
Kzerza |
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First of all, I'd like to say that I really like and enjoy playing the Pathfinder card-game "Rise of the Runelords" together with my friends.
I do have a few questions though, and I didn't find any answers for them on the forum / FAQ and my own post elsewhere on these forums didn't get an answer either, so I hope you'll be able to answer them.
1. At the bottom of the 'Adventure Path' card it says: that you receive a 'card feat' when you complete all 6 adventures. But there is, to my knowledge, no advanced 'Adventure Path'. What use does this card feat have then?
2. Most characters that we've played have a decent chance to complete certain dungeon, etc. Except for the Rogue and Bard. We've tried those 2 characters several times now, but each time the player playing them struggles and others will need to come to their aid. Resulting in too little time to find and defeat the villain. My question here is: Are there any guides on how to play these characters?
3. The spell 'Augury' requires me to name a card type. If I call for 'Monster', will 'Villains' and 'Henchmen' also count as a monster? Or does it only look for 'Monster' cards with 'Monster' in the top-right corner? We think we can specifically call for 'Henchmen' or 'Villain' and put it on the top of the deck this way. Or isn't that a legal option?
4. Some locations tell you to add a few cards upon closing. And then acquire the top card. I assume that monsters that may be revealed this way mean that you don't acquire anything, am I right?
5. The fighter has the power to use his 'melee-trait' instead of his 'ranged-trait' while using a ranged weapon. Does that mean he gets to use his 'strength die' to attack with a range weapon? Or does he still use his dexterity for the range weapon, but simply adds the basic '+3 melee' (excluding any strength upgrades) to his roll?
And if he discards this ranged weapon, to add 1d4 to another character's attack, does he get to recharge that ranged weapon, like all other weapons?
6. The rogue doesn't have any melee trait. Can I attack while not wielding a weapon? And which stat should I use then? Dexterity or Strength? If I can choose to use Dexterity to make unarmed melee attacks, does that mean any character can choose to use Dexterity or Strength as an unarmed melee attack?
7. We've just finished playing "The Skinsaw Murders", in one of the scenarios we encountered the 'Villain' 'Iesha Foxglove'; How do you defeat her? The only checks that you may attempt are: Charisma, Diplomacy and Divine. And if your check doesn't have the 'Magic trait', she is undefeated. Does this allow 'Charisma-based spell casters' to attack her with spells? Or is it only allowed for 'Divine spell casters' to use divine spells against her. Or how else do we need to interpreted her 'Check to defeat'? Do we still take damage if we fail on this check?
We didn't allow the sorceress to use spells against her, as their spells are an 'Arcane check' and so we allowed all but the cleric to only try and make a 'non-combat charisma / diplomacy check'. And it seems normal, that when you fail a check that there has to be some kind of penalty, so we figured to take damage normally equal to the difference. But by just reading the card it isn't obvious on how to defeat her. When / How does a Charisma / Diplomacy / Divine check get the 'Magic trait'?
Those are my questions for now. I'd be happy to receive answers so that we can correct it and prevent any future mistakes.

skizzerz |

Just a heads-up, this should probably be in the Rules Questions and Gameplay Discussion forum -- this forum is for the Pathfinder Society Organized Play for the Card Game. I've alerted the mods so it may be moved there after a while.
Now on to answers!
1. Bragging rights, mostly, although you can also try running those characters through the second half of Wrath of the Righteous to continue challenging them. More details on that may be found here. There is also the homebrew "Mhar of Leng" adventure which is an Adventure 7 for Rise of the Runelords, you can find out more about it here.
2. Rogues excel at disabling Barriers and the non-combat type stuff. Bards excel at buffing teammates. Figure out their niche for your playgroup and do that, don't be afraid to double-up on a location (in fact with the Bard, you should be doing that). This is a cooperative game after all!
3. Villans and Henchmen are only monsters if they have the Monster type. Look at the box immediately above their Check to Defeat to see what type they are. Some villains and henchmen are Barriers, so wouldn't count for Augury. But yes, it is legal to rearrange monster villains/henchmen when you name monster.
4. You can't acquire a bane, so no. I'd have to get info on the specific card(s) you're talking about in order to provide more information/clarification though, as these sorts of things are heavily dependent on what the exact wording is.
5. Again, need to see the exact wording here before I can give you any definitive answer. Paraphrasing powers for rules questions unfortunately won't get you much help in that regard. In general though, if you're using your Melee skill on a check and you have Strength: Melee +3, then you'd be rolling your Strength die on that check. So the answer is probably "yes" although again need to see exact wording to be sure. As for weapon recharge, again need to see exact wording of things :)
6. Any unarmed attacks are automatically Strength or Melee checks. If you don't have Melee, that'd be a Strength check then. You can still roll Melee if you want, but your Melee skill is a 1d4 so it won't be particularly good (any skill you don't have is treated as a 1d4 if you are required to roll that skill).
7. You make a Charisma check, a Diplomacy check, or a Divine check. This is not a combat check so you cannot play any cards that say "For your combat check...". You need to figure out some way to add the Magic trait onto your check; there is likely a card or scenario power that does that.
Every time you fail a check against a monster, you take Combat damage equal to the difference in the check (even if the check isn't a combat check). Some monsters specify a different type of damage, in which case you'd take that instead.
(I don't have easy access to my RotR set, which is why I'm asking for wording. Someone else like Hawkmoon may be around shortly to more thoroughly answer your questions)

Zhayne |
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4. If I'm understanding your question right, there should be no monsters there to encounter. As soon as you close a location, you banish all the cards in it, unless it specifies otherwise.
So, f'rex, if the location says that, when you close it, you roll 1d4 weapons, put them under the location, then acquire the top one, there will be nothing there but those 1-4 weapons. (Well, 0-3 weapons after you acquire the top one.)
5. The ability is oddly worded, but my reading is that you'd use your whole Melee skill (giving Val a base d10+3).

elcoderdude |

Welcome. skizzerz and Zhayne have given you good answers, so I'll just chime in.
Are there any guides on how to play [Merisiel and Lem]?
Merisiel should be alone at her location, whenever possible. She can then use her powers to add to her combat check. Merisiel is completely capable of handling combat in Runelords if you do this. Worst case she can always evade a situation she's not prepared for, although that costs you time.
For Lem, you should always choose "Weapon" as his favored card. Even so he's going to need blessing support to get through some combats.Some locations tell you to add a few cards upon closing. And then acquire the top card. I assume that monsters that may be revealed this way mean that you don't acquire anything, am I right?
Zhayne is right about this. There's no location in RotR where the card you automatically acquire can be a monster, because you banish all the cards from the location when you close it.
The fighter has the power to use his 'melee-trait' instead of his 'ranged-trait' while using a ranged weapon. Does that mean he gets to use his 'strength die' to attack with a range weapon?
Yes.
And if he discards this ranged weapon, to add 1d4 to another character's attack, does he get to recharge that ranged weapon, like all other weapons?
Yes.
[Re: Ayesha Foxglove] How else do we need to interpreted her 'Check to defeat'? Do we still take damage if we fail on this check?
Since Ayesha doesn't have a combat check to defeat, you can't use spells (or weapons) against her. You have to make a Charisma, Divine or Diplomacy check. You DO take damage if you fail this check: all monsters do Combat damage, unless otherwise specified, and Ayesha doesn't otherwise specify.
There's only one character in RotR who can defeat Ayesha: Kyra. Kyra adds a d8 and the Magic trait to ANY check she makes against Undead. There's no other way in RotR to add the Magic trait to the checks against Ayesha.* So everyone besides Kyra is just trying not to take damage when fighting Ayesha. (Of course, Merisiel can just evade her.) You don't have to defeat Ayesha to win the scenario.*Seelah has a role card power which adds Magic to her checks against Undead, but she won't have this power when facing this scenario.

zeroth_hour |

But the game does specify, in the rulebook (p.18 of the RotR rulebook:)
"Check to See Whether the Villain Escapes: If any locations are
not closed, the villain escapes. If you defeated the villain, count
the number of open locations, subtract 1, and retrieve that number
of random blessings from the box. Shuffle the villain in with those
blessings, then deal 1 card to each open location and shuffle those
location decks."
In the case of the General Store and the Goblin Fortress, it's irrelevant whether the cards get shuffled because they're from the box, and thus already randomized.
The place where it matters is actually in the S&S set, where there's a location called Fringes of the Eye, which on closing adds 1d4 random barriers and 1d4 random blessings. I believe it gets shuffled there.

Ragadolf |

Since Ayesha doesn't have a combat check to defeat, you can't use spells (or weapons) against her. You have to make a Charisma, Divine or Diplomacy check. You DO take damage if you fail this check: all monsters do Combat damage, unless otherwise specified, and Ayesha doesn't otherwise specify.
There's only one character in RotR who can defeat Ayesha: Kyra. Kyra adds a d8 and the Magic trait to ANY check she makes against Undead. There's no other way in RotR to add the Magic trait to the checks against Ayesha.* So everyone besides Kyra is just trying not to take damage when fighting Ayesha. (Of course, Merisiel can just evade her.) You don't have to defeat Ayesha to win the scenario.*Seelah has a role card power which adds Magic to her checks against Undead, but she won't have this power when facing this scenario.
Forgive a resurrection of an old(er) thread, but I have another question.
Please forgive me if this has been clearly answered elsewhere. (I peruse the threads frequently, but I can NOT read ALL of the threads we generate!) :)Regarding finishing an adventure/scenario,
I was under the impression that the ONLY way to win/close a scenario was to defeat the villain?
It is clearly stated on some adventures/scenarios that the winning condition is to defeat the villain. If that is NOT listed as a victory condition, then how can you win?
Specifically, How can you win in the scenario against Ayesha if you are NOT playing Kyra?
(I am starting AP1 this week with a friend, we are playing Ezren and Lem respectfully, and seeing this in my future makes me nervous!) :)
After reading the rules (several times) I'm still trying to figure this one out.
Scenario, playing the above, run into Ayesha, we find her, chase her down and close all other locations. Even if we make the required defeat roll, we cannot actually defeat her. How can we close the final location with Ayesha still undefeated?
Or am I missing something very simple? ;P
Thank you,

Hawkmoon269 |

Iesha Foxglove isn't the villain listed on the scenario card. She is a summoned villain that also appears in the game, as directed by the scenario's "During this scenario" powers.
Unless the scenario tells you otherwise, you win the scenario by defeating the villain listed on the scenario card as the villain, when that villain can't escape.
Look at the Ally Ilsoari Gandethus from Deck 1 for comparison. He'll also make you summon a villain. But defeating that summoned villain has no impact on you winning the scenario or not.
In both cases, the summoned villain serves to beat you up, probably by taking some cards from you. If you are Kyra, you can defeat Iesha and doing so gives you a small, but nice reward. Others can roll high enough against her to not take damage, but can't actually defeat her. But either way, her defeat has no impact on the scenario being won or lost.
I think once you read the scenario card, it will all make sense to you. So don't be worried about it.
Good luck on your continuing adventure!