of location.

I haven't played this either, but in Rise of the Runelords it was in the rulebook that defeating a henchman allowed you an attempt to close:

RotR rulebook, p17 wrote:
When you defeat a henchman from a location deck, you may immediately attempt to close that location by fulfilling that location's "When Closing" requirement.
That rule was removed in Skull & Shackles and later editions, so henchmen in those sets do require the text on the card to allow you to close, but in Rise of the Runelords that text was superfluous due to the above rule.

Since this thread was cited to help someone with exactly this question -- does defeating a henchmen in this scenario grant a closing attempt -- I want to point out that the esteemed skizzerz is wrong here.

PSACG Guide 3.0 p. 5 wrote:
We strongly recommend you use the most current version of the rulebook (which contains the most current general rules), plus the rulebook for the base set you’re using (which contains rules specific to the cards you’re using).

The governing rulebook in PSACG play is the latest rulebook (currently, Mummy's Mask). Defeating a henchman doesn't provide a closing attempt unless the henchman explicitly says so.

Community / Forums / Organized Play / Pathfinder Adventure Card Society / Tick tock on the clock All Messageboards

Want to post a reply? Sign in.
Recent threads in Pathfinder Adventure Card Society
Revival of PACS