Whipstitch |
4 people marked this as a favorite. |
(I thought of other names than "Tangents", but everything seemed to have been used previously. Feel free to suggest better!)
Some players like the idea of creating their own adventures, but are daunted by the magnitude of the challenge. I've started working on a new AP, and it's tough! Kudos to those who have made unofficial APs or even single adventures!
If an AP, or even an entire adventure, is a bit much, how about just a single scenario, especially if one is given some guidelines? The final scenario of Dragon's Demand (The Wandering Way) does just that, providing guidelines to create one's own scenario, and this can even be used in Organized Play due to the sanctioning document.
I will write at least one such scenario, and I challenge others to do the same. Think up an interesting plot, select an appropriate theme and scenario type as instructed, and either select your locations, story banes, and wildcards randomly or (preferably) choose them to match the theme of your story. It would be great to eventually have a collection of these scenarios covering all levels and all base sets.
Almost every adventure in Years 6 and 7 have only had 4 scenarios. How nice would it be to have side quests to run at each tier to enjoy those new power feats and maybe get an extra deck upgrade? I’ll get things started by sharing a scenario I have written. I will add at least one or two more in time!
Please remember Paizo’s Community Use Policy. I will include the CUP notice in my scenario and will register this thread in the Community Use Registry. Remember, according to the CUP ( Paizo Inc. Community Use Policy ), “As long as you comply with this policy, you may descriptively reference trademarks, proper names (characters, deities, artifacts, places, etc.), locations and characters from products listed in Section 1 of this list.” This list includes “Pathfinder Roleplaying Game books”, “Pathfinder Society products”, “Pathfinder Adventure Card Game products”, and “Pathfinder Adventure Card Society products”. Please notice this doesn’t include plots, stories, etc.
Whipstitch |
This PACG scenario uses trademarks and/or copyrights owned by Paizo Inc., used under Paizo's Community Use Policy. I am expressly prohibited from charging you to use or access this content. This PACG scenario is not published, endorsed, or specifically approved by Paizo. For more information about Paizo Inc. and Paizo products, visit Paizo.com.
CAMP NEAR THE ABANDONED MINE
This is a level 1 scenario based on the setup instructions for scenario 3C of The Dragon’s Demand (The Wandering Way).
The vault should contain all Core Set cards and the level 0 and 1 cards from the Curse of the Crimson Throne Adventure Path box. If tier-2 characters are being used, optionally make this a level 2 scenario and add all level 2 cards from the Core Set and the Curse of the Crimson Throne Adventure Path. (There are three level 1 non-veteran story banes used in this scenario, making playing at a level higher than 2 inadvisable.)
Read the following aloud:
“It’s been a long, hard overland haul. Everyone is tired, and food has been scarce. You’re nearing the end of another long day’s trudge. On another day, you might appreciate the colors in tonight’s gloaming sky, but right now, all you can think about is securing the area to reduce the chances of unwanted surprises in the night.
“Little do you realize, but you’re stopping near an abandoned mine. The mine was developed when an enterprising traveler discovered a deep natural ravine, with natural tunnels leading deep underground, not far from the road. Ultimately, the distance from habitation proved too difficult an obstacle to overcome. During the time the mine was still operating, an odd relic was unearthed. The relic had the effect of causing confusion in those in its vicinity. This resulted in the relic again being lost and abandoned. Still, rumors of the relic survived, and occasional treasure-seekers and bandits have roamed the area in search of the relic. In the process, many have perished. If you’re lucky, you may happen upon some of the gear of those less fortunate. Of course, that matters little unless you manage to survive the night here.”
SETUP:
Select three wildcards. Suggested = Deadly, Wearisome, Withering
LOCATIONS:
1) Campsite
1) Cave
2) Ravine
3) Mine
4) Abandoned Shacks
5) Forest
6) Pits
STORY BANES:
Danger = Monstrous Spider
Villain = none
(Closing) Henchmen = Dire Wolf, Bandit, Mysterious Relic, Collapse, Wererat, Kobold Horde, Kobold Champion
DURING THIS SCENARIO:
To win, close all locations
DEVELOPMENT:
"You cleared the area of any dangers and ensured a safe night’s sleep. Unfortunately, you never found the mysterious relic which has drawn many to this area over the years. (Or if you did, you seem to have no memory of it now.)"
REWARD:
Each character gets a new boon of any type. PACS characters may earn the reward for this scenario any number of times.
Zalarian |
What follows is a conversion I wrote up based on an adventure a friend of mine ran that he used as a RPG Convention scenario. This is presented via use of Community Use Guidelines and referring to cards/rules that are under Pathfinder Adventure Card Game products (Core Set and Curse of the Crimson Throne) and Pathfinder Adventure Card Society products (PACS Year of Reborn Strife 7-1 Attack of the Twice Born)
The Coffin Race
Every year the small town of Foghollow has a unique race during the Fall known as simply as the Coffin Race...Several different riders compete in this unusual race where each person brings their own horse, cart, and an empty makeshift or actual coffin. To win the race is simple, the participant needs to be the first person to get their coffin over the finish line. It isn't even unusual to have the winner not have their cart or horse able to make it. The race brings in a gambling aspect never seen in the area any other time and with that a much seedier group of people are often skulking around. The current mayor of the town won the race over a decade ago; He can be found in the pub nearest to the race start where he is all too willing to tell the tale of how he lost a few fingers and an eye...
A PACS adventure for tiers 2-4 set up using the rules as outlined in The Dragon's Demand, 3 Aeteperax Redux, C: The Wandering Way (Can also be scaled for other tiers as needed by picking different Henchman)
SETUP/DURING THE SCENARIO
[u]Note:[/u] Not all information is listed here to run scenario. Consult Scenario 3C: The Wandering Way to perform setup and firm up rules for During the Scenario.
Step 1: Choose a Location theme) Urban (Starting Location: Plaza)
Step 2: Choose a scenario type) #4: Chase the Quarry (Chase Pile, Proxy A is closing Henchman, non-closing henchman pile)
Danger = Inferno Trap, Rioting Mob, Collapse
Closing Henchman = Dangerous Sale (from PACS Year of Reborn Strife 7-1 Attack of the Twice Born) or something different like Bandit or ?
Non-Closing Henchman: Pick however many as needed from this list (number of characters+1) - Doctor Davaulus(2) + Grau Soldado (1), Devargo Barvasi (1)+Verik Vancaskerkin(1)+2 random Story Banes to reflect mysterious riders and/or personalities + (add Brother of the Seal if 6 players and have access to PACS Year of Reborn Strife 7-1 Attack of the Twice Born)
3 wildcards:
[u]Hazardous[/u] - add 6 barriers
[u]Besieged[/u] - 1 damage when move
3rd depends which leg of race:
0-1 Locations closed: [u]Confusing[/u]
2-see below: [u]Hostile[/u]
Last 2 locations remaining: [u]Wearisome[/u]
To simulate position during the race, each player tracks points for successful checks to defeat/acquire based on by how much over the check is made:
tie breakers in following order: fewer buried cards, fewer discarded cards, largest deck remaining
See under rewards for what benefit you get based on race position
To win, empty the chase pile and close the last last location.
Development:
The current talk of the town was that witchcraft was undoubtably used for the winner to handily win the race with others trailing for most of the race and only managing to see a glimpse of the winner's cart just before they crossed the finish line. A spectator with a near empty mug of ale said the race was exciting, "but one of the more rural adventurers kept complaining on being in this forsaken town"
Only days after the race, the town of Foghollow goes back to being a sleepy town where hardly anything interesting happens..at least until the next race.
Reward : Deck upgrades are chosen based on position in the race. Each character gets a new boon of any type. PACS characters may earn the reward for this scenario any number of times.
Whipstitch |
TO CATCH A THIEF
This is a level 2 scenario based on the setup instructions for scenario 3C of The Dragon’s Demand (The Wandering Way).
The vault should contain all level 0, 1 and 2 Core Set cards and the level 0, 1 and 2 cards from the Curse of the Crimson Throne Adventure Path box.
This PACG scenario uses trademarks and/or copyrights owned by Paizo Inc., used under Paizo's Community Use Policy. I am expressly prohibited from charging you to use or access this content. This PACG scenario is not published, endorsed, or specifically approved by Paizo. For more information about Paizo Inc. and Paizo products, visit Paizo.com.
Read the following aloud:
A quiet day at the Pathfinder lodge is winding down. You are due to set sail on another no-doubt-dangerous-yet-glorious mission. The ship which will carry you is en route and expected to arrive the day after tomorrow. In the meantime, your recent days have been spent mostly doing research and practicing sparring.
In the middle of the night, you are awoken by a page urgently saying the lodge’s Venture Captain (VC) needs to speak with you immediately. You hurry to the VC’s office, where you are informed there has been a theft from one of the lodge’s vaults. "They were good," the VC tells you. "Our wards were expertly breached. It was pure luck that someone happened by and detected something amiss. I’ve got our eyes and ears in the city on alert, but I’d like you standing ready, in case we get a lead."
You hurry back to your rooms and have hardly begun getting your gear ready when the page comes running, yelling that you’re needed. You’re quickly briefed that a former Pathfinder agent has been spotted nearby. Her name is Lenis Tavarus, a rogue who left the Society under a dark cloud. "You are to apprehend Lenis and bring her in," the Venture Captain directs you. "Go immediately, before we lose her!"
SETUP:
Shuffle the locations into a chase pile. Build one random location from the chase pile. Shuffle the non-closing henchmen into a non-closing henchman pile.
Select three wildcards. Suggested = Impoverished (representing not having had time to fully prepare),
Hostile (representing trapped boons), and Wearisome (representing inadequate rest)
LOCATIONS:
1) Alley
1) Rooftops
1) Tenement
2) Office
2) Chambers
3) Den of Iniquity
3) Hospice
4) Docks
4) Boat
5) Library
5) Academy
6) Twisting Passages
6) Cathedral
STORY BANES:
Danger = Trapped Furniture
Villain = none
(Closing) Henchmen (Proxy A) = Jolistina Susperio (Lenis Tavarus)
Non-closing Henchmen =
1) Animated Object
1) Inferno Trap
2) Poison Dart Trap
3) Blood Veil
4) Doctor Davaulus
5) Collapse
6) Bandit
DURING THIS SCENARIO:
When you close your location, draw the top two locations of the chase pile; banish one and build the other, shuffling in a Proxy A and a random card from the henchman pile.
To win, empty the chase pile and close the last location.
DEVELOPMENT:
Lenis has been captured at last. Upon questioning, she shares the following story: A couple of weeks ago, she began showing symptoms of an unknown disease. Soon thereafter, she was approached by a man who claimed to be an intermediary for an individual who wanted an item stolen from the Pathfinders. In return, the intermediary offered a cure for Lenis’s disease. As a gesture of good faith, the stranger provided enough medicine to relieve Lenis of most of her symptoms long enough for her to complete the theft. She claims to have completed a dead drop and picked up the cure before she was captured. It sounds as though the item stolen is gone for good, and the Pathfinder Society has no idea who was responsible!
REWARD:
Each character gets a new boon of any type. PACS characters may earn the reward for this scenario any number of times.
Akaitora |
Oh, this seems fun. I'll give it a shot:
This PACG scenario uses trademarks and/or copyrights owned by Paizo Inc., used under Paizo's Community Use Policy. I am expressly prohibited from charging you to use or access this content. This PACG scenario is not published, endorsed, or specifically approved by Paizo. For more information about Paizo Inc. and Paizo products, visit Paizo.com.
THE EASY WAY OR THE HARD WAY
You and your companions have been hired to accompany a caravan of merchants and refugees fleeing the Gravelands to the south, through the now-infamous Fangwood.
Tired from your excursion through the undead-infested territories, you think about your briefing, where your venture captain assured you that the Kobold problems of years past haven been thoroughly dealt with in the Fangwood and that, once through the Gravelands, your trip should be an easy one. Of course, things are never that easy.
The scout accompanying your caravan delivers to you some troubling news: the only pass through the Torondel River is apparently being guarded by a hooded group, and they look armed. Avoiding them is possible, but it would add a week or more to your already harrowing journey.
Surely, a solution can be reached if you just meet with them, either the easy way or the hard way. You tell them as much when you meet with them and explain your situation and reveal your intention to go through what you assume are their lands.
When weapons are drawn and a summoning circle is activated as a response to your reasonable request, you have no recourse but to assume they choose the hard way, unless...
SCENARIO TYPE: Raid the Stronghold
LOCATIONS: River (1-6)
SETUP: Build the location by shuffling together a number of new monsters and barriers each equal to the number of characters, plus half that number (rounded up) each of weapons, spells, armors, items, allies, and blessings.
Then, shuffle into the location a number of Proxy A - Green Faith Druid non-closing henchmen equal to the number of characters.
STORY BANES
DANGER: Elemental
VILLAIN: Planar Rift
HENCHMEN (NON-CLOSING): Green Faith Druid (Proxy A)
WILDCARDS: Harrows - Harrow of Books, Perils - Hostile
DURING THIS SCENARIO
When you would defeat the villain, if there are other cards in the location, banish 1d8 of them and the villain is evaded. If there are no other cards in the location, you win the scenario.
CUSTOMIZE THE VILLAIN
The villain gets the following power:
Before acting, each local character must succeed at an Intelligence, Wisdom, or Charisma 5+# check or suffer the scourge Exhausted
DEVELOPMENT
Through a mix of intimidation, diplomacy and outright combat, you get your message through and the druids relent, letting you pass through their sacred grove into the forests of Nirmathas.
Your journey is not yet over, but as your group sets camp you excuse yourself from the guard shifts just for the night. You ARE tired, and after today deeds, you deserve it.
Sleep finds you quickly in the blissfully uneventful evening, and wake up refreshed to continue the next leg of your travels.
Whipstitch |
COVERT OPERATION (Levels 1-6)
This one is better for smaller parties, I feel. It's a little tough, but you get to pick a type of boon to collect, so hopefully a trade-off!
COVERT OPERATION
This is a scenario playable at any level based on the setup instructions for scenario 3C of The Dragon’s Demand (The Wandering Way). It uses scenario type 5 (Seek the Treasure) found on page 23 of the storybook for The Dragon’s Demand Adventure Path.
Build the vault with all Core Set cards and Curse of the Crimson Throne AP cards whose level is less than or equal to #. If # is 4 or higher, remove all non-Veteran banes whose level is at least 3 lower than #, and you may remove any non-Veteran, non-blessing boons whose level is at least 3 lower than #.
Select one of the following (or roll 1d6) to determine the objective of your mission (your “gather boon”).
You will try to gather . . .
1 = Weapons
2 = Spells
3 = Armors
4 = Items
5 = Allies
6 = Blessings
Read the following aloud:
As you eye the innocuous-looking warehouse from your vantage point down the street, you recall the coded message clandestinely delivered to you earlier that day. “Pathfinders”, the message read, “we have an urgent mission for you. We have become aware of a smuggling ring operating out of our fair city. Plans are being made to take down this operation; that is not your concern.”
Continue with the text matching your choice above:
Weapons = “We have intelligence that the operation has several stolen weapons, and they are being shipped out of the city tonight. We need you to recover them before they are lost.”
Spells = “We have intelligence that the operation has several stolen magic scrolls, and they are being shipped out of the city tonight. We need you to recover them before they are lost.”
Armor = “We have intelligence that the operation has stolen a cache of armor, and it’s being shipped out of the city tonight. We need you to recover that armor before they are lost.”
Items = “We have intelligence that the operation has several stolen valuable items, and they are being shipped out of the city tonight. We need you to recover them before they are lost.”
Allies = “We have intelligence that the operation has conducted several kidnappings, and the victims are being shipped out of the city tonight. We need you to recover them.”
Blessing = “We have intelligence that the operation has several stolen religious artifacts, and they are being shipped out of the city tonight. We need you to recover them before they are lost.”
Continue reading:
“Recover what you can and get out! The address in question appears to be a normal warehouse, but that is merely a façade. The organization is likely to have armed guards, possibly magic users, and is rumored to have automatons as guards as well. Good luck!”
You have your objective – a targeted recovery – but if you happen to meet resistance . . . the corners of your mouth twitch upward . . . so be it!
SETUP:
Select three wildcards. Suggested = Confusing (passage through the stronghold is intentionally confusing),
Monstrous (there are several “watchdogs”), and Harrow of Crowns (the banes summoned in this stronghold are particularly dangerous)
LOCATIONS:
1) Add the location that matches your gather boon:
Weapon, Armor, or Item = Storehouse
Spell = Library
Ally = Cell
Blessing = Shrine
1) Barracks
1) Twisting Passages
2) Office
3) Chambers
4) Rooftops
5) Arsenal
6) Repository
STORY BANES:
Danger = Cultist (Armed Guard, Tier 1), Gray Maiden Guard (Armed Guard, Tiers 2-6), Green Faith Druid (Summoner Guard), Clockwork Guardian
Villain = none
Henchmen = none
!!! Shuffle a new gather boon into each location.
DURING THIS SCENARIO:
When you acquire a gather boon, you may summon and encounter the danger; if you defeat it, you may attempt to close your location.
To win, close all locations.
DEVELOPMENT:
You melt into the shadows of the city with the [goods/prisoners] you recovered. You’ve been told that a major mission is being planned to eradicate the smuggling operation. You hope they’re willing to take volunteers!
REWARD:
Each character gets a new boon of any type. PACS characters may earn the reward for this scenario any number of times. (It has been clarified that that includes 1 XP and 1 hero point.)
Akaitora |
For my scenario posted above "The easy way or the hard way", after play-testing a bit, I found that adding the wildcard 'Perils - Hostile' made the scenario harder than I intended.
I have decided to instead change it with Perils - Hazardous. I feel this is both more thematic and in-line with what I wanted the scenario to be: one where the party has to rely on non-combat checks more than usual.
Whipstitch |
This scenario is meant to be an unofficial 1-1F, a sixth scenario for Adventure 1 in Season of the Righteous.
SECURE FORT CLEARWATER (“1-1F”)
This is a level 1 scenario based on the setup instructions for scenario 3C of The Dragon’s Demand (The Wandering Way). It uses scenario type 2 (Secure the Area).
Build the vault with all level 0 and 1 Core Set cards and level 0 and 1 Wrath of the Righteous AP cards.
Read the following aloud:
The coven has been broken! Your evening meal with Ylyda Svyn and high-ranking members of the Order of the Solar Lantern should be a joyous affair. Yet, when you look around the cramped room, you see downcast eyes and glum expressions. Your presence at Fort Clearwater has been a boon to the fort’s weary defenders, and you suspect they are receiving news of your impending departure for Raliscrad with trepidation. If sorely tested, the Order might not be up to the task of defending the fort in their current condition. You need to buy them time to recover. After a hushed exchange with your comrades, you reach a conclusion.
“Ylyda,” you begin, raising your voice so all can hear. “The coven is no more, but these are still perilous times. We do not intend to depart with the Herald while Fort Clearwater may remain in jeopardy. In the morn, we will begin scouring the surrounding countryside to remove any lingering threats. You and your brave allies will be granted the time you so richly deserve to recover from your recent trials.” It is clear that this news was precisely what the Order needed. Tankards are raised to you; frowns are replaced with smiles.
The mood in the room is much more upbeat for the remainder of the evening. If this supper proves to be your last, it is a much more fitting affair!
SETUP:
Select three wildcards. Suggested =
1. Monstrous = When building the location, add 6 monsters, distributed as evenly as possible. (It turns out the countryside is infested with monsters after all!)
2. Besieged = After you move, suffer 1 Ranged Combat damage. (Someone – or something – is taking pot shots at you!)
3. Deadly = When you suffer damage, it is increased by 1. (The lands surrounding the fort are deadly, indeed!)
LOCATIONS:
1) Dark Forest (Wrath of the Righteous)
1) Cave (Core Set)
2) Lair (Core Set)
3) Guardpost (Wrath of the Righteous)
4) Abyssal River (Wrath of the Righteous)
5) Forest (Core Set)
6) Wounded Lands (Wrath of the Righteous)
STORY BANES:
Danger = Giant Bat (WotR henchman)
Villain = none
(Closing) Henchmen = Carnivorous Stump (WotR henchman), Monstrous Spider (Core Set story bane), Tangle Trap (WotR henchman), Fihralaz (WotR villain), Diabolical Imp (Core Set story bane), Derakni (WotR henchman), Corrupted Soldier (WotR henchman)
DURING THIS SCENARIO:
To win, close all locations
DEVELOPMENT:
Your decision to clear the land surrounding Fort Clearwater was obviously a prudent one. You hate to think how the fort’s beleaguered defenders would have fared against those horrors! Tomorrow, you depart for Raliscrad confident that you have done all you could here.
REWARD:
Each character gets a new boon of any type. PACS characters may earn the reward for this scenario any number of times.
Whipstitch |
THE TOPAZ TREASURE (Level 3)
This scenario uses The Skull & Shackles AP, rather than the Curse AP. It can be slotted into a Skull & Shackles campaign, but works fine as an extra scenario in any tier 3 adventure.
THE TOPAZ TREASURE
This is a level 3 scenario based on the setup instructions for scenario 3C of The Dragon’s Demand (The Wandering Way). It uses scenario type 4 (Chase the Quarry).
Build the vault with all Core Set cards and Skulls and Shackles AP cards of level 0-3. Remove all level 0 non-Veteran banes, and you may remove any level 0 non-Veteran, non-blessing boons.
(Note to Box Runner: There text to be read at different times and upon different conditions. Please make yourself aware of these.)
Read the following:
“It’s a puzzle box,” you say to the young woman, trying to hide the boredom in your voice. “It’s the key to a treasure map!” she insists. “Yes, you said that,” you reply. The woman, who says her name is Tiga, approached you as you were enjoying a simple meal at The Tower Inn. Okay, “enjoying” is too strong a word, but you were enjoying a bit of peace and quiet in the dim dining room. That is, until Tiga pulled another creaking chair up to your table and asked – practically pleaded – for your help.
“Why don’t you start again, a bit slower this time.”
After a deep breath, she seems to have gathered her composure. “My mother was a ship’s captain. She sailed for many years, selling her service to many trading companies, and even the Pathfinder Society on several occasions. She was murdered night before last, and I think that whoever did it is now after me!” You press her to continue. “I found this” - she again shows you what looks like a puzzle box – “and a coded note from my mother. I recognized the cypher as one we used when I was a kid.” Tiga produces a piece of parchment covered with what appear to be random lines and swirls. “It says to give the box to the Pathfinder Society. It will lead them to an artifact that only they may be able to safely handle.”
“And you think we’re Pathfinders?” you ask.
“I followed you here because I suspected you might be. Then, I saw you use one of your compass things.” Busted. It was too dark to read the menu.
You smile and hold out your hand to accept the puzzle box from Tiga. As you begin to examine it, you realize a couple of figures are maneuvering to flank you. Perhaps this young woman’s fears are true. You pretend to be engrossed in the box as you brace yourself for combat!
SETUP:
Shuffle the locations except Tower into a chase pile. Build the location Tower. Shuffle the non-closing henchmen into a non-closing henchman pile.
Select three wildcards. Suggested =
Deadly: When you suffer damage, it is increased by 1 (Your adversaries are vicious),
Wearisome: Each turn, you may use no more than 1 power then lets you explore (It’s been a long time since you had a good night’s rest on dry land), and
Harrow of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards (Your time at sea – and that dicey meal at The Tower – have tested your constitution)
Use The Topaz (Devil’s Pallor) as your ship
LOCATIONS:
1) Tower (Skulls and Shackles)
1) Coastline (Skulls and Shackles)
1) Windward Isle (Skulls and Shackles)
2) Island (Core Set)
2) Scar Bay (Skulls and Shackles)
3) Fishing Village (Skulls and Shackles)
3) Ghol-Gan Ruins (Skulls and Shackles)
4) Jungle (Skulls and Shackles)
4) Mangrove Swamp (Skulls and Shackles)
5) Caves (Core Set)
5) Shipwreck Graveyard (Skulls and Shackles)
6) Cannibal Isle (Skulls and Shackles)
6) Holy Isle (Skulls and Shackles)
STORY BANES:
Danger = Treasure Seeker (Commander Kyan Kain - Skulls and Shackles villain)
Villain = none
(Closing) Henchman Proxy A = Puzzle Box (Mysterious Relic - Core Set)
Non-closing Henchmen =
1) Bandit (Core Set)
1) Knuckles Grype (Skulls and Shackles henchman)
2) Giles Halmis (Skulls and Shackles henchman)
3) Isabella “Inkskin” Locke (Skulls and Shackles villain)
4) Botfly Swarm (Skulls and Shackles henchman)
5) Vakarla The Wrecker (Skulls and Shackles henchman)
6) Fishpork (Skulls and Shackles henchman)
DURING THIS SCENARIO:
When you close your location, draw the top two locations of the chase pile; banish one and build the other, shuffling in a Proxy A and a random card from the henchman pile.
To win, empty the chase pile and close the last location.
After closing the location Tower, read the following:
“I told you someone was after this! Tiga excitedly exclaims. You resume examining the box until you discover a way to open it. Within lies a burnished metal disk with numbers etched in the surface. “Coordinates,” you recognize. “We’ll need a ship. “My uncle now captains the Topaz,” Tiga chips in. “My mother’s old ship. He’ll help us!” “Then let’s get to the ship,” you announce.
When you close the second location, read the following:
Tiga’s uncle got you to [name of the second location], and you found a second puzzle box. You hand the disk it contained to Tiga’s uncle. He nods grimly, and you’re soon underway again.
Development:
This last box was far more intricate, but you eventually cracked it. Inside is what appears to be the jawbone of an animal. It radiates strong magic, but it is beyond your ability to identify it. You promise Tiga that you’ll deliver the relic to a Pathfinder lodge for study and safe keeping. Hopefully, you think to yourself, the journey to the lodge will be less eventful than the quest to find the artifact!
REWARD:
Each character gets a new boon of any type. PACS characters may earn the reward for this scenario any number of times. (It has been clarified that that includes 1 XP and 1 hero point.)
Whipstitch |
Here's a four-part adventure, playable at any level and Society legal. To avoid taking extra space here, I'll leave some comments in the Homebrew thread.
NO GOOD DEED - PART A
This scenario is the first in a four-part story arc. Each scenario is playable at any level based on the setup instructions for scenario 3C of The Dragon’s Demand (The Wandering Way). This scenario is type 8 (Secure the Area) found on page 22 of the storybook for The Dragon’s Demand Adventure Path.
Build the vault with all Core Set cards and Curse of the Crimson Throne AP cards whose level is less than or equal to #. If # is 4 or higher, remove all non-Veteran banes whose level is at least 3 lower than #, and you may remove any non-Veteran, non-blessing boons whose level is at least 3 lower than #.
Read the following aloud:
It’s late afternoon when you arrive in the city - one looks very much like another when you’re on the road. After securing a night’s lodging at an inn, you venture out for an evening repast and light entertainment. Upon returning the inn, the innkeeper informs you that someone waits to speak with you in a back room. Entering, you see a middle-aged woman whose bearing and speech bely the common clothes she wears. “I need your help,” she begins without preamble. “My name is Corra Thierry. I’m a member of the city council. We have a problem, and I don’t know whom I can trust.”
She explains that the city is an important trade hub, being located on a river where two major roads meet. It is common for trade caravans to arrive by day, either by road or by ship, and for their goods to be loaded or unloaded from ships overnight. Unfortunately, goods are going missing from shipments with increasing frequency, and in increasing volumes. The city’s guard has failed to determine how goods are disappearing, and she is unsure whether any council members are complicit. Eight days ago, she hired an investigator – a Tengu named Taikko – to explore the matter, but he hasn’t reported to her in three days.
Corra stops just short of begging for your aid. It isn’t necessary, because you agree to lay over in the city, at least for a day, and see what you can learn. Corra assures you that your lodging will be paid for and passes you a few coins as an “advance”. She explains she will remain at the inn for a day to learn what you discover. You accede to Corra’s request to pay a visit to the docks tonight, while they are at their busiest, and where she thinks your odds are best to learn what has befallen Taikko. She warns you that despite the city guard’s efforts, the area around the docks is a pretty rough place. To yourself, you think, “Same old, same old!”
SETUP
LOCATIONS:
1) Docks
1) Boat
2) Alley
3) Tavern
4) Den of Iniquity
5) River
6) Shop
STORY BANES
Danger = Animated Object
Villain = none
(Closing) Henchmen (Number of characters +1) =
1) Thug – Proxy A
1) Bandit – Proxy B
2) Collapse
3) Chemist
4) Goblin Marauder
5) Thug – Proxy A
6) Bandit – Proxy B
Select three wildcards. Suggested:
1. Withering: At the end of your turn, bury a random card from your discards. (There’s disease going around the docks area.)
2. Harrow of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards. (See above.)
3. Deadly: When you suffer damage, it is increased by 1. (Did Corra mention that the docks were rough?)
DURING THIS SCENARIO:
To win, close all locations.
DEVELOPMENT:
Corra said the docks were “rough”. That was an understatement! It was almost as if someone was trying to make your life difficult. For all your trouble, you haven’t learned anything useful until you spot a Tengu who ducks into an alley when your eyes meet. You quickly corner him and ask him if he’s Taikko. His eyes roll wildly in their sockets, as if trying to look all directions at once. “Puh . . . Puh . . . Puh . . .” He squawks as if the word he’s trying to speak is a bone caught in his throat. You try to calm him down, telling him Corra Thierry sent you. At the mention of her name, his eyes indicate his certainty that danger is all around. “Pur . . . Pur . . . Pur . . .,” he strains. You can’t help but glance around to assure yourself that the horrors the Tengu seems to imagine aren’t, in fact, looming behind you. Finally, with a final wail, he cries, “Purgate!” and slumps in your arms.
REWARD:
Each character gets a new boon of any type. PACS characters may earn the reward for this scenario any number of times.
Whipstitch |
NO GOOD DEED - PART B
This scenario is the second in a four-part story arc. Each scenario is playable at any level based on the setup instructions for scenario 3C of The Dragon’s Demand (The Wandering Way). This scenario is type 5 (Seek the Treasure) found on page 23 of the storybook for The Dragon’s Demand Adventure Path.
Build the vault with all Core Set cards and Curse of the Crimson Throne AP cards whose level is less than or equal to #. If # is 4 or higher, remove all non-Veteran banes whose level is at least 3 lower than #, and you may remove any non-Veteran, non-blessing boons whose level is at least 3 lower than #.
Read the following aloud:
You quickly make your way to a house of healing with the limp body of the mysterious Tengu. You tell the healers that the Tengu seems to be under some sort of geas, but sports no obvious physical injuries. When you ask the significance of the word “Purgate”, you are told it’s the name of a large former meat-processing facility, derelict for years after a disease ran rampant there and claimed the lives of nearly two thirds of the workers. Because the facility utilized primarily migrant workers housed in dormatories, there was minimal spread of the disease outside Purgate, but the city closed the plant down. “It’s safe enough now,” you’re told, “but superstition has kept it from becoming viable again.” With assurances that the Tengu is well-cared for, you give your thanks and step outside. A quick visit to Purgate seems in order!
It's easy enough to get directions. Purgate looks forlorn, abandoned by all but the weeds wantonly growing. Walking amongst the bleak buildings, you notice fresh wagon tracks leading to the loading areas of multiple buildings. Jackpot! You enter one of the buildings and find an assortment of goods. Searching, you discover weapons, armor, scrolls . . . This is where the stolen items are brought, and perhaps shipped elsewhere in turn.
You only let your guard down for a minute, but it was enough. The stale air now smells of smoke, and you realize the building is on fire! Rushing back to the door and glancing out, you see this building isn’t the only one. The whole complex is burning. You quickly decide to save as much of the more valuable-looking paraphernalia as you can before it’s too late!
SETUP
Select one of the following (or roll 1d6) to determine the objective of your mission (your “gather boon”).
You will try to gather . . .
1 = Weapons
2 = Spells
3 = Armors
4 = Items
5 = Allies
6 = Blessings
NOTE: It isn’t advised to choose armors due to a disproportionate lack of armors in this scenario's locations.
LOCATIONS:(Each represents a building in the former processing facility):
1) Caravan
1) Tenement
1) Reading Room
2) Blood Pool
3) Glade
4) Barracks
5) Bank of Abadar
6) Dunes
STORY BANES:
Danger = Monstrous Spider
Villain = none
Henchmen = none
Shuffle a new gather boon into each location.
Select three wildcards. Suggested =
1.Ablaze: At the end of your turn, suffer 1d4-2 Fire damage. (The buildings are, well, ablaze.)
2. Wearisome: Each turn, you may use no more than 1 power that lets you explore. (You’re hampered by the heat and smoke inhalation.)
3. Confusing: After you reset, shuffle a random card into your deck. (It’s easy to get disoriented in the smoke.)
DURING THIS SCENARIO:
When you acquire a gather boon, you may summon and encounter the danger; if you defeat it, you may attempt to close your location.
To win, close all locations.
DEVELOPMENT:
What is happening here? It was quickly obvious that your efforts were being opposed. All those creatures should not have been in Purgate, and should have fled the fire anyway. There’s more going on here than meets the eye!
Regardless, you vanquish another spider and accept the fact that you can do no more. You are dangerously close to succumbing to the heat and smoke. You stagger out of a conflagration and drop the treasure you managed to save. Your body joins it on the ground a moment later as exhaustion overwhelms you. You barely register the presence of the city guard quickly surrounding you, and you’re certainly in no condition to fight as they take you into custody.
REWARD:
Each character gets a new boon of any type. PACS characters may earn the reward for this scenario any number of times.
Whipstitch |
NO GOOD DEED - PART C
This scenario is the third in a four-part story arc. Each scenario is playable at any level based on the setup instructions for scenario 3C of The Dragon’s Demand (The Wandering Way). This scenario is type 4 (Solve the Mystery) found on page 23 of the storybook for The Dragon’s Demand Adventure Path.
Build the vault with all Core Set cards and Curse of the Crimson Throne AP cards whose level is less than or equal to #. Remove all non-Veteran banes whose level is at least 3 lower than #, and you may remove any non-Veteran, non-blessing boons whose level is at least 3 lower than #.
Read the following aloud:
It’s difficult to stifle your coughing as the city guards load you into a caged wagon and haul you away from Purgate. You see other guards watching the blighted structures burn. There are no other buildings close enough to be in danger. You try to ask the guards where they are taking you and why, but they aren’t particularly forthcoming. You arrive soon enough at the city’s government building complex, where the wagon is parked by a stable. You realize some of your equipment was taken from you, but the guards weren’t very thorough. You’re more than willing to rest for the night. Whatever awaits you, you’d prefer to be fresh when you face it.
In the morning, as you wait for the chance to explain your part in what must surely be a misunderstanding, you watch a tall, lanky man in blue-green robes approach your two guards on duty. “The prisoners are dangerous and have committed heinous crimes,” the newcomer intones in a deep voice. “I’m ordering their immediate execution.”
“This is highly irregular, Councilor,” one of the guards replies. “We have received no writ from the Council.”
“I don’t have time to explain the urgency of the situation,” the robed man responds, followed by words you can’t catch. Was that an incantation? The emotionless reply from the guard chills you. “Yes, Councilor. It will be arranged immediately.”
“Excellent!” the tall man says before stalking away.
So much for waiting! It’s time for Plan B, which seems to involve a jailbreak!
SETUP
LOCATIONS:
1) Wagon Cage (Cell)
1) Guard Shack (Abandoned Shack)
1) Magical Storage (Academy)
2) Arsenal
2) Antechamber (Castle)
3) Antiquities Storage (Crypt)
3) Target range (Oubliette)
4) Cell Block (Dungeons)
4) Confusing Passages (Twisting Passages)
5) Courtyard (Plaza)
5) Consulate (Rooftops)
6) Chapel (Cathedral)
6) Stable
STORY BANES for levels 1-3:
Danger = Ancient Skeleton
Villain = none
(Closing) Henchman = Ignoble Guard (Bandit)
Non-closing Henchmen =
1) Thuggish Guard (Thug)
1-6) A number of Guarded Doors (Rescues) – Proxy B’s - equal to the number of characters
STORY BANES for levels 4-6:
Danger = Ancient Skeleton
Villain = none
(Closing) Henchman = Ruthless Guard (Kobold Champion)
Non-closing Henchmen =
1) Thuggish Guard (Thug)
1-6) A number of Honorable Guards (Gray Maiden Guards) – Proxy B’s - equal to the number of characters
Build the Wagon Cage (Cell). Shuffle the remaining locations into a chase pile. Shuffle the non-closing henchmen into a non-closing henchman pile.
All characters start at the Cell.
Select three wildcards. Suggested:
1. Harrow of Books: When a bane has a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check is increased by 1d6. (Combat in the city government complex is intense.)
2. Harrow of Shields: When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards. (You’re fatigued from all you’ve been through.)
3. For levels 1-3 = Withering: At the end of your turn, bury a random card from your discards. (It seems you’re also still under the effects of whatever was going around at the docks.)
For levels 4-6 = Impoverished: After drawing your starting hand, draw 3 cards, then bury 3 cards. (You were unable to locate some of your possessions.)
DURING THIS SCENARIO:
When you close your location, draw the top two locations of the chase pile; banish one and build the other, shuffling in a Proxy A and a random card from the henchman pile.
To win, empty the chase pile and close the last location.
DEVELOPMENT:
At some point, you gathered where the council chambers were, and you fought your way in that direction. You caught intermittent glimpses of the robed man casting summoning spells, but you would not be deterred. The guards outside the council chambers escort you in when you persuade them that Corra Thierry’s life may be in danger.
The council is disturbed by your entrance but hears you out, including your recount of the illegal order for your execution and the spellcaster harrying you. “That sounds like Juffmon,” a councilor says, eying one of two empty seats at their table. “An innkeeper was here barely fifteen minutes ago, saying Councilor Thierry was wrestled out of his inn against her will this morning. Your concern for her safety seems well-founded.” You quickly convince the council that you are Corra’s best chance for rescue. You only hope that you’ll be in time!
REWARD:
Each character gets a new boon of any type. PACS characters may earn the reward for this scenario any number of times.
Whipstitch |
NO GOOD DEED - PART D
This scenario is the fourth in a four-part story arc. Each scenario is playable at any level based on the setup instructions for scenario 3C of The Dragon’s Demand (The Wandering Way). It uses scenario type 2 (Raid the Stronghold) found on page 23 of the storybook for The Dragon’s Demand Adventure Path.
Build the vault with all Core Set cards and Curse of the Crimson Throne AP cards whose level is less than or equal to #. If # is 4 or higher, remove all non-Veteran banes whose level is at least 3 lower than #, and you may remove any non-Veteran, non-blessing boons whose level is at least 3 lower than #.
Read the following aloud:
The city council can only suggest that you try Juffmon’s manor house. They offer that the city guard will surround Juffmon’s estate to prevent any escape. You agree and set out. You approach the manor house as the guard gets into position. Not knowing Corra Thierry’s current status, you don’t want to waste any time!
You decide to enter through the front door. Dispensing with knocking, you try the door and find it unlocked. You find this somewhat surprising, but you shouldn’t. Of all the obstacles standing between you and your quarry, you’ll soon realize that a locked door would rate pretty insignificant.
As the first summoned monster charges you, certainty sets in that Juffmon is indeed here. You have a feeling that either he or you will walk out of this manor house alive – but not both!
SETUP
LOCATION:
1-6) Juffmon’s Manor (Manor)
[As the party works their way through the location deck, it is suggested that the Box Runner mention various rooms one might find in a manor house, as if the party is fighting their way through the manor.]
STORY BANES for levels 1-2:
Danger = A random Undead story bane from The Dragon’s Demand story bane roster
Villain = Juffmon (Kobold Sorcerer)
(Non-closing) Henchmen (one per character) =
1. Ancient Skeleton – Proxy A
2. Wight – Proxy B
3. Zombie Minions – Villain Proxy (but do not treat as a villain)
4. Ancient Skeleton – Proxy A
5. Wight – Proxy B
6. Zombie Minions – Villain Proxy (but do not treat as a villain)
STORY BANES for levels 3-4:
Danger = A random Undead story bane from The Dragon’s Demand story bane roster
Villain = Juffmon (Kobold Sorcerer)
(Non-closing) Henchmen (one per character) =
1. Mummy – Proxy A
2. Wight – Proxy B
3. Ancient Skeleton – Villain Proxy (but do not treat as a villain)
4. Mummy – Proxy A
5. Wight – Proxy B
6. Ancient Skeleton – Villain Proxy (but do not treat as a villain)
STORY BANES for levels 5-6:
Danger = A random Undead story bane from The Dragon’s Demand story bane roster
Villain = Juffmon (Kobold Sorcerer)
(Non-closing) Henchmen (one per character) =
1. Mummy – Proxy A
2. Wight – Proxy B
3. Wraith – Villain Proxy (but do not treat as a villain)
4. Mummy – Proxy A
5. Wight – Proxy B
6. Wraith – Villain Proxy (but do not treat as a villain)
Build the location by shuffling together a number of new monsters and barriers each equal to the number of characters, plus half that number (rounded up) each of weapons, spells, armors, items, allies, and blessings.
Select two wildcards. Suggested =
1. Hazardous: When building the locations, add 6 barriers, distributed as evenly as possible. (Juffmon has prepared for the day when his manor house might be assaulted.)
2. Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster. (Traps abound in Juffmon’s Manor.)
DURING THIS SCENARIO:
When you encounter Juffmon (Kobold Sorcerer), before acting, a random local character summons and encounters the danger.
When you would defeat the villain, if there are other cards in the location, banish 1d8 of them and the villain is evaded. If there are no other cards in the location, you win the scenario.
DEVELOPMENT:
Juffmon gave you little choice but to use lethal force. After you confirm the absence of life in his broken body, you quickly shift your focus from battle to rescue. Searching the manor house, you find documents that hint at contracts for sale of a large volume of merchandise. These will be for the city council to deal with, but you suspect they will learn the disposition of cargo gone missing over time.
Finally, tracking a faint thumping sound, you discover a concealed door allowing passage down a short corridor and into a room black as pitch. Hastily providing a light source, you reveal Corra Thierry, gagged and tightly bound but, other than a few bruises and a cut lip, unharmed.
It turns out you will need to spend one more night in town. After all, it would be unseemly to skip a banquet being held in your honor!
REWARD:
Each character gets a new boon of any type. PACS characters may earn the reward for this scenario any number of times.