
beewee-pathfinder |
Hello,
We're about to start playing this scenario and I have a question about the Devil Pile.
It is supposed to contain all Devil Monsters from the Vault and everytime you close a region you must summon and encounter one of them at random...
The thing is that (unless I'm mistaken) there are only 3 Devil Monsters in the Monster cards of the vault which is not enough to deal with the number of Locations (even in 2-player games)... So, I must misunderstand something...
I see 2 options:
- Should the Devil Pile also contain the Devil Story Banes? In this case I hope I will draw the accuser devil :-)
- Once encountered does the devil go back to the devil pile instead of being banished?
Are there other possibilities?
Thanks in advance ;-)

Malcolm_Reynolds |
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Since the setup says to use Devil monsters from the vault and not "Devil monsters and Story Banes", I have been using the 3 Devil monsters and, after summoning them, returning them to the devil stack. The "Summon and Encounter" rules tell you to return summoned banes to the vault, but these three devils weren't summoned from the vault and I return them to the stack.
I know while I could be doing it wrong, this makes sense to me.

wkover |

I think this is scenario 5D. :)
Story Banes are monsters or barriers, so my guess is that "Devil monsters" includes Story Bane monsters with the Devil trait.
If true, for clarity's sake, it wouldn't hurt for the setup instructions to say, "Before building the locations, shuffle all Devil monsters from the vault (including Story Banes) facedown into a devil stack."
Like you, I'm not entirely sure what happens to encountered devils. I'm guessing that they're shuffled back into the facedown devil stack, though strictly by the rules (p. 14) they would go back to the vault.

beewee-pathfinder |
I think this is scenario 5D. :)
Crap! 5D indeed... Not sure I can edit the subject though...
Story Banes are monsters or barriers, so my guess is that "Devil monsters" includes Story Bane monsters with the Devil trait.
If true, for clarity's sake, it wouldn't hurt for the setup instructions to say, "Before building the locations, shuffle all Devil monsters from the vault (including Story Banes) facedown into a devil stack."
Like you, I'm not entirely sure what happens to encountered devils. I'm guessing that they're shuffled back into the facedown devil stack, though strictly by the rules (p. 14) they would go back to the vault.
Anyway, it was epic!
It was the last scenario of this adventure (we played them in ABCD order)We made it on the very last hour! phheeeww!

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Edited subject.
I will verify intent on whether story banes should be included in the pile.
Sometimes you will be told to summon a card or to do something with a new card. When this happens, retrieve the card from the vault.
If you’re told to summon a card that’s already being used, just imagine you have another copy of that card for the new encounter; this summoned copy ceases to exist at the end of the encounter.
The devil stack cards are already being used, so when you summon and encounter one of them, you're encountering a copy that ceases to exist at the end of the encounter.

wkover |
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I just completed this scenario. I'm not sure that including the story bane devils matters.
The villain is a devil story bane, but he shouldn't be in the devil pile. He needs to be set aside to be all villainy.
The only other devil story banes are from AD1, and they aren't veterans. So they would have been removed from the vault by AD5.
So I believe there are only 3 devil monsters in the devil pile - all standard monsters.

Yewstance |
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Playing this in my home game and found the same question. Do Story Banes get removed when building/upgrading the vault? The text in the Curse storybook only refers to "non-Veteran monsters and barriers" getting removed.
Excellent question. In another forum of discussion I'd asked this question in relation to Curse-4A, which has the Danger as a "Random Critter Bane", despite 4 of the 6 possible Critter Story Banes being candidates for having been removed from the vault (and most being extremely easy encounters for any Tier 4 character, such as Jigsaw Shark).
However, I think we have to assume that Story Banes do not get removed. Among other things, some location closing conditions would fail to work if they're referring to summoning a story bane that no longer is in the vault, like the aforementioned Jigsaw Shark from the Fishery.

Yewstance |

I'd like to bump this thread; because some powers and locations fail to work under the assumption that Story Banes are removed from the vault over time, I infer that to mean that that they are not removed from the vault at any point.
So the initial ruling seems to hold firm; the low-level, weak story bane devils remain in the stack. That should probably be added to a FAQ, in my opinion.
EDIT: Additionally, this scenario includes another oversight which has not been given a public ruling. This scenario includes the henchman Ukwar, who has the following power...
If defeated, draw the new Loot weapon Ukwar Axe.
This doesn't inherently work in Sanctioned Play/Organised Play, since you don't get to keep it after the scenario ends, implicitly. However, the Sanctioning Document does cover an almost-identical situation with the loot card (Trifaccia's Mantle) you can earn by defeating the monster Yzahnum the Efreeti, indicating that you add it to all players' chronicle sheets.
I've been directed to apply the same solution to Ukwar and Ukwar's Axe in the past, but there's been no update to the Sanctioning Document or public ruling formalizing that, as far as I can tell.
Also the Sanctioning Document does not allow for non-veteran Blessings to be removed from the box - though I believe that is allowed in the regular adventure path - making earning late-game blessing deck upgrades prohibitively difficult for large parties in OP. In a 6 man party in AD5 or AD6, there's a mere 3 blessings in the entire vault that can give you an AD5 or AD6 blessing upgrade (they'd need to match the Harrow suit and you've already taken 6 from the box for the Harrowing) - and only 4 that can give you AD4+ upgrade thanks to a single AD4 blessing - and the quantity of blessings in the vault is higher/more diluted than a traditional set due to the 54 Harrow blessings.

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Other apparent errors/oversights in the Sanctioning Document:Whilst we're discussing the Sanctioning Document, also note that the "Build the Vault" rules for both Adventure 6 and Adventure 7 are incorrect, and mistakenly copy the Adventure 5 "Build the Vault" rules. Notably, they don't remove the right cards and they don't add in AD6 (or the couple of AD7) cards.
I could have sworn that particular problem was pointed out (and the obvious solution accepted) in a previous discussion thread somewhere, but of course I can't find it now!