Revenge of the Wicked - Adventure Path (Complete!)


Homebrew and House Rules


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After roughly 9 months of work in progress, I proudly present to you my custom AP

Revenge of the Wicked!

In this AP, you get to play the bad guys - cultists of demon lords, to be precise - and go on a lenghty campaign all over Golarion and the Abyss to prove to the world that you are not to be trifled with!

Instead of using the mythic paths of the original game, everyone gets to be a Demoniac, which lets you summon demons to fight for you and power up temporarily through abyssal power, along with new ways to use cards that have the Corrupted trait - cultists have no need for the redemption table, after all!

There are 25 (!) new custom cards included, and the game should feel quite differently from the original WotR campaign, both in tone and core gameplay mechanics (limited d20, incentives to expend and (new options) to get mythic charges, just to name a few).

The AP is meant to be compatible with the Hell's Vengeance CDs just as the Season of the Goblin is compatible with the Goblin CDs, so once released I hope those decks will containt a lot of evil cards that will improve the atmosphere of the game even more. :)

I've played through the campaign as it is with Melindra, Wrathack and Grazzle, and I would appreciate any feedback while I'll start another playthrough with friends.

Looking forward to hear what everyone thinks
- Doppelschwert.


1 person marked this as a favorite.
Pathfinder Card Game Subscriber

Looks like you have put lots of work into this.
Starting to read now.
Very impressed with what I have seen so far
Thanks for the hard work

Lone Shark Games

1 person marked this as a favorite.

Very cool! You clearly put a ton of work into it. :)

Also, I suspect you'll find the Hell's Vengeance cards work out pretty well here.


I'm happy you like it!

Now I'm looking forward to the HV decks even more :)

Also I've got a whole new level of appreciation for all the work that goes into designing cards and entire APs now, and I'm grateful for all the work that goes into making PACG possible.


Pathfinder Battles Case Subscriber; Pathfinder Card Game Subscriber

Great job Doppelschwert


Doppelschwert,

This looks brilliant and can't wait to try it out.

I notice the new cards you made were done with Drive Thru. Is there any chance that you could make them public - I would prefer to buy them for the game than use paper versions or proxies.


Thanks, Frencois and Gavin!

The AP was updated to v1.01 to fix some oversights and spelling mistakes. As a non-native speaker, I wasn't aware that words related to a country are always capitalized in english.

Regarding Drive Thru:
Unfortunately, I used Drive Thru only to make a first version of some of the cards. Right now, Drive Thru is still missing some features that would be necessary to create all the cards I used:

- You can not make Support Cards
- You can not make a box "Check to defeat: None" that lacks a number
- For some reason, Drivethru allocates space for up to 4 different kinds of checks for each Check to defeat on certain banes, even if you use less. This makes the boxes look bad.
- There are some issues with the text in the Powers section being too long to display properly when using Drive Thru, although it can be manually edited to fit by moving some words around
- Drivethru applies a filter on the images you upload that somehow decreases the brightness. I think it has to do with downsampling the colours, but it makes some of the cards look much worse compared to their original image (especially the picture of Giant Beetle and Relentless Inquisitor). This is something I haven't fixed.

For these reasons, about half of the cards needed to be manually postprocessed by me to look the way they do now. I'd like to publish the cards on Drive Thru, but feel like it would be strange to publish an incomplete set due to the issues above.

What I could do is ask Drive Thru to add some of these features - so far, they've been very helpful when I submitted some bug reports and improved some options due to this. However, this will likely take a while, especially since I'll be on vacation soon.

On a related note - I saw that printing the cards from the PDF yielded some pretty blurry results. Does anyone know how I can improve that? I tried increasing the metadates of the PPI value which somehow helped, but also increased the filesize considerably.


Pathfinder Card Game Subscriber
Doppelschwert wrote:

After roughly 9 months of work in progress, I proudly present to you my custom AP

Revenge of the Wicked!

You seem to have done an awesome job, and this just *might* make my group consider opening the WOtR box again!

If you have the time and inclination, I'd love to hear more about your thought and work process on creating the custom AP.

One thing that stood out as odd to me: the Demoniac power "you may discard a card with the Corrupt trait to get a Mythic charge. If the card has an unlocked trait from the patron table, recharge the card instead."
HOWEVER, 'Corrupt' itself IS a trait on the Patron table, so checking it off will mean you *always* get to recharge the card used for the above power. Is that the intention??


Pathfinder Card Game Subscriber

Some other things that I noted:

PHYLACTERY: the first power says “While displayed”, but the card doesn't say when it can be displayed
The second power probably should have a “you may”? It also should say “While displayed” if that's how you use the power; otherwise, it should specify how you play the Phylactery to trigger it (reveal, recharge, bury...). I would personally probably say “Return this card to the box to...” so I avoid the players having to remember if they already resurrected this scenario (bury would also suffice in most cases, but there are a number of cards already that can regen cards from your bury pile)

DARKLANDS: The “All cards that have the Human trait gain the Elf trait” is somewhat awkward, resulting in creatures that have BOTH Human and Elf traits. A better approach could be “Treat cards with the Human trait, as if they have the Elf trait *instead*”

DROW DEMONIAC: Last power (compounded in 1 paragraph) is “When you play a card, you may ignore the Corrupt trait on it. If you succeed on a check that has the Corrupt trait, get a mythic charge” - the fact that this is all 1 paragrapg leads me to believe the intent is : you play a Corrupt card and ignore that trait for purposes of penalties; then get a mythic charge since you played a Corrupt card – this can't work as currently worded, as “things you ignore never have any effect on your character” - so if you ignore the Corrupt trait to avoid a penalty – you don't also get a mythic charge.
Furthermore, the power concludes: “if you also played a card that has an unlocked trait from the patron table on this check” - as currently worded, it's not clear how this triggers. The 'also' implies I have to have completed another action first – is that that I have “ignored the Corrupted trait” on a card I played (presumably, on a check), or that I have “succeeded at a check that has the Corrupt trait”?
In the first instance, the wording also doesn't require that the card with ignored Corrupt trait is the same as the card with “unlocked patron trait” - which works as is, but I don't know if that's your intention?

PATHS: Just for clarity's sake – I assume on all Mythic Paths, the “at the start OR end of your turn” - the OR is inclusive, i.e. “At both the start AND at the end of your turn...”?

ABYSSAL ORIGIN: “Display a blessing … to treat a location as if it had the Abyssal trait until the end of your turn, then discard the blessing” - this sounds like I display ththe blessing to Abyss-ify the location UEYT, then immediately discard the blessing. I suppose the intention is rather “... as if it had the Abyssal trait until the end of your turn; at the end of your turn, discard the displayed blessing” ?

MISSION INAUDIBLE: Given that Cruader Troop is not immune to evasion, perhaps the instruction for meeting Warhorse in During This Scenario should be “...if NOT DEFEATED, shuffle the Warhorse...” - otherwise, a single evasion will ensure you don't meet the Crusader Troop for the rest of the scenaro? (It also remains a mystery what will happen with Warhorse, if you evade the Crusader Troop)


Thanks, Longshot!

I can write some notes on the process once I'm home from work, sure.

For now, I just want to verify that the Corrupted trait is on the patron table on purpose; the unlocks on the patron table are story driven and deterministic, and the Corrupted trait only unlocks after the penultimate scenario for the final showdown.

Also, you will find that the AP should be, in general, easier than WotR. Most disliked barriers are removed, and armies are less of a threat due to scenario rules and more tools to deal with them. The difficulty increases toward the later end of the AP, but the conjuring mechanic gives you a free evade that always works, so it should be more managable if things get tough. I think it might be even a bit too easy, overall.

EDIT: Didn't see your second post when I replied. I will think about it and adress it this evening as well - for now, thanks for the feedback!


Let me comment on the cards first:

Longshot11 wrote:

PHYLACTERY: the first power says “While displayed”, but the card doesn't say when it can be displayed

The second power probably should have a “you may”? It also should say “While displayed” if that's how you use the power; otherwise, it should specify how you play the Phylactery to trigger it (reveal, recharge, bury...). I would personally probably say “Return this card to the box to...” so I avoid the players having to remember if they already resurrected this scenario (bury would also suffice in most cases, but there are a number of cards already that can regen cards from your bury pile)

The phylactery is, as expected, tied to the Lich mythic path. The scenario that grants the Lich also tells you to display the phylactery at the start of every scenario for the rest of the AP - it really is an extention of the Lichs powers. You don't carry the phylactery around with you, so it should not be in the character deck - making it into a support card might have been better.

The second power lacks the may on purpose: As in the RPG, you need a soul to be resurrected, and since your soul is bound to the phylactery, you are not supposed to be resurrected by any other means. At the same time, the phylactery will revive you automatically, so there should not be a choice involved. The wording of the activation is the same as the similiar power of CD Sajan, which I guess is official. You summon the location Middle of Nowhere because that is where the Phylactery is hidden and revives you, and since it takes a while to get your powers back, you bury your role card. The loss of turns (traveling back to the group) and powers is the trade-off for having an automatic fail save. The phylactery should neither be buried nor put into the box because you are supposed to get the benefit for the recharge check even after being revived.

Longshot11 wrote:

DARKLANDS: The “All cards that have the Human trait gain the Elf trait” is somewhat awkward, resulting in creatures that have BOTH Human and Elf traits. A better approach could be “Treat cards with the Human trait, as if they have the Elf trait *instead*”

I was thinking about using your better approach, but there are some issues. Darkland applies both to cards in your deck and in the locations - for the locations, it means the cards you encounter are native drow, while for your deck, it means the people are magically disguised as drow. Being magically disguised, I reckon they should get both traits simultaneously, while your formulation is clearly better for the banes. In the end, I went with your own cards being more important.

Longshot11 wrote:

DROW DEMONIAC: Last power (compounded in 1 paragraph) is “When you play a card, you may ignore the Corrupt trait on it. If you succeed on a check that has the Corrupt trait, get a mythic charge” - the fact that this is all 1 paragrapg leads me to believe the intent is : you play a Corrupt card and ignore that trait for purposes of penalties; then get a mythic charge since you played a Corrupt card – this can't work as currently worded, as “things you ignore never have any effect on your character” - so if you ignore the Corrupt trait to avoid a penalty – you don't also get a mythic charge.

Furthermore, the power concludes: “if you also played a card that has an unlocked trait from the patron table on this check” - as currently worded, it's not clear how this triggers. The 'also' implies I have to have completed another action first – is that that I have “ignored the Corrupted trait” on a card I played (presumably, on a check), or that I have “succeeded at a check that has the Corrupt trait”?
In the first instance, the wording also doesn't require that the card with ignored Corrupt trait is the same as the card with “unlocked patron trait” - which works as is, but I don't know if that's your intention?

This really should be two separate powers, with the dividing line after the first sentence, but that didn't work due to space reasons. This should hopefully already clear up the intent, but I'll write it down just to be safe:

Every time you play a card that has the Corrupted trait on a check, you are free to ignore the trait or not. This is independent of what follows, and an upgrade over the other paths.

The rest of the power asks if your check has the Corrupted trait. This can only happen when you play one of the weapons with the Corrupted trait on your combat check (or the new custom blessing) (or by being Mavaro, who probably breaks the Drow Demoniac quite badly), and only if you don't ignore the Corrupted trait with the power above, which means you had some kind of drawback to suffer. If you succeed, you get rewarded with a mythic charge for your suffering, and if you also played a blessing from the patron table, you get to draw a card for your obedience. This mythic path is only really sustainable with weapon based characters, as pendant to the Lich, who is a specialization for casters.

Longshot11 wrote:

PATHS: Just for clarity's sake – I assume on all Mythic Paths, the “at the start OR end of your turn” - the OR is inclusive, i.e. “At both the start AND at the end of your turn...”?

Yes, it is inclusive. I was following Vics ruling for RotR Harsks OR power. AND would probably be clearer - I might change that in the next version, thanks.

Longshot11 wrote:

ABYSSAL ORIGIN: “Display a blessing … to treat a location as if it had the Abyssal trait until the end of your turn, then discard the blessing” - this sounds like I display ththe blessing to Abyss-ify the location UEYT, then immediately discard the blessing. I suppose the intention is rather “... as if it had the Abyssal trait until the end of your turn; at the end of your turn, discard the displayed blessing” ?

You're right about intent and the clumsiness of wording. I will change that, given it fits on the card - thanks.

Longshot11 wrote:

MISSION INAUDIBLE: Given that Cruader Troop is not immune to evasion, perhaps the instruction for meeting Warhorse in During This Scenario should be “...if NOT DEFEATED, shuffle the Warhorse...” - otherwise, a single evasion will ensure you don't meet the Crusader Troop for the rest of the scenaro? (It also remains a mystery what will happen with Warhorse, if you evade the Crusader Troop)

That's an oversight as well, which should be corrected the way you suggest. Thanks, I will change that as well.

I appreciate all the feedback - if you find any more mistakes or inconsistencies in wording, I'd be grateful to hear and fix them.


Pathfinder Card Game Subscriber
Doppelschwert wrote:
Let me comment on the cards first:

I see now I should have had some of the answers had I read the AP first, but I started by going over the individual cards themselves.

I finished the reading, so here are a few more notes:

ELVEN ABANDONMENT: In DTS, it says “...then put the henchman Worldwound Cadre on top” and “You win only when you defeat the henchman Demonic Platoon” - from what I can gather – these should be the same card?

MIRELDA'S FALL: In this scenario, henchmen don't allow you to close a location, and Lady of Valor will close its location only the first time it's encountered (in a location deck), after which she'll be continuously encountered (when discarded fron Blessings Deck) without further benefit; so, a 6-party will be expected to grind through 61-70 location deck cards; is that the intent?

EXTRACTING THE BLOODSTONE: From what I can gather, there's no way around this scenario if the party doesn't succeed at at least 6 Wisdom/Perception 12 checks. Even with a Mythic Power (+5 to your checks), this seems somewhat brutal for any low-Wis party. It's difficult to eyeball it, though, so you can give some feedback after you playtest it with your group. Personally, I'd put some alternate closing condition (similar to those 'headstones' circle in RotR AD5), even if it's something equally brutal (“or bury the top 1d4 cards of your deck/discard top 1d6 cards of your deck...”) - at least you have a contingency against it being near-impossible and players having to home-rule it. Then again, I may be overthinking it...

PATRON TABLE: Is it intended that after losing favor with Baphomet/Deskari, they remain checked off on the Ptaron table? (might be mechanically insignificant since all their Blessings get RFG anyway...)

CRASHING THE PARTY: The Demoniac power is “...summon and encounter a servant, whose Might is equal to your Mythic charges”. Given the lack of the word 'random', I gather that with 1 or 3 Mythic charges, I get to chose which servant to encounter, correct?

REVENGE OF THE RIGHTEOUS: First, I want to confirm that Banner of Valor is only displayed next to location, if Kinght of Ozem is “undefeated”, as opposed to “not defeated” (i.e. - am I supposed to display the banner if I evade?)
Second, unless there's something on the Befouled Altar (don't have the card on hand) – there's nothing that lets you un-display the Banner from a location, which would render the scenario unwinnable

WRATH OF THE WICKED: I realize it will be a tricky proposition without the normal mythic path boosts, but am I correct that nothing stops me from starting at Gate of the Worldwound and (hilariously failing to) defeat Baphomet on Turn 1?


Pathfinder Card Game Subscriber
Doppelschwert wrote:


The phylactery is, as expected, tied to the Lich mythic path.
...
The second power lacks the may on purpose: As in the RPG, you need a soul to be resurrected, and since your soul is bound to the phylactery, you are not supposed to be resurrected by any other means. At the same time, the phylactery will revive you automatically, so there should not be a choice involved. The wording of the activation is the same as the similiar power of CD Sajan, which I guess is official. You summon the location Middle of Nowhere because that is where the Phylactery is hidden and revives you, and since it takes a while to get your powers back, you bury your role card. The loss of turns (traveling back to the group) and powers is the trade-off for having an automatic fail save.

I suggested a 'you may', because if the group has other means to resurrect (Breath of Life) - it may be disadvantage to use the Phylactery. I see your point that you're not meant to resurrect by other means, but even with the current wording nothing obstructs a Breath of Life being consequently played to revive the Lich, correct?

Sovereign Court

Doppelschwert wrote:


Unfortunately, I used Drive Thru only to make a first version of some of the cards. Right now, Drive Thru is still missing some features that would be necessary to create all the cards I used:

- You can not make Support Cards
- You can not make a box "Check to defeat: None" that lacks a number
- For some reason, Drivethru allocates space for up to 4 different kinds of checks for each Check to defeat on certain banes, even if you use less. This makes the boxes look bad.
- There are some issues with the text in the Powers section being too long to display properly when using Drive Thru, although it can be manually edited to fit by moving some words around
- Drivethru applies a filter on the images you upload that somehow decreases the brightness. I think it has to do with downsampling the colours, but it makes some of the cards look much worse compared to their original image (especially the picture of Giant Beetle and Relentless Inquisitor). This is something I haven't fixed.

For these reasons, about half of the cards needed to be manually postprocessed by me to look the way they do now. I'd like to publish the cards on Drive Thru, but feel like it would be strange to publish an incomplete set due to the issues above.

What I could do is ask Drive Thru to add some of these features - so far, they've been very helpful when I submitted some bug reports and improved some options due to this. However, this will likely take a while, especially since I'll be on vacation soon.

I can offer you my help to edit the cards if you want. I also find Drive Thru Cards in some points not practical at all

So I create my own template with photoshop (you can check here if you want http://paizo.com/paizo/about/communityuse/registry)

Doppelschwert wrote:


On a related note - I saw that printing the cards from the PDF yielded some pretty blurry results. Does anyone know how I can improve that? I tried increasing the metadates of the PPI value which somehow helped, but also increased the filesize considerably.

There is no perfect solutions if you used a print screen from Drive Thru the PPI is around 75. And for a perfect printing result the PPI should be 300. What tools and softwares are you using ?


Longshot11 wrote:

I finished the reading, so here are a few more notes:

Thanks!

Longshot11 wrote:
ELVEN ABANDONMENT: In DTS, it says “...then put the henchman Worldwound Cadre on top” and “You win only when you defeat the henchman Demonic Platoon” - from what I can gather – these should be the same card?

Yes. That is an oversight from updating the scenario when I introduced the custom cards - will fix that.

Longshot11 wrote:

MIRELDA'S FALL: In this scenario, henchmen don't allow you to close a location, and Lady of Valor will close its location only the first time it's encountered (in a location deck), after which she'll be continuously encountered (when discarded fron Blessings Deck) without further benefit; so, a 6-party will be expected to grind through 61-70 location deck cards; is that the intent?

You're raising a good point here. I only ever play with 3 player parties, and while I thought about potential trappings for 6 player parties, that might be too much. When I wrote the scenario that way, I thought it was fine since I seemingly remembered seeing a scenario with similiar parameters in an AP at some point, but I'm probably mistaken. I'll think how to adjust the scenario to make it easier for larger parties.

Longshot11 wrote:

EXTRACTING THE BLOODSTONE: From what I can gather, there's no way around this scenario if the party doesn't succeed at at least 6 Wisdom/Perception 12 checks. Even with a Mythic Power (+5 to your checks), this seems somewhat brutal for any low-Wis party. It's difficult to eyeball it, though, so you can give some feedback after you playtest it with your group. Personally, I'd put some alternate closing condition (similar to those 'headstones' circle in RotR AD5), even if it's something equally brutal (“or bury the top 1d4 cards of your deck/discard top 1d6 cards of your deck...”) - at least you have a contingency against it being near-impossible and players having to home-rule it. Then again, I may be overthinking it...

In my experience from my playthrough, you're overthinking it. You get so many skill feats that - especially with a party with weak WIS - you should use 1 or 2 feats on WIS for some characters. Together with spending a charge, you're looking at a WIS 5-6 check, which even a character with 1d6 WIS has a good chance of making with help of a blessing. Imho, if you solo, you should plan around such checks when choosing the character, and as your party gets bigger, there is no excuse in not having a somewhat balanced party that covers WIS. Unless everyone has 1d4 WIS, this should be fairly doable.

Longshot11 wrote:

PATRON TABLE: Is it intended that after losing favor with Baphomet/Deskari, they remain checked off on the Ptaron table? (might be mechanically insignificant since all their Blessings get RFG anyway...)

The idea is, that it is mechanically insignificant and thus ignored. I never understood how you should uncheck a feat (in terms of how you treat the actual paper your character is printed on) so I don't bother to suggest it.

Longshot11 wrote:

CRASHING THE PARTY: The Demoniac power is “...summon and encounter a servant, whose Might is equal to your Mythic charges”. Given the lack of the word 'random', I gather that with 1 or 3 Mythic charges, I get to chose which servant to encounter, correct?

Correct. The demons are unlocked automatically, while the Undead are "sidequests".

Longshot11 wrote:

REVENGE OF THE RIGHTEOUS: First, I want to confirm that Banner of Valor is only displayed next to location, if Kinght of Ozem is “undefeated”, as opposed to “not defeated” (i.e. - am I supposed to display the banner if I evade?)

Second, unless there's something on the Befouled Altar (don't have the card on hand) – there's nothing that lets you un-display the Banner from a location, which would render the scenario unwinnable

It's only supposed to be displayed if undefeated - the Knights chase you around and try to set up the banner while fighting you, and if you evade them, they don't find you in the first place and don't bother to set up the banner.

The banner should be put back next to the blessings deck at the end of each turn - this somehow got lost when I edited the scenario and will be put back.

Longshot11 wrote:

WRATH OF THE WICKED: I realize it will be a tricky proposition without the normal mythic path boosts, but am I correct that nothing stops me from starting at Gate of the Worldwound and (hilariously failing to) defeat Baphomet on Turn 1?

Yes, nothing stops you from slaying him on the spot. The strategy of this scenario should vary with the size of the party - with a low player count, spending the blessings to close the location helps the most, while bigger player counts might want to hold onto the various blessings found in the locations to just play them on the combat checks instead. There are some rare boons that grant 1d20 in AD6, and Transmogrify is also around; Executioner Zadim with a Vorpal Blade and SnS Feiya with Transmogrify and some blessings may very well be able to win the encounter without ever touching the locations. The intention is that finding ways to overpower the final boss should be a fitting reward for playing through the AP thematically, and the scenario is open enough to let you set up the fight at your own pace.

Longshot11 wrote:
I suggested a 'you may', because if the group has other means to resurrect (Breath of Life) - it may be disadvantage to use the Phylactery. I see your point that you're not meant to resurrect by other means, but even with the current wording nothing obstructs a Breath of Life being consequently played to revive the Lich, correct?

I totally understand where you are coming from, and agree that making the power optional would be beneficial to the player. However, my design constraints are the following:

- automatic resurrection is iconic to being a Lich and should be included somehow mechanically
- unlimited resurrection would take a lot of risk involved away and break the game
- the Lich should overall not feel vastly superior to the other mythic paths
From this, I derived that automatic resurrection should have a thematic penalty, and the disadvantage of not having a choice is part of that - the story fits the mechanical necessities, not the other way around. I still think the benefits outweigh the penalties by a great margin and think it might be too strong.
Being able to play Breath of Life afterwards is unavoidable, but we'll allow for abstractions instead of flatout prohibiting that, which seems to be the worse approach, and actually was in an earlier draft. Another early version had the Lich character carry his phylactery around as a Loot item in his deck and make him permanently dead when it gets banished, so I think the current version is a good compromise between flavour and mechanics.

@LudwigO: I'll get back to you in the evening.


Pathfinder Card Game Subscriber
Doppelschwert wrote:
Longshot11 wrote:

MIRELDA'S FALL: In this scenario, henchmen don't allow you to close a location, and Lady of Valor will close its location only the first time it's encountered (in a location deck), after which she'll be continuously encountered (when discarded fron Blessings Deck) without further benefit; so, a 6-party will be expected to grind through 61-70 location deck cards; is that the intent?

You're raising a good point here. I only ever play with 3 player parties, and while I thought about potential trappings for 6 player parties, that might be too much. When I wrote the scenario that way, I thought it was fine since I seemingly remembered seeing a scenario with similiar parameters in an AP at some point, but I'm probably mistaken. I'll think how to adjust the scenario to make it easier for larger parties.

Me myself, I usually play 6-party so I'm especially wary about some of the issues this party size may raise (especially after the PTSD-inducing WotR). To be clear:

I'm not saying having to go through 60-70 cards is in and of itself a bad challenge (although certainly brutal, and with banes like Giant Fly and Mist Horror possibly eating up multiple explores).

However, the fact that you'll need most of the blessings deck is compounded with the fact that when you go below 10 blessings there's a pretty good chance every turn for the Lady of Valor showing up, and eating up the resources you need to close the locations - THIS is what I see as possibly making this scenario nearly impossible for big parties.

Several possible solutions:

- just banish the Lady after she's defeated from a location deck

- allow for the Lady to close your location when summoned and defeated

- make sure the number of times the Lady is encountered is determined or determinable (somewhat similar to what you're doing in the Drow Arena scenario, iirc); for example, after summoned, she's returned 5 cards, or 1d4 (you can scale the number/die rolled for desired level of brutality) cards beneath the top of the blessings deck, and if there are not enough cards in that deck - you banish her


Thanks for the explanation Longshot! I tried to think about potential pitfalls for solo and full parties, but since I lack the experience for those party sizes, I'm bound to oversee some of them and always appreciate input. That being said, I don't aspire to make the AP especially suited for solo play.

I'm kind of busy lately since I'm heading to vacation on wednesday and need to finish a couple of things, so sorry for the delays in answering. I'll update the AP tomorrow evening before I leave, so if anyone has some suggestion on fixing additional stuff, feel free to comment.

@LudwigO:
I have almost no experience on working with graphics, so I edited the initial drivethru version of all those cards using plain old paint (even though I know how to use GIMP for some tricks, I'm not very proficient with it and find it overwhelming). In particular, I only use freeware, so I guess I can't open your photoshop files?
If you'd like to remake the cards as vector graphic when I give you the text and pictures, you're welcome to do so, but I don't want to impose that much work on you (even though I would clearly credit you for the help - just as I will credit Longshot for his great feedback in the coming version).


So, I've incorporated all your feedback Longshot:
I updated 1-B, 2-A and 6-D, clarified the powers on the mythic paths and added an acknowledgement.

I'll be away on vacation now, so no updates for the next 3 weeks, even though I'm still open to any feedback people can come up with.

Sovereign Court

Doppelschwert wrote:


@LudwigO:
I have almost no experience on working with graphics, so I edited the initial drivethru version of all those cards using plain old paint (even though I know how to use GIMP for some tricks, I'm not very proficient with it and find it overwhelming). In particular, I only use freeware, so I guess I can't open your photoshop files?
If you'd like to remake the cards as vector graphic when I give you the text and pictures, you're welcome to do so, but I don't want to impose that much work on you (even though I would clearly credit you for the help - just as I will credit Longshot for his great feedback in the coming version).

I would be pleased to help you when you return from vacancy.

I am on vacation too and will b e back on 4th of September.
I sent you a PM.

Silver Crusade RPG Superstar 2014 Top 16

I just wanted to drop in and say this is seriously impressive work. I look forward to running the Hell's Vengeance characters through this as soon as I get those decks. :-D


Thanks, cartmanbeck! I borrowed some ideas from your goblin mini campaign, so I hope you enjoy the AP! :)

Also, it's update time!
With the HV CD1 at my place, and the awesome work by LudwigO, I'm able to present the 1.10 Update to WotR, which you can find in the link above as usual.

The changelog is as follows:

- Vastly improved all the custom cards by replacing them with versions from LudwigO
- Improved the mechanics introduction / setting up instruction
- Added rules to select cards from HV CD1
- Removed Celestial Armor and Armor of the Pious from the box for thematic reasons
- Alphabetized the first locations for 1B, 2E, 3A, 4C, 4D, 5C
- Minor revisions wherever I saw some cosmetic errors

The next update will be when I get HV CD2!


Pathfinder Card Game Subscriber

Doppelschwert - I am confused by some of Tactical Retreat.

1) In it, I assume that, although we are dealing 3 times the number of cards in Marketplace, it's still a single location, rather than 3 marketplace locations. Correct?

2) I am struggling to understand HOW you win. Since this is a little dependent upon group size, I am going to state that my group has 3 players, so according to the "may condition", if there are 17 blessings (8+3*3 = 17) in the discard pile, we may win. Is this effectively an "autowin" condition IE - if we get this many blessings, we can end with a win, or keep playing? Or am I missing something?

BTW - as an asside, We are modifying it slightly. I am currently using my Wraith Deck for Season of Wraith, but a couple of friends really want to play this one. So, we are using the boons JUST from Hell's Vengence 1 & 2 and Pathfinder Tales, and using the banes from Wraith, modified as required. I'll let you know how this works


Hey, thanks for your interest in playing the AP!

ferris.valyn wrote:

1) In it, I assume that, although we are dealing 3 times the number of cards in Marketplace, it's still a single location, rather than 3 marketplace locations. Correct?

Yes, that's correct.

ferris.valyn wrote:

2) I am struggling to understand HOW you win. Since this is a little dependent upon group size, I am going to state that my group has 3 players, so according to the "may condition", if there are 17 blessings (8+3*3 = 17) in the discard pile, we may win. Is this effectively an "autowin" condition IE - if we get this many blessings, we can end with a win, or keep playing? Or am I missing something?

Yes, you understood that correctly as well. Once there are 17 blessings, you can decide each turn whether you want to end the scenario or not. The idea is that the guards eventually catch you, but you can try to steal as many boons as possible beforehand.

The prologue is quite easy (on purpose - people complained about the prologue of wrath, so I wanted them to feel good about themselves). The only goal of 0-B is to survive long enough to grab as many boons as possible. Winning against the Corrupted Soldier is quite easy for some characters, but can actually be a problem for casters that don't have an attack spell on their hand at the start of the turn, so you should go as far as you can without anyone dying.

ferris.valyn wrote:
BTW - as an asside, We are modifying it slightly. I am currently using my Wraith Deck for Season of Wraith, but a couple of friends really want to play this one. So, we are using the boons JUST from Hell's Vengence 1 & 2 and Pathfinder Tales, and using the banes from Wraith, modified as required. I'll let you know how this works

That's an interesting approach - feel free to tell me how it goes from time to time, or if you have additional questions. However, I'd recommend you use the blessings of the WotR box, since most of the later mechanics revolve around access to those blessings.

You could also run the AP solely with the blessings from the CDs, but this will make the AP quite a bit harder, since you'll lack easy access to mythic charges later on.


Pathfinder Card Game Subscriber

Hey. No pressure, but I just wanted to make sure updating the file with Hell's Vengeance 2 cards is still on your radar?


Thanks for the reminder; I haven't forgotten about it.

My initial HV2 deck got lost by the mail, and the replacement only arrived 2-3 weeks ago; I couldn't find the time to properly upload the pdf since then. This week is rather busy starting tomorrow, so if I don't find time today, it'll come sometimes next week.


File updated to v1.20!

Changelog:
- Added rules to select cards from HV CD2

Unless there is a significant amount of feedback to change something, you can consider this as the final version.

I'll focus on my SnS homebrew AP now; feel free to help me with finalizing some of its new mechanics in this thread.


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Pathfinder Card Game Subscriber

Awesome! This is next on our play list!


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Pathfinder Card Game Subscriber

So, we're not as far along as I thought we would be by now, but we've been really enjoying this AP so far. We're playing Emil, Lazzero, and Nyctessa. Adventure 1 and 2 were fairly easy, but things started getting more challenging in Adventure 3 (and with some really neat twists and rules).

We just completed 3-D, and it was so tense! We finally acquired the Amulet on the second last turn, Nyctessa was down to two cards in hand and none in her deck, and Emil had to explore 3 times on the last turn to empty the location so we could close. And we had to hope the villain wasn't in the Laboratory, because there was no way we could beat the him, and we had a fifty/fifty chance of him being there right up until the blessing we hit on the last explore. It doesn't get any closer than that!


Thanks for the feedback, and I'm very happy you had a good time! :)
I look forward to hearing what you think about AD4 and the special rewards you get during AD4 and AD5.

I think the difficulty is a bit lower overall, and in particular compared to WotR, but the characters are also a big part of it.
While playtesting, I used characters from the first few class decks and the challenge was appropriate, but when I went through it again with some friends with characters from newer class deck, I felt it was easier as well.

Personally, I think that's fine for the most part, since you're supposed to feel powerful by having less constrained access to all the corrupted boons you'd otherwise have to think about more carefully.

I'm open to adjustments though, so if you feel like there is a very high difficulty spike/drop, please tell me :)


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Pathfinder Card Game Subscriber

I have one suggestion, actually, after playing 4-C: I would recommend removing Cult Acolyte from the list of boons to add in from the HV decks. The original version of the card would have been fine, but the HV2 version is slightly different and tells you search the blessings deck for a blessing, which shuffles the blessing deck and allows you to break all the timing from several scenarios (3-D, 4-A, 4-C).

I don't think we used it in 3-D and 4-A, but in 4-C, we managed to completely avoid Melazmera. :)

I have another question/suggestion, but I'll send you a PM to avoid spoilers for anyone who's planning to play.


MorkXII wrote:

I have one suggestion, actually, after playing 4-C: I would recommend removing Cult Acolyte from the list of boons to add in from the HV decks. The original version of the card would have been fine, but the HV2 version is slightly different and tells you search the blessings deck for a blessing, which shuffles the blessing deck and allows you to break all the timing from several scenarios (3-D, 4-A, 4-C).

I don't think we used it in 3-D and 4-A, but in 4-C, we managed to completely avoid Melazmera. :)

I have another question/suggestion, but I'll send you a PM to avoid spoilers for anyone who's planning to play.

Thanks for the excellent point, I wasn't aware of the change in wording of the Cult Acolyte! If you don't mind, I'd like to wait for you to play through the rest of the AP before I update the pdf, so that I can incorporate any further feedback from you as well in a single update. :)

For now, everyone reading this can assume that the Cult Acolyte should be removed from the game.


Hi theere, i taked youre AP with my group of friends to play it. The last saturday we ended the scenary 5-C, we are playing with the six hellvengance 1 & 2 characters, and we are enjoying this adventures a lot and give us a lot of funny situations, a really awsome work you done with this.
In the other side, in the critics i have to say that you must advice the cards that are removed from the box but later are used as loot because it's tiresome to search for them in the proxy ones.
And the mechanics of conjure, the idea it's awesome, but until now we never need it or find it useful, we reach till here with out use it.
In resume your AP is awesome, it's challenging and fun to play, the lore it's really enjoyable and unexpected, thanks for your hard work and the hours of diversion you give to our group.


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Thanks for the feedback Reinfild!

It took me some time, but here is another update for Revenge of the Wicked, now up to v1.30:

Changelog:

General changes (mostly inspired by Emerald Legacy and feedback):
- Scenario rules now list card names bolded. Regular boons/banes other than henchman now also have a note whether they come from a higher adventure deck or have been previously removed from the game, so you can find them more easily when setting up
- Basic Cards are removed starting at AD2
- Elite Cards are removed starting at AD4
- Removed Cult Acolyte from the HV card lists
- New AP reward that benefits Emerald Legacy

Changes for scenarios:
- Simplified scenarios that treated banes as being listed as cohorts
- Several minor adjustments due to another pass of proof reading (just scenario powers though)
- 0B: Size of blessings deck now scales with number of players
- 4D: Added reward for defeating villains. Simplified check to defeat for villains and henchman to 20 + #AD
- 4E: Removed Transmogrify from the reward (and thus from the AP, as it easily trivialized a lot of encounters, including the final villain). Made Book of the Damned necessary to unlock Undead Company
- 5D: Changed story text to make more sense and adjusted scenario accordingly
- 6A: Removed the option to close locations prematurely after defeating the villain
- 6D: Size of blessings deck now scales with number of players
- 6E: Reduced debuff for villain for each closed location from 5 to 4

None of the cards were changed!

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