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If it won't let you discard a blessing to explore (or otherwise use it), check to see if it's the top card of the discard pile--you might need to recharge it instead!
I want to get my hands on this game, but I don't have a tablet, only a phone. Will this game work fine on my Android phone or will I need to borrow a family member's tablet to play?
I playtested it extensively on my Samsung Galaxy Note 5 and had no problems.
Our Imrijka and Arueshalae both passed this up, for just the reason you mention. Other weapons from lower-numbered sets are better.
Thanks for the variant for RotR, it was a lot of fun. My group and I are looking forward to bloodsail corsairs but really like rolling d20s. Do you know when you are planning to release a variant to wotr by chance?
That's a good question! The short answer is that I'm not.
I just finished WotR with my primary group this weekend. We crushed Deskari, which was a lot of fun and felt like a good capstone, but I haven't really liked WotR as a whole. The difficulty is much too swingy in adventure design, and the ability to super-charge rolls feels gimmicky and not ultra-heroic to me. It's definitely my least favorite of the 3 APs released so far. The others I game with disagree (disliking RotRL most for being too easy, and S&S most for being too difficult-barrier-heavy, respectively), so I'm aware I don't share a common belief here. But it's hard for me to get motivated to revisit an AP I didn't love.
On a personal level, most of my writing and design time has been working on adventure path chapters for the RPG line (#108 Hell Comes to Westcrown, #111 Dreams of the Yellow King, and another that hasn't been announced yet), so by the time I'll be able to turn to designing another full alternate AP, I'll probably do so for Mummy's Mask, or for some combination of the previously released APs (which would include, but not focus on, WotR).
I'm playing Imrijka. Although I'm playing in a group and not solo, she seems like a good solo candidate. Her role power to evade barriers and send them to the bottom of the deck has been worth its weight in angel feathers, and would be particularly helpful in a solo run.
I'll be interested to hear how Paizo presents this publicly. They've had some trepidation on the hardcover AP front because they don't want people to think "Oh, I'm not going so subscribe now, I'll just wait for the hardcover" and subscriptions are their lifeblood. I wonder if they'll respond to that.
Saeko Mickelini wrote:
The gestalt rules don't modify whether their stats are boosted--you can have gestalt characters with only a 15-point buy if you'd like.
If you're asking how to handle the fact that their abilities are more powerful (best base save of each class, for example), the answer is to run them 1 or 2 levels lower than the adventure you have planned. If you're running an adventure for 5th level characters that takes players up to 8th level, start them at 4th level and take them up to 6th or 7th.
The problem with allowing gestalt when you're a new GM is that you might not have as good a sense of player difficulty vs. monster difficulty and know how much is the right amount to keep them "behind."
But 1-2 levels has seemed about right for me in both gestalt campaigns I've run (both were adventure paths, from start to end). Gestalt doesn't allow characters to get more actions out of a round, or use spells or abilities above their level. Gestalt generally makes PCs that can last longer in an adventuring day. Monsters hurt them just a bit less, they make their saves a bit more often, and they have a broader pool of powers to use. So you don't need to hold them back too much.
First World Bard wrote:
I think a Chessex booth is where I bought my 8-sided d4s (numbered 1 through 4 twice). I haven't picked up one of those awful pyramid things since.
Do you get a break? It's been so long since I played it that I don't recall the specifics, but I remember thinking that "do not flip the Guardpost card over" means you still have to fight a Corrupted Soldier even at a closed location.
*Nods solemnly* Okay, counsel, I'm convinced. I'll allow it.
Seriously, though, I don't know why we've just sort of passed on Alahazra before now; maybe because my friend played her twice in Skull & Shackles, got her killed, and we never took her out of the box again. But now I'll give her another try.
Yeah, I had some great ideas about tying an entry to Hell Comes to Westcrown, then I got to this part, too...
I ain't talkin'. :-)
Will these be only for single characters, or for a party of up to 6? If the latter, 100 cards might not be enough to populate every location for 5 different scenarios.
I agree with Kalindlara. I wrote both fetchling entry in Inner Sea Races as well as the fetchling spread here in Blood of Shadows. The former is more flavorful background and setting but light on rules; this book has lots more rules-wise for them, but does give some of their background at a high level.
Of course, I encourage you to get both! :-)
Here's my personal experience, then, as a veteran of the game playing in two groups (one with 3 players and one with 4): WotR scenarios were consistently much too hard in B and 1 sets, and now that we're in the middle of adventure 5, we're finding it pretty easy. Many times, we don't even spend our mythic charges. So our experience is also that WotR's difficulty drops dramatically right near the start of adventure 3. That doesn't salvage the set; I consider it the worst of the three primarily because of the terrible balancing across the adventure path. We're finishing one of the WotR games out of dogged determination; the other WotR game is more casual and it's looking like we might drop it.
Sergio, given the additional information you've provided here, I recommend you do all these:
* keep up with RotR, but always add extra location, as though you had one more player. We found that increased the difficulty a bit.
* get S&S and play it. It's the hardest of the three, when viewed consistently across the entire adventure path.
* go to www.WelbyBumpus.com and get Shield of Rannick and Bloodlust Corsairs. Then play those, too!
Vic Wertz wrote:
Unless something on the card tells you otherwise, that fact that a card is "undefeated" in an encounter doesn't normally have any meaning until you get to the "Resolve the Encounter" step, which is when you have to shuffle the undefeated card back into the location deck it came from. (When the card becomes undefeated isn't particularly meaningful.) Technically, you still have to do all of the other steps, but if neither harm nor good can come from doing them, you needn't bother.
I suppose this is good news for when you *can* engineer some good to come from doing the steps; recharging cards from your hand when you make the check, for example, so the 1d10 Force damage hurts you less.
Probably impossible; there are monsters, locations, and such that require you draw a corrupted blessing.
I think these two points are related. We veteran players understand the critical importance of scouting and evading; I've seen plenty of newer players (or even not-quite-so-new-but-not-pacg-fanatic players) forget to scout with Adowyn or forget to evade with Merisiel.
Your point about making it approachable for new players, particularly because this season kicks off with the very first set, is a very good one.
Keith Richmond wrote:
Well, if there are any points of feedback learned from SotR that would apply to SotRu (so, less to do with mythic charges and big rolls for bosses), please get them in ASAP. Like really really ASAP.
The upshot of a lot of the posts in this thread is that the random banes, and particularly the barriers, make for uneven play in SotR. In SotRu, you'll have less of a problem like this because there seems to be less of a swing in difficulty across the random banes, particularly in the first couple of adventures (I don't recall, but is there only one Falling Bell and only one Monster in the Closet? Those are the barriers that always caused us the greatest headaches.)
My only suggestion is to proxy less. I just don't like doing it. I've put my two home games of SotR on hold until the DriveThru cards are out, because they're just so darned much proxying going on.
And the word 'aver' was used in a sentence. I don't think I've ever seen that word outside of a dictionary. Kudos!
That was from me; I have a friend who says he knows which book section is mine, because it sends him to a dictionary. :)
"Aver" probably crept in from my day job as a lawyer.
Eliandra Giltessan wrote:
Strategy-wise, when I play we try to start someone at those locations to avoid the burial.
..and in fact, we start only ONE person there--I recall that's because everyone there has to fight the servitor demon to close it, but I don't have the card in front of me.
Evelyn Jones wrote:
It's entertaining to see how an "Evil" campaign will be done, and hopefully it will be well-written (I have high hopes, considering most of the writers are not the "big-name" ones and will therefore have new views and opinions).
I'm trying to embiggen my name! :-)
Wayfinder 14 was published, and it contains 2 new scenarios written by Ron Lundeen, including a really hilarious doppleganger scenario. And it's free!
Hey, neat! I didn't see this was out until now. We had an awful lot of fun playtesting the Doppleganger Dreams scenario a couple of times.
Scott Romanowski wrote:
Thanks Ron! You wouldn't be able to help with my /secret coffer/ question above too? :-)
Hmm, no. It seems the HS version is just better. I can see how both would exist in game--like in real-life spell design, it's parallel design that comes to similar (but not identical) things from two directions--but the HS version would probably quickly eclipse the BM version where both are available.
I think Jirelle's power works anywhere, so she didn't need to be at Lirianne's location to reduce the Structural Damage by 1. (Someone please correct me if I'm wrong about that.)
I'm confident, however, that you can't later reduce the Structural Damage once it's been taken. You're right about that.
Even a 1d4 can be used to make a Craft check of 5--you just need to use a blessing. If each of you plays a blessing, that's 3d4, and 5 is quite likely on that. There are also allies and items that help with Craft checks (like the Carver).
However, you may have been better off to just discard the card to prevent the damage--even discarding a blessing means you've guaranteed to stop the wreckage; by spending that blessing later, you're hoping that you get a 5 or more on 2d4. We virtually never had our ship wreck, even if it meant discarding a bunch of cards.
Also, I don't recall the "losing plunder" mechanics (because it didn't happen to us often)--doesn't it happen during the next turn, or end of the turn, rather than right away?
Andrew L Klein wrote:
I wouldn't say it's not, only that I wish it wasn't. Don't get me wrong, I'm still buying this for the right price!
Heck, I'm buying it at any price. I'm quite excited for this!
Scott Romanowski wrote:
The duration of evaluator's lens include "or until discharged". There's no way to discharge the spell (e.g., ablative barrier or dimensional bounce).
That spell got a bit better in development--I think I'd intended that it discharge the spell to detect a magic item's properties. Now, it's another function of the spell. I'd ignore the "or until discharged" part.
Can't you just bring a copy of Femur's chronicle along with Grogthack's chronicles?
I think that's how I handled the reward for Eyes of the Ten--put it in the binder of the character that played it, with a copy in my binder for the character it applied to.
Yes, and it's sometimes the best way to close a location with a really difficult or unpleasant closing check (like banishing a blessing).
You want it to be a noticeably disadvantage, but not so disadvantageous that it makes adventuring straight up un-fun. And keep in mind that quite a few characters will fail a DC 15 Charisma check, so it's an effect quite a few people (half my tables usually, at least) will have.
Some additional ideas:
Stricken: A serious penalty to a single class of saving throws (like -4 to Fort, Ref, or Will saves).
Tongue-Tied: For all Charisma-based skills, roll twice and take the worst result each time.
Thick-fingered: Drawing any item or weapon (other than ammunition, perhaps) requires at least a full-round action.
This is an exciting look behind the curtain of scenario design. I love the drive toward the theme right from the beginning of design to the actual play. One of my WotR groups is about to start Adventure 2, and we'll be running through this scenario when we do.
Thanks for sharing this with us!
Im wondering - is there a way to utilize characters who made it through S&S, and have them run through Bloodlust without it seeming like a cakewalk?
No more so than having characters who've run through S&S, then having them run through S&S again without it seeming like a cakewalk. It's intended for starting characters. Perhaps you could switch out to other characters, and start over with them?
If you're looking for post-AP play, my Mhar of Leng is designed to slot in after Rise of the Runelords; there was also a blog post about dropping post-AP characters into the last couple chapters of Wrath of the Righteous.
I really want to play a beast-master Commoner; but should I choose the role card for "Pig Farmer" or "Goat Herder"?
Ah, trick question: Commoners can't survive long enough to get role cards.
Mike Selinker wrote:
I was pulled into some informal, nationwide "league" where you bought a 60-card deck and had to mark the face of each of your cards in some identifiable, but not render-them-unplayable way. Then you played for ante of a card. When you won a card from someone else, you'd add your mark. (Decks below a certain number of cards or above a certain number of cards had to be retired.)
Some of the most sought-after cards weren't the most powerful, but the ones with ten or twelve or more different marks on them. Mighty fun.
This came up for me last night: I gained the ghoul hide, but already had 2 armors in my 4-card hand, so I definitely didn't want it. I thought to just recharge it, as I'm proficient with light armors, but I then thought that the Corrupted restriction would kick in--does that restriction apply even when recharging the card when you reset your hand?
I think yes, as it's a power of the armor, but I wanted to check it.
This is quite impressive work, and I'm excited to give it a try. The break before Mummy's Mask will give my group some time to dig in here, and I'll be sure to note my thoughts. Since we played almost all of the Carrion Crown RPG, I think we'll all get the adventure gist in the way we did with RotR (which we played as the RPG) but didn't with S&S or WotR (which we haven't played as the RPG).
Since I don't sleeve, though, I'd like to get the cards through DriveThruCards--do you have them available there? (At least, for the ones supported by DriveThruCards at the moment?) If not, do you have plans to do so? If so, we'll wait for those to go up.
This really made my day! :-)
Fantasy Flight does this for their games, right on the back of the box as you suggest. I don't sleeve, but even I acknowledge that this is useful information to have on the box.
Vic Wertz wrote:
I've noticed several suggestions for additional products in this thread. Please note that the solution to the problem "you're producing things too quickly" is *not* "produce more things to fill the gap you just created!"
Although the solution might be for us, in the community, to produce more things to fill a perceived gap. I think the idea of using existing cards to align with an existing module--like "Feast of Ravenmoor" or PFS scenarios--seems like a neat idea. I've heard others are converting their own entire APs (like Carrion Crown).
Great to see this listing! I'll add my own: if you're a fan of the Pathfinder Adventure Card Game, I have free materials--including two free alternate adventure paths--at welbybumpus.com. Everything there is published under the Community Use Policy, like Wayfinder.
Will locations FINALLY represent something other than a random collection of cards?
Do you really think this is the case now? I think most locations are finely tuned to display a feel based on the types of cards it includes, and how many of each; this is in addition to the "At This Location" power, the check to close, and the effects of closing. All those tell a story before you even flip the card over to read the flavor text on the back.
Cannibal Isle, as an example, has lots of dangerous critters (many monsters) and your allies might get eaten (bury an ally at the end of your turn). But you can fight your way into the cannibal camp (Str/Melee to close) and learn--oh, hey, my allies haven't been eaten yet, and I can save them! (on closing, add your buried allies to your hand) That, to me, tells a story and is much more than a random collection of cards.
I'd love to continue to see very thematic locations like this, in Mummy's Mask and beyond.