Goblin Pirate

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Does anyone else feel like things have been very quiet on the Mummy’s Mask front? From what I can gather from the various comments on here about order dates and subscribers and the like, we should be barely a month away from the new AP coming out, yet it feels like we’ve had next-to-nothing in terms of what we can expect from this set.

As I’ve said on here in the past, my wife and I were massive fans of Rise of the Runelords, and enjoyed most of Skull & Shackles – we have played literally hundreds of games of Pathfinder over the past 2-3 years.

A lot of things about Wrath though, we really didn’t enjoy, and the game has really fallen off the map for us – just too many other things coming along that felt less like being dragged over broken glass than Wrath Adv 6.

Right now, I’m really on the fence about Mummy’s Mask. I have a lot of belief in the designers of this game, and some of the vague whispers I’ve heard floating around the ether suggest that this AP may be a bit more to our taste – a bit more about sneaking quietly and dealing with traps, and bit less about getting our faces pummelled by hordes of demons. For all that though, I need someone to convince me – to sell me the exciting features of what will make this AP worth shelling out on, rather than just using the Class Decks for a different run at Runelords.

Have I missed something? Are there substantial previews out there that I failed to spot? Or is it really as quiet as I think?


Pathfinder ACG was probably the most played game in our house in 2014 and 2015. We've played RotR so many times I've actually lost count, Skull and Shackles 3 or 4 times, and Season of the Shackles once.

Wrath was less fun for us. We hated the army banes, and generally found the "everything turned up to 11 all the time" aspect just sapped the enjoyment. You were too busy worrying about dying ALL THE TIME to really enjoy anything, and the mythic paths seemed to skew everything so that lots of ordinary monsters became automatic victories if you could use your mythic stat, and completely impossible if you couldn't.

Armies were a particular pain, along with an overall sense that a lot of scenarios just didn't work with 5 or 6 character groups (not that things were THAT easy with 4). We eventually finished Wrath with our 4 character group (although not the optional extra scenario), and our 6-character group ground to a halt at the end of adventure 5.

I'm not wanting to revisit those discussions here (I'm aware there are many threads on these topics), but want people's opinions - given how we felt about Wrath of the Righteous, are we likely to enjoy Season of the Righteous? or is it basically just more of the same?

Specific concerns - are there lots of Armies to face, how well scaled does the overall experience feel?


I've noticed on the main site that Paizo seem to be creating a line of iconic Villains for the RPG.

What do we think the odds are of seeing them in the ACG any time soon? I'm guessing it's fairly unlikely that they'll do a full Villain AP, but would a "villain" class deck work? (maybe divided into "Villains fight" and "villains cast" or similar...)


Just tried to download the updated version of these, to print off an Alchemist and an Oracle for our latest run-through, but the latest decks appear to be missing.

am I looking in the wrong place? or have these just not been updated? if so, do we have an estimated time-frame?


I've been playing this game for a couple of years now, but suddenly been given cause to doubt myself.

If Merisiel is at the Shrine to Lamashtu, she can evade a blessing, and not take the mental damage, right?

that's how we'd always played it, but recently encountered someone who believed the damage came instantly, before the option to evade.


Hi all

At long last, the review of Adventure 6 is up on the website.

This was by far the hardest review to write so far. As I've said in the review, it nearly killed Pathfinder for us.

As always thoughts welcome - particularly would like to know whether others shared our experience.


Hi all

A little bit delayed, but the review of Adventure 5 is now up on the website.

As always, I'd be interested to hear other people's thoughts - I thought this was a definite return to form theme-wise, but found the labyrinth effects a bit tiresome...


My brain is still having a weekend lie-in, so I can't figure out how this works.

I'm at the maze, and I encounter the maze tapestry. I fail the check to defeat.

"If undefeated, summon and build the location Maze and move to it"

Do I ignore this bit as the maze is already out and I'm there? Or do I construct a never-ending string of mazes?


I'm sure that many of you will have played characters using the first wave of Class Decks from last year, and found that there were fairly significant difficulties in trying to deck-build properly: a lot of the time, the cards a character needed, just weren't there - Swords for Kyra, Attack spells for Zarlova, or any useful cards at all for Melindra

I've been giving this some thought recently, and decided to try out a "multi-classing" option - basically, to allow characters to take cards from a different deck to their own.

Obviously, this wouldn't be legal for reported Organised Play, but I still wanted to make it fairly balanced.

Broadly the idea is that a character can forfeit a deck upgrade after successfully completing a scenario, in order to unlock a card-type from another class deck. After that, they can pick deck upgrades from those cards, but with a adventure-deck penalty of one.

I've explained it more thoroughly, along with some play-testing in this article over at Fistful of Mepples

I'd be interested to know people's thoughts on this - my hope is that it makes play with these card sets more fun, without becoming over-powered.


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I know there has been a lot of talk recently about the difficulty of this game, both in general terms, and in relation to specific characters (i.e. Alain).

I wanted to take a bit of time to think about this, both in terms of the general issues, and in terms of how the different approaches to the game differ, and how people - both players and designers respond to that.

It ended up being somewhere over 4,000 words, so I've turned it into a Blog Post over at Fistful of Meeples but I'd really appreciate it if people had the time to read and share their thoughts - as I say in the article, not just a thought on whether X is too easy/powerful or not, but how this sort of thing cna best be dealt with?


My review of Adventure deck 4, is up here.

as always, I'd be interested to know people's thoughts - particularly how others found this adventure theme-wise


I've added a review of Adventure deck 3, which can be seen here

Not surprisingly for those familiar with adventure 3, this contains spoilers.

as always, I'd be interested to know people's thoughts


I've just posted my review on the second Adventure in this series, check it out
here.

Not surprisingly, a lot of the focus is on armies, they were definitely the dominant element in our 6-character play-through...


I feel like I read online that she was going to be available some time around now (end of July), but can't find where I read this.

Can anyone shed any light? is she going to be on sale any time soon?


2 people marked this as a favorite.

Hi all.

I've recently started up a new board and card-games blog, where I'm hoping to be devoting a fair amount of time to Pathfinder.

Here's one of my early attempts - a review of the Wrath base set.

Wrath Review

I'd appreciate people's thoughts. I'm planning on doing one of these for each box released from now on, as well as some other more general thoughts.


Seriously

Has anyone come anywhere even close to passing this one? It just seems impossible.

Armies are hideously bad news for a group of 6 anyway - you have to do all six checks, and you're bound to have at least one where you don't really have a character who can deal with it. We typically burn at least 6 blessings between us every time an army comes out, because a single failed check means you might as well start over again.

On top of that, this scenario has the locations all lined up, 1-by-1. Sounds like an interesting twist, until you realise that all the leftover cards from the previous location follow you, so even if you manage to get that bit of much-needed luck, and close it early, you're just going to be facing. 20 or 30-card location at the next stage (without even considering the thematic logic behind a pile of armours and items following you deeper into the city)

The fact that everyone is at the same location takes away most of the interesting decision-making. You can't match characters against the balance of card/start of turn checks/closing checks, because everyone is there, and you can hold off exploring, because somehow you've got to get through 60 cards including 6 6-checks barriers, a henchman and allegedly a villain, all within 30 turns.

We've played this four or five times now, and never got past the 5th location.

Our 6-character group really enjoyed Runelords. We gave up on S&S at the last scenario of adventure 5, because it just felt like a waste of our lives to be sat playing a scenario we were never going to complete. It looks like we may be packing in Wrath a lot earlier.

I feel like if a game says "1-6 characters" it should be playable by by 1-6 characters, not "1-4, and maybe 5 or 6 if you have a PhD in card-gaming, and a set of loaded dice...


Seeing as how all our characters are Mythic in Wrath of the Righteous, I'd been thinking it would be nice to have token cards with Mythic Art on them (had kind of hoped that would be what came with the set, but I guess it fell foul of cross-set compatibility)

I'm thinking about knocking something up for home use anyway - found the first 11 iconics from Runelords fairly easily,but not so sure about the others - does anyone know of mythic art for the wrath iconics (specifically, I think I'm missing Alain, Balazar, Adowyn, Shardra, Crowe, Enora, Imrijka) or indeed any of the others (haven't yet played class-deck or S&S folk through Wrath, but it might happen at some point)


So, we've seen these corrupted cards, and have a list where we can tick off the "redeemed" ones - but I've not yet spotted an opportunity to actually do this yet - is this something which will follow in later adventures, or am I missing it?


Got a bit confused about this one, closing, and villains.

Obviously it doesn't stay closed, but apart from that, how does it interact with the villain.

Last night we played Vengeance at Sundered Crag, closed all the locations except the rift, and encountered the villain there.

If we defeat him there, is he cornered? Or do we still need to bury a blessing?

I know normally defeating a villain closes the location, but this one seems a bit of an oddity.

(Even assuming it did count as defeated, we ended up with 6 boss fights! We chased Thurl and Inaz from the Torture Chamber to the Rift, to the Abyssal River and back to the Rift, then Tancred from the Watchtower to the Rift)


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Hurray - finally a character with Ranged AND a high enough strength dice to use Longbows effectively!

Longbows eh?

Looking in Wrath box for Longbows...

Bother


Just trying to get my head around a piece of timing.

Wisdom (spell 2, cleric class deck) adds 3 to a character's wisdom whilst displayed.
At the end of my turn, I can attempt a divine check to recharge it. Is it still displayed when I try to recharge (i.e. can I add that +3 to the recharge check?


Is there no thread to post Skull & Shackles Conquering Heroes in?


"When you defeat a villain, it does not escape"

So, presumably, when you fail to defeat a villain, it DOES still escape which, with 1 villain per location, could mill out the Blessings deck pretty quickly.

Just though it was worth checking before the final assault.


Playing The Armada with The Wormwood as our ship. Seltyiel, no cards in hand encounters the Magpie Princess, rolls 2 on the d4, and summons The Deathknell and The Domintaor, which leaves him facing a dexterity 23 check.

He fails (evidently)

We banish a ship from our fleet stack.

There is no opportunity to repair the ship, so at the start of the next character's turn, we have to banish the Wormwood and exchange it for the Merchantman. If the Merchantman is in our fleet stack, does this reduce it by a further 1? (Taking us that bit closer to losing the scenario)


Momentarily putting aside the various issues with shortages of armour, numbers of henchmen and the like - have people actually beaten this?

We've been playing this one on and off for a week - it hasn't yet overtaken Toll of the Bell or Bizarre Love Triangle for sheer number of play-throughs, but I feel like it's only a matter of time.

For a start, the ship is anchored, so various cards - Svingli's Eye, Tessa Fairwaind, Blessing of Hshurha - are nerfed.

There's the additional location - 7 to get through with 4 characters, instead of the standard 6. And some of them are really nasty - The Torture Pit and the Shrine to Norgober are particular pains, and can really eat into a character's health, just by being there, even without failing checks or running into big nasties that require you to sink lots of cards into them.

The henchmen themselves can be fairly brutal too - the generic one which banishes divine cards is horrific for Alahazra, who only has spells for fighting with, and nasty for our Lirianne who is a bit under-powered on combat, and often needs blessings (Seltyiel and Jirelle are normally ok, with D4+3 from Lirianne). Kipper's d6+1 damage would be bad enough, if it weren't to a random character, easily having the potential to wipe someone's hand before they can make their check.

Then, assuming you do finally get to the villain, survive the additional round with the henchmen, and have enough cards in your hand to physically fight him twice, you've still got to beat the clock - which aside from being extra tight due to 7 locations, is also losing D4 cards every time you fight the villain, and d4 cards when you shut the Gannet Island.

I know I've seen one person post that they've beaten this, but aside from blind luck, this one just looks near-impossible (I dread to think what will happen when our 6-character party reach this point...)


A while ago, I seem to recall there was a mention of Paizo putting out a mini-pack to provide the cards withe missing henchmen from adventure 4, along with a new scenario to make use of the excess henchman accidentally included.

Does anyone know what happened with this? Adventure 5 has now arrived, but FLGS seem to know nothing about this extra pack...


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...you see posters for the new Sky TV drama "Fortitude" and think
"If only it was just 'constitution,' more of my characters would have a decent chance of passing that check..."


I’ve seen over the past few weeks, a lot of threads cropping up on the forums about the first season of organised play, about things people like or don’t like. Whether it’s acceptable or not to tweak the order in which scenarios are played/rewards are gained? How best to handle missed scenarios and players who have played more/fewer scenarios than others? On top of this, we’ve seen a lot of discussion around the Class Decks, and the cards in them.

I feel like the missing element from all this is a discussion of what Organised Play is actually for. There’s potential that people are making a lot of different assumptions, not all of which are necessarily true, and that this may be informing the rest of the debate.

My assumption would be that at its most basic level, Organised Play is designed to get more people playing Pathfinder ACG – the Class Decks are designed to be a cheap entry-point to the game, without having to by the full AP – assuming someone else has the stuff to run the game.

As a bonus for existing players, OP offers access to more content at a cheaper rate – we’ve not managed to get formal OP going round here, but I buy the PDFs of the scenarios – it’s not as different as a whole extra adventure, but it’s also a hell of a lot cheaper.
Aside from that, do people think there are other aims in OP? – I noticed that the last adventure had a reward for the RPG, which was of no interest to me whatsoever. Is this because they’re trying to use the ACG as a gateway drug for the RPG?

For people more familiar with Pathfinder Society stuff within the RPG – do they say explicitly why it exists- is it just to coordinate / make it easier for people to find a game? is it a chance to try out material that wouldn’t fit into printed products?

I feel like a broader understanding of these issues will help the discussions about whether rewards need to be different / it needs to be easier for people to catch up / etc.


I've been doing some work on some home-brew characters recently, and have got to the point where I'm about ready to do a proper play-test.

However, this has got me wondering on the best way to play-test a Homebrew character.

I'm guessing that official characters are played through the entire AP (as they'll also be testing the AP itself), by lots of people etc.

For a Homebrew character, the ultimate aim is just to play them through the AP once- it would feel odd to have a playtest that was longer than the actual shelf-life of the character.

What would people recommend? - is it worth picking a scenario or two here and there, and artificially generating a typical version of how the character would look at that point? what are the things that you'd be particularly on the lookout for

I created 4 characters for RotR, and launched into the AP without play-testing. One was spectacularly under-powered, and we had to errata him, another was probably slightly over-powered, but once we'd started nobody wanted to take that hit. One was basically ok apart from a single broken power. The fourth was fine in theory but always rolled terrible dice - overall the experience was ok, but it was obvious that these weren't of the same standard as the "real" characters.
I'm not sure how much play-testing would have been needed to spot these issues, so i thought I'd see what others thoughts were.


Just a quick question

- are there any podcasts about this game?

most other games I know of with content coming out this often seem to have at least one, but I've not found anything for the Pathfinder ACG.

I did listen to an episode or two of "Know Direction" but that seemed to just be about the RPG (which I don't play, so not really of interest)


I was slightly torn over whether to put this in the homebrew thread or the general, but I think the basic question is of interest to players generally.

Last week we saw spoilers for some of the new cards which are going to come with the iconic miniatures ( http://paizo.com/paizo/blog/v5748dyo5lgw7?I-Got-Some-Cards-Wanna-See-Em#dis cuss ) [why can't I get links to work on this forum??]

the one which really caught my eye was the Paladin's Helm. For Seelah, it's a basic armour, which she can reveal to reduce damage by 2. That's any damage, not just combat damage, and it's reveal, not recharge or discard.

This has got me wondering about the power level of these cards. I can't think of another armour in runelords with equal power, all the way up to level 6. Even if you don't have the Paladin trait, it's about a level 4 card. The only drawback I can see is that it doesn't have the "bury to cancel all damage" power.

I feel like if I created a custom card with a comparable power-level, I'd be laughed off the forums. What do people think are the key things to balance with these cards? - do people think they feel overpowered? (incidentally, I don't think Droogami, the Tankard, or the Headdress we saw a while ago are nearly so powerful)
Is this just a desperate bid to try to convince someone to play as a Paladin?


Been trying to think of a good source for some custom characters to tackle Skull & Shackles, and decided to try bringing to Golarion a few favourites from Firefly.
check out the others:
http://paizo.com/threads/rzs2rvkx?Firefly-Custom-Characters-Mal
http://paizo.com/threads/rzs2rvky?Firefly-Custom-Characters-Shepherd-Book#1
http://paizo.com/threads/rzs2rvkz?Firefly-Custom-Characters-Jayne-Cobb
http://paizo.com/threads/rzs2rvl0?Firefly-Custom-Characters-River-Tamm
http://paizo.com/threads/rzs2rvl1?Firefly-Custom-Characters-Inara#1

couldn't quite work out what "class" she would be

Kaylee – Female, Human
Favoured card type: Item
Str – D6
Dex – D8 – Disable +2
Con – D6
Int – D10 – Cra +2
Wis – D6
Cha – D6

Hand-Size 5 []6. Proficient with [] Light Armours

Reduce Damage to your ship by 1 [] 2

You may discard a card to re-roll your craft ([] or disable) check

Weapon 1
Spell –
Armour 1
Item 4
Ally 4
Blessing 4


Been trying to think of a good source for some custom characters to tackle Skull & Shackles, and decided to try bringing to Golarion a few favourites from Firefly.
check out the others:
http://paizo.com/threads/rzs2rvkx?Firefly-Custom-Characters-Mal#1
http://paizo.com/threads/rzs2rvky?Firefly-Custom-Characters-Shepherd-Book#1
http://paizo.com/threads/rzs2rvkz?Firefly-Custom-Characters-Jayne-Cobb
http://paizo.com/threads/rzs2rvl0?Firefly-Custom-Characters-River-Tamm

http://paizo.com/threads/rzs2rvl2?Firefly-Custom-Characters-Kaylee#1

I've modelled her loosely on Siwar, but based on Shindig, we know that Inara knows how to handle a rapier.

Inara – Female, human, Bard
Favoured card type: Item
Str – D4
Dex – D6
Con – D6
Int – D8 – Kno +2
Wis – D8
Cha – D10 – Dip +3, Arc +1, Div +1

Weapon 1
Spell 3
Armour –
Item 3
Ally 5
Blessing 3

Hand size 6 []7

If a weapon has the “finesse” trait, Inara gains the skill “Melee: Dexterity +2” []and proficiency with weapons.

You may recharge a card to add D4 []+1, []+2 to a check by another character at your location.

If a barrier has the “task” or “skirmish” trait, you may use your diplomacy in place of any listed skill.


Been trying to think of a good source for some custom characters to tackle Skull & Shackles, and decided to try bringing to Golarion a few favourites from Firefly.
check out the others:
http://paizo.com/threads/rzs2rvkx?Firefly-Custom-Characters-Mal
http://paizo.com/threads/rzs2rvky?Firefly-Custom-Characters-Shepherd-Book#1
http://paizo.com/threads/rzs2rvkz?Firefly-Custom-Characters-Jayne-Cobb
http://paizo.com/threads/rzs2rvl1?Firefly-Custom-Characters-Inara#1
http://paizo.com/threads/rzs2rvl2?Firefly-Custom-Characters-Kaylee#1

River was the trickiest to design- I wanted something very powerful, but also highly unpredictable (hence why I've not gone for standard dice distribution etc, but a serious danger of accidentally evading your encounter, and wasting a turn)

River – Female, Human, Rogue
Favoured card type: None
Str – D10 – Mel +3
Dex – D10 – Acro +2
Con – D6
Int – D12 – Arc +2
Wis – D6 – Perc + 3
Cha – D6

Hand size 6 []7

Proficient with Weapons. light armours

When you encounter a card, roll a d6 ([]d8) ([]D10) – on a one, your encounter is evaded.
If you fail a check, you may bury a card to reroll all dice ([]and add d4). You must take the second result.

Weapons 2
Spells 3
Armour 1
Item 4
Ally 2
Blessing 3


Been trying to think of a good source for some custom characters to tackle Skull & Shackles, and decided to try bringing to Golarion a few favourites from Firefly.
check out the others:
http://paizo.com/threads/rzs2rvkx?Firefly-Custom-Characters-Mal#1
http://paizo.com/threads/rzs2rvky?Firefly-Custom-Characters-Shepherd-Book#1
http://paizo.com/threads/rzs2rvl0?Firefly-Custom-Characters-River-Tamm
http://paizo.com/threads/rzs2rvl1?Firefly-Custom-Characters-Inara#1
http://paizo.com/threads/rzs2rvl2?Firefly-Custom-Characters-Kaylee#1

Jayne – Male, Human Brawler
Favoured Card type: Weapon
Str – D10 – Mel +2
Dex – D6 – Ran +2
Con – D10 – For + 2
Int – D4
Wis – D4 – Surv + 2
Cha – D6

Hand size 4 []5
Proficient with Weapons, Light Armours, Heavy Armours.

When you play a weapon for its power, you may recharge it instead of discarding it.

You may discard an Armour ([] or item) to add D4 ([]+1)( []+2) to a combat check at your location

Weapon 5
Spell –
Armour 3
Item 4
Ally 1
Blessing 2


Been trying to think of a good source for some custom characters to tackle Skull & Shackles, and decided to try bringing to Golarion a few favourites from Firefly.
check out the others:
http://paizo.com/threads/rzs2rvkx?Firefly-Custom-Characters-Mal#1
http://paizo.com/threads/rzs2rvkz?Firefly-Custom-Characters-Jayne-Cobb
http://paizo.com/threads/rzs2rvl0?Firefly-Custom-Characters-River-Tamm
http://paizo.com/threads/rzs2rvl1?Firefly-Custom-Characters-Inara#1
http://paizo.com/threads/rzs2rvl2?Firefly-Custom-Characters-Kaylee#1

Shepherd Book – Male, human, Cleric
Favoured card type: Blessing
Str – D6
Dex – D6
Con – D4
Int – D8 – Kno +2
Wis – D10 – Div +2, Per +1
Cha – D6

Weapon 2
Spell 3
Armour 1
Item 3
Ally 2
Blessing 4

Hand size 5 []6. []Proficient with Weapons

Instead of your first exploration on a turn, you may reveal a card that has the Divine trait to choose a character at your location. Shuffle 1d4+1 ([]+2) random cards from his discard pile into his deck, then discard the card you revealed.

You may evade a bane with the human trait ([] and place it on top of the location it came from).


Been trying to think of a good source for some custom characters to tackle Skull & Shackles, and decided to try bringing to Golarion a few favourites from Firefly.

Check out the others:
http://paizo.com/threads/rzs2rvky?Firefly-Custom-Characters-Shepherd-Book#1
http://paizo.com/threads/rzs2rvkz?Firefly-Custom-Characters-Jayne-Cobb
http://paizo.com/threads/rzs2rvl0?Firefly-Custom-Characters-River-Tamm
http://paizo.com/threads/rzs2rvl1?Firefly-Custom-Characters-Inara#1
http://paizo.com/threads/rzs2rvl2?Firefly-Custom-Characters-Kaylee#1

Mal Reynolds – Male, Human, Swashbuckler
Favoured card type: Weapon
Str – D8 – Melee + 2
Dex – D8
Con – D6 – Fortitude +1
Int – D6
Wis – D6
Cha – D8 – Diplomacy + 1

Hand size 5 []6
Proficient with Weapons, Light Armours []Heavy Armours

You may recharge a card to add the swashbuckling trait to your check (and add a d4)

If your check has the swashbuckling trait, you may re-roll 1 ([] or 2) dice. You must take the second result.

Weapons 3
Spells –
Armour 2
Item 4
Ally 4
Blessing 2

any thoughts?


We always try to play the game through with multiple parties- try out different options. For RotR, we've used all the original 11 characters, plus a play-through with some custom-built characters, and are half-way through with some class-deck characters.

Now there are 28 Class-deck characters as well, playing everyone just isn't practical, but we still like to explore the options. Our latest group however, is failing miserably, and although there are various issues, it ultimately boils down to one thing:

some characters can't really fight.

Obviously, Valeros is meant to be better at fighting than some characters, but there's a difference between not being great at fighting, and being generally incapable.

Our party is Valeros (S&S), Siwar, Merisiel (S&S) and Valendron.

Siwar seems really interesting. But: she can't have any weapons (at least until card feat 1), her combat option is basically just spells, but as our only divine caster, one slot goes on cure, leaving only 2 combat spells (inflict and force missile). With a favoured card-type of "ally," even the odds of getting one of those two spells in your starting hard aren't great, and once you do, it's gone after a turn, not to be seen again for rounds and rounds.

We're currently getting destroyed by the scenario that requires everyone to fight the henchman each time it shows up - we could cluster together more to avoid that, but then you have characters at locations they have no hope of closing, and too many open spaces for the villain to escape to.

I guess my questions then are two-fold: Firstly, has anyone had any luck playing Siwar, and more generally, how do people deal with characters who can't fight? (this being a fairly broad term, stretching all the way from anyone who doesn't have "weapon" or "spell" as their favoured card-type, up to the completely incapable like Siwar.


I feel like 3 months out from Skull and Shackles, we had a lot of information - is WotR still set to hit in April? if so, we should be getting some more hints soon.

Given that a lot of things have been listed as provisional, what do we actually know for certain that's going to be in this AP

Right now I can think of:

- First appearance of a D20.

I know there's been a lot of speculation about characters, but can't remember how much was confirmed?

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