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![]() Dark Nero wrote:
Are you saying a player leveled Sajan up to level 4, then used that level 4 character in level 1-4 adventures along with a new character? I'd say at that point, said player has already broken the system to the point that what difference does it make if Lem gets an extra skill feat from Vailea? More practically, it sounds like new Lem essentially joined Sajan's campaign. Only one character could get the loot card, and Sajan greedily had snuck ahead and used it up before Lem showed up. It's that player's game to play how they want. If they really wanted Lem to have the skill feat instead (the decision they could claim they'd have made if both Lem and Sajan had been together from the start), they should just take a skill feat from Sajan and give it to Lem. Alternately, knowing the loot was coming in Adventure 4, they should have played adventures 1-4 with new Lem and a new clone of Sajan in an all-new campaign. Then, Vailea would be available for Lem. ![]()
![]() Zubbus wrote: How do I download the guide? Did you specifically want version 6.0? Here is where you can download the final version of the Card Society guide. The final version was 6.2. ![]()
![]() Whipstitch wrote:
Oops! My mistake. You posted this two places. I did respond to the other post last night. I'm far more likely to catch a message on Discord than here. ![]()
![]() I'll start with healing. It's been stated over and over that you can't heal in the middle of an encounter, combat or otherwise, even if failing the combat will kill you. I seem to recall reading that cards that are one step removed from affecting your check aren't allowed. Thus, playing a spell that lets you search your deck for a weapon to use on your combat check wouldn't be allowed, even though you could argue it relates to the combat, because it's one step removed. The spell itself doesn't affect the combat. Same argument for cards that let you draw cards. Same with moving someone to your location so they can play cards that help locally. Their movement itself doesn't affect the combat, so I don't think it's allowed. However, in the latter case, let's say you're alone at a location with the power, "If you are the only local character, the difficulty of combat checks is increased by 1d4." Then, moving someone to your location would affect the check. (If they can subsequently provide further help, that's a bonus.) Someone else may be able to provide a line to the "one step removed" rule. (Or, they may tell me I'm wrong. That happens too.) ![]()
![]() Short answer: It says equal to his Craft skill. His Craft skill is his Intelligence (a d10) +3. Any check boxes you've put in his Intelligence will of course add to his Craft. We're obviously talking about the Skull and Shackles version of Damiel, who has the power "When you play a spell that does not have the Attack trait, you gain the skills Arcane and Divine equal to your Craft skill until the end of the step" First of all, the FAQ for Skull and Shackles amends the wording of this power to read "You gain the skills Arcane and Divine equal to your Craft skill while you play or when you would banish a spell that does not have the Attack trait". Much better wording! There are few non-Attack Skull & Shackles spells where having good Arcane or Divine skill matters. Most S&S non-Attack spells just give a set bonus, reduce damage, or some other utility effect. The two examples I can think of are Animated Weapon and Telekinesis. In these cases, Damiel would replace Arcane or Divine with his Craft skill. Why this power of Damiel's matters most, however, is when he would banish a non-Attack spell. Usually, if you play a spell and don't have the appropriate skill (Arcane and/or Divine), the spell is banished back to the box. ("After playing this card, if you do not have either the Arcane or Divine skill, banish it.") It's like the character used a scroll, and now it's gone. Damiel's power, however means that he does have the skill and can try to recharge the spell, and even if he fails, the spell is simply discarded, not put back in the box. I hope this was clear. Things work a little differently with Core rules. If you need any help with those, let us know. ![]()
![]() Welcome! The Year of Rotting Ruin and the other adventure paths sold as PDFs at Paizo were written for Society play. Therefore, they use the default Society rules, as outlined in the Pathfinder Adventure Card Society Guide. PACS Guide wrote:
So, those adventure path scenarios don't mention hero points because they are assumed. Of course, you still receive whatever other rewards are mentioned for each scenario - loot cards, deck upgrades, and such. Also, if you aren't playing in actual Society games being reported to Paizo, you can bend the rules any way you want. These Society adventure paths are terrific additional material regardless of how you play them! If any of this is unclear (due to language barrier or my inability to explain things well), please let us know! ![]()
![]() I'm interested. It would all depend on timing. I can certainly run the second group, too. I'm actually running an out-of-the-box S&S campaign right now, so it would be very interesting to compare the differences. I can't say regarding the story component. Someone wrote expanded stories* for the original base set APs and posted them on Board Game Geek, but those helped supplement and support the original product, so maybe they get some leeway? * In case you're unfamiliar, here's the one for S&S ![]()
![]() I replied in the Org Play Online Discord server, but I'm going to leave a message here too, in case anyone else comes this way.
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![]() No, just projecting, I suppose. For me, getting something looking that good would take me far longer than editing the wording to say "local character" instead of "character at your location" and such and check the Core Conversion site. I greatly prefer this style character sheet and thus haven't wanted to use the Core-style converted sheets someone made. ![]()
![]() That quote from Vic references the Mummy's Mask rules, which were the newest rules at the time. Mummy's Mask Rulebook wrote: Choosing to activate a power on a displayed card also counts as playing it. The wording changed with the Core Rulebook Core Rulebook wrote: Choosing to activate a power on a character or on a displayed card also counts as playing that card. I don't think there was a subsequent post in the forums about this, but the change in wording seems to indicate a change in intent. ![]()
![]() You are essentially correct in your interpretation of the time span during which you can't play check-independent and non-reaction cards. (Well-described!) The Core Rulebook added the following to its definition of Display: "Displaying a card and immediately activating a power on it counts as playing it once, not twice." So, you can display a card and immediately activate one of its powers any time it's appropriate. It doesn't have to be displayed before you want to use it. Thus, if you took damage, you may display and use your armor to reduce that damage. ![]()
![]() HexZyle wrote: Do cards that "Examine" then "Encounter" (Some Harrow hours start-of-turn effects, Fortune-Teller Ally, some Blessings) not count as an "Explore" for the sake of still being able to use your Explore step "free explore"? You are correct. The Fortune Teller is a good example. You still get your "free" explore. ![]()
![]() I don't think the original six need the Base. The Base is a CotCT thing. Perhaps if we'd gotten random scenarios 9 and 10 in the next AP, they'd feature something unique to that AP. Honestly, I wish the Base wasn't listed for scenarios 7 & 8. I mostly use The Wandering Way as a way to add a "side quest" to campaigns, perhaps something to play if one player can't make it that week and we don't want to get ahead of them in our campaign. To have to use the Base for a scenario I'm skinning as some very non-Korvosan setting feels foolish. I'd have preferred a sidebar saying that if you're playing a random scenario with characters who are in a campaign that uses supporters, include the Base. (Those are the only characters for whom the Base will be any good anyway. Otherwise, it will just close the moment no players are there.) ![]()
![]() Now the notes I shared with the writer. I'll be interested to see how anyone else handles the items about which I had questions. Overall impressions: I loved it! Thank you! Of course, having new material is great in any case, but this is a fun and engaging story. The short synopses are a nice touch for those who want to speed through, even though I like the full story.
Scenario 1-A: By the end of the scenario, the checks to defeat a story bane were a bit easy. Having the danger be another Rescue, and a location with “Defeat the danger” as the closing condition, meant a fairly easy final check. I’m noting this, but not saying it’s necessarily a bad thing. It is the first scenario, after all. Scenario 1-B: During This Scenario reads, “To win the scenario, the Rescue pile must have at least two proxies in it and the Evidence pile must have at least one proxy in it.” It wasn’t 100% clear whether this meant that having the stated number of proxies was the winning condition, or (as is customary in scenarios without a villain) the winning condition was close all locations, but in order to win you also needed the stated proxies. If this is the sole winning condition, you could simply add a parenthetical "You do not need to close all locations" to leave no doubt. Scenario 1-C: Setup reads, “One player may add the supporter Lear Prescote (represented by Cressida Kroft) to their hand. This card does not count against the player's deck size when rebuilding.” Setup for 1-D reads, “One player may add the supporter Lear Prescote (represented by Cressida Kroft) to their deck for this scenario.”
During This Scenario states, “When you would encounter the Kobold Champion, summon and encounter the danger. If you do not defeat or evade the danger, shuffle the Kobold Champion into a random location.” I’m unsure what to do if I DO defeat the danger. Banish or encounter Kobold Champion seem the likely possibilities, but it’s unclear. Scenario 1-D: Setup:
Adventure Reward:
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![]() I'm starting with a couple notes on your notes: mturton wrote:
It has been a while since I playtested this (late 2020!), so I can't be sure how I read the instructions back then. Looking at it now, I read that you make the initial story bane pile out of a number of Proxy A'a equal to the number of locations minus 1, and an Ashwing Gargoyle. Then, after shuffling one into each location, you obviously add a Proxy B to each location. If that's the intention, it should probably be written more like Scenario 6B or CotCT, which lists a single non-closing henchman first, then closing henchmen afterward. That way, you go through the list as normal - one of each, adding additional copies of the final henchman on the list for any additional locations.mturton wrote:
Maybe the instructions should list Goblin Troublemaker as Core set Monster 0? You are using the Core Set, right? ![]()
![]() mturton wrote:
That seems to be the case. Philetus previously was taking a break from the game after the first two adventures. We might not get any more of this adventure. If you want to share your notes here, I can do the same. We might at least be able to tidy up what's been shared thus far. It certainly seemed like a promising start! ![]()
![]() Blessings might actually need the least explanation. Pathfinder deities have been shown to be capricious, so any given deity could have their own reasons for blessing you. We don't have any way to understand their rationale most of the time. That being said, sometimes there could be clues as to the reason. You could recover a religious relic or holy symbol. If you defeated a villain, for instance, they could have stolen the relic or holy symbol. A good deity might bless you for liberating the relic, or they might bless you for avenging the person from whom the holy symbol was stolen. An evil deity, conversely, might reward you for your victory - the person you defeated obviously wasn't worthy anyway. Or the person you defeated may simple have blasphemed in the deity's eyes, and they are rewarding you for putting them down. ![]()
![]() Dark Nero wrote: Since I am now playing the RotR box, I think I should stick to the WotR rulebook (because they are for the same 1st "generation"), should I? As jenceslav notes, Mummy's Mask rulebook is usually the preferred reference for pre-Core rules. Paizo improved the rulebooks with each new set. Dark Nero wrote: May I ask you - in Society play, if you only have cards from RotR and SnS boxes (+all the scenario add-ons), which rulebook do you follow? In Society play, you use the most recent rulebook, which is the Core Rulebook, but you refer to older rulebooks for rules specific to that set's cards (like using the Skull & Shackles rulebook for ship and plunder rules). I'm sorry I muddied the water by bringing up Society play. Since you made references to playing cards "freely", it sounded like you were using Core Set rules because that was a term that was introduced with the Core Set. I thought, "Playing RotR set with Core Set rules . . . must be Society play." ![]()
![]() Jenceslav wrote: These are two separate powers and thus, it would be playing the card twice on the same check, which is not allowed. I don't think the point was playing both powers at once. (The "third" power isn't one that could be played during a check anyway.) I think the point was when using either power, can you use the power on the Robes, each of which allows you to do something with a card - shuffle it into your deck or discard it - and use the Robes as that card.I believe the answer is yes, but I'll let an expert handle it. ![]()
![]() I think I found the post I was thinking of. Look at the second half of Vic's post, after the "---". His last paragraph is this exact type of situation. The pertinent text regarding Chicken Sabre:
Vic wrote:
As with Vic's example of the Sabre, Zova's power in unambiguous. You know what to do with the card - recharge it for her power. Later, if she fails the check, you would "fetch the card back out of your deck and discard it".![]()
![]() The Dogslicer case is different. In that case, the primary discussion was over Valeros's power that could turn a discard into a recharge. Vic said that what mattered was where the card ended up. If it ended up discarded (and it had been played), Valeros could turn that discard into a recharge. Zova's power, on the other hand, doesn't change one action into another. It simply lets her recharge a card for an effect. Another effect (on the card) says that after the encounter is over (since that's when you know whether you succeeded at defeating the bane or not), the card may need to be discarded. Your question, essentially, is whether a card that was previously recharged can subsequently be required to be discarded. Nothing in the Dogslicer example argues against this being the case. As I stated earlier, I believe we've been told that an effect can happen to a card even if that card is temporarily out of view. I believe you recharge the Fire Gecko, but if you fail to defeat the bane, you retrieve it and discard it. ![]()
![]() I agree with Jenceslav regarding "issue 2". I thought I recalled a post telling us that a card could still have an effect move it somewhere, even if it was "out of sight" (my words, not the post in question). I believe Zova can recharge the Fire Gecko using her power, and if she fails the check, the Fire Gecko can still be (and would be) discarded, because that's where you were told it should go. I don't recall the issue relating to "cost" versus "trigger". Unfortunately, I haven't been able to find that post, but I'll add a link if I can find it later. ![]()
![]() Hi, and welcome to the game! I am curious about your reason for specifying Organized Play (Pathfinder Adventure Card Society). PACS has some stringent rules for players who want to be able to take their characters to local game shops, conventions, and even online play. However, those rules don't matter as much for people just playing campaigns at home. For now, since you asked with relation to OP, I'll answer thusly. CaelibDarkstone wrote:
#3 is correct. Some characters like Zadim can be unlocked using a specified class deck as a reward for a particular PACS scenario (in Zadim's case, the Adventure 6 reward for Season 3 - Season of Plundered Tombs - lets you play him with the Rogue Class Deck. CaelibDarkstone wrote: Second, how do people usually print the proxy cards? Has anyone tried to print them on high-enough quality paper to use them as cards directly instead of using proxies? The only thing I ever had any success with was printing the cards on regular paper and sleeving them with a card I wasn't using. Even then, I could sometimes tell, and so I always use proxies when playing the physical game. ![]()
![]() Superzook wrote: I'm playing Rise of the Runelords SOLO. I finished the first 2 Adventure Decks using only Seelah and Kyra. The first Scenario of The Hook Mountain Massacre was a challenge with those 2. I want to add a 3rd character. Who would best round out the team? If we're talking about characters from the RotR set, I'd probably pick someone with good Dexterity. (Both Kyra and Seelah from RotR have a d4.) Merisiel is tempting. She'd be good against barriers, with her d12 DEX, +2 Disable, and optional +2 versus barriers with her Acrobat role. Even so, Harsk's scouting ability ("At the end of your turn, you may examine the top card ([] or bottom card) of your location deck") is pretty nice, too. I'd take one of them. Is it your plan to give your new party member the same number of feats your other characters have? Any deck upgrades? ![]()
![]() Superzook wrote: If Seelah is making a Strength Melee check roll (which is a d8 +2 for her) and I play a blessing to add a die, does Seelah get 2x d8 +4 or just 2x d8 +2 ? Anything that says it adds a die only adds the die - no bonus, so 2d8 +2. If something adds your skill, you get the whole skill, including boxes checked. (The first example I can think of is Drelm from Mummy's Mask who has the power "On your check against a card that has the Obstacle (☐ or Trap) trait, you may add your Divine skill.")![]()
![]() Superzook wrote: When I start the Skinshaw Murders (Adv Deck 2), do I remove all cards from Burnt Offerings? Each time you begin a new Adventure of any PACG Adventure Path, you add all the cards from that deck/level. The rules for the earlier (pre-Core Set) base sets, like RotR, tell you that after you begin Adventure 3, when you banish a bane with the Basic trait, remove it from the game, and you may do the same with Basic boons. (Not level B, but the cards with the word "Basic" among the traits.) When you begin Adventure 5, you do the same for cards with the Elite trait. These rules are printed on the card that lists the six adventures in the AP. Most people just remove all Basic cards when they begin Adventure 3 (unless there are boons you specifically want to keep, like Cure spells or easy-to-acquire armor) and remove all Elite cards when beginning Adventure 5. It's much easier then trying to remember to keep checking if the card you encounter is Basic or Elite, and you don't have embarrassingly easy banes hanging around until the end. Beginning with the Curse of the Crimson Throne AP, you are instructed instead to remove all non-Veteran banes at least three levels below the level of your current Adventure and any non-Blessing boons you want of the same level. (Remove level 0 cards when beginning Adventure 3, remove level 1 cards when beginning Adventure 4, etc.)
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![]() I just wanted to make a few notes regarding the Adventure No Good Deed (which begins here). I playtested levels 1 and 4 because there are some changes beginning at level 4 during scenario C. I figured the most challenging scenarios would be the lowest level for each version. I created a party of four new characters - Core versions of Merisiel, Kyra, Ezren, and Harsk, each playing with only their respective class decks (with the allowed Core/Curse substitutions for like-named cards).
The scenarios were rough, but I didn't fail any. Scenario D was a bit easier because it uses the Raid the Stronghold scenario type, which I think is a bit easier for larger parties. I did make a couple changes to things I thought were too hard. I'd been leery since playtesting scenario A with a couple of other players who said they found it too hard. (That was at level 4.) After completing both levels of the adventure with that foursome, I played them again with three of my characters - level 1 with three new characters and level 4 with three freshly-level 4 characters. These characters do utilize Ultimate decks or adventurer packs, so they may have been stronger. I had a bit less trouble completing the scenarios with these groups, but I still wanted more data points. I tried to pick thematic wildcards. One could easily make the scenarios harder by picking worse wildcards. I thought the difficulty level was reasonable in the end, but if anyone plays it, I'd love a message sharing how difficult you found it! ![]()
![]() NO GOOD DEED - PART D CUP Disclaimer:
This PACG scenario uses trademarks and/or copyrights owned by Paizo Inc., used under Paizo's Community Use Policy. I am expressly prohibited from charging you to use or access this content. This PACG scenario is not published, endorsed, or specifically approved by Paizo. For more information about Paizo Inc. and Paizo products, visit Paizo.com.
This scenario is the fourth in a four-part story arc. Each scenario is playable at any level based on the setup instructions for scenario 3C of The Dragon’s Demand (The Wandering Way). It uses scenario type 2 (Raid the Stronghold) found on page 23 of the storybook for The Dragon’s Demand Adventure Path. Build the vault with all Core Set cards and Curse of the Crimson Throne AP cards whose level is less than or equal to #. If # is 4 or higher, remove all non-Veteran banes whose level is at least 3 lower than #, and you may remove any non-Veteran, non-blessing boons whose level is at least 3 lower than #. Read the following aloud:
SETUP LOCATION:
STORY BANES for levels 1-2:
STORY BANES for levels 3-4:
STORY BANES for levels 5-6:
Build the location by shuffling together a number of new monsters and barriers each equal to the number of characters, plus half that number (rounded up) each of weapons, spells, armors, items, allies, and blessings. Select two wildcards. Suggested =
DURING THIS SCENARIO:
DEVELOPMENT:
REWARD:
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![]() NO GOOD DEED - PART C CUP Disclaimer:
This PACG scenario uses trademarks and/or copyrights owned by Paizo Inc., used under Paizo's Community Use Policy. I am expressly prohibited from charging you to use or access this content. This PACG scenario is not published, endorsed, or specifically approved by Paizo. For more information about Paizo Inc. and Paizo products, visit Paizo.com.
This scenario is the third in a four-part story arc. Each scenario is playable at any level based on the setup instructions for scenario 3C of The Dragon’s Demand (The Wandering Way). This scenario is type 4 (Solve the Mystery) found on page 23 of the storybook for The Dragon’s Demand Adventure Path.
Read the following aloud:
SETUP LOCATIONS:
STORY BANES for levels 1-3:
STORY BANES for levels 4-6:
Build the Wagon Cage (Cell). Shuffle the remaining locations into a chase pile. Shuffle the non-closing henchmen into a non-closing henchman pile.
Select three wildcards. Suggested:
DURING THIS SCENARIO:
DEVELOPMENT:
REWARD:
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![]() NO GOOD DEED - PART B CUP Disclaimer:
This PACG scenario uses trademarks and/or copyrights owned by Paizo Inc., used under Paizo's Community Use Policy. I am expressly prohibited from charging you to use or access this content. This PACG scenario is not published, endorsed, or specifically approved by Paizo. For more information about Paizo Inc. and Paizo products, visit Paizo.com.
This scenario is the second in a four-part story arc. Each scenario is playable at any level based on the setup instructions for scenario 3C of The Dragon’s Demand (The Wandering Way). This scenario is type 5 (Seek the Treasure) found on page 23 of the storybook for The Dragon’s Demand Adventure Path.
Read the following aloud:
SETUP Select one of the following (or roll 1d6) to determine the objective of your mission (your “gather boon”).
LOCATIONS:(Each represents a building in the former processing facility):
STORY BANES:
Shuffle a new gather boon into each location. Select three wildcards. Suggested =
DURING THIS SCENARIO:
DEVELOPMENT:
REWARD:
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![]() Here's a four-part adventure, playable at any level and Society legal. To avoid taking extra space here, I'll leave some comments in the Homebrew thread. NO GOOD DEED - PART A CUP Disclaimer:
This PACG scenario uses trademarks and/or copyrights owned by Paizo Inc., used under Paizo's Community Use Policy. I am expressly prohibited from charging you to use or access this content. This PACG scenario is not published, endorsed, or specifically approved by Paizo. For more information about Paizo Inc. and Paizo products, visit Paizo.com.
This scenario is the first in a four-part story arc. Each scenario is playable at any level based on the setup instructions for scenario 3C of The Dragon’s Demand (The Wandering Way). This scenario is type 8 (Secure the Area) found on page 22 of the storybook for The Dragon’s Demand Adventure Path.
Read the following aloud:
SETUP LOCATIONS:
STORY BANES
Select three wildcards. Suggested:
DURING THIS SCENARIO:
DEVELOPMENT:
REWARD:
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