Hello Fellow Adventurers, I have a question that I cannot seem to find an answer to and was hoping for some input from the community. What is the adventure deck number for a promo card? Obviously they are marked as P, but would this be the same as the B and C cards or do promos have special rules where their adventure deck number equals the current adventure deck number? Specifically this question arose while a player was playing Ekkie, and had the ability checked where she can add a dice to checks for or against cards that have a lower adventure deck number than the current adventure deck number. There was a second instance that raised a similar question but I cannot recall the specific cards at this time, but it had to do with discarding a card for a bonus based on its adventure deck number and the card to be discarded was a promo. I look forward to every ones responses. Thanks.
Hello Hawkmoon, Thanks for the quick response, here is some follow up information. 1. Yeah, it was actually during the last scenario and we had had some really bad luck up until then having done Elven Entanglement about 4 times before we finally finished it, all the non-basic weapons were either in location decks or in players decks/hands/discard piles. Every weapon card in the box had the basic trait (they were all B or C but still every one of them was basic as well). Also that was Kyra's only play as the Monster was not undead or a demon, and she had no other cards in hand. 2. I can see that being the case, though you have to admit the wording does make it sound like it could be used anytime and you have to move at the end of your turn (the text in the original post was exactly from the card). 3. Lol yeah we really wanted this to be the case, we did not play it this way at the time because having Abyssal Rift "permanently" closed feels a little cheaty. 4. That definitely clears up that issue, and does help put question 3 in perspective.
Hello everyone, Today our small group was finishing up the Base Adventure, and came across a few questions I am having difficulty finding answers too. First off, during one of our checks, Kyra flipped a monster and cast the spell Sacred Weapon, it reads summon a non-basic weapon from the box. However when we went to pull a non-basic it turns out every single weapon in the box was basic. At the time we ruled that Kyra could pick any of the basic weapons, but is there any errata or rulings for how to handle this situation? Should the spell have fizzled since there were no legal cards to use? Our second question came about when another player read the text on Alain's Cohort Donahan. He reads "Reveal this card to move at the end of your turn;". The Alain player said that means they could only reveal at the end of their turn, however the non-Alain player suggested that during any phase Alain could reveal Donahan to move at the end of the turn, specifically suggesting to do so during movement phase so that Donahan's second ability could be used to add 1d8 to a combat check that has the melee trait. Is there any errata or rulings on when Donahan can be revealed and if he can be revealed during an earlier phase than end of turn can he also be used on a combat check later in that turn? And again another question envolving Alain and Donahan, one of the scenarios contains the location Abyssal Rift, and we were wondering about the interaction between Alain with Donahan's ability to move at end of turn and the Abyssal Rift's on closing power of "At the end of your turn, flip this card." Specifically with Alain and Donahan at the Abyssal Rift location, could he, if he is the only character at the location, and during his turn move to another location (ensuring that Abyssal Rift is on its always open side), then do his encounters, reveal Donahan to move at the end of his turn and go back to Abyssal Rift, causing it to flip to is temporarily closed side? Lastly and this is closely related to the last question, what exactly is the timing of at the end of turn powers. For example if you have multiple things triggering at end of turn are they supposed to happen all at once, can you do them one at a time (like above trigger Alain moving, then trigger the flip of Abyssal Rift)? I look forward to any input anyone might have about the above questions. Thanks.
About Chaytah "Rock" Dives Like RockCONSUMABLES:
Ammunition dagger (3) X X X Spell-Like or Racial Abilities
Class Abilities
Wizard Spells Prepared
CHAYTAH DIVES LIKE ROCK Male human (Shoanti) Wizard (Shapechange Specialist) 1
DEFENSE
OFFENSE
STATISTICS
Feats
Traits
Skills
Background Skills
SQ
SPECIAL ABILITIES
Spellbook A (80/100 pages available):
Level 0 (15) acid splash, arcane mark, bleed (DC 12), detect magic, detect poison, disrupt undead, ghost sound (DC 12), mage hand, mending, message, open/close, prestidigitation, read magic, resistance, touch of fatigue Level 1 (5)
COINS PP – 0 GP – 0 SP – 1 CP – 5 EQUIPMENT
Weapons – earthbreaker (40 gp, 14 lbs), 3 daggers (6 gp, 3 lbs)
BACKGROUND
Like all youths in his village, Chaytah was a strong swimmer, though he lacked his peers’ grace when diving from the rocks above, often splashing ignominiously into the waves rather than cutting in cleanly. As he matured, his friends began to refer to him as Dives Like Rock. With any luck, such an honorific would not have stuck into his adult years, had any of his friends survived to give him a better. As an older teen, the monks at Dreamstone recognized that, along with his impressive musculature, Rock (as he was now colloquially known) had a very keen mind and a natural draw to things magical. While the Shoanti youth would never reach the point of taking Koradan vows, a wizard adherent did volunteer to take the boy under his wing and teach him book magic. Though his greatfather was wary of this outside interference, he desired to help change the perception of his people as backward barbarians, so encouraged his grandson in his studies. Rock moved from his village to the monastery fulltime, providing fish in exchange for magical training. Several years later, as Rock’s studies were just completed, villagers working to expand one of their sea caves, broke through a rock wall into a large chamber, apparently sealed long ago, and filled with trinkets and treasures from old Azlant. Though they strove to contain this news, word of the find spread into the outside world, and a Chelish scholar of Azlanti history and artifacts out of Riddleport raised a mercenary expedition to explore and loot the chamber. In a coordinated strike against the village from above and from sea, the mercenary’s forces overwhelmed the peaceful fishing village and looted the caves. So quick and complete was their strike, that Rock had no word of it until he, returning in triumph having been declared a full wizard by his master, found his home destroyed and friends and family murdered. Overcome with grief and a taste for revenge, Rock left the ruins, taking only his greatfather’s earthbreaker. Enough clues were left behind to point Rock to Riddleport, where he just missed the mercenary, recalled to Cheliax, so the young man followed, making port in Corentyn. It was there, skulking around the docks, that Rock encountered a ship from Sargava offloading crates and cages of bizarre creatures from central Garundi. A small, winged lizard, looking miserable in its tiny cage, called out to the wizard, who used one spell to float the creature some food, then another to remotely pop open the door and free it. His efforts were not nearly subtle enough, however, and he was forced to flee Corentyn itself, before he could properly pick up the trail of the Chelish mercenary, learning only that the man had been sent on a Chelish expedition west to explore more locations of Azlanti interest. None of those expeditions would take a Shoanti barbarian, however, so Rock fled east along the coastal highway, through Westcrown, Egorian, and eventually into Andoran. Along the way, Rock was joined by his reptilian friend. Glad of the company, Rock took care of the lizard, naming him Screaming Arrow from the way the wind would whistle around the creature’s tail as it dove quickly after prey. Once in Andoran, Rock heard the free nation was launching westward expeditions of its own, to a colony known as Talmandor’s Bounty. The application process was hard and highly competitive, especially for one considered a Shoanti barbarian, but Rock found a niche he could exploit. After several weeks spent in a local library and trading manual labour for lessons with a local sage, Rock showed up for his interview with a working knowledge of how to speak and read the Azlanti language. It had been a difficult task, but the Koradan monks had taught their pupil focus and determination. Impressing the interviewers with his initiative, his berth on the second voyage to Talmandor’s Bounty was assured. DESCRIPTION
Screaming Arrow:
SCREAMING ARROW Male Ramphorhyncus (Mascot Familiar) 1
DEFENSE
OFFENSE
STATISTICS
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Skills
SQ
SPECIAL ABILITIES
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