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Kumarei's page
Organized Play Member. 49 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.
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Played again. Was going to use Frencois suggestion, but the weapon miraculously ended up in one of the location decks. Found the weapon, got a really bad roll, were reduced once again to trying to survive through the dragon attacks until we’d run down the clock. There’s not a lot less fun than managing Wounded and Poisoned to just try to stay alive through a doomed scenario. Also, realized that Fumbus with a double blessing and ally maxes out at a 22, so he probably wouldn’t be able to get the sword if he found it, so there’s another piece of luck.
Options now are probably to go back and play 1A (it has the maximum number of possible weapons and won’t destroy us like some of the 6 scenarios), or just give up trying to make our win at all legitimate and take the sword.
Speaking of which, how would replaying scenario 1A work at this point? Would we need to rebuild the vault for it, in which case getting the sword is impossible, or are we allowed to run it using the current vault? Reading through the rules I only found something that said that we’re allowed to replay old scenarios, not how to do it.
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That’s probably a good way to do it, especially since you can’t replay the scenario to get the loot again because it’s an Adventure reward.
As for spoilers, sorry about that. It was past the edit time when I saw the suggestion. That said, this is definitely one thing I would have liked to have spoiled.
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Got to scenario 6D in a two player adventure. I’m playing Kess, and my co-player is Fumbus. Neither of us has any particular need for a melee weapon, so we both let the loot weapon Serithtial pass. I mean, that’s the way that loot works, right? You might get a bonus for having it, but never before this point has it been required for advancement, and it was not explicitly stated when we got it that we needed to keep it.
So yeah. 6D. We’re now stuck with having to play the scenario until the correct weapon is included (a slightly less than 1/6 chance). That feels bad. Is that how it’s supposed to work?
The rules for the scenario say that for every 5 cards in it, replace one with the proxy. Does this mean that you should evenly space the proxies five cards apart, replace one random card in every five blessings so that they’re approximately five cards apart, or just shuffle them into the hourglass so they appear at random?
Just hit adventure 3 in Season of the Righteous, and I’m a little confused about card removal. The Adventure Path card has the normal home rules for getting rid of Basics and Elites (remove basics when they’re banished after 3, elites when they’re banished after 5). I’m assuming this is overridden by the removal rules in the organized play guide (basics and elites three less than current are removed)? Is that correct, or does the balance for the season rely on the all the elites still being in there up to 5?
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I have to say that so far, Triggers have been my favorite part of MM. And that's saying something, since there are a huge host of things that I love about this expansion. Not only do they help balance out scouting, they make scouting interesting. There's suddenly tension when I go to flip over that card. Seriously, two thumbs up on this mechanic.
Ah, yeah. I completely missed that. Everything makes more sense now :p
We were playing the scenario "A Sandstorm of Malevolent Will". A sandstorm threw us into an Aghash a couple times, causing us to add both the extra sandstorms into the blessings deck. At this point, there is one Sandstorm in the blessings discard, and the rest are in the blessings pile. If we should examine another Aghash, there are three possibilities that I can see for what would happen:
1) Discard a card from the blessings deck, but don't add a sandstorm. This seems to satisfy the "do everything you can" ruling, and seems the most likely.
2) Take a sandstorm from the blessings discard to shuffle in to the blessings deck.
3) Use a token to represent sandstorms to add to the blessings deck.
Like I said, 1 seems most likely, and will probably not cause problems if every Sandstorm is in the blessings deck. Wanted to get an official opinion, though.
Everything looks good. Thank you very much :)
Just to note, since I totally forgot to last night, this is the PACG Mummy's Mask Base Set.
Fatalist wrote: Sent you the info anyway :) Thanks. Now I can see how close our guess was XD
Mine arrived today, but minus some cards. Not sure if this is kosher, but could someone post the location details for Volcanic Vents? It's the only missing card we need to be able to play the first scenario with three players.
EDIT: Nevermind, we just started playing using a modified Abyssal River :p
Just got in Mummy's Mask today, and I think we're missing one of the card packs. We're missing the B scenarios, locations, villains, and henchmen (+some monsters, and Traders) (other than the ones from the "Open Me First" pack, which we have). Pretty sure one of the plastic wrapped sections just didn't make it in.
We got our copy of the Island of Empty Eyes off Amazon, and it didn't come with the errata pack. I tried to get it through my local game store, but they didn't have any luck going through their distributor (probably since it's so long after release). Any chance there are still any packs sitting around somewhere? I'd really like to try the bonus scenario from it.
I didn't glue the section dividers, just the base frame.
Just got an orginizer in this afternoon. I used wood glue putting it together. Really looking forward to moving S&S over to it.
Yay! I loved the Runelords and Shackles adventure guides. It helped so much in giving a clearer picture of what was going on.
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Just double checked, and it does. The reward for 0-3 is "Each character chooses a role card and gains a power feat". Maybe you have an old copy of the PDF?
ophyjgjhnfn wrote: Wait... Do they not have a bottom? Some of the go7gaming ones do have a bottom, but it doesn't seem like many people have tried them out. I'm trying to decide whether to try those or the Broken Token one. I like the look of the Broken Token one better.
I think the intent of the abyssal rift is pretty clear. It can only be closed if someone is occupying it, and then only every other turn. Maybe the rules text could be tightened up a little bit to prevent confusion, but I feel like other interpretations are being a bit pedantic.
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How well do they hold all the adventure decks sleeved? Is there space for all of them?
Don't have the rulebook on me at the moment, but I'm fairly certain that the mythic charge is gained after you encounter and defeat a mythic bane. The army cards are encountered by the person that pulls them, it just happens that everybody has to make one of their checks (and everybody takes a penalty if anybody fails). Because of that, we played it as only the person encountering getting the mythic charge.
The cards in the Wrath deck specify "instead of discarding or burying it". Unless a FAQ update for the fighter deck is made, I'd say that Call Weapon doesn't allow you to recharge the card instead of burying it.
That one was tough. We pulled her a few times before we could defeat her. I ended up having to remove my Wardstone Fragment from the game just to get us through it. By far the closest we came to a TPK the whole adventure path.
If you take a card feat and there is no valid card matching the card hierarchy (all cards of that type are above your tier), does that mean that you go into scenarios short a card until you reach the required tier? Specifically, if a tier 1 monk takes a card feat for spells, does that leave her with a low deck until she reaches tier 3 (when monks get their first card deck spell - Cure)?
Just barely too late to edit. Nevermind, current consensus is that if Deskari is shuffled around in the deck you have to beat him as many times as it takes to get him to the bottom.
Had a runin with Herald's Heart that was undefeatable because the henchman it summoned was lower down in the deck. Is the current consensus still that if you lose to a henchman and shuffle, and then hit Deskari early, you can beat him once to clear the henchmen and again to actually win?
Yep, when you use a card that has the text "For your combat check, [...]", all of the traits of that card are automatically added to your check. This only applies to the base combat card, though, and not to other cards you play to enhance your check.
For this check, he was using one of Jirelle's powers. It states that "For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity + 2". The Cutlass has the Finesse trait, so he was able to use his Dexterity die for a melee check using that weapon, making his base die a d10.
Edit: Also, to answer one of your questions that isn't really applicable to this situation, an unarmed combat check can only be made with Strength or Melee. There are many cards that can change that, though. Bows, daggers, and other weapons let you use Dex or Ranged for combat checks. With a cutlass, though, you're stuck with Strength or Melee.
Ah, that makes sense. Thank you. I think I was just vastly overthinking things because a one turn win felt so much like cheating XD
The reward for City of Locusts allows you to attempt the Scenario Justifiable Deicide as a reward. Does this mean that you only get to try Justifiable Deicide once for each playthrough of WotR? I don't think that's the case, but I'm not positive.
I'm fairly certain I've got this right now, but I've been playing it incorrectly long enough that I wanted to post and make sure. Last night, we were playing the Pleasure Center scenario, and on my first turn I drew the villain. Each of our characters were spread out to one of the locations, so all the locations could be temp closed. The character at the Yearning House had no chance of succeeding at the check to temp close, but they did have the Lexicon of Paradox in hand. I remembered a previous forum post that established that the effects of temp closing were not the same as closing, and so we decided that temp closing was not closing and the Lexicon of Paradox didn't apply.
It occurred to me later that Blessings of Gozreh shouldn't allow you to add two dice to an attempt to temp close (we had been playing that it could), since according to the rulebook, you aren't actually making a check to close the location, you're just fufilling the "When Closing" requirements.
Am I overthinking this? Is temp closing considered a type of closing for the purpose of "any check to close a location" or "attempts to close that location"? Or am I correct that temp closing is completely unrelated, other than happening to require you to fulfill the "When Closing" requirements of a location?
Awesome to read this, and even more awesome to finally understand how The Elven Entanglement was supposed to work. It is like errata Christmas :D
Oh, that makes sense. And also that interpretation makes things easier, so I'll take it :)
Hawkmoon269 wrote: Vic refers to it as a power here. Though, he wasn't exactly addressing this issue, so I'd cut him some slack if he wanted to take that back.
I personally consider it to be a power and therefore a way of playing the card.
This is how I played it, including the restriction that only one armor can be recharged at the end of the turn. The text is in its own block in the powers section, so I would think that it's a power. Is there some rule that says that powers have to cause an external effect when you use them to play a card?
I was looking into why I haven't gotten WotR: Adventure Pack 5 yet, and found that my shipping address had been unset somehow for my subscription. I've fixed it. Is there any way I can get the adventure pack shipped out now?
I agree that it helps everyone to see if someone wants a boon and can help you get it. I sort of disagree on the flipping blessings, though. It's recommended that you discard blessings toward the player to help remember who went last, and make sure blessings draws aren't missed. I've found this super helpful, and I've just given up caring about blessings being all right side up in the box :p
iMonkey wrote: There is (usually) a 1 in 10 chance to encounter the henchman as the top card of a location deck. Doing that twice in a scenario? 1 in 100. Ever done it three times in one scenario? I have once. 1 in 1000. This isn't quite right. Playing a one player game, there's a 1/1000 chance to have the villain and both henchmen on top of the deck. More locations increases the chances substantially, though. In a four player game, there's about a 1.5% chance to get 3 henchmen/villain on top of the decks, and an 11% (!) chance to get two. In a six person game the chances are even better of getting three henchmen/villain on top, with a 3.8% chance (so you should expect it a little less than one out of every 25 games).
Rapture of Rupture's At This Location effect says "At the start of your turn, succeed at [...] or move to a random location." At the start of your turn suggests to me that it happens around the same time you advance the blessings deck, meaning that you still have your move step afterward. Can you move back to Rapture of Rupture on the same turn you are moved away from it? And if so, what is the point of this At This Location effect?
Oddly enough, this hasn't actually come up in our game yet, but it seems like it could if we play through the fourth adventure again at some point.
I think you're thinking of the Giant fFy card. The Demonic one its a penalty for not defeating it.
Whipstitch mentioned the monster trait in their original post, so I'm guessing that's the third place that they're talking about.
EDIT: I was actually really excited about the possibility of custom cards with the Monster trait for a minute, until I went to review character powers. There's a very clear line drawn between card type and traits for character powers. Even if something had the monster trait, it wouldn't behave like a card of monster type for the purposes of powers or other rules. It would have the "Monster trait", but it would not be "a monster"
Got it, thanks. (Also, ouch XD )
Is this an application of the impossible rule, where shuffling it into the deck makes it impossible to banish as normal so you don't?
I'm a little confused about what happens to the Mist Horror after you defeat it. The card text says, "After you act, shuffle this card into a random open location, then move to a random location."
At first I was afraid that this meant the Mist Horror wasn't banished, but thinking about it this doesn't seem like it would be the case. It seems like the Mist Horror should be shuffled into a random open location after you act, but then the encounter resolution would happen as normal so you would have to look through the location to find and banish the Mist Horror. There's no would on the card, so it doesn't override normal resolution.
Can I get some input on this card? Because it doesn't seem like that would be the intention.
The core concept here was that I wanted to make a conflicted character: one that was really good at being a fighter but didn't want to be a fighter. He wanted to be a wizard. That's why all his stats were meant to be very fighter-y, and why I wanted his skill spread to be more fighter than wizard. His roles were meant to be him learning to merge his natural talents with the thing that he wanted to do: cast spells.
I was trying to balance his stats accordingly (40 dice only to account for him having so many secondary skills). I don't think it quite works. He originally had 38 dice with a d4 in Int, making it impossible to recharge most spells without a blessing, and that was supposed to balance the absurd power of adding a strength die, but then not having spells for most of the game seemed too punishing to the player. I increased it to d6, but didn't rebalance the power.
You're right that the numbers and balance are way off right now. I'm going to go do some major revisions :p
EDIT: Okay, second try. I feel like the Punchmancer is still floundering a little bit, especially since he's supposed to be the spellcasting half but is stuck with the initial skill feats based on weapons.
Is there any prior art for changing a basic power feat once you get to a role? I feel like just discarding the weapon for weapon proficiency is a little OP for the base character, but a necessary part of the Swordslinger build.
Kilazar
Male Orc Wizard
SKILLS
Strength d12 □+1 □+2 □+3 □+4
Melee: Strength + 2
Dexterity d8 □+1 □+2
Constitution d8 □+1
Fortitude: Constitution + 3
Intelligence d6 □+1 □+2 □+3 □+4
Arcane: Intelligence + 1
Wisdom d4 □+1 □+2 □+3
Charisma d4 □+1
POWERS
Hand Size 6 □ 7 □ 8
PROFICIENT WITH Light Armors
When rebuilding your deck, you may keep a number of weapons equal to the adventure deck number (□+1) in place of an equal number of spells.
If you play a weapon, you may gain proficiency with weapons for the rest of the encounter. Bury (□ discard) the weapon after the encounter.
CARD LIST FAVORED CARD TYPE: SPELL
Weapon -
Spell 6 □ 7 □ 8 □ 9
Armor 1 □ 2
Item 2 □ 3 □ 4
Ally 1 □ 2 □ 3
Blessing 5 □ 6 □ 7
ROLES
Kilazar (Swordslinger)
Hand Size 6 □ 7 □ 8 □ 9
PROFICIENT WITH Light Armors □ Heavy armors
When rebuilding your deck, you may keep a number of weapons up to the adventure deck number (□+1) (□+2) in place of an equal number of spells.
If you play a weapon, you may gain proficiency with weapons for the rest of the encounter. Bury (□ discard) the weapon after the encounter.
□ When playing a weapon during combat, you may add the Attack and Magic traits (□ and your Arcane die) to the check.
□ You may reveal a weapon to add 1d8 to the combat check of a character at another location; afterward, place that weapon on top of that character’s location deck (□ or on top of that character’s deck).
At the beginning of your turn, you may discard a spell to recharge 1 (□2) random weapons from your discard pile.
Kilazar (Punchmancer)
Hand Size 6 □ 7 □ 8
PROFICIENT WITH Light Armors □ Heavy armors
When rebuilding your deck, you may keep a number of weapons up to the adventure deck number (□+1) in place of an equal number of spells.
If you play a weapon, you may gain proficiency with weapons for the rest of the encounter. Bury (□ discard) the weapon after the encounter.
□ When you play a spell with the attack trait during combat, you may discard ( □ recharge) a weapon to add your Strength die to the check.
□ Replace the skill Arcane: Intelligence + 1 with Arcane: Strength + 3 (□ You may use your Arcane skill in place of a combat or non-combat Melee check) ( □ Checks made with your Arcane skill gain the attack and magic traits.)
You may bury a weapon to add 1d6 (□+1) ( □+2) to a non-combat check.
I was definitely aiming more toward Wrath. I was having trouble thinking of interesting things to do with the role powers that wouldn't take too much text, so I defaulted a lot to adding numbers. I'll be trying to think of some ways to get rid of some of the numbers and turn them into more interesting things.
The Move step was just an arbitrary way to limit to once a turn. I think I'd read a power that used the move step recently, so it was fresh in my head. The beginning of the turn probably makes more sense :p
Wasn't sure about the same subskill breaking something. My thought was that you'd just choose a skill to roll.
I don't think I'm missing skill checks? You're talking about the Role Power checks, right? There are 12 for each role (including the ones for proficiencies and powers that require initial buy in). I'll definitely be reworking them, though.
Thanks for the feedback. I'll start reworking some of this into it tomorrow.
This is a character I've been working on. I haven't gotten a chance to playtest him yet, but he is kind of weird, so I wanted to see if anyone had any suggestions or criticisms before I took him into an actual game.
Kilazar
Male Orc Wizard
SKILLS
Strength d12 □+1 □+2 □+3 □+4
Melee: Strength + 1
Dexterity d6 □+1 □+2
Constitution d8 □+1 □+2 □+3
Fortitude: Constitution + 3
Intelligence d6 □+1 □+2 □+3 □+4
Arcane: Intelligence + 2
Knowledge: Intelligence + 2
Wisdom d4 □+1
Charisma d4 □+1
POWERS
Hand Size 6 □ 7 □ 8
PROFICIENT WITH Light Armors
When you play a spell with the attack trait during combat, you may add your Strength Die (□ +1) (□ +2) to the check.
When you would incur a penalty for lacking weapon proficiency, you may banish the card at the end of the turn instead.
CARD LIST FAVORED CARD TYPE: SPELL
Weapon -
Spell 6 □ 7 □ 8 □ 9
Armor 3 □ 4 □ 5
Item 1 □ 2
Ally 1 □ 2 □ 3
Blessing 4 □ 5 □ 6
ROLES
Kilazar (Swordslinger)
Hand Size 6 □ 7 □ 8 □ 9
PROFICIENT WITH Light Armors □ Heavy armors □ Weapons
When you play a spell with the attack trait during combat, you may add your Strength Die (□ +1) (□ +2) to the check.
When you would incur a penalty for lacking weapon proficiency, you may banish the card at the end of the turn instead. (□ If you play a weapon during a combat and would not incur a penalty, gain a +2 on the check).
When rebuilding your deck, you may keep up to 4 weapons in place of an equal number of spells.
When playing a weapon during combat, you may discard the weapon to add the Attack trait (□ and Magic trait) and your Arcane Skill (□+1) to the check.
During your move step, you may bury (□ discard) a spell to recharge 1 (□2) random weapons from your discard pile.
Kilazar (Punchmancer)
Hand Size 6 □ 7 □ 8
PROFICIENT WITH Light Armors □ Heavy armors
When you play a spell with the attack trait during combat, you may add your Strength Skill (□+1) (□+2) (□+3) (□+4) to the check.
When you would incur a penalty for lacking weapon proficiency, you may banish the card at the end of the turn instead.
□ Gain the skill Arcane: Strength + 3 (□ You may use your Arcane skill in place of a combat or non-combat Melee check. □ This check gains the magic trait.)
□ You may recharge a spell to add the adventure deck number to a combat check. (□ You may also play another spell on this check)
Andrew L Klein wrote: You don't really "GM" the card game. You might help out by watching over a group you aren't part of, or maybe you play, but there's no single person who is really any different than the rest. I thought that might be the case, but wasn't positive since my only OP play so far has been at GenCon, where we had a GM watching over us and recording our results. Wasn't sure if there was a restriction on being an event recorder and player at the same time.
Haven't found an answer for this yet, although I'm guessing someone has asked it at some point. If you're playing at home, can you GM and play in an OP scenario? (I'm asking for purposes of character logging)
Actually, I guess this applies to games organized at a retailer as well, although that's something I'm only just starting to think about. Can you play in games that you GM?
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