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As usual, thanks for a quick and correct answer. Reading through the whole thread also explained why my search never turned anything up. I searched using the name of the scenario, and it was not mentioned once in the entire thread,


Looking at the locations on the Scenario Into the Runeforge in Sins of the Saviors, it looks like a location is missing from the location list. There are only 2 one-player locations, and not a full 8 for 6 players. There are 6 Warriors of Wrath henchmen, which would fill out the other 6 locations when you include the villain and the named henchman. And there are "seven deadly sins" at play through out the adventure, but in the last scenario, only 6 are used. It appears that they left Abjurant Halls of Envy out.

I took a look though the FAQ and the forums, but did not see anything mentioned. Should it be added in as the last location?


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New card:

Hawkmoon Ally

Check to acquire: Intelligence/Craft 4

Discard to succeed at your Intelligence check

Bury to succeed at any one of your skill checks


Agreed!!


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Yea, Shopkeeper's Daughter! AKA, Emma Stone


Or the city watch...

We try to make a narrative with all of it because that is what sets this game apart from some of the others we play. With the advancement and persistence of the characters, it gives it a much more epic feel. But it does lead to some interesting situations, such as Kyra failing a check against the Shopkeeper's Daughter in the Treacherous Cave (insert all manner of innuendo here).


Thanks. That was the way we played it, but it just felt weird using a crowbar to dexteriously pick the lock. :)


Can the second part of the Crowbar power "or check to defeat a barrier with either the Lock or Obstacle trait" be used to add a die to the Dex/Disable check on the Locked Passage? This would make it 1 additional die against a target 8, instead of 1 additional die against the Str/Melee target of 16. The first part specifically says noncombat Strength check, but the second part leaves that out.


My group has run into the happy, yet unfortunate, circumstance that we have more people in the group than we have characters that can play. We usually have 7 people, but even with the character add-on, we can only have 6 characters. I would be willing to try to go ahead with a 7th character anyway, since I doubt it would push the system too much, but we are not always at 7 players and could cause some headaches. Plus we are already halfway through the 1st adventure, and not sure we would want to go through all the trouble just to catch a single character up.

So, I decided to try and come up with a solution. NPCs! Basically, the extra players play a "guest" character that comes in, helps with the scenario, then goes back on their separate way. Below is a first sketch of the rules for this.

1) The player chooses an unused character to play. That character receives any skill, card or power feats that the other characters in the group have already received. They also may choose a Role card if able to. They do not receive any other awards. The player then builds a character deck as if building a new deck after dying. Note which cards are placed in the character deck to begin with.

Notes: I wanted them to get the feats so they would at least be somewhat equivalent with the other character levels, but did not want them to go through and pick up a bunch of cards, especially Loot that had been lost or banished.

2) The player plays as normal, with a single restriction: the character is not allowed to close a location where banishing a card is part of the closing requirement.

Notes: The feel of the game is that banishing a card to close a location should be a painful decision. Yes, you can banish a useless boon that you picked up during exploration, but this is to keep people from bringing in an NPC just to close banish locations.

3) At the end of the game, the player separates all cards that were noted as originally in the character deck and immediately banishes them back to the box. Any remaining cards are then placed in the community pool for use in the other character decks.

Notes: Basically, the character takes all of their original gear back with them as they leave. This would also keep players from trying to cycle in cards that they want from the box outside of normal adventuring. The only part I am struggling with here is whether they should receive any cards that are part of the scenario reward. They would instantly go in to the community pool, and I am not sure I would want that to happen.

Thoughts/ideas/suggestions?


Our group seems to have the bad luck of always hitting the target number on the first die after we have thrown blessings in to help. Need a 9 on a check when you only have a d8+1? Let someone throw in a blessing to help and an 8 will be rolled first every time.


Midway through first adventure, and from our group's viewpoint Holy Candle is our favorite card. Everyone is all smiles as soon as it turns up. And we start singing "Holy Diver" for some reason.