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Obviously, cards available in later adventures will add to this, but I'm just wondering how high of a combat check is possible as a lone character in the very first scenario of either set.

The best I've found so far is Damiel with the following conditions:

* Alchemist's Fire
* 1 other alchemical trait card
* 1 Blessing of the Gods
* Any 1 other card
* The top card of the blessings deck is Blessing of Erastil

Damiel plays Alchemist's Fire to use his ranged skill (1d8+2) plus 2d6. He discards an arbitrary card for Alchemist's Fire's ability to add his craft skill (1d10+3). He also turns his other alchemical trait card into another 2d6 via his character power. Finally, he plays Blessing of the Gods, imitating Blessing of Erastil, adding 2d8 more.

Final total is 1d10 + 3d8 + 4d6 + 5:

* Minimum of 13
* Maximum of 63
* Average of 38

Can any other character or combination of cards do better?

Only other characters I can think of who even come close is Amiri when discarding a weapon + raging.


I just want to make sure I understand this scenario right.

"The Lady's Favor" has no standard villain, but it does make you randomly summon the villain Commander Kyan Kain at certain points. Notably, if you've just defeated the last henchman and closed all the locations, you are guaranteed to encounter the Commander one last time. That's the part that makes me question the intended win conditions.

The last sentence on the scenario card says "To win this scenario, the number of plunder cards must exceed the number of locations."

On first instinct, I thought that meant you win *as soon as* you have more plunder than locations. However, there's no word or phrase like "immediately" in that sentence. It occurred to me that the condition might have been intended as an additional requirement on top of defeating the villain when there are no open locations left, which you will always get one opportunity to do after encountering all the Enemy Ship henchmen.

Any thoughts on this? Has it been addressed before? How did you play it at your table?


I just looked through all the monster cards in S&S sets B, C, 1, and 2, and there are NONE that are made easier to defeat by having the Fire trait.

Is there some other use for Alahazra's power feat to add the Fire trait to her spells that I'm missing? Are we going to get monsters who are weak to Fire eventually?

Every other power I've seen in the game at least has a use, even if it's not very good. This one seems to do absolutely nothing at all.


I've noticed sometimes that I'll end up with a particular character or group that has easily acquired a lot of upgrades for one type of card but few or none for another type. I'm wondering if other people have noticed this, and whether there's a consistent pattern for which types of cards are hardest to acquire.

Some thoughts...

* Items tend to have a pretty wide variety of checks to acquire, both in terms of how high the check is and what skill it requires.
* Weapons seem to have rather high checks to acquire, especially for the best ones in a given adventure deck.
* Allies generally aren't high difficulty, but are more commonly Charisma/Diplomacy than any other skill, so low Charisma parties may have trouble getting them.
* Armor isn't very commonly available, but it's also not a card type you often want a lot of, so that's okay.
* Spells seem very hard to acquire, not because of especially high numbers, but because non-caster characters often don't have the Int or Wisdom to get them for their buddies, and because spells don't appear at all in a lot of locations. The exception is certain magic-heavy locations, but those often don't show up at all in games with fewer than a certain number of characters.
* Blessings usually aren't too hard to make the roll for if it's a type you'd want for your character, but they're probably the rarest type of all to show up in locations (unless you deal with escaping villains more often than I do). Also, you can't get Blessings as Plunder.
* There are barriers that result in acquiring new cards if you beat them, but they seem to be much more likely to be weapons, armor, or items than anything else. There's Mystic Inscription for spells, but it's not very common. Is there any barrier at all that rewards you with an ally or blessing?
* End-of-scenario rewards vary, but spells and blessings are the least common. I don't think I've seen any spell or blessing Loot yet, either, and there's only one ally Loot card that I know of.


In the first scenario of Adventure Deck 2 for S&S, Give The Devil His Due, you have the ships Sea Chanty and Devil's Pallor roaming around. The special rules state that when you would encounter a random ship, move Devil's Pallor to your location and encounter that instead.

The Enemy Ship henchman used in the scenario indicates that if you defeat the ship it summons, you can seize it.

So, should you be able to seize the Devil's Pallor?

I think the obvious common sense answer is no way. It would cause weird interactions where you end up encountering your own ship! I'm just wondering if anyone else has thought about this and what the technical explanation would be.