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![]() I received this order today, by way of three cardboard envelopes. Two of them perfectly protected their content, but the third envelope was bent and crushed. As a result, “Pathfinder Adventure Path #157: Devil at the Dreaming Palace (Agents of Edgewatch 1 of 6)” arrived damaged and I would like to have a remplacement kindly sent my way. However, since this copy was already a replacement issue, it is alright if you prefer to issue a refund/store credit and I will try to buy it locally. (The original arrived damaged way back in July 2020, but the replacement was only sent a few weeks ago because of the Customer Service email backlog; every book in my subscription arrived in good condition since then.) Thanks! ![]()
![]() Hi, I just made order #7734471 for a hardcover book that will travel overseas. As I would hate to receive and return a damaged book, I would be really thankful if you could add a note for the warehouse staff to pack it with corner shock protectors. You did that for me a year ago for order #7877661 and that book arrived in pristine condition. Fingers crossed for this one to arrive in the same fine condition. Thanks! ![]()
![]() I sent an email on July, 24 regarding the damaged Pathfinder AP #145 book I had received (a photo was included), and kindly requesting a replacement copy with my next subscription shipment. I got no answer to that email. Can I still get a replacement or has there been a change in policy regarding damaged items? Thanks! ![]()
![]() There's the new Ship's Cabin location in this scenario. Ship's Cabin, At This Location wrote: After you play a card that has the Fire trait, you are dealt 1d4 Fire damage. Do you agree that, as written, character's powers do not cause Fire damage in the Ship's Cabin? For example, it is my opinion that Mogmurch's first power: Quote: You may discard a card to add 1d6 (□+1) and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical (□ or Attack or Poison) trait, add an additional 1d6. would not trigger the 1d4 Fire damage. ![]()
![]() Did anyone try these? If I were to sleeve only the cards used by my character and leave the rest unsleeved (so I guess that would make 15-25 sleeved cards and 85-95 unsleeved cards), would I be able to fit 2 class decks per box? What I'm looking for really is a box to archive my class decks, so the question actually is whether I can fit about 220 unsleeved cards in the box. ![]()
![]() For some reason, I no longer see the Pathfinder Advantage applied to prices displayed on the Paizo store, nor does it get applied to the shopping cart. I'd like to get PACG Adventure #2-2—City of Secrets, but it seems other products are affected too. ![]()
![]() Seeing how "The Mighty and the Righteous", adventure 4 of Season of the Righteous, takes place in the Abyss, shouldn't "During this adventure" have something like: Quote: All locations have the Abyssal trait. ("During this adventure" for Adventure Deck 4 "The Midnight Isles" does.) As is, banes with the Outsider trait are still considered outsiders in some locations during The Mighty and the Righteous. ![]()
![]() The "Herald of Iomedae" cohort that features prominently in the first two adventures of Season of the Righteous is written thus: Quote: Display this card next to the blessings deck; banish it at the end of the scenario. The rulebook tells me (p.22) that banished cohorts are removed from the game. I have two questions :
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![]() I just noticed that Transmogrify (deck 4 loot/spell) says: Quote: […] While displayed, the difficulty of checks to defeat that monster is decreased by your Arcane or Divine skill + 1d6. […] whereas Mythic Paths refer to checks. For example: Mythic Archmage wrote: Add your number of mythic charges to your Intelligence or Charisma check. Enora has Intelligence: d12 +3 / Arcane: Intelligence +1. With 5 mythic charges, I've been playing Transmogrify as if it decreased checks to defeat by 1d12 + 9 + 1d6, but I'm starting to suspect that as written, the Transmogrify roll is not a check per se and that I can't add my mythic charges as usual. (In fact, there's something similar in Rise of the Runelords: can you use the Robe of Runes's bonus to Intelligence checks to increase the effects of the Staff of Hungry Shadows's second power?) What do you think? ![]()
![]() I like experimentations and things that break the mold but how am I supposed to build the location decks when the Wrath of the Righteous's deck 5 location "Middle of Nowhere" is involved? If I go by the rulebook (Setting Up, p.4, sections Set Out the Locations, Build the Location Decks, Add Villains and Henchmen) and if I'm playing with two characters (thus four locations), I guess I shuffle the villain and 3 henchmen among the 4 locations. So I end up with exactly one card (the villain or a henchman) in Middle of Nowhere, which is a location that "is always closed; it cannot be opened". Is that right? ![]()
![]() Q-Workshop is going to produce some Pathfinder RPG Metal Dice, and the project will be funded through Kickstarter (it is expected to launch mid-September). ![]()
![]() Banner of Valor (WotR deck 2 loot) wrote: […] While displayed, add 1d8 to checks against banes that have the Demon trait by characters at that location. […] Eustoyriax (WotR deck 2 villain) wrote: […] Before you act, each character at your location attempts a Wisdom 10 check. […] WotR rulebook, p.11 wrote: If a card refers to a check against another card, that refers to any check required by that card, whether it’s a check to defeat, a check to acquire, a check to recharge, or any other check. So if Banner of Valor is displayed next to the location where Eustoyriax is encountered, each character at that location that attempts the Wisdom 10 check gets 1d8 from the Banner of Valor, right? ![]()
![]() Fort Hazard (deck 6 location), When Closing wrote: Bury your discard pile. So I went at it early so as not to bury too many cards, but maybe I did it a bit too fast, since my discard pile was empty when I had the opportunity to close the location. Cursing my bad luck, I was going to leave the location opened with 9 cards in the deck and no way to close before thoroughly emptying it, and then I remembered Fog Bank. Fog Bank (base set location), When Closing wrote: Recharge your hand, which must contain at least 1 card. Since Fort Hazard doesn't carry the 1 card clause, maybe I can close it even if my discard pile is empty? After all, the golden rule tells me that if a card instructs me to do something impossible, I can ignore that instruction. But then that leaves me with an empty "When Closing" and I'm not sure that's any good. ![]()
![]() Alahazra has just played Righteousness: deck 5 Righteousness spell wrote: When you are dealt damage, recharge any cards you would discard. Here comes the Magaav Assassin: deck 6 Magaav Assassin henchman wrote: When you are dealt damage and would discard cards, bury them instead. The Golden Rule didn't help me (both cards are "other card types"). I ruled that I could apply the two powers in the order I wanted, so chose to do the spell first, recharged the cards I would have discarded for damage, and thus had nothing left to bury. Is there another way to resolve the conflict? ![]()
![]() Examining and Searching (rulebook) wrote: Sometimes a card allows you to examine one or more cards—that means looking at the specified card and then putting it back where it came from. Dying (rulebook) wrote: If, for any reason, you are ever required to remove one or more cards from your deck and you don’t have enough cards, your character dies. Cyclops Oracle (deck 4 henchman) wrote: Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1. Lirianne encountered the Cyclops Oracle with a single card in her deck. My reasoning at the moment was that examining couldn't make her die because that doesn't actually remove cards from the deck, but yields a pool of a single card from which to recharge, discard, and bury. That being partly impossible since the pool contains a single card, Lirianne would just recharge a card and not die. The more I think of it, the more I doubt. What do you think? ![]()
![]() Let's put things in context: Rulebook wrote:
Fringes of the Eye, When Closing wrote: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it. Someone encounters the villain and characters A and B are located at Fringes of the Eye. They attempt to temporarily close the location. Character A summons a barrier and fails to defeat it. What happens next? A) each character at this location randomly chooses a location and moves to it ? If so, can character B attempt to temporarily close location L where he ends up moving to or did he miss the chance because he no longer is in the location he was originally (may immediately attempt to fulfill the When Closing requirement for his location)? or B) Temporarily closing a location does not trigger any of the other effects of closing a location and thus the each character at this location randomly chooses a location and moves to it part of When Closing doesn't trigger? I always thought that sentence in the rulebook just meant that you didn't apply When Permanently Closed effects but I'm starting to wonder if it could be something else. ![]()
![]() I have mostly reconciled myself with this one but I thought I'd ask the question anyway. Rum Bottle wrote: Discard this card to choose a character at your location and add 1d10 to that character's check to defeat an ally that has the Pirate trait. Here comes the Captain ally (check to acquire: Constitution/Fortitude 4 then Charisma/Diplomacy 6). Rum Bottle doesn't apply to both checks; you have to choose one, or the other (unless you or a pal at the same location have 2 Rum Bottles between you and play one for each check). Right? ![]()
![]() I just noticed some pricing changes are going to happen starting in June to the following lines: Campaign Setting (moving from $19.99 to $22.99), Player Companion (moving from $12.99 to $14.99), Maps (moving from $13.99 to $14.99). There may be other lines affected (Tales will see a price increase too, but we already know the books themselves will evolve). Back in November 2012, we got a nice blog post summarizing changes to branding, pricing, and how some products were evolving. Will we get the same kind of blog post this year? ![]()
![]() I'm usually pretty good in English (which is a foreign language for me), but I've always struggled with the any word. The Docks location in Skull & Shackles has this When Permanently Closed section: Quote: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand. So here at the Docks, do I get to choose and examine 1 location deck (but then I'm under the impression the wording would be any 1 location deck), or can I examine all of them if I wish to? My understanding of the English language makes me think it is the latter, but in the context of this game, it seems a lot more powerful than what we usually get when closing a location. ![]()
![]() As much as I'd like to continue buying every single book you publish, I have to be realistic: I don't have time to read all of them, I do not play with them, and space left on my shelves is so small I will soon have to start stacking them vertically. Please cancel my subscriptions to the Campaign Setting, Companion and Maps lines. If they have not already shipped, please also remove related items from order #3413807 (Familiar Folio, Iron Gods Map Folio, Flooded Dungeon Flip-Mat). Thanks! ![]()
![]() In Skull & Shackles, the Buckler Gun is an armor than can be played as a weapon. It is especially useful against the deck 1 Botfly Swarm henchman (which is immune to the Mental, Piercing and Slashing traits) because contrary to most (all?) other weapons with the Firearm trait, it lacks the Piercing trait. Is this intentional? (In fact, I can't remember a weapon without one of the following traits: Bludgeoning, Piercing, or Slashing. Of course, it is not a weapon, so maybe that's the reason.) ![]()
![]() I'm starting to realize that if I don't stop buying books, there's no chance I'll be able to read all I have on my shelves before 10 or even 20 years have passed. I would like you to cancel Plunder & Peril from order #3359835. (If it's too late and the order has already shipped, no problem, this is not a big deal.) I would also like you to cancel my Pathfinder Modules subscription. Thank you! ![]()
![]() This one is a bit late now as my email confirmation from 10/28 indicated it was expected to ship in 5 to 7 business days. It is intended as a Christmas gift and with the "estimated 9 to 36 business days in transit", I'd rather have it ship sooner than later (36 days in transit already brings it to 12/29). Is it in the warehouse already, waiting for its turn, or is it still in transit from the supplier/distributor? ![]()
![]() Yesterday, Valeros encountered the Most High Ceoptra, which is a Rise of the Runelords deck 6 villain. There are two checks to defeat (24 and 32) and the first of her powers is: Quote: Succeed at an Arcane or Divine 15 check or you may not play spells with the Attack trait. Valeros is the character encountering the card, but Ezren is at the same location. Valeros fails the Arcane check but doesn't care; he takes and succeeds at the first check. Ezren wants some action and decides to take the second check to defeat. I am very tempted to make him succeed at an Arcane 15 check before playing a spell with the Attack trait, because it feels (to me) like the right thing to do. But my feelings have nothing to do with the game and I like to play strictly by the rules. Valeros is encountering the card and I can't find any reason in the rulebook to have the character only attempting one of the multiple checks (Ezren, in this case) consider the powers of the card, unless explicitly instructed to on the card. Is there such a rule somewhere? ![]()
![]() The Black Tower is a scenario from deck 4 of Rise of the Runelords. One of the special rules for this scenario is: The Black Tower, During this scenario wrote: Deal an extra spell into each location deck at the start of the scenario. Up to now, I applied this rule during location building, so for each location, the extra spell was shuffled into the deck among the other cards. But reading it today, I'm wondering what exactly is "the start of the scenario"? Could it be that the extra spell for each location should be added to location decks just after players draw their starting hands, just before the first player takes her first turn? Meaning that the location decks would already be shuffled and that the extra spells would be added as the top cards for every location? ![]()
![]() So I had this interesting Ambush conundrum while playing this evening. We encountered a villain while playing Plugg's Uglies and decided to temporarily close (among other locations) the Fringes of the Eye (Skull & Shackles, B). To close this location, you need to Fringes of the Eye, when closing wrote: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it. There was just one character at this location, and the summoned barrier was Ambush. That character failed to beat the check to defeat, so it was undefeated. We examined the location deck and the first monster was a henchman. That henchman was easily defeated, and since Ambush doesn't summon the monster, we considered we were probably allowed to close the location (permanently, this time). So we summoned another random barrier and… I was in fact very satisfied when we failed to beat it because I wasn't comfortable with these nested resolutions. What do you think? (In retrospect, I think the resolution is as simple as "the location card and the barrier card are in conflict over the 'undefeated' consequence, so by the Golden Rule, the location wins and the character is moved to a random location, Ambush gets back to the box, and the location is not temporarily closed. There is no need to examine the location deck to find a monster and encounter it.) ![]()
![]() I would like to cancel my subscription to the Pathfinder Roleplaying Game line. (Shipping is a bit expensive for the hardcovers and as I only occasionally refer to the books, I think I will buy only PDFs for a while.) Please also cancel the preorder for the Strategy Guide (order #2652386) for the same reasons. When viewing my Order History, order #3085334 is strangely not sorted chronologically with the other orders, but sits boldly at the top of the list. Is it because it claims to be associated with a declined card? Could you please put in back where it belongs in the chronological order? Thanks! ![]()
![]() Pirate Hunting* wrote:
* (I hope it is OK to quote the complete text for this card.) The ship is anchored at another location, so a random monster is summoned and encountered. The check to defeat is 13 and I use Caltrops to evade the encounter. Would you agree that evading the summoned random monster banishes it (because summoned monsters are banished after the encounter unless instructed otherwise), and that since the monster is neither defeated nor undefeated (because of the evasion), the resolution for the barrier is that it is undefeated and shuffled back into the location deck? ![]()
![]() I'm having a hard time dealing with the card feat rewards of high deck number adventures. Let's take deck 5 adventure Sins of the Saviors as an example. The reward for this adventure is "Each character gains a card feat." Now, Rise of the Runelords Rulebook: Ending a Scenario, Adventure, or Adventure Path, p.19 wrote:
So at the point when you earn the adventure card feat reward, there are no more cards on the table. The only solution if you want a valid character deck appears to be taking cards from the box. Rise of the Runelords Rulebook: Between Games, p.19 wrote:
The card feat is for finishing the deck 5 adventure. So I'm not playing deck 5 anymore. At the same time, "Setting Up" (p.4) lists "Build Your Character" before "Decide Whether You’re Playing a Standalone Scenario, an Adventure, or the Rise of the Runelords Adventure Path." So I'm thinking I need a valid deck before I even start playing deck 6. What I do in the end is that I choose a new card from the box, and I consider deck 4 or lower cards as valid choices (deck 6 which I am going to play in a second, minus 2). But I'm not feeling that good about this. How do you people play this? Is it even possible that I should just check the card feat on the character card, but wait for the end of the first scenario of the next adventure to match the character deck with the character card list, when rebuilding it? ![]()
![]() In the "Encountering a Card" section of the Rulebook, there is this rule: The Encountering a Card section of the Rulebook wrote: Each player may activate any power no more than once during each step. I see how this prevents Harsk recharging multiple cards to add multiple d4s to a combat check at another location, and how this prevents Amiri burying multiple cards to add multiple d10s to her Strength, Melee, or Constitution checks. What I don't see is why Lem's power is worded as such: Lem's power in Rise of the Runelords wrote: Once per check, you may recharge a card to add 1d4 ( +1) ( +2) to a check attempted by another character at your location. Why did the designers feel the need to write "once per check"? Is there something here I fail to see when using my powers, or is it just some left-over text from previous (play-testing?) incarnations of the game that can be safely removed? Interestingly, it has been removed from the Skull & Shackles' Lem: Lem's power in Skull & Shackles wrote: You may recharge a card to add 1d4 ( +1) ( +2) to any check by a character at your location. By the way in Skull & Shackles, Lem can now apply the power to himself from the beginning, just as the Virtuoso Lem in Rise of the Runelords, right? ![]()
![]() For some reason, the system didn't let me combine orders #3205638 and #3207091 when I restarted my subscription for the Pathfinder Adventure Card Game. Could you please do this for me? There is another issue regarding shipping for order #3205638, which is currently set to USPS Priority. At some point in the past, the system was smart enough to split heavy orders in smaller packages that would then be able to be shipped using Standard Postal Delivery and not USPS Priority. When you've finished merging the two orders, please ensure that they ship in 2 (or 3?) packages as Standard Postal Delivery, while retaining the First Ten Shipping promotion. This was working automatically up till May 2014, but this very useful feature has been lost in the subsequent checkout process updates. Thanks!
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