KL Sanchez's page

Organized Play Member. 49 posts. No reviews. No lists. No wishlists. 5 Organized Play characters.




I want to be sure if I'm being too strict or exactly strict with my interpretation. Class deck Damiel states, to reduce the wording to its relevant clauses, "When you would banish (...) a spell for its power, you may recharge it instead." It's been my interpretation that spells discard or display for their powers. Ergo, to my eye, there are no spells in the alchemist deck that specifically call for you to "banish this card, then perform a power." Or am I just being too literal, and the intent is that the character power overrides the recharge check, and isn't dependent on how the card is actually activated?


A quick search didn't come up with anything, so I'm just gonna ask it straight up: when do we officially get our characters' role cards for the Wrath of the Righteous season?

Is it after completing Adventure Deck Three? After attaining Tier 3? Tier 4?

I don't recall seeing roles mentioned anywhere in the official handbook for season two.

Edit: The only singular mention aside from example Tier 5 characters is in the section on starting in with higher-level characters. "Your character (and role card, if you’re playing a scenario with an adventure
deck number of 4 or higher) ..." No specific mention of gaining your role after adventure 3.


Rum Punch Scenario:

"Before you attempt a check to defeat Nefti Unwesha..."

Nefti Unwesha:

"Before you act, choose a card from your hand..."

Am I correct in interpreting this as, you shuffle out the card upon encountering Nefti, then you attempt the check and can pull from the ally pile? Either way, I haven't even started yet and I'm not looking forward to probably losing one of my good items to the box (because chances are I won't find my item again before the scenario ends).

I've also been interpreting "Before you act" to mean before you even attempt a check to Evade.


I don't know if I chose a bad party for it, but I ended up having to tackle the first scenario in "Plunder and Peril" four straight times to beat it (took about five, six hours). I couldn't tell if the scenario was unbalanced or what, but I ran out of time three times in a row, and only on the third time did I even come close to actually having a chance to beating it. On the fourth try I got lucky and half the henchmen got shuffled into the middles of the decks, so I had a fair shake at it, but I still ended up with only three or four cards left in the Blessings deck at the end.

Party:

Alahazra
Lirianne
Val
Sel

I don't think it helped, though, that I shuffle maybe too well: I ended up with most of the henchmen as either the next to last or very last card in every deck.

Hirgenzosk is horribly rude, though... Combat 30 in the first scenario of the game? I have almost no shot at even coming close to making that check, unless I have Sel go in with a Rapier and spell, getting two Gorums and another two Blessings, a ranged shot from Lirianne, and maybe getting a Magic Weapon from himself and/or another person: 7d8, 1d6, and 5d4 +3 for a range of 16-82... and the average comes out to 44. (Whimper)

Game's pretty much declaring, "Discard someone's entire hand, or your ship is wrecked and this location can never be closed until the villain winds up in it." Owwwwww. In the end I wound up culling the vast majority of stronger items in the box, so now I don't have much need of exploring ever again, since there's a grand total of maybe - maybe - seven cards left in the entire box worth getting.

On the other hand, I should end up like a level seven player rolling through a level two game from here on out. ;-) Zero skill bonuses and I'm already starting to auto some stuff.


And I don't know if I'm even in the right forum (should it be in the PACG Rules forum?).

This is a question for the PACG organized play events, and it comes from this block of text in v 1.1 of the PDF:

"All the cards must come from your Class Deck, with one exception: You may substitute any character of the appropriate class (along with a matching role and token card) from a base set or Character Add-On Deck. For example, if you’re using the Fighter Class Deck, you may use the fighter Valeros from the Rise of the Runelords base set or the Skull & Shackles base set."

This makes me wonder if Alahazra is then playable via Class Deck, and if so, what Deck class would she belong to? Cleric? Sorceror? Bard? It also makes me wonder if Amiri is compatible, and if so, which Deck? Fighter?

I'm still trying to decide which character to take into Organized Play, but tops on my list of S&S characters is Alahazra and Ranzak, who I didn't think were going to be playable ('til maybe now) except in home games.

On the other hand, does this actually mean it must be a character who is in both S&S (or RotR) and the class decks, like Harsk, Meri, Val, Seoni, Ezren, or Kyra? I'm not inclined to think so, but the example referenced Val specifically, which made me wonder.


In Deck 5, Thassilonian Sins, I think I interpreted the Scenario text wrong; it reads, "When you defeat a villain, place it next to this card..."

When going through, I encountered Ordikon first in every single location when I found a villain or henchman, and resorted to the standard rule of letting him escape to open locations each time (and four times out of five, rolling 1 or 2 on the defeat check and having to punch him out twice in that turn). Not until I cornered all three villains in the same location did I realize that I think I was supposed to put him by the Scenario card immediately on beating him, instead of letting him escape; is that the correct way to interpret the rule?

That in lieu of escaping, he was supposed to be removed immediately? It does open the question, to me, of whether it's possible to end up closing only two locations if you were to encounter all three villains in succession, and if that ruling is the case (that they're not actually allowed to escape).

On a more humorous note, Worst Day He Ever Had: getting his face utterly beat in no less than nine times by three different people.


In deck 5, the Headband of Epic Intelligence states, "Reveal this card to add 2 to an Intelligence check."

...AN Intelligence check. Does this mean that the Headband adds to *any* character's Intelligence check anywhere in the game world? If so, this item just became OMGAwesome, otherwise, I'm thinking it's meant to read, "...your Intelligence check."

All the other +Stat items, by the way, state "your [stat] check", this one is the lone exception (as far as I can tell, anyway). Haven't seen any other mention of this card yet, for what it's worth.


Let's say a card (and there are a few, I think) deals 1 Combat and 1 Fire damage (or some combination thereof). If these are to be considered multiple instances of damage, then if you use an armor or item to reduce the damage from one, then is it true - as I believe - that you can't use the item on the second instance since it's a different origin of damage?

Which is to say, the damage doesn't stack up and then isn't possible to eliminate with one check or item?

Layman's terms: do I need to play an armor/item to reduce damage for an instance of 1 damage, then another for the second instance of 1 damage?

My personal ruling is that since they're separate, one armor or item can't affect both.


More of a ruling question, this one; the text on Warden of Runes reads:

"Before the encounter, each character at this location must succeed at a Con of Fort 14 check or be dealt 1 Electricity damage.

Damage dealt by the Warden of Runes is dealt to each creature at this location."

The way I read this is, a character for example fails their Con check, takes 1 Electric damage, then every other character there takes 1 Electric damage. Then the next character could fail their check, and everybody else takes 1 damage. Then the next character could fail their check, and the chain reaction starts to get brutal until everyone has done their checks.

Is this a correct ruling for the Warden? Or is it supposed to imply that the Warden is not the one dealing the damage on the Fort check, and thereby doesn't chain react the damage to everyone present?

It sounds cheap, because so few characters have godly Fort skills, and by the time you get there, I imagine most groups will either have banished all the Fort potions from the box or would need to burn through one or more Blessings on every check just to keep the damage from going nuclear on them, which effectively has the same result of burning through their hands.

This seems especially punitive for Into the Eye, in which a six character group could theoretically nuke very nearly (or completely) their entire hands if everyone were to fail their checks; that, or nobody would have Blessings left for the combats, which could make the combat checks mathematically impossible.

Seems like the strategy would then be to purposefully decline to explore every turn, discard through everyone's decks, and build up a hand of 4/5 Blessings and one or two attack weapons or spells and rushdown a single minion on one character's turn; then, have the Cleric heal ad nauseum and repeat the process just to be sure of success at the Con checks, which could theoretically destruct everyone's hands.