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Zaister wrote:
What happens if, in Wrath of the Righteous, a character dies after you've started adventure deck 2? Is the character actually supposed to start from scratch, with no feats and no mythic paths? That doesn't really seem viable. The Wardstone Fragment doesn't necessarily help, if, for example, the dead character has it in his deck. If you're really supposed to go on like this, the game will probably become unbeatable in the long run. So, that can't be right, can it?

The path and role aren't addressed by RAW; it only mentions feat and card rules. The exception is OP, because those are tied to the Tier System, and rerolling is covered by it.

If you're just playing casually, I suggest rerolling with a default deck (AD-2, with 0 = basics) and feats / path / role as appropriate. With regard to the Knights of Kenabres boon (end-AD2: five skill feats,) you get what the party got. This simulates the process of working a new character through the AP up to the respawn point, which saves days to weeks of time in exchange for a weaker card profile.

The tradeoff for that time savings is that you don't get better cards (whether lucky finds or Loot cards) in this manner.

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Troymk1 wrote:

The Knights don't do jack for skills you lack

They boost base stats only, for the skills you don't have you're still on a d4

I fully recommend adding another combat 18 check. Still really hard, but at least it's doable

I know. But on the skills that benefit from Knights, you're throwing fewer boons for insurance on them; that's what I mean.

Your variables also don't consider getting more explores out of your explores (eg, Imrijka's random chance, or getting explore cards out of your explores - which is a likely outcome because many of the locations tend toward boons.)

However... being down two skills is pretty much screwed. One you can get away with, with smart choices for your Knights of Kenabres out of the first two scenarios; but I don't see two as being feasible. It's technically possible, but so is a dwarf battle-rager getting instantly killed by a massive damage save after a critical backstab from a charmed elf while distracted by the paladin who failed a saving throw vs. instant alignment reversal and the cleric who failed vs. becoming a Shambling Mound. In second edition.

First answer: you either roll your Charisma die, or you roll d4 (which is your Diplomacy as Nothing +0.) You get to choose.

"Charisma Diplomacy" means Charisma or Diplomacy.


Second answer: Impossible. You can't use two different effects that determine a check. This usually comes up in combat checks; you can't play a ranged weapon and change your check to "Dexterity or Ranged + N" and also play a spell and change your check to "Arcane + N".


Third answer: Yes, the ship takes Structural damage; that type of damage doesn't care where you are, or whether you are on the ship. (Likewise, if someone's at Tempest Cay, any Structural damage your ship takes is increased by 1, no matter where the ship is.)

MightyJim wrote:

We put 5 characters there, and Kyra at the place where you have to bury a card on arrival (to avoid burying a card).

Kyra's first turn, what's the top card of the deck?

As a general rule, I really dislike this kind of effect - there was one in S&S where you had to find several named henchmen before you could defeat the villain, which just made it a random toss-up as to whether you'd have vast numbers of blessings milled off the timer. An effect where the villain counted as defeated but escaped and the scenario continued would seem much fairer.

Actually, the S&S scenario in question - 1-1 Press Ganged - only has one location, so there were no blessings milled.

Nah, just checked, and it can't normally be the case that you put all Cadres in the first location either - because you initially supply bosses equal to the number of locations, and you only have one location (not #=number of characters.) The rest are summoned, and thus don't actually exist when you set up the scenario. >.<

Normally, you don't; you use the normal process of building a location (and adding bosses is in the setup step AFTER you've built the locations.) The scenario (or the summoner) would tell you otherwise.

Actually... now I'm not sure if it's intended to add one for each new location, or to put all #=number of characters into the first location.

/me casts Summon Bigger Shark

Golden Rule fixes that: the scenario rule (the cards are shuffled into the new location) overrides the general rule (the cards are banished). Therefore you carry them over.

I did it with six, and actually had a d4 roll (because ranged and survival were both anchored by Harsk.) I also had Chuffy Lickwound (on Balazar) and Shardra though, which helped.

If you can't shuffle him into an open random location deck, you can't possibly be encountering him, because that would mean that every location is permanently closed...

I'm not sure if someone in the class decks goes up to 12; so I'm going to provisionally say that 11 is the number, and Ranzak has it for sure.

It's to trigger the owner rule, that Arue is allowed to RFG instead of banish them as though they were Basic, if she so chooses.

I'm pretty sure it's Chirurgeon Damiel, using his power to discard in order to increase his hand size; and that number is arbitrary, as it depends on how many cards are in his hand at the time he does it.

Knowledge 30 isn't easy for anyone who isn't Shardra or Enora - and even one fail results in Remove From Game, closing the door on that little problem. :)

So I don't think it will need errata.

Almost always yes.

The one exception is if you have a dead character; anything left in the dead character's deck is banished after you decide what to take. That USUALLY means the same thing, but there are effects (such as cards having the trait / keyword Basic, and you're in adventure deck 3 or higher) that may change it.

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Vic seems to be suggesting otherwise - not that no rules prohibit it, but that no rules allow it.

To the first: not normally, because you can't use the same power more than once per step. So, say, an ogre that "damage dealt by An Ogre is dealt to each character at this location" you can't block everyone's damage with Oloch's power. (Depends on exactly how it reads; could you get the exact language please? :) )

To the second: certainly, because "before you act" and "after you act" are separate steps.

Abyssal Rift is indeed confirmed to be useful, because you get to pick the side on two-sided locations.

Also Celestial Beacon is an encounter-altering location that gives you +1d8 vs. demons.

But now for AD3. Nothing too exciting.


Cathedral of Chaos - encounter-altering: same thing as Manor House.
Eagle Rock - encounter-altering: put Demon trait on any bane.
Tower of the Fourth Spire - encounter-altering: gank non-villain demons instantly.
Wintersun Hall - play-altering - bury a boon to gain +1d8 to Strength or Melee check.

And now for an improbably BRUTAL combo.

Tome of Mental Prowess: (item) RFG to gain a skill feat of Int, Wis, or Cha --- Knowledge 30 to banish instead of RFG.

Tuning Fork with Laboratory: shifts the banish to bury.

Good luck pulling it off, but SWEET NISTUS if you can.

Vic Wertz wrote:

What I'm trying to suggest is if a character has to *do something* with the card they gain makes it affect the check, it's indirect. If just them *having* the card affects the check, it's direct.

It's very possible that this is *too* limited.

That'd be so limited that even the original case - of Balazar obtaining a monster to burn right away - would be disallowed under it. It might be simpler to just give Balazar an exception here. :)

Awesome. Thanks again!

I look forward to the answer on the first; thanks for the corrections on the other two. :)

What's the rest of your group?

Just a couple.

1. When you display Abyssal Rift (or similar flip locations, not that we have any yet) using Planar Tuning Fork, do you get to choose which side is displayed? Or do you use the side designated as the starting side?

2. Does the Fork's power remain in effect if the underlying location is re-opened?

3. If the underlying location has a closed At This Location power, does it remain in effect during the Fork's effect, or is it suppressed by the Fork's effect?

(My thought as to the answers is:
1. The designated starting side.
2. Yes, because nothing says the location card is banished by such an event.
3. Yes, because there's no "instead" used.)

I think a Summon Shark spell may be in order for that one; but my instinct is that the "face-up" side is its starting side, namely the Abyssal / d4 location.

It's a barrier (so you don't take Combat damage just for failing,) and the Combat checks are still Combat checks (consider the Blessing of Shax, which has Combat to acquire.)

The whole party, and the location's boon supply, will suffer the effects of failure. There's just no Combat damage involved - at least with THIS barrier.

Worldwound Cadre, which you'll fight several times in the next scenario, deals Combat damage - but that's its undefeat power, just as the bury is Undead's undefeat power.

Platypus wrote:

Four questions:

(1) Does it make sense that a Divine check can't normally defeat a Ghost? Perhaps the Ghost should say: "if the <i>combat</i> check to defeat the Ghost does not have the Magic trait..."

(2) Is it legitimate to use the Ruby Of Charisma to substitute Charisma for Charisma?

(3) Can you use a stat gem on a skill such as Divine, which is not one of the basic six stats?

(4) When using a stat gem to replace a stat that has skill feats, can you use the skill feats of the stat you replaced?

(1) She can spook the Ghost with holy displays; but unlike a cleric, she can't turn undead. So it does make sense that a Divine check doesn't necessarily have the Magic trait.

(2) I'm inclined to say it's not allowed, as the play is known to have no effect. (And it certainly doesn't add the Magic trait to the check.)

(3) Yes, even on untrained skill checks, because they have a "normal die."

(4) "Can" isn't the right word; you do use the skill feats of the "stat you replaced."

If you use Ruby of Charisma on an Int/Knowledge check, it's still an Int/Knowledge check; you've just changed your Int die into a d12 for the check. So you use your Int skill feats, not your Cha.

Actually, "before the encounter" is obsolete language for "before you act"; it was changed for a clearer relationship between things like before-you-act saving throws and evasion.

"When you encounter" would be appropriate for cases where only evade permission is being checked; but the other part, the +3 difficulty bump, isn't something that's checked when you encounter, as a rule. (Otherwise, "ooo, I failed, it has a +3 now, guess I'll evade," which is cheesy.)

The card language is "before you act" because the check for difficulty is something normally called in the before-you-act step.

You have to decide before you roll; after you've rolled, you can't modify the roll except with reroll powers, or powers that explicitly let you alter a roll already made (for example, "if you would fail a check by 4 or less, bury this card to succeed instead.")

Frog's first word is "discard," not "display." That should help :)

He lives in Alsace. From what I understand, it should be more of a surprise if his family didn't have a vineyard, because that région is quite into grapes and wine.

Rallying Cry has gotten to that point for me. Get a bunch of allies... IF everyone can make checks that will certainly have Cha/Diplomacy and occasionally something else. Or else get nothing. I have yet to get anything from it.

(Also, if someone picked up a Sin Seeker, you automatically fail because characters at the Sin Seeker's location cannot acquire allies.)

Andrew L Klein wrote:
Sandslice I could see that for Adventure 6, maybe even 5, but 2? No way it's supposed to become impossible. Making him invincible on his own turf is one thing. Making him invincible on his own turn, while making it potentially impossible to move him, when you don't know where he is to start with? No.

Given whatall comes before it in the AP, nothing would surprise me for longer than a moment at this point. :)

Or maybe "he's invincible on his home turf" is intended. He is Mythic and the final boss of the AD, after all...

It's standard English phrasing, Myfly; the "some" in "some items are not..." is etwas von Ihren rather than einige.

My party was spread out enough to where I needed everything other than Con as primary stats.

Alain: Str, some Cha
Balazar: Str and Cha for sure; Int is less critical for my summoner as it only anchors Knowledge, and I have both Knowledge mains in this group.
Enora: Int
Harsk: Dex and Wis
Seoni: Cha (and some Wis and Int)
Shardra: Wis

If I'd had a second Fortitude character, I would have left Dex out instead.

"Combat" is an unusual case in PACG; it's not exactly a trait, and is mutually exclusive with the elemental traits (as it denotes physical damage.) Nothing stops the game from having a bane do Ranged Electricity (a lightning bolt) as opposed to Melee Electricity (a shocking grasp); it's just that this possibility has no impact on current game mechanics. But the nature of Combat damage prevents you from having Electricity Combat damage.

First off, with Alain: before his first power feat, his deck is a bit slow. Consider discarding the hardly-used card and giving the armour to Enora (he has three in his deck.) Also consider giving him Cecilla even though he has Donohan, and using the cohort's bury effect to explore.

For location with that party, I'd go 3/1 - Kyra in the cemetery, everyone else in the Dark Forest. Close the Dark Forest. After that, keep doing what you've been doing. However, keep in mind:

1. You only need two locations permanently closed to corner the villain. More is better, but two is minimally sufficient.

2. Since Tangle Trap can't close a location, if you find one in the first 6 cards of a location (other than Dark Forest,) you'd do well to stop exploring there and move somewhere else --- unless you have two closed locations or Alain is struggling to generate explores for himself.

3. Alain doesn't need to "bounce" at the Guardpost; d8+3 is 75% against 6, so you can "fight" him with Diplomacy reliably, and get armour out of your hand if you fail. :) Bouncing only guarantees that if one of the ladies finds Fihralaz, her fight will certainly not be decisive.

I don't know of any, since all the armour that interacts with Ranged interacts with Ranged Combat - and I'm unaware of any character powers. It can probably be shelved as "notes for things to future-proof" or somesuch.

There aren't any B boons (except Silver Raven and Fiery Glare) that are arguably good enough to put a monster back into play to begin with - especially not the Wights. Also, you can't pull allies using the scenario effect - only weapon, spell, armour, and item. So certainly not for reloading the whole scenario, and risking getting auto-mazed by a bad Karsos pull.

Maybe Magic Shield, since you can shut down Arboreal Blight's tim damage with it.

It's Ranged POISON damage; I don't recall any cards that reduce Ranged damage that isn't Ranged COMBAT, so the distinction might not matter.

With no melee, probably not. Even with certain rumours floating around, Radiance will just take up a deck slot... in Harsk's deck, since the others can't carry weapons unless your Shardra has card-feated one.

While Harsk is proficient, he can't use his Fighter Power on melee weapons, only ranged.

You do not need to fulfill the When Closing requirement. Examine the location deck; if there are no additional villains in it, banish all of the cards. The location is permanently closed, and the location’s When Permanently Closed effect is triggered.

I had thought that the instructions up to "banish all of the cards" were part of the process of defeating the villain - and that from "The location is permanently closed" were the part that Rift rendered impossible. I'll hold myself in error on that. It raises a question though.

So what happens if the Rift is on Material side, all other locations are closed (regardless of how,) and the villain is undefeated? Is it:

-The villain returns to the Rift, because "(Note that if you did not defeat the villain, there is always at least one open location: the one in which it was just encountered)" despite the Rift being a closed location;
-The villain returns to the Rift, because undefeated banes generally do;
-The villain is banished, because it has no valid locations to escape to.

And if the villain is banished: In WotR B-5, if this happens to Thurl & Inhaz, does the scenario become unwinnable, or do you summon the location for Tancred anyway?

And thank you! :)

Joshua Birk 898 wrote:

If the issue is the barriers, actively work to scout and play around them. Don't use the Queen in the Sacristy (sandslice has been playing 6 player games and has become addicted to the number of free explores he needs), use it in one of the barrier heavy locations to help scout...

That, and Sacristy is the 5p location, so my bit of advice is something I didn't notice to be... somewhat less than relevant for him. >.<

Michael Klaus wrote:

But I got another question: Let's say Seelah attempts a check in the Before you act step and plays a spell like Aid on the check. Then she will attempt to recharge the spell which is technically still a check before she acts. And that is IMO why her power might need reconsideration: "When a bane makes you attempt a check before you act, you may use your..." Would keep her from using her Charisma on recharge or other triggered checks.

Not necessary, because a general rule already handles it: recharging a spell is a separate step from casting it. In your example, you're casting Aid before you act; you recharge Aid in a situational step between "before you act" and "while you act."

Seelah's power doesn't apply during this cleanup step, only before you act.

It says the turn, and the effect ends at the end of the turn in which it's played. It takes some team strategy to use it as a tool of teamwork. :)


-Sacred Weapon is a standard "attack spell" that defines your combat check as (Melee or Ranged as) 1d8 + (the effects of the random weapon that you summon and play.) So you can only play it while you act.

-Flames of the Faithful and Weapon of Awe can be played while you act, if a weapon is being played (as they give a bonus to weapons.) Otherwise, you play them outside of an encounter.

-Stat buff spells (eg, Brilliance) can be played during any check / step that is that stat's check (eg, any Int check,) keeping in mind the one-card rule.

So Enora could use Brilliance on a Knowledge check against a monster, and then it would carry into her Arcane combat check against it. But she couldn't cast Brilliance to modify her own Life Drain, as that would be two spells played in the while-you-act step.

She COULD cast Brilliance while you act, if she's attacking with the Ring of Forcefangs (loot from AD2,) because she's making an Arcane (Int) combat check without casting a spell.

For each scenario reward that says "Loot: 1 Scale of your choice," the party collectively chooses one of the four scales. It's like getting Radiance as loot; you don't get one Radiance per character, you get one Radiance for the party.

If you look back to B's rewards, you'll see how it reads if each character pulls something: "Each character chooses a type of boon other than loot, and draws a random non-Basic card of that type from the box" for example.


A bit of 2-1 advice might be in order.

1. Throw Queen Galfrey at Sacristy as soon as turn 1 starts. You'll either gain five boons, or four boons and topdeck the location boss - wouldn't that be exciting!

2. You know the other locations will have monsters first. Hand off a couple extra explores to Balazar (if you're using him) and let 'im rip through a choice location to grab more monsters.

3. Dark Forest is in play; exploit the free scouting and bane-avoidance you get there.

4. Bane-spreaders exist, and we know they're six levels of annoying. If they're shattering your fun, I don't think Mike will send a legion of Hellknights to my door for making this suggestion:

-There are three of each in your Barrier deck. Feel free to reduce that number as you see fit.

The Paladin modifier applies regardless of whether you discard Radiance. Thus:

-Holding it as Seelah:
MELEE + 1d8 + 1d4+1

-Throwing it as Seelah:
MELEE + 1d8 + 1d6+SAD# + 1d4+1.

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