Paizo Blog: Heart of Stone


Pathfinder Adventure Card Game General Discussion


Vision is a fantastic spell. It reminds me of the mythic archmage. But no one ever wanted me to spend five mythic tokens for that either. Sigh...


If Drelm cast Vision, shouldn't Tef-Naju have escaped as if undefeated? ;)

Another fine piece of writing. Good to know not all villains are bent on defeating adventurers.

Sovereign Court RPG Superstar 2011 Top 32

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That Chest of keeping is fantastic for fighter types who can get their hand clogged with weapons...you want to ditch the weapons so you can cycle, but you don't want to end up weaponless if something forces a discard. Now you can store those extra on the chest and retrieve them if needed.

Lone Shark Games

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I definitely liked it on Drelm.

I think it works best for spare weapons, armor, a Cure spell, and a Remove Curse spell. I'm pretty pro-deck thinning to just the awesome stuff (why, yes, I do like drawing blessings every turn, don't mind if I do!), though :)

Silver Crusade

Hawkmoon269 wrote:
Vision is a fantastic spell. It reminds me of the mythic archmage. But no one ever wanted me to spend five mythic tokens for that either. Sigh...

We let you do it once, as I recall.

Based on Tef-Naju's role in the RPG, I was actually really surprised that he was only a combat check to defeat and not a Charisma/Diplomacy as well. Odds are pretty good that unless your party is a bunch of murder hobos, they'll ally with him. (My party is almost there, but first they have to get over the symbol of insanity they all failed...)


Is it me or Trove of Tef-Naju is worthless?
In our 5 players group, in AD 5, we only rarely have 2 AD3 cards of the same type that we can spare to buy an AD4 one we want.
We very very rarely have have 2 AD4 cards of the same type that we can spare to buy an AD5 one we want.

Having 3 of those never happened.

So 4 of those? Actually it's already rare to have 4 cards on the same type in your deck (not everybody is called Mavaro), but we never manage to have 4 AD4 cards on a single type (there may not even be enough in the game for 4 people).
And someone had 4 AD cards, he wouldn't destroy that game for a single AD5 card.

So I must be missing something. Or are traders only for solo play or OP? If that is the case, I find it disappointing.

Or should the traders work differently for large groups?

Lone Shark Games

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Frencois, it is not intended that you need 2 (or 3 or 4) cards of the same type (ex: armor).

That is to say, you should be able to trade an item, armor, blessing, and/or weapon for that spell you really want. The cost is "boons" not boons of a particular type.


OOOps I guess we misread the "To trade with the trader, the character must pay the trade cost by putting the appropriate number and type of cards from her cards into the box; these cards must have an adventure deck number no less than 1 less than the desired card's adventure deck number."

Still, 4 AD4 cards is more than I have in my deck at any time.

Lone Shark Games

Trove of Tef-Naju works particularly well for large groups. Only one character need choose it to see all its "wares" and a large group has a much easier time of pooling extra boons to turn in. Like Keith said, you can mix-and-match boons of different types as much as you like to meet the Traders' prices.

Frencois wrote:

Is it me or Trove of Tef-Naju is worthless?

In our 5 players group, in AD 5, we only rarely have 2 AD3 cards of the same type that we can spare to buy an AD4 one we want.
We very very rarely have have 2 AD4 cards of the same type that we can spare to buy an AD5 one we want.

Having 3 of those never happened.

So 4 of those? Actually it's already rare to have 4 cards on the same type in your deck (not everybody is called Mavaro), but we never manage to have 4 AD4 cards on a single type (there may not even be enough in the game for 4 people).
And someone had 4 AD cards, he wouldn't destroy that game for a single AD5 card.

So I must be missing something. Or are traders only for solo play or OP? If that is the case, I find it disappointing.

Or should the traders work differently for large groups?


Thanks A LOT Liz and Keith. Always impressed how fast you answer our concerns.
OK we definitively need to work on our English.

Lone Shark Games

Eliandra Giltessan wrote:
Based on Tef-Naju's role in the RPG, I was actually really surprised that he was only a combat check to defeat and not a Charisma/Diplomacy as well. Odds are pretty good that unless your party is a bunch of murder hobos, they'll ally with him. (My party is almost there, but first they have to get over the symbol of insanity they all failed...)

We think he should have to do his job as literally specified in his mandate from the pharaoh. And then, y'know, whatever happens, happens.

Sovereign Court

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I'm surprised people aren't talking about the Aegis of Recovery! That's some amazing drip healing!

Seriously, I'm a fan of drip healing, and Mummy's Mask has been very good to me.

Silver Crusade

Iammars wrote:

I'm surprised people aren't talking about the Aegis of Recovery! That's some amazing drip healing!

Seriously, I'm a fan of drip healing, and Mummy's Mask has been very good to me.

Hyenadon is SO GOOD.

Lone Shark Games

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Aegis of Recovery is quite possibly the best solo-game card we've ever created.

Lone Shark Games

Malcolm_Reynolds wrote:
If Drelm cast Vision, shouldn't Tef-Naju have escaped as if undefeated? ;)

I'm pretty sure Drelm examined the wrong location deck.


Playing mostly large group Guild play puts a different spin on card value. An Ally with Fortitude is a waste of an explore for our group, but the Item with two stats plus Knowledge and Craft is OK. The Weapon and Spell are pretty standard. An Armor with Divine is interesting...but it's an Armor. The Trader is completely worthless at 4 boons. (So far Sunburst Market has been the only Trader that we actually use.)


Parody wrote:
So far Sunburst Market has been the only Trader that we actually use.

This was true for us until we got the adventure 3 reward which reduced the cost of your favorite trader.


elcoderdude wrote:
This was true for us until we got the adventure 3 reward which reduced the cost of your favorite trader.

That'll be nice when we get there. (We just finished Adventure 1.)

Silver Crusade RPG Superstar 2014 Top 16

elcoderdude wrote:
Parody wrote:
So far Sunburst Market has been the only Trader that we actually use.
reward:
This was true for us until we got the adventure 3 reward which reduced the cost of your favorite trader.

Probably should have spoiler-ed that for people who aren't huge fans of knowing the rewards ahead of time.


cartmanbeck wrote:
elcoderdude wrote:
Parody wrote:
So far Sunburst Market has been the only Trader that we actually use.
** spoiler omitted **
Probably should have spoiler-ed that for people who aren't huge fans of knowing the rewards ahead of time.

Yes -- mea culpa. You're right. (So where were you at 6:15 AM when I could have fixed this?)


My Feiya player wants the spell trader but the rest of us don't don't really care about anything other than Sunburst (and usually only care about Remove Curse or Cure)

Although I have to remember to enforce the >AD-1 rule on the cards too, which will probably sour people on the concept of trading in Guild play


We see Sunburst used mostly to get Blessings. Remove Curse hasn't been an issue because...

PACG SoPT:
...the only Scenario where it got used was the one where everyone starts with a Curse. Otherwise we just haven't been getting Scourged.

Interest in Traders was high before starting SoPT but died almost completely when we found out you don't keep Trader boons for deck upgrades. Off the top of my head, though, I'm not sure there's much better you can do with Traders in that format. (There's a very fine line between meh and easy to abuse. :(

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