Tiberolith

Kumarei's page

Pathfinder Card Game Subscriber. 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?


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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.


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How well do they hold all the adventure decks sleeved? Is there space for all of them?