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1 person marked this as FAQ candidate.

I have a couple of questions about Nosoi Psychopomps taken as Improved Familiars:

1) Their languages are listed as Abyssal, Celestial, Infernal. Can they learn any others, and if so, how?

2) They have an innate Speak With Dead ability (3/day at 12th level), which sounds really interesting. However, since this is language-dependent, isn't it almost useless? They can't even employ an interpreter or use their ability to let someone else speak with dead, so they can only speak with dead creatures which speak Abyssal, Celestial or Infernal, which must be a very small group indeed...

Thanks in advance,
John


Climber's Gloves reads: "After you shuffle a location deck, reveal this card to examine its top card."
If an effect causes several decks to be shuffled (such as a villain escaping), can I use Climber's Gloves to examine each shuffled deck, or just one of them?
I know Ring of Climbing has errata but it's not obvious to me whether this should also apply to the Gloves...


Gauntlet of Ruin: "If you would defeat Eustoyriax, but the Chasm of Shadows is not permanently closed, Eustoyriax is undefeated instead".

I have just encountered Eustoyriax at the Chasm of Shadows. So far as I can see, I can never defeat him, since I can only close the location after I have defeated him. Is this really the designer's intent? If so, it seems harsh.


The villain Faxon has the following rules text: "While you act, before any character plays a card, that character recharges a card."
Does this effect trigger each time a character plays a card, or a maximum of once per character?


Suppose I have Mist horn in my hand ("Display this card next to a location. Reduce damage dealt by monsters at that location by 3") and I encounter a Mongrel Wizard ("Before you act, Mongrel Wizard deals 1 Acid damage to you. After you act, Mongrel Wizard deals 1 Poison damage to you"). When am I allowed to play the Mist Horn and what damage can I prevent?


Just a quick post to say I am really enjoying Fortress of the Stone Giants. The difficulty of the game is definitely increasing and some of the new opponents are very nasty (looking at you, Harpy!).
Congratulations to the design team, this game is getting better and better.


One variant I have tried with the Skinsaw adventure is to remove all the set 1 monsters (apart from the Attic Whisperer) from the box before playing the scenarios. This has meant we encounter a lot more undead (and a lot less goblins), which has made the adventure more fun. Why not give it a try?


It's Ezren's turn. He plays a Detect Magic spell. I believe three effects need to be resolved:

1) Choose whether to recharge the Detect Magic, and make a check to see if the recharge is successful
2) Look at the top card of Ezren's deck and choose whether to draw it if it's an arcane spell
3) Look at the top card of the current location and decide whether to enconter it.

Can Ezren choose the order for resolving these or do they have to be done in a specific order (and, if so, which order)? I've gone through the revised rulebook and FAQ but I just can't see this spelled out anywhere...


Snakeskin Tunic has the following text:

"Reveal this card to add 1 to your Dexterity check.
Recharge this card to reduce combat or poison damage dealt to you by 1.
Ranish this card to reduce all damage dealt to you to 0. If you are proficient with lght armours, bury it instead"

Now, from the FAQ:

"Remember that players may not play more than one of each card type during a check, so if you previously played a spell to affect the check, you may not play a spell to reduce damage."

So, if you use the Snakeskin Tunic to add 1 to your Dexterity-based combat check, you then can't use it (or any other armour) to reduce damage if your combat check fails? Ouch!

And, by the same logic, if I use a wand of force missile in a combat check, I then can't use an amulet of life to prevent damage?