Zasril

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Anybody find there's not enough Blessings in the Core Set? We are using Lem, Merisiel, Seoni and Valeros so there are 12 Blessings in our decks. Very first Scenario, I think with four Blessings in the Location decks. With a thirty card hourglass, this left only two Blessings total in the box. We found the Villain in the first location who escaped, necessitating four Blessings from the box to "cover" his escape. With that location closed we only have three Blessings available. I've counted the cards, I've checked the decklist and I've got everything I should. Now I also have to think what would happen if we say had Sajan instead of Valeros. There wouldn't have even been enough Blessings to make the hourglass.


To win Tomb Raiders Gone Rogue the scenario rules say we must defeat the villain Velriana Hypaxes. In Wrath, scenario rules of this kind would specify "corner and defeat". I assume this was specified since there was some confusion in past APs as to whether scenario rules that stated "defeat villain x to win the scenario" required us to corner the villain as per the game's standard rules. Tomb Raiders doesn't specify "corner and defeat". So I'm caught between assuming the scenario is cutting us a break by not requiring this one villain to be cornered in the normal manner, or the "defeat" instruction here implies "corner and defeat" since that's the normal method.


Nothing big here but just wanted to point out that The Third Law and The Second Law don't have the Trigger trait. In this case I don't think this affects anything other than drawing attention to their "when you examine" powers. But just in case, there it is.


Just got me Mummy's Mask and haven't actually started playing it yet but looking over the cards, I've come up with a few questions I feel I'll have to deal with sooner or later.

First is the Scourges. Besides Curse of Poisoning, we have three copies of each Scourge. I'm going to guess that it's unlikely but still possible for these three copies to be doled out and then require a fourth copy. In the event that there are not enough copies of the Scourge card, do we ignore it (ignoring impossible instructions) or do we "proxy" extra copies of the Scourge as necessary (such as Mythic Role card in Wrath)?

Second is the Sunburst Market which I'm not certain I'm understanding correctly. This Trader tells me to "choose a non-loot boon that has the Basic trait". Does this mean that I choose a specific boon, such as Camel or Holy Water Grenade? Or does it mean that I choose a type of boon, such as Item or Armor, and randomly pull a Basic card of that type from the box? Or something entirely different? o_O


I suspect I know the answer to this but I still wanted to make sure. Cogsnap starts off with the power "When you would banish a card that has the Alchemical trait for its power you may banish another card that has the Alchemical or Liquid trait instead". So this is pretty straight forward. Something like if I use an Alchemist's Fire, I can toss a Potion of Glibness in its place and keep the Alchemist's Fire. However, there is one case that's a little different. The Potion of Heroism, which is displayed for a time before being banished for its power. If I banish another card in its place, what happens to the Potion of Heroism? Continue displaying it until the end of my next turn? Does this mean I can keep it in play indefinitely? If not, is the potion just "lost" in a displayed card limbo?


At the risk of being the obvious guy who points out the obvious...
Did anybody notice two Goblin decks under pre-orders for class decks? Because I swear I just saw them. And considering the level of Goblin excitement I usually see on here, I'm surprised I haven't seen any mention of them. o_O


So, we killed Deskari in one turn. Since this seems kinda broken, I'm posting what we did here to see if we missed something.

The quest reward for Closing the Worldwound lets us take any boons from the box. Balazar, having the largest hand size, takes Orengofta. First turn of Justifiable Deicide, Balazar plays Orengofta and puts Deskari on top of the location deck. Balazar explores, encounters Deskari and the group drops everything they have on him. One turn kill. The villain is dead, can't escape and we don't see any other victory conditions.

Was this actually a legit win? o_O Even if we couldn't take Orengofta as a quest reward, I can definitely see future Wrath parties going out of their way to obtain and keep him just for this purpose.


So, a while back I remember a post asking if non-iconic characters would get their own Owner cards. And then, being the horribly original person I am, I figured why not use DriveThru's card creator and just do it myself? However, this means putting the name's of Paizo's characters on the cards, even if I stick it down in the Powers box. Problem is, I don't really know if I'm allowed to do that? o_O I'm not so great at understanding the details of the community use policy when it comes to this, so I figured I'd throw it up here and see what people can tell me. If any official Paizo people happen to read this, feel free to let me know.


Just as I was starting The Demon's Redoubt I noticed that it lists Swallowtail Bracers under rewards. Sadly, I have no such card in my adventure deck, so I'm assuming I'm missing a card. However, before I go point my finger at somebody in the game store, I thought I'd ask here to make sure this really is a card that should be in the deck. While I'm at it, is there a card list for WotR? I didn't see it listed with the others.


This may not be a big deal and for all I know it may have been done by design but: I noticed the Endurance spell from the Ranger Class Deck is worded differently from other spells of its kind. The other "Add 3 to a Skill" spells expire at the end of the turn. The Endurance spell ends "At the end of your turn." As written, I assume this would allow the spell to stay in effect for several turns, until the end of the turn of the character who cast the spell, while all other spells of this kind always end after one turn. Anywho, sorry if this came up already. I didn't find mention of it in the FAQ or forums.


So, Lem just died on us near the end-game of S+S and now the group is in a bit of a quandary. As of yet we haven't had a character death this late in the game, so we're divided on whether it's better to carry on with a no-feats Lem or if having one crippled character is going to make finishing the ap impossible. So generally I'm just wondering what other players have done after losing a character. Is it possible to press on? Or should we just accept that we've lost and go back to the very start?


I've got two questions about the set-up of two scenarios:

1. In Rimeskull is there always seven Stone Head locations regardless of the number of characters?

2. In Scaling Mhar Massif it says to use the Death Zone deck list to make a Death Zone stack for each character. That's no problem but I'm not certain if the Death Zone card itself is also supposed to be a location, or is it only on the table for reference?

Thanks in advance. ^_^


We've finished Runelords and although our but-kicking, end-game characters may carry over to a new adventure someday, we needed to kill something with them right now. So we came up with the simple grind of the Victory Lap endurance run to throw at them. Set up is pretty simple:

1. You'll need your end-game characters from the campaign. Use their character decks as is from the end of the adventure. Fill in any gaps in the deck as per the normal rules if you're missing cards. Don't forget to take advantage of those last two Card feats.

2. Mix together all the cards from all of the Adventure Decks, even Basic and Elite cards that were removed from the game. Shuffle them all up and place them down on the table so you have one stack for each type of Bane and Boon. This will make for some unwieldly large stacks of cards but you just beat Rise of the Runelords. There is no stack of cards created by man that you can't shuffle.

2. Take one of each Villain (except for Iesha Foxglove and The Thing From Beyond Time) and one of every Henchman. Shuffle all of these together and place that deck with the others.

3. Shuffle together ALL of the Location cards except for the Runeforge Hub. Don't want anything easy sneaking in there. I recommend putting these in some opaque card sleeves to keep everything honest.

4. Draw a Location and assemble its deck as you normally would. Add one random card from the Villain/ Henchman pile. Shuffle that up and you're ready to start.

For the Victory Run, all characters are always at the same location. Players take turns and explore each location in turn to close it as they normally would. Each time a location is closed, immediately draw a new location and assemble a deck for it. The one big exception to note is the Sihedron Circle. Ignore the part about creating 7 Stone Head Locations. Just make one location deck as normal. It'll be a smaller deck but that's just the way she goes.

No Blessing deck is used for the Victory Lap. This is just an endurance run, no timer required. When you pull the Apothecary feel free to hang around and heal up everyone. You may need it. Note that his means Blessings will never Recharge on their own and there are no Blessing discards for Blessings of the Gods to copy. You can pretty much ignore anything that refers to the blessing deck. Also, if you're ever instructed to Banish cards from your character deck, Burry them instead. It's not the purpose of the Victory Run to alter the contents of your deck or permanently loose your nifty new Loot cards. If any card refers to the Adventure Deck Number (such as Mercenary), use the deck number of the current location. Any B (base set) location counts as 0.

And that's pretty much it. Grind away and clear every location. The Reward for clearing the Victory Lap? Bragging rights. You just defeated over fifty locations in one go. Pathfinder now cowers at your approach.