Jon Mattson
Canada
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I've decided to start a new thread for posting some of the adventures I've been working on for the Pathfinder Adventure Card Game, rather than have them scattered all over the place. So, here we go...

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PERILS OF THE LOST COAST EXPANSION

Adventure Deck Number: 1 (for new characters)

To use this expansion, which turns the Perils of the Lost Coast adventure into a full five-scenario outing, the following changes should be made to the existing cards:

1) Change the reward for The Poison Pill to: Each character gains a skill feat.

2) Change the reward for the entire adventure to: Each character gains a card feat.

3) Add the following two scenarios.

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4 – BEHIND THE CURTAIN

Description: Although Black Fang was a serious threat, it has become apparent that someone else was pulling the dragon's strings. Following tenuous clues, you journey to an ancient ruin, seeking the true source of Sandpoint's woes.

Villain: Erylium
Henchmen: Lyrie Akenja, Wrathful Sinspawn

During This Scenario: Whenever you acquire an item, weapon or armor, there is a chance that it is cursed. Roll 1d6: on a 1 or 2, take a Haunt from the Henchmen deck and place it in front of you (as long as any remain). It reduces your checks, as described on the card. While you are at the Temple (open or closed), you can discard any number of blessings from your hand to banish an equal number of your own Haunts or those possessed by any other character at that location, in any combination. During this scenario, Haunts cannot be removed in any other way – not even by losing the cards that summoned them – but they do not carry over between scenarios.

Reward: Each character gains a power feat.

Players - Locations
1 - Temple
1 - Throne Room
1 - Treacherous Cave
2 - Catacombs of Wrath
3 - Deeper Dungeons
4 - Desecrated Vault
5 - Prison
6 - Garrison

Note: If you do not have access to card sets beyond #1 (Burnt Offerings), just use Poison Traps or any other convenient counters, in place of Haunts. Each one gives a -1 penalty on all checks.

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5 – THE SOURCE OF EVIL

Description: Now, at last, you have discovered the true evil, behind this plot: the fanatical priestess of Lamashtu, Nualia. Put a stop to her plans, once and for all, before the entire Lost Coast pays the price.

Villain: Nualia
Henchmen: Grayst Sevilla, Koruvus, Goblin Raiders

During This Scenario: Any time you defeat a monster with the Undead trait, roll 1d6. On a 1 to 3, instead of banishing it, place it face down on top of the Shrine to Lamashtu location deck. This no longer occurs, once the Shrine has been closed.

Reward: Loot – Impaler of Thorns, Sihedron Medallion

Players - Locations
1 - Goblin Fortress
1 - Shrine to Lamashtu
1 - Thassilonian Dungeon
2 - Warrens
3 - Guard Tower
4 - Woods
5 - Nettlemaze
6 - Mountain Peak

Note: If you do not have access to card sets beyond #1 (Burnt Offerings), replace Grayst Sevilla with Bruthazmus and the Impaler of Thorns with a Bastard Sword +1 (from the weapon deck), in the last scenario. If the Bastard Sword +1 is not currently in the weapon deck (presumably, because someone else has it), then choose any other +1 weapon to replace it.
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SPIDER IN THE WEB (New PFACG Adventure)

Note: If you do not have access to card sets beyond #1 (Burnt Offerings), make the following substitutions:
Scenario 3: Replace the Mill with the Town Square.
Scenario 4: Replace Fort Rannick with the Warrens.

Description: A mission to rid Sandpoint of Sczarni thugs turns into something much more dangerous, when a hidden threat is revealed. Can the heroes ferret out the true menace and put an end to it, before all of Sandpoint suffers?

Adventure Deck Number: 1 (for new characters)

Complete these scenarios, in this order:
- Turf War
- Infiltration!
- Clean-Up Crew
- Deadly Pursuit
- Endgame

Reward: Each character gains a card feat.

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1 – TURF WAR

Description: A new gang of Sczarni thugs has been terrorizing the streets of Sandpoint. As local heroes, you have been asked, by the mayor, to put a stop to their depredations, by chopping the head off the snake.

Villain: Jubrayl Vhiski
Henchmen: Tsuto Kaijitsu, Bandits

During This Scenario: The citizens of Sandpoint are grateful for your help and are willing to pay a bounty for each thug captured. Whenever you defeat a henchman, keep the card, as a reminder. Any time that you make a check to acquire a boon, you can “spend” a henchman card, banishing it, to get a +1 on the check. No more than three cards can be “spent” on a single check.

Reward: Each character draws a random item from the box.

Players - Locations
1 - Apothecary
1 - General Store
1 - The Rusty Dragon
2 - Glassworks
3 - Town Square
4 - Waterfront
5 - City Gate
6 - Academy

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2 – INFILTRATION!
Originally created by 1970Zombie.

Description: While questioning Jubrayl Vhiski, you have discovered that foul shapechangers have recently infiltrated the town of Sandpoint. Longtime friends and allies may not be who they appear to be. Investigate the town and interview its citizens. Root out the infiltrators to restore order and peace of mind to the citizens of Sandpoint.

Villain: Doppelganger Leader (see below; use Pillbug Podiker’s villain card as a stand-in)
Henchmen: Doppelganger Agents (see below; use Poison Trap henchmen cards as stand-ins)

During This Scenario: Add 2 to your checks to acquire allies. Treat Ambush, Goblin Raid and Skeleton Horde barrier cards as if they were the new Doppelganger Ambush card (see below).

Reward: Each character gains a skill feat.

Players - Locations
1 - City Gate
1 - Town Square
1 - Village House
2 - The Rusty Dragon
3 - Waterfront
4 - Prison
5 - Guard Tower
6 - Sandpoint Cathedral


NEW CARDS

Doppelganger Agent (Henchman; stand-in: Poison Trap)
Type: Monster
Traits: Doppelganger, Shapechanger
Check to Defeat: Combat 10 (11, during this scenario)
Powers: The difficulty to defeat the Doppelganger Agent is increased by the adventure deck number of the current scenario, if any (as noted above). Before the encounter, discard a random ally from your hand. If defeated, you may immediately attempt to close the location.

Doppelganger Ambush (Barrier; stand-ins: Ambush, Goblin Raid, Skeleton Horde)
Type: None
Traits: Elite
Check to Defeat: None
Powers: Summon and encounter a Doppelganger Agent henchman. Banish this card.

Doppelganger Leader (Villain; stand-in: Pillbug Podiker)
Type: Monster
Traits: Doppelganger, Shapechanger
Check to Defeat: Combat 12 (13, during this scenario)
Powers: The difficulty to defeat the Doppelganger Leader is increased by the adventure deck number of the current scenario, if any (as noted above). Before the encounter, banish a random ally from your hand, then choose a character at your location to summon and encounter a Doppelganger Agent henchman.

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3 – CLEAN-UP CREW

Description: Now, that the doppelganger problem is dealt with, it is time to discover the connection between those fiends and the Sczarni. There is a spider in the web, and it is your job to find it and crush it.

Villain: Erylium
Henchmen: Orik Vancaskerkin, Bandits

During This Scenario: Only the toughest of the Sczarni thugs remain: the difficulty to defeat Bandit henchmen is increased by 1. In addition, because they have been cracking down hard on the locals, add 1 to the difficulty of all checks made to acquire allies. On the positive side, these thugs are better equipped: whenever you defeat a Bandit henchman, draw a random card from the box. The type of card is based on a d6 roll, made at the time, as follows: 1 – 2 = armor, 3 – 4 = item, 5 – 6 = weapon.

Reward: Each character draws a random ally from the box.

Players - Locations
1 - Junk Beach
1 - Mill
1 - Sandpoint Cathedral
2 - The Old Light
3 - Farmhouse
4 - City Gate
5 - Village House
6 - Prison

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4 – DEADLY PURSUIT

Description: Although Erylium has been defeated, it is clear that she was working for someone even more powerful, outside of the city. At the last minute, she was able to send out a messenger, to warn her master. You need to stop that message and, ideally, discover where it was bound. Unfortunately, your foe has enlisted the aid of the local Fire-Stomper goblin tribe, so you can expect to meet with some resistance.

Villain: Lyrie Akenja, who is treated as a villain, instead of a henchman, in every respect. Her Check to Defeat is changed to: Intelligence, Arcane, Wisdom or Perception 10 (seeing through her trickery) then Combat 11. Failing the first check causes no damage but ends the fight immediately, leaving her undefeated. She retains her ability to deal Fire damage and gains the following Power: You may not play allies with the Human trait.
Henchmen: Bruthazmus, Tangletooth, Goblin Raiders

During This Scenario: All banes with the Goblin trait (including Bruthazmus, who should have it) are from the Fire-Stomper tribe and gain the following Power: Before the encounter, make a Dexterity or Acrobatics 7 check. If you fail, you suffer 1 point of Fire damage. If you succeed, the goblin’s Check to Defeat is decreased by 1.

Reward: Each character gains a power feat.

Players - Locations
1 - Garrison
1 - Goblin Fortress
1 - Wooden Bridge
2 - Temple
3 - Guard Tower
4 - Treacherous Cave
5 - Fort Rannick
6 - Woods

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5 – ENDGAME

Description: You managed to stop Lyrie Akenja, at the last minute, which means that you have discovered her destination – hopefully, without being discovered, yourself. Explore the ancient ruins that stand before you, and finally face your true foe.

Villain: None
Henchmen: Koruvus, Wrathful Sinspawn

During This Scenario: Place the villain Nualia face up, next to the blessings deck (which means that all of the location decks will have henchmen). This card represents the true villain, the drow cleric, Arlavdra. At the start of each turn, select a random location deck and put its bottom card, face down, under Arlavdra. At any point after you have closed a number of locations at least equal to the number of players in the game, you can choose to challenge Arlavdra, moving your character next to the villain’s card, instead of moving to and/or exploring a different location. Note, however, that the villain will be stronger, if there are still open locations (see below). As soon as Arlavdra has been challenged, sort through all of the cards underneath her and banish any that are not henchmen. Place the henchmen on top of Arlavdra’s card, in any order. You must defeat each henchman, in the chosen order, before battling Arlavdra. You can continue to battle foes until you fail a Check to Defeat, at which point you must reset your hand and end your turn. Note that Arlavdra never moves but always remains, to be challenged, until defeated. After the first challenge, her card effectively becomes a location, which means that more than one character can move to face her, so that they can work together, just as they could at any other location.

Reward: Each character chooses a type of boon, other than loot, then draws a random card of that type from the box.

Players - Locations
1 - Deeper Dungeons
1 - Desecrated Vault
1 - Throne Room
2 - Thassilonian Dungeon
3 - Nettlemaze
4 - Shrine to Lamashtu
5 - Treacherous Cave
6 - Catacombs of Wrath


NEW CARD

Arlavdra (Villain; stand-in: Nualia)
Type: Monster
Traits: Elf, Cleric
Check to Defeat: Divine 9 or Combat 11, then Combat 13
Powers: You cannot encounter Arlavdra if any henchmen remain on top of her card. The difficulty to defeat Arlavdra is increased by a number equal to twice the number of locations that are currently still open. Before the encounter, each character at this location must succeed on a Wisdom 6 check or suffer 1 point of Mental damage.
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Jon Mattson
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VEILED THREAT (New PFACG Adventure)

Note: You can certainly play through this adventure just using these notes, but, for a much nicer experience, grab these front and back jpgs and print them off, ideally double-sided on cardstock, to create actual adventure and scenario cards. I did this and laminated them, and the result is pretty cool (not to mention, far more sturdy and convenient). The files are fairly large, for jpgs, since I created them at 600 dpi, for high quality printing.

Description: When a mysterious traveler is murdered, while staying at the Rusty Dragon, the heroes are drawn into a web of intrigue and danger. Foes lurk in every shadow, and a nearly forgotten enemy of Sandpoint arises to prove that he, for one, is not ready to forgive and forget.

Adventure Deck Number: 1 (for new characters)

Complete these scenarios, in this order:
- Murder at the Rusty Dragon
- Daggers in the Dark
- Perilous Journey
- The Forgotten Keep
- Where Shadows Dwell

Reward: Each character gains a card feat.

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1 - MURDER AT THE RUSTY DRAGON

Description: When a mysterious stranger is poisoned, at the Rusty Dragon, Ameiko Kaijitsu asks the heroes to find the killer. During the investigation, they soon discover that a hidden foe does not wish to see the truth revealed - and is willing to kill, again, to protect the secret.

Villain: Varies (none placed; see below)
Henchmen: Bandits (all locations)

During This Scenario: Each time a Henchman is defeated, you locate a clue as to the identity of the Villain. Roll 1d6, and check the list, below, to see which Villain is under suspicion. As soon as either one Villain gets 3 clues or all locations are closed, the Villain with the most clues appears at the indicated location (ties go first to Pillbug, then to Jubrayl). The Villain never leaves that location, even if other locations are open. If the Villain is defeated, the game is won; if the Villain wins a fight, it gets shuffled back into the location deck, if one still exists.
1 - 2: Erylium, in the The Old Light
3 - 4: Jubrayl Vhiski, in the The Rusty Dragon
5 - 6: Pillbug Podiker, in the Apothecary

Reward: Each character draws a random item from the box.

Players - Locations
1 - Apothecary
1 - The Old Light
1 - The Rusty Dragon
2 - Prison
3 - Town Square
4 - Village House
5 - Sandpoint Cathedral
6 - Guard Tower

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2 - DAGGERS IN THE DARK

Description: With the murderer revealed, the heroes turn their attention to motive. The stranger carries a map and a cryptic message, warning of a dire threat. Making preparations for a journey, to follow the map, the heroes soon learn that some of their enemies remain in Sandpoint.

Villain: Ripnugget and Stickfoot
Henchmen: Tsuto Kaijitsu, 1 Random Ally per Location

During This Scenario: Goblins working for your enemy have gotten into Pillbug's stock of disguise self potions! Whenever you encounter an ally, immediately roll 1d6: on a 1 - 3, banish the ally and encounter a Goblin Raider henchman, instead. Unlike most summoned monsters, these goblins function as normal henchmen: if you defeat one, you may attempt to close the location; otherwise, shuffle it back into its location deck.

Reward: Each character gains a skill feat.

Players - Locations
1 - General Store
1 - Junk Beach
1 - Town Square
2 - Academy
3 - The Rusty Dragon
4 - Sandpoint Cathedral
5 - Waterfront
6 - City Gate

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3 - PERILOUS JOURNEY

Description: Following the map, the heroes journey deep into the wilderness. It seems that the goblins they fought, in Sandpoint, have not given up the hunt, and they are just one of many dangers, on the path. Still, tracking them to their lair may be the surest way to end that threat.

Villain: Gogmurt
Henchmen: Bruthazmus, Goblin Raiders

During This Scenario: Goblins are bad enough, but a savage werewolf also prowls this land. Before you build location decks, set aside a Werewolf monster card. The first time a hero encounters a monster, when the top card of the blessings discard pile belongs to either Gorum or Lamashtu, banish that monster and encounter the Werewolf, instead. When the combat is over, regardless of the results, place the Werewolf card face down on an open location deck of your choice. The Werewolf can only be banished by defeating it when there are no open locations or when the top card of the blessings discard pile is Blessing of the Gods.

Reward: Each character chooses a type of boon, other than loot, then draws a random card of that type from the box.

Players - Locations
1 - Goblin Fortress
1 - Mountain Peak
1 - Temple
2 - Wooden Bridge
3 - Woods
4 - Treacherous Cave
5 - Farmhouse
6 - Guard Tower

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4 - THE FORGOTTEN KEEP

Description: The heroes have finally reached the destination marked on the map - an ancient keep that probably does not appear on any other modern maps. At first glance, the place looks abandoned. Why, then, do ghostly lights appear in some of the crumbling windows?

Villain: Black Fang
Henchmen: Koruvus, Zombie Minions

During This Scenario: Black Fang was slain by heroes, in an earlier adventure, and is now an undead dragon, immune to the Mental and Poison traits. If you defeat a Zombie Minion from a location deck and then fail to close that location (or choose not to do so), return that Zombie Minion to its location deck, placing it face down, at the bottom.

Reward: Each character gains a power feat.

Players - Locations
1 - Garrison
1 - Guard Tower
1 - Throne Room
2 - Treacherous Cave
3 - City Gate
4 - Warrens
5 - Prison
6 - Nettlemaze

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5 - WHERE SHADOWS DWELL

Descrfiption: Exploring the tunnels, beneath the ruins of the forgotten keep, the heroes discover the architect of their woes: the necromancer, Caizarlu Zerren. Can they stop him, before he wakes an ancient evil and unleashes it upon Sandpoint?

Villain: Caizarlu Zerren
Henchmen: Lyrie Akenja, Ancient Skeletons

During This Scenario: The difficulty to defeat Ancient Skeletons is increased by 1. Each time you defeat an Ancient Skeleton, Caizarlu's necromantic power grows: put out a Haunt henchman card to indicate this (ignore its Powers - Haunts are just used as counters). When you combat Caizarlu, increase the difficulty of the first check made against him by the current number of Haunts, which are then banished. If Caizarlu is undefeated, Haunts build up, again, as Ancient Skeletons are defeated.

Reward: Loot: Sihedron Medallion, Snakeskin Tunic

Players - Locations
1 - Deeper Dungeons
1 - Desecrated Vault
1 - Thassilonian Dungeon
2 - Catacombs of Wrath
3 - Shrine to Lamashtu
4 - Prison
5 - Treacherous Cave
6 - Warrens
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CALL OF THE FIRST WORLD (New PFACG Adventure)

To play through this adventure, you will need twelve new location cards. The jpgs used to create these can be found, here:
Locations 1 Front
Locations 1 Back
Locations 2 Front
Locations 2 Back

They are designed to be printed off as double-sided cards, although this is not strictly necessary (you could just *yawn* print them off as sheets). I printed them, double-sided on cardstock, and laminated them, and the result is pretty cool (not to mention, far more sturdy and convenient). The files are fairly large, for jpgs, since I created them at 600 dpi, for high quality printing.

I don't intend to ever make scenario cards for this adventure, since some of the "During This Scenario" entries are much too long and idiosyncratic. However, for a much nicer version of these rules, with art and all, you can check out:

Much nicer rulesbook

That file has been set up to create one sheet for the adventure and one for each scenario, with all of the critters and such included, in the right places, as needed. Much more convenient.


Substitutions:

If you do not have access to card sets beyond #1 (Burnt Offerings), make the following substitutions:

Scenario 4: Replace the Shimmerglens with the Wooded Isle (one of the new locations).

Scenario 5: For the new Misty Towers location, the Haunts are simply used as counters and can be replaced by any other henchmen that you have a lot of (Poison Traps are probably best - or just use coins, beads, poker chips or whatever).

All Scenarios: You will have to change some of the stand-in cards for the new henchmen:
- Use Bruthazmus, instead of the Scarecrow Golem, as a stand-in for the Bogeyman.
- Use Tangletooth, instead of Grayst Sevilla, as a stand-in for the Nuckelavee.
- Use Koruvus, instead of Pidget Tergelson, as a stand-in for the Nuglub.

By default, Nightbelly Boas are used to indicate a special monster encounter (see Special Adventure Rules, below), primarily because there are enough of them to cover every location, no matter how large the game. If you do not have these cards, use Bandits, instead, and simply do not make the usual monster card substitution for the final area(s) on the scenario’s location list, if you come up short (you often will, in a six-player game, with the Character Add-On Deck, or a four-player game, without it). Since Bandits are also used as stand-ins for Fauns, you will have to use something else to represent them, in the first scenario – Poison Traps, for example.

Note that, once they appear, Atomies, Brownies, Pixies and Sprites should not generally need cards, in this adventure. If you do need substitutions, for some reason, try using the following, as defaults:
- Use Wrathful Sinspawn, instead of Charmed Faceless Stalkers, as stand-ins for Atomies.
- Use Goblin Raiders, instead of Ghoul Scarecrows, as stand-ins for Brownies.
- Use Ancient Skeletons, instead of Skinsaw Cultists, as stand-ins for Pixies.
- Use Bandits, instead of Zombie Minions, as stand-ins for Sprites.

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CALL OF THE FIRST WORLD

Description: What begins as a mischievous prank turns into something much darker and more dangerous, when the Fair Folk take an interest in Sandpoint. Guided by an ancient power, the fey have decided to welcome the town into their realm - whether the citizens like it or not.

Complete these scenarios, in this order:
- Uninvited Guests
- The Summoning
- Guardian at the Gate
- Hunters and Prey
- Lord of the Lost Wood

Reward: Each character gains a card feat.

Special Adventure Rules:

1) Because the Villains and many of the Henchmen used in this adventure are unique and do not have cards of their own, they require "stand-in" cards. Each new Villain and Henchman, described below, has a Stand-In entry that indicates the existing card to use. Simply shuffle that card into a location deck, as usual, but remember, when it is encountered, that it represents a new threat, as described herein.

2) For all five of these scenarios, whenever a location has 2 or more monsters, replace one monster with a Nightbelly Boa henchman, while creating the location deck. Each Nightbelly Boa is a stand-in for a new fey monster. When one is encountered, ignore the instructions on its card and replace it with one of the following, based on a d4 roll: 1 = Atomie, 2 = Brownie, 3 = Pixie, 4 = Sprite.

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1 - UNINVITED GUESTS

Description: When fey marauders begin kidnapping citizens of Sandpoint, during the Swallowtail Festival, heroes are needed to fend them off and free their prisoners. But who put them up to this prank, in the first place, and what darker plot does it foreshadow?

Villain: Nikolas (Jubrayl Vhiski)
Henchmen: Forlarren (Tangletooth), Grig (Tsuto Kaijitsu), Fauns (Bandits)

During This Scenario: Whenever a location card tells you to summon a Bandit henchman, summon a Faun henchman, instead. Whenever you encounter an ally, roll a d8: on a 1 - 4, the ally is currently being held prisoner by a fey captor. Summon and encounter one of the following, based on your die roll: 1 = Atomie, 2 = Brownie, 3 = Pixie, 4 = Sprite. If you defeat the monster, you automatically acquire the ally, with no other checks required. If the monster is undefeated, both it and the ally are banished.

Reward: Each character draws a random ally from the box.

Players Locations
1 Swallowtail Festival
1 The Rusty Dragon
1 Town Square
2 Wooden Bridge
3 City Gate
4 Waterfront
5 Sandpoint Cathedral
6 Farmhouse

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2 - THE SUMMONING

Description: Questions need answers, and the only one who has the answers the heroes need is the fey oracle, Shaowyn. An ancient ritual can be used to summon her, but the heroes must first obtain all of the necessary arcane materials.

Villain: Shaowyn (Nualia); do not shuffle the villain card into a location deck, initially - just keep it handy.
Henchmen: Nuglub (Pidget Tergelson), Quickling (Wrathful Sinspawn), Gremlins (Goblin Raiders)

During This Scenario: When setting up the location decks, replace one item in each location, except the Ancient Forest, with a Poison Trap henchman card. Each Poison Trap represents a ritual ingredient, used to summon Shaowyn. When you encounter a Poison Trap, ignore the instructions on that card and use the following, instead. Place the Poison Trap card next to your character card and immediately roll a d8, adding the total number of Poison Trap cards that are currently sitting next to all character cards. If the result is equal to or greater than 5 + the number of players, Shaowyn appears. This also automatically occurs if the number of Poison Traps revealed ever exceeds the number of living characters. When Shaowyn appears, she is shuffled into the Ancient Forest deck, if that location is still open; otherwise, she is shuffled into the deck of a random open location. If there are no open locations, she appears in the Ancient Forest, despite the fact that it is closed, and never moves, thereafter. After that, she is treated as a normal villain, in every other respect. Note that Poison Traps cannot be traded, discarded or otherwise lost, and they are never banished until Shaowyn has been summoned or the scenario ends, whichever comes first – they are always attached to a location or a character, living or dead, until then. If a location is about to be closed and Shaowyn still has not been summoned, search through the location's remaining deck, to see if a Poison Trap is present, just as you would do for a villain. If so, the other cards are banished, the Poison Trap becomes the entirety of the location deck, and the location is not closed – but at least you know where an ingredient is! If you encounter a Poison Trap after Shaowyn has been summoned, banish it and pull a replacement card from the location deck, as long as one is available (if not, the location can now be closed, as usual).

Reward: Each character gains a skill feat.

Players Locations
1 Ancient Forest
1 Junk Beach
1 River Ford
2 Desecrated Vault
3 Apothecary
4 Woods
5 General Store
6 Treacherous Cave

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3 - GUARDIAN AT THE GATE

Description: Heeding Shaowyn's cryptic advice, the heroes must seek a portal to the First World, where their true foe resides. Legends provide a guidepost, on their quest, but also hint that a powerful guardian may block their path.

Villain: Guardian of the Gate (Black Fang)
Henchmen: Leprechaun (Orik Vancaskerkin), Korred (Bruthazmus), Redcap (Koruvus), Quicklings (Wrathful Sinspawn)

During This Scenario: The Guardian is very powerful, but clues can be found, concerning its weaknesses, that would give you an advantage in defeating it. Each time that you acquire an ally or defeat a barrier, take a Poison Trap card from the henchman deck and place it beside your character card. This represents a useful clue or battle technique that you have discovered. Ignore the instructions on the Poison Trap card and use the following, instead: for each Poison Trap card that is currently sitting next to your character card, add +1 to all checks made against the Guardian of the Gate. Poison Trap cards cannot be traded, discarded or otherwise removed from a character but are automatically banished when the scenario ends. Once you run out of Poison Trap cards, no further clues are available, so there will never be more then seven, in total (five, if you are not using the Character Add-On Deck).

Reward: Each character chooses a type of boon, other than loot, then draws a random card of that type from the box.

Players Locations
1 Cursed Battlefield
1 The Old Light
1 Wooded Isle
2 The Burning Land
3 Academy
4 Mountain Peak
5 Temple
6 Guard Tower

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4 - HUNTERS AND PREY

Description: Arriving in the First World, the heroes discover a realm of wonders and perils - not the least of which is a deadly fey hunter, who has been sent, by their foe, to put an end to their meddling.

Villain: Master of the Hunt (Gogmurt); do not shuffle the villain card into a location deck, initially - just keep it handy.
Henchmen: Redcap (Koruvus), Huntsman's Hounds (Poison Traps)

During This Scenario: Whenever you defeat a Huntman's Hound, summon and encounter the Master of the Hunt, as instructed on the Huntman's Hound card. Note that this occurs immediately after any attempt to close your current location, whether or not you succeed. If, at any point, you close the last open location, you automatically win this scenario, even if the Master of the Hunt has not been defeated.

Reward: Each character gains a power feat.

Players Locations
1 Goblin Market
1 Mysterious Citadel
1 Shimmerglens
2 Silent Keep
3 Nettlemaze
4 Goblin Fortress
5 Warrens
6 Deeper Dungeons

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5 - LORD OF THE LOST WOOD

Description: At last, the heroes have identified their nemesis, the mysterious Lord of the Lost Wood, who plans to add Sandpoint to his domain. Unfortunately, knowing him does not mean finding him, given that his enchanted grove moves about the fey realms, at his command.

Villain: Lord of the Lost Wood (The Sandpoint Devil)
Henchmen: Bogeyman (Scarecrow Golem), Nuckelavee (Grayst Sevilla), Rusalka (Lyrie Akenja), Twigjacks (Ancient Skeletons)

During This Scenario: When setting up the location decks for this scenario, do not shuffle the Lord of the Lost Wood in with the henchmen cards, as you would do, normally. Instead, shuffle that card directly into the Fey Forest's location deck (the Lord of the Lost Wood always begins in the Fey Forest). The henchmen are shuffled randomly into the remaining location decks, as usual. Initially, set aside the Fey Forest and its location deck, since it cannot be visited, at the beginning of the game. Once you have closed a number of locations equal to the number of players, the Fey Forest appears and can now be visited normally.

Reward: Loot - Impaler of Thorns, Sihedron Medallion, Wand of Enervation. If any of these cards are not available, make the following substitutions, as needed. Replace the Impaler of Thorns with the Icy Longspear +1 or, if that is not available, with a random draw from the weapon deck. Replace the Sihedron Medallion with the Amulet of Life or, if that is not available, with a random draw from the item deck. Replace the Wand of Enervation with the Wand of Force Missile or, if that is not available, with a random draw from the item deck.

Players Locations
1 Fey Forest
1 Misty Towers
1 Stone Bridge
2 Frozen Hills
3 Garrison
4 Thassilonian Dungeon
5 River Ford
6 Woods

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CALL OF THE FIRST WORLD BESTIARY


VILLAINS

Guardian of the Gate
Stand-In: Black Fang
Type: Monster
Traits: Dragon
Check to Defeat: Combat 15 then Combat 15
Powers: The Guardian of the Gate is immune to the Mental trait. For each location that is currently open, the difficulty of all checks made against the Guardian is increased by 1. If defeated, you win the game automatically - unlike other villains, the Guardian never tries to escape the location that it protects. If undefeated, the Guardian deals 1 Combat damage to each other character at this location; then, move each character at this location to another random location. Shuffle the Guardian and a random monster, drawn from the box, back into this location deck.

Lord of the Lost Wood
Stand-In: The Sandpoint Devil
Type: Monster
Traits: Fey, Ranger, Sorcerer
Check to Defeat: Combat 16 then Combat 14 or Diplomacy/Charisma 10 (remember that the Fey Forest adds +1 to these)
Powers: The Lord of the Lost Wood may not be evaded and is immune to the Mental trait. Before the encounter, each character at your location must succeed at a Wisdom check or choose one of the following four effects to suffer: bury 1 card of your choice from your hand; recharge 1 random card from your hand; the difficulty of all of your checks is increased by 2, for the rest of the turn; or summon and encounter a Quickling henchman. The difficulty of this check is equal to 6 + the number of locations that are currently open. You may not play allies with the Animal trait. Any weapon used in a check made against the Lord of the Lost Wood must be recharged, unless it would already be discarded, buried or banished.

Master of the Hunt
Stand-In: Gogmurt
Type: Monster
Traits: Fey, Ranger
Check to Defeat: Combat 14
Powers: You may not play allies with the Animal trait. If the Master of the Hunt is undefeated, he is not shuffled into a location deck, as usual, but is simply set aside, until summoned again. If the Master of the Hunt is defeated, roll a die based on the total number of locations that are being used in the game: 4 or less locations = d4, 5 or more locations = d6. If the die roll is greater than the number of closed locations, the Master of the Hunt escapes and is set aside, until summoned again, as usual. If the die roll is less than or equal to the number of closed locations, the Master of the Hunt becomes enraged: immediately encounter him, again. From now on, if you defeat the Master of the Hunt, he is truly defeated, and you win the game. If he is undefeated, he remains at the current location and can always be encountered there, later. If the location's deck still exists, he remains on top of it, preventing access to it, except by those who have some means of evading him.

Nikolas
Stand-In: Jubrayl Vhiski
Type: Monster
Traits: Fey, Bard, Rogue
Check to Defeat: Combat 14 or Dexterity/Acrobatics 12 or Charisma/Diplomacy 10
Powers: Before the encounter, each character at this location must summon and encounter an Animal monster: draw monster cards from the box until you find one with the Animal trait (all characters encounter the same type of Animal). If undefeated, instead of normal damage, Nikolas deals 1d4+1 Mental damage to you that may not be reduced. If you are dealt damage by Nikolas, you must first choose allies to discard as your damage, if you have any.

Shaowyn
Stand-In: Nualia
Type: Monster
Traits: Fey, Oracle
Check to Defeat: Intelligence/Arcane/Wisdom/Divine 10 then Combat 13 or Charisma/Diplomacy 10
Powers: Before the encounter, each character at your location must succeed at a Wisdom 8 check or the difficulty of all of her checks is increased by 1, for the rest of the turn. For each blessing played in a check against Shaowyn, the difficulty of the check is increased by 2. If you fail the first Check to Defeat, you take no damage, but you must immediately reset your hand and end your turn. If you fail the second Check to defeat, you suffer Mental damage that may not be reduced; however, all but one of the cards lost in this manner are recharged, instead of discarded. The one card or your choice that is not recharged is buried.


HENCHMEN

Bogeyman
Stand-In: Scarecrow Golem
Type: Monster
Traits: Fey
Check to Defeat: Combat 11
Powers: Before the encounter, each character at your location must succeed at a Wisdom 7 check or the difficulty of all of her checks is increased by 2, for the rest of the turn. Any character dealt damage by the Bogeyman also buries 1 random card from her discard pile. If defeated, you may immediately attempt to close this location.

Faun
Stand-In: Bandit
Type: Monster
Traits: Fey
Check to Defeat: Combat 10
Powers: If undefeated, instead of normal damage, the Faun deals 1d4 Mental damage to you that may not be reduced. If you are dealt damage by the Faun, you must first choose allies to discard as your damage, if you have any. If defeated, you may immediately attempt to close this location.

Forlarren
Stand-In: Tangletooth
Type: Monster
Traits: Fey
Check to Defeat: Combat 10
Powers: For each weapon included in a check made against the Forlarren, the difficulty of that check is increased by 1. If heavy armor is used to reduce Combat damage caused by the Forlarren, the amount of damage negated is 1 less than usual (which also means that banishing/burying the card reduces all damage dealt to you to 1, not 0). If defeated, you may immediately attempt to close this location.

Gremlin
Stand-In: Goblin Raider
Type: Monster
Traits: Fey, Gremlin
Check to Defeat: Combat 9
Powers: Before the encounter, you must succeed at a Wisdom or Perception 6 check or the difficulty to defeat the Gremlin is increased by 2, for the rest of the turn. If you are dealt damage by the Gremlin, you must first choose item cards to discard as your damage, if you have any. If defeated, you may immediately attempt to close this location.

Grig
Stand-In: Tsuto Kaijitsu
Type: Monster
Traits: Fey
Check to Defeat: Combat 10 or Charisma/Diplomacy 7
Powers: Before the encounter, you must succeed at a Wisdom 7 check or the difficulty of all of your checks that use Dexterity is increased by 2, for the rest of the turn. Damage dealt by the Grig is halved (round up) but cannot be reduced by armor. If defeated, you may immediately attempt to close this location.

Huntsman's Hound
Stand-In: Poison Trap
Type: Monster
Traits: Outsider
Check to Defeat: Combat 10
Powers: Before the encounter, each character at your location must succeed at a Wisdom 7 check or discard a random card from her hand. If defeated, you may immediately attempt to close this location. Whether or not you close the location, you must then summon and encounter the Master of the Hunt, as long as he has not been banished.

Korred
Stand-In: Bruthazmus
Type: Monster
Traits: Fey
Check to Defeat: Combat 11 or Constitution/Fortitude 7
Powers: Before the encounter, you must succeed at a Dexterity or Acrobatics 6 check or the difficulty to defeat the Korred is increased by 2, for the rest of the turn. If you choose the Constitution/Fortitude option, when attempting to defeat the Korred, and fail, you suffer no damage but lose most of your next turn: perform only the Advance the Blessings Deck and End Your Turn steps. If defeated, you may immediately attempt to close this location.

Leprechaun
Stand-In: Orik Vancaskerkin
Type: Monster
Traits: Fey
Check to Defeat: Combat 10 or Intelligence/Arcane 9
Powers: You may banish an item from your hand to change the Check to Defeat to Charisma/Diplomacy 4 (the item is lost, whether or not the check succeeds). If using either of the other two normal options, each 3 rolled, on your Check to Defeat, counts as a 0. If you are dealt damage by the Leprechaun, you must first choose item cards to discard as your damage, if you have any. If defeated, you may immediately attempt to close this location.

Nuckelavee
Stand-In: Grayst Sevilla
Type: Monster
Traits: Aquatic, Fey
Check to Defeat: Combat 12
Powers: Before the encounter, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage that may not be reduced. If a character suffers harm from this attack, one of the cards that she would normally discard for damage must be buried, instead (any others are discarded, as usual). If defeated, you may immediately attempt to close this location.

Nuglub
Stand-In: Pidget Tergelson
Type: Monster
Traits: Fey, Gremlin
Check to Defeat: Combat 10
Powers: Before the encounter, you must succeed at a Wisdom or Perception 6 check or the difficulty to defeat the Nuglub is increased by 2, for the rest of the turn. If you are dealt damage by the Nuglub, you cannot use armor to reduce that damage; in fact, you must first choose armor cards to discard as your damage, if you have any. If defeated, you may immediately attempt to close this location.

Quickling
Stand-In: Wrathful Sinspawn
Type: Monster
Traits: Fey
Check to Defeat: Combat 10
Powers: If your Combat total would be high enough to succeed but is an odd number, you must reroll it, using the same dice and modifiers (but never more than once). Damage dealt by the Quickling is halved (round up) but cannot be reduced by armor. If defeated, you may immediately attempt to close this location.

Redcap
Stand-In: Koruvus
Type: Monster
Traits: Fey
Check to Defeat: Combat 11
Powers: For each card with the Divine trait included in a check made against the Redcap, the difficulty of that check is decreased by 1 but the damage caused by the Redcap, if the check fails, is increased by 1. If undefeated, the Redcap grows stronger: add 1 to the difficulty of its Check to Defeat, for the rest of the game. This can grow, with multiple failures, up to a maximum of +3 (keep track of it using any convenient method). If defeated, you may immediately attempt to close this location.

Rusalka
Stand-In: Lyrie Akenja
Type: Monster
Traits: Aquatic, Fey
Check to Defeat: Combat 12 or Dexterity/Acrobatics 10
Powers: Before the encounter, each character at your location must succeed at a Wisdom 7 check or be unable to use weapons that have the Ranged trait and spells that have the Attack trait, for the rest of the turn. Failure also indicates that a character cannot choose the Dexterity/Acrobatics option for the Check to Defeat. If undefeated, examine the top three cards of your deck and discard any allies, then shuffle any remaining cards into your deck. If defeated, you may immediately attempt to close this location.

Twigjack
Stand-In: Ancient Skeleton
Type: Monster
Traits: Fey
Check to Defeat: Combat 11
Powers: Before the encounter, each character at this location must succeed at a Dexterity or Acrobatics 7 check or be dealt 1d4-1 Ranged Combat damage. An affected character can recharge any shield to reduce this damage to 0 (for herself, only, of course). Other damage dealt by the Twigjack is halved (round up) but cannot be reduced by armor. If defeated, you may immediately attempt to close this location.


MONSTERS

Atomie
Stand-In: Charmed Faceless Stalker
Traits: Fey
Check to Defeat: Combat 9 or Charisma/Diplomacy 8
Powers: If your Combat total would be high enough to succeed but is an odd number, you must reroll it, using the same dice and modifiers (but never more than once). This does not apply, if you choose the Charisma/Diplomacy option, for your Check to Defeat. Damage dealt by the Atomie is halved (round up). If undefeated, banish the Atomie, then recharge a random weapon from your hand.

Brownie
Stand-In: Ghoul Scarecrow
Traits: Fey
Check to Defeat: Combat 9 or Charisma/Diplomacy 7
Powers: If you choose the Combat option, for your Check to Defeat, each 1 rolled subtracts 1 from the total, instead of adding 1. Damage dealt by the Brownie is halved (round up). If undefeated, banish the Brownie, then bury a random item from your discard pile.

Pixie
Stand-In: Skinsaw Cultist
Traits: Fey
Check to Defeat: Combat 10 or Charisma/Diplomacy 8
Powers: Before the encounter, the Pixie deals 1 Ranged Combat damage to you. If you are harmed by this attack and do not choose a blessing to discard as your damage, the difficulty of all of your checks is increased by 1, for the rest of the turn. Damage dealt by the Pixie is halved (round up). If undefeated, banish the Pixie, then immediately reset your hand and end your turn.

Sprite
Stand-In: Zombie Minion
Traits: Fey
Check to Defeat: Combat 8 or Charisma/Diplomacy 6
Powers: Damage dealt by the Sprite is halved (round up). If undefeated, banish the Sprite, then move to a random location.
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Jon Mattson
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For those who are curious, the new locations in Call of the First World are described, below. But, really, if you want to use these, you should go and download the jpgs. Much nicer.

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ANCIENT FOREST

Silence haunts this labyrinth of towering trees - a vast beast, waiting with infinite patience. An occasional gust of wind - the beast's breath - catches at your hair and whispers in your ear, causing you to freeze and hold your own breath, involuntarily.

At This Location: You may attempt a Dexterity or Stealth 6 check to evade a monster; however, if you succeed, draw another random monster from the box and shuffle both into the location deck.

When Closing: Succeed at a Wisdom or Survival 7 check.

When Permanently Closed: On closing, draw a random ally, with the Animal trait, from the box.

Monster 3, Barrier 2, Weapon 1, Spell 0, Armor 0, Item 1, Ally 1, Blessing 1

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CURSED BATTLEFIELD

An eerie calm permeates this vast field, broken only by the occasional raucous call of ravens. Everywhere, shattered weapons, armor and bones litter the ground. Many years ago, war claimed this land, and it has never truly released its grip.

At This Location: The difficulty of combat checks is increased by 1, but the difficulty to acquire weapons and armor is decreased by 1.

When Closing: Summon and defeat a random monster. For each spell used in this check, increase the difficulty by 2.

When Permanently Closed: On closing, shuffle together any weapons and armor remaining in this deck and place them under this location. At the start of your turn, roll a d6: on a 1, summon and encounter a random monster. This counts as exploration.
Back of Card: At the start of your turn, roll a d6: on a 1, summon and encounter a random monster. This counts as exploration.

Monster 4, Barrier 0, Weapon 2, Spell 0, Armor 2, Item 0, Ally 1, Blessing 0

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FEY FOREST

The very air breathes enchantment, in this tangled wood, and every other turn reveals a new wonder. At times, it would be only too easy to lay down your burden and rest, just for a little while...

At This Location: The difficulty to defeat banes with the Fey trait is increased by 1. Any time that you would discard a spell, banish it, instead. Then, draw a random spell from the box and shuffle it into your deck.

When Closing: Succeed at an Intelligence or Arcane 7 check or banish a spell from your hand.

When Permanently Closed: When you end your turn here, you may banish a spell from your hand to draw a random spell from the box.
Back fo Card: When you end your turn here, you may banish a spell from your hand to draw a random spell from the box.

Monster 2, Barrier 2, Weapon 0, Spell 2, Armor 0, Item 1, Ally 1, Blessing 1

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FROZEN HILLS

Ice and snow cover every surface, as far as the eye can see, though the wind seems to be doing its best to whip it up into a frigid mist. This is a harsh land, and it demands harsh choices from those who would journey through it.

At This Location: At the start of your turn, succeed on a Wisdom or Survival 7 check or suffer a -1 penalty on all checks for the rest of your turn.

When Closing: Succeed at a Wisdom or Survival 8 check. You may discard one or more allies to gain a +2 bonus on this check for each ally lost.

When Permanently Closed: On closing, each character at this location must recharge her entire hand and then immediately reset it.

Monster 3, Barrier 3, Weapon 1, Spell 0, Armor 0, Item 1, Ally 1, Blessing 0

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GOBLIN MARKET

A swirl of alien colors, sounds and smells dazzles your senses, as you step into what can only loosely be called a market square. Fey creatures - and many other sorts, as well - seem occupied with trading, haggling and negotiating. Most pay you no mind, save those who call to you to sample their wares.

At This Location: Any monster encountered here can be defeated in two additional ways, beyond those listed on its card: banish an item, or succeed on a Charisma or Diplomacy 7 check.

When Closing: Banish a card, other than a blessing, from your hand.

When Permanently Closed: On closing, add 1d4+1 random items to this location, without looking at them, and then automatically acquire the top card. When making a check to acquire an item, banish an item to automatically succeed.
Back of Card: On closing, add 1d4+1 random items to this location, without looking at them, and then automatically acquire the top card. When making a check to acquire an item, banish an item to automatically succeed.

Monster 2, Barrier 0, Weapon 1, Spell 2, Armor 1, Item 2, Ally 1, Blessing 0

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MISTY TOWERS

Suddenly, unexpectedly, a spire appears, in the mist, followed by several others. Who would have created this edifice, deep in the wild, well off the beaten path? And what lurks there, now?

At This Location: Whenever you fail a check, take a Haunt from the henchmen deck and put it in your hand. A Haunt gained in this manner does not affect your checks but does take up space in your hand, since it cannot be discarded, even as damage. If you spend a turn at a different location, without exploring, you can discard all Haunts and reset your hand.

When Closing: Succeed at a Wisdom or Divine 7 check or banish a blessing from your hand.

When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.

Monster 2, Barrier 3, Weapon 1, Spell 1, Armor 1, Item 1, Ally 0, Blessing 0

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MYSTERIOUS CITADEL

Along the rocky shore of a crystal lake, a proud citadel with improbable battlements stands watch. Though the will o'wisp lights in the windows and the graceful sailing vessels anchored nearby hint at occupation, no obvious inhabitants can be seen on the outer walls.

At This Location: The difficulty to defeat banes with the Fey trait is increased by 1. You may attempt a Charisma or Diplomacy 8 check in place of the usual check to acquire a boon.

When Closing: Succeed at a Charisma or Diplomacy 7 check or banish an ally from your hand.

When Permanently Closed: When you end your turn here, you may recharge an ally from your discard pile.
Back of Card: When you end your turn here, you may recharge an ally from your discard pile.

Monster 2, Barrier 1, Weapon 2, Spell 0, Armor 1, Item 1, Ally 1, Blessing 1

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RIVER FORD

Below you, through foliage painted with the colors of autumn, you spot a calmer stretch of the tumbling river that has blocked your progress. Perhaps, you can find a safer path, here - though other creatures have also, doubtless, considered this.

At This Location: If you did not explore this turn, after you reset your hand, you may banish an item from your hand to draw a random item from the box.

When Closing: Summon and defeat a random monster.

When Permanently Closed: On closing, you and any other characters present may immediately move to any other one location, at the end of your turn.

Monster 3, Barrier 1, Weapon 0, Spell 0, Armor 1, Item 3, Ally 1, Blessing 0

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SILENT KEEP

A towering keep of ancient stone looms before you. Strangely, the gate is open, flanked only by flickering braziers. Why are there no guards? And what force seems to beckon you forward, more daring than welcoming?

At This Location: Any monster with the Animal, Goblin or Human trait, encountered here, gains the Undead, Incorporeal and Ghost traits. It is immune to the Mental and Poison traits and gains the following power: If your check to defeat does not have the Magic trait, the monster is undefeated.

When Closing: Summon and defeat an Ancient Skeleton henchman, with the combat difficulty increased by 2. Instead of making a combat check to defeat this foe, you can make a Charisma or Diplomacy 10 check, if you wish; however, failing this check causes damage, just like a failed combat check.

When Permanently Closed: On closing, shuffle together any weapons, armor and items remaining in this deck and place them under this location.

Monster 2, Barrier 2, Weapon 2, Spell 0, Armor 2, Item 1, Ally 0, Blessing 0

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STONE BRIDGE

An impressive stone bridge - perhaps, of dwarven build - crosses the chasm, at this point. The far side lies in shadow, and, for a moment, that darkness seems to shift, as something moves within. It seems that travelers who would take this route may not always do so uncontested...

At This Location: When you make a combat check with a weapon that has the Ranged trait or with a spell that has the Attack trait, add 1 to each die rolled.

When Closing: Summon and defeat a random monster. Unless you first succeed on a Wisdom or Perception 8 check, you cannot use a weapon that has the Ranged trait or a spell that has the Attack trait, for this combat check.

When Permanently Closed: On closing, choose either your character or one other character who is present. The chosen character can draw a random ally from the box.

Monster 3, Barrier 1, Weapon 1, Spell 0, Armor 1, Item 1, Ally 2, Blessing 0


THE BURNING LAND

Dark spires of barren rock erupt from the noxious mists and the pools of water that reflect the crimson sky. No, not water. Something much more dangerous, which glows with its own inner heat...

At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or take 1 point of Fire damage. All banes encountered here are immune to the Fire trait. If an encountered monster would normally be weak to the Fire trait, banish it and encounter a random monster from the box, instead.

When Closing: Succeed at a Constitution or Fortitude 8 check.

When Permanently Closed: On closing, shuffle together any weapons and items remaining in this deck, plus 1d4 random items from the box, and place them under this location. Getting these can be costly, since Con/Fort checks are still required to avoid taking Fire damage.
Back of Card: At the start of your turn, succeed at a Constitution or Fortitude 6 check or take 1 point of Fire damage.

Monster 3, Barrier 1, Weapon 1, Spell 1, Armor 0, Item 1, Ally 1, Blessing 1

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WOODED ISLE

As the sun sets, the silhouette of a lone island, well out in the lake, catches your eye. Trees crowd its expanse, creating an even thicker gloom. Yet, as you watch, tiny lights flicker and dance along the shore, luring you onward...

At This Location: You must succeed at a Wisdom or Perception 7 check to move or be moved to another location. Any check that includes a spell with the Arcane trait gets a +1 bonus on its total.

When Closing: Banish either an ally or a blessing from your hand.

When Permanently Closed: When you end your turn here, banish an ally from your hand or discard pile. If you can do this, you may recharge any one card from your discard pile. If you cannot do this, take 1 damage, which cannot be blocked in any manner.
Back of Card: When you end your turn here, banish an ally from your hand or discard pile. If you can do this, you may recharge any one card from your discard pile. If you cannot do this, take 1 damage, which cannot be blocked in any manner.

Monster 2, Barrier 2, Weapon 0, Spell 1, Armor 0, Item 1, Ally 1, Blessing 2
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Nick Hughes
Australia
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Looks like a lot of hard work went into these, thanks for sharing.
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Rich Smithston
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Excellent. Thanks a lot!
 
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Ludwig ORSINGHER
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Cwylric wrote:
SPIDER IN THE WEB (New PFACG Adventure)

...
NEW CARD

Arlavdra (Villain; stand-in: Nualia)
Type: Monster
Traits: Elf, Cleric
Check to Defeat: Divine 9 or Combat 11, then Combat 13
Powers: You cannot encounter Arlavdra if any henchmen remain on top of her card. The difficulty to defeat Arlavdra is increased by a number equal to twice the number of locations that are currently still open. Before the encounter, each character at this location must succeed on a Wisdom 6 check or suffer 1 point of Mental damage.

Great Adventure.

We played it this WE with my group with success.
Fun, tough enough.
Really fantastic work.

as a thank here is a little creation :
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José Alberto Lima Jr
Brazil
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Hi gamers. I print this scenarios, and I want to say: Congratulations!
I'm from Brazil, and I love this so much.

Bye.
 
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