Burnt Offerings

Hey everybody!
I’m continuing the Pathfinder ACG campaign Rise of the Runelords, and have now gotten to the end of the first scenario, Burnt Offerings. So why not take a look at where we’ve ended up!

Pathfinder ACG Burnt Offerings

The scenario is based on the first chapter of Rise of the Runelords RPG, naturally, with five distinct adventures that follow the heroes as they progress through an investigation into increased Goblin raids around the town of Sandpoint.

Attack on Sandpoint sees the heroes attempt to defeat Ripnugget and Stickfoot, who appear to be behind the the attacks. After success, the Local Heroes scenario is something of a rest scenario, with a lot of chances for the heroes to gain some allies before heading towards the final games. I mean, that’s probably how it should work, but when I played it this time my necromancer hero, Darago, died on the waterfront! Terrible times.

After four months’ mourning, I’ve returned to the campaign with a new hero stepping up to the mark: Seelah, my crusading paladin! It was a deck I’d built up after the loss of Darago, and performed pretty well!

The third scenario, Trouble in Sandpoint, sees the heroes going up against the weird demon-thing, Erylium, and her Wrathful Sinspawn.

Pathfinder ACG Burnt Offerings

Following this, it’s time to go up against the goblins in their fortress in Approach to Thistletop. I have to say, this scenario was pretty hilarious, following through on the trail of Gogmurt, one of these wonderful goblins that litter the Pathfinder universe.

Pathfinder ACG Burnt Offerings

The final scenario in the Burnt Offerings adventure, Thistletop Delve, reveals the real mastermind behind the goblin incursions into Sandpoint, Nualia Tobyn, a cleric of Lamashtu! This scenario was also a lot of fun to play through, as Nualia kept cropping up in each of the location decks – like any good bad movie villain, there’s just no keeping her down!

So I’m eight scenarios in, and Sajan has claimed the Sihedron Medallion!

There are a couple of interesting player cards in the pack – mainly some of the arcane spells, which are always a favourite of mine! I currently don’t have a magic user set up, so I’m thinking I might build a new deck to mix things up a little ready for The Skinsaw Murders!

The Worldwound Gambit

Hey everybody!
As you may recall, I’ve been on something of a Pathfinder kick recently, re-starting the Rise of the Runelords Adventure Card Game scenario, and if you follow me on instagram (and let’s be fair, why wouldn’t you? Food and miniatures, and the occasional book or comic – it’s got it all!) you’ll have seen this bad boy crop up about two weeks ago:

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Now, for something different… #Pathfinder

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Well, I’ve finally finished it! Yes, two whole weeks it took me, though I was obviously doing other stuff for that time as well…

This book was actually really good. It was a little ploddy at times, but in the main I really liked it. It follows a group of thieves and rogues as they attempt to stop the demonic incursions into Golarion by marching right into the Worldwound itself and destroying the Tower of Yath there, which has been acting as something of a locus of power for the demons. Each of the six brigands is a fairly interesting character, and the folks they meet along the way also make for an enjoyable read.

So why did it take me two weeks to read?

The book is told in the present tense, which I’m not all that much a fan of, and while the characters are fairly interesting, as I said, they’re not stand-out amazing to the extent that I was all that interested in the story. We have a halfling lock-picker, a fire mage, a drug-addict bard, a pacifist half-orc, a noblewoman blade fighter, all of whom are led by a sort of dashing rogue thief. They all seem to have a shared history that is only really ever implied, and their motivation for going into the Worldwound and destroying the Tower of Yath is a bit precarious at times, and I found myself not altogether convinced by it – basically, demon invasions are bad for business, so they risk death and destruction to ensure they can still go about their con-artist ways.

The book starts fairly dramatically, with a full-on demon invasion of the town of Mendev, and then sees the main protagonist, Gad, assemble his crew to take down the demons. It was during these opening half-dozen or so chapters that the realisation finally dawned upon me: this is basically a role-playing game adventure told in novel form. As soon as I realised this, the novel became so much more enjoyable to read, and made so much more sense to me. The way the characters would move from place to place and encounter obstacles in their quest, which usually gave one character a major role and several others a minor part to play – the whole thing was really nicely done, and the present-tense storytelling makes so much more sense, as this is what you would do if you were a GM.

Some of the reviews I’ve seen for this book have mentioned its haphazard nature, and the cipher-like characters with little backstory explained. If you approach this as a RPG story where you don’t have to roll dice but can just sit back and see what happens, then the book is definitely worthwhile reading.

So, where am I up to with my Rise of the Runelords campaign?

Pathfinder adventure card game

Well, Darago the Necromancer and Sajan the Drunken Master finally started on the path through Burnt Offerings, and it started out really well! I’m playing this adventure path solo, which isn’t all that complicated if I’m honest, as the only real thing to remember is to turn over the top of the Blessings deck after each character takes a turn. Suddenly, I’m seeing those cards that allow you to discard to explore your location in a whole new light!

During the first game, Attack on Sandpoint, the villain, Ripnugget and Stickfoot, kept turning up within the top two or three cards of the locations, so it was over rather quickly! I have to say though, the main villain of this scenario is a goblin riding a lizard – how awesome is that?!

Next up, we have Local Heroes, which I remember playing back when the game was still fairly new, and from memory I thought it was a kind of respite-quest, where you basically get to skulk around and see if you can get more stuff. Well, not so this time around! Darago actually died to a Skinsaw Cultist! Good grief!

Pathfinder adventure card game

I was actually, genuinely bummed when this happened, having been really excited to get going with the character back when I started my quest. This all happened at the end of May, and I haven’t yet gotten round to starting the new character, Seelah the Paladin. My love of Lord of the Rings recently resurfaced, of course, so I’ve been thinking more about that game, though I have still picked up the Inquisitor class deck – for the inevitable death of either my Monk or Paladin characters! I do think I was perhaps a bit too reckless with Darago, discarding in the hope to get better cards, and not realising that I could in fact be decked by enemy damage. Gah!

I’m not sure if I’ve mentioned it already, but the next box in the Adventure Card Game line is the Mummy’s Mask path, which I am super excited for as I love anything that gives ancient Egypt a fantasy trope (Tomb Kings, I’m looking at you!)

On the Threshold of Discovery! The ancient lands of Osirion are blanketed by the sands of time, and eldritch secrets and vast riches lie just beneath the sun-blistered surface. As modern Osirion opens its tombs to outsiders for the first time in centuries, many of these lost treasures and secrets are now emerging—some more malign than others. Can your group of heroes brave terrible guardians, foul cults, and the burning sands of the desert to stop the rebirth of an ancient tyrant?

This complete cooperative strategy game pits 1 to 4 heroes against the monsters, curses, and traps of the Mummy’s Mask Adventure Path. Choose your character’s class, build a deck of equipment, magic, and allies; and explore dangerous locations as you journey through an exciting fantasy tale. As your adventures continue, your characters add unique gear and awesome magic to their decks as they gain incredible powers, all of which they’ll need to challenge more and more powerful threats.

So that is really exciting! Stay tuned for more Pathfinder goodness, anyway, as I hope to make it through to the end of Burnt Offerings soon!

On the path to adventure!

Pathfinder goblins

It’s game day here at spalanz.com, and I’m so very excited to present my latest game day blog – it’s the beginning of my Rise of the Runelords adventure path for the Pathfinder Adventure Card Game!

This is a game that I have talked about quite a lot, particularly in my early blogs, when the Rise of the Runelords adventure path was still a new thing. My interest in the Pathfinder setting has waxed and waned somewhat – never waning to nothing, of course, but certainly it was replaced by my love for Warhammer that exploded in the second half of 2014. But it’s a setting that remains close to my heart and, while we wait for one of my favourite aspects of the Pathfinder world to come into the card game, the setting of Osirion, I’ve decided to return to the game and finally work my way through the adventure path in its entirety!

Pathfinder adventure card game

My previous experiences with this game have seen a number of characters take on the perils of Sandpoint, but never get further than the first adventure, Burnt Offerings. However, I’m now poised to take two characters on an adventure all the way to the end: Sajan the drunken master, and Darago the necromancer. What a pair of travelling companions!

Pathfinder adventure card game

I’ve previously taken Sajan through Burnt Offerings, so over the weekend I took Darago through the initial ‘Perils of the Lost Coast’ scenario. Both of these characters are from the respective Monk and Wizard character packs, which I think is an amazing part of this card game. The base set for each adventure path brings a variety of characters, and each base set has an associated character add-on pack that you can buy for extra heroes and extra cards to bulk out the game. All of these characters represent various archetypes such as barbarian, wizard, and bard, and these archetypes are getting their own class pack that gives new versions for the heroes of that class from the base game, along with two new heroes, and a whole host of new cards that help build up a new character with some really thematic bits and pieces.

As an aside, I’ve also discovered that Paizo are going to produce two class packs this summer to support Goblins as playable characters, which I just cannot wait for! Pathfinder goblins are similar to those from Warhammer, I feel, with a crazy kind of hilarity that I can’t wait to explore with these new packs!

Pathfinder adventure card game

The Perils of the Lost Coast features three distinct adventures,  designed really to get players into the flow of the game before the path begins with Burnt Offerings. It gets us used to the format of exploring locations, fighting monsters and attempting to acquire boons, before fighting both henchmen and the villain himself.

The game is a deck-building adventure game, one that I find kinda fascinating really. You build a basic deck, rather than having the usual kind of basic cards, and then attempt to acquire boons that will allow you to get better cards. At the end of each quest, you must re-set your deck to the quantities of card types listed on your character card, which allows you to get rid of the basic cards and trade-up for something more powerful. Over the course of the three games I played, Darago has managed to acquire the Deathbane Light Crossbow shown above, which I really like, as well as the hilarious Fire Sneeze spell.

I can’t wait to get moving with this adventure path – particularly once I get beyond Burnt Offerings and into the ‘new’ packs that I haven’t gotten to explore yet. Exciting times are on the horizon!

Pathfinder adventure card game