7-2D: What Lies Beneath the City - Adventure Path reward


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7-2D: What Lies Beneath the City: Adventure Reward wrote:


Choose a type of boon. For the Rest of the Adventure Path, when you rebuild your deck, keep an additional boon of that type. Each scenario, before drawing your hand, search your deck and set aside 1 boon of the type until the end of the scenario.

So is the idea of this is you basically have a 1 card side board that you can swap in or out depending on the scenario?

Have people actually been using this and can you share examples of the kind of cards you think would be worth using in the side board? I am scratching my head to work out how to use this.


I'm tending to use it as a way to add healing if I think it's indicated for a particular scenario. My caster has a Cure spell to swap in (though later on, I may choose a different utility spell). My martial character has an elixir of healing and thieves tools to juggle. I can decide going into a scenario whether I think extra healing is needed and weigh how many barriers there are. I could see people selecting alchemical items that help with certain checks. You may not want them in your deck most of the time, but for certain scenarios, they can save the day. My ranger who hasn't completed Adventure 2 could pick weapon and swap in something-bane weapons for certain scenarios.

Since Adventure 3 was just released, I doubt many people have actually used it yet, but I appreciate a new mechanic to play with.


I haven't used it yet, but the situation that immediately came to mind for me was all the times I'd played a caster and taken one of the "movement" cards and we'd play a scenario with only 1 location or that didn't allow movement or a siege scenario where movement wasn't very valuable. I'd have gladly swapped that movement spell out for something else during those scenarios.


thanks guys! Great ideas


I think I set aside Elemental Treaty for Zova, but I'm not sure it'll ever see play. We'll see!

I can also see using the reward for weapons and spells that give bonuses against specific types of banes: giants, dragons, outsiders, undead, etc.


That makes sense. I choose Item for Valeros, currently with movement boots
Will see how it plays out :-)


Some more ideas:

Powerful Mental spells to swap out for if there's an Undead heavy scenario (eg Dominate). Poison too but I don't think there are Poison effects nearly as powerful

Things like Sagacity/Strength if your group isn't stable in terms of members for support

Utility weapons for low monster scenarios (rare)

Things like Net of Snaring (evade a monster of X difficulty or lower) as a villain scout in certain scenarios

Soothing Word/other scourge removers for scourge heavy scenarios

Wild/Urban specific stuff


Cool. thanks for the great ideas


My goblin and her awful charisma added Elixir of Love. Some scenarios need a diplomacy check to close and that is one thing she couldn't do easily without drawing her gem..since it is a VTT character I didn't bother putting in the extra card and just left elixir of healing. If I wanted to swap it out I simply did that at the table before playing.


thanks. another great idea

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