The Big Reveal: Demon's Heresy!

Tuesday, July 21, 2015

Hi everyone! I'm just getting ready to tell you all about Pathfinder Adventure Card Game: Demon's Heresy Adventure Deck, but I want to make sure I have everything I need.

Copy of the adventure deck to refer to as I write? Check.

Supply of snacks? Check.

Mike locked in a closet so he can't interrupt me as I tell everyone about Adventure Deck 3? CHECK!

Mike: MRRPH! BANG! BANG!

MUHUHAHAHAHAHAHA! ALL RIGHT! The biggest surprise in all of Wrath of the Righteous set for the Pathfinder Adventure Card Game is right here in Adventure Deck 3. It's going to BLOW YOUR MIND! You won't BELIEVE it!

Let's Get It Started

But first, let's talk about the adventure. Demon's Heresy takes place after the players have liberated the city of Drezen. This gives them a safe haven in the middle of the Worldwound from which to strike out against the demons. There is so much to be done that the players can pick and choose the order they attempt most of the scenarios before tackling the Ivory Sanctum at the end.


What is this Heresy?

If you're smart, you'll tackle the Demon's Redoubt first. (I'll get more into why later on.) It's a cheeky little scenario where the demon Arueshalae is trapped in a ruined castle. In each deck, there's an extra monster in the form of a Grimslake. And it should be easy to find, since it's right on top. Not too much to worry about. You just have to make a check or bury some cards from your deck. And if you fail, you can bury another card for good measure.


You shall doubt it a second time!

It's not all bad, though. After you close two of the locations, you get to add another one to the mix, with no henchmen or villains in it. Why would you want to do that? KEEP READING!

In the end, you must track down the hag Jaruunicka. She's pretty nasty. She requires a check to play attack spells, she can force you to discard blessings as damage, and she has the second-highest check to defeat of any villain in this deck. Plus, she has an odd little trick if you fail your check: you have to draw as many cards as you're dealt in damage and then recharge the same number. There's a small chance this will immediately kill you, but if it doesn't, you might get a better selection of cards.


What a hag!

The Demon's Dangers

This deck has some truly impressive monsters. Take the Dominion Scientists, for example. They are masters of learning your weaknesses. They deal 2 Force damage to you, and if you take it, they get tougher. Plus they are resistant to magic, which really tends to annoy the casters in the party.


To-o-o-o-oad Science! Ooh!

My favorite, though, is the Toad Demon. Its check to defeat is 28! That's at least 5 higher than any other monster in the deck, which makes sense, as you can reduce it by 5 if you don't go after it with a melee attack. Still, a very high check, and if you fail, it will ribbit all over everyone at your location.

There are four new Temptations in this deck, each with its own risk and reward. Take a gander at the Glimmer of Hope. Every turn, you can take a chance to stall the blessing deck. All you have to do is look at a random card from your deck. You can choose to bury it and the deck will advance normally, or you can banish it, which will prevent the blessing deck from advancing. Who needs all those cohorts, anyway?


Hope springs eternal.

Good Stuff!

As frightening as these dangers are, there are equally great rewards.

For the spells, there's Steal Soul. Play this spell after a character at your location defeats a monster that isn't immune to the Attack trait, and you'll gain a d4 on ALL of your checks for the rest of the scenario. It's hard to think of a bigger advantage than that for casting a single spell.


They weren't using it anyway.

The Unfettered Imp is one of the best allies we've ever created. It lets you acquire Corrupted blessings for FREE if they are on top of the blessings discard pile during your check. A Corrupted blessing is risky, and you have to play it immediately, but you get to keep it afterward.


Much better than the fettered imp.

And let us not forget the Tome of Mental Prowess. I'm amazed this card got printed. It's an item that lets you gain a FEAT. Yes, we've done cards that give you feats before. But this is the first time we've made one that is usable more than once. It does require a Knowledge 30 check to keep it from being removed from the game, but this is the mythic set. Twenty-sided dice are the characters' bread and butter.


Reuse or recycle.

OH MY GOD!

All of that is very cool. Really! But let's get down to it. No one is going to stop me this time.

Mike: MRRRO! MRRRO! MRRROOOOO!

As I said above, after the players close two locations in The Demon's Redoubt, they get to build the Tower of the Fourth Sphere. It's sort of an optional location to explore, as there's no villain or henchmen in it. But if you put in the time and effort to close the location, and you win the scenario, there is an amazing reward.

YOU GET TO PLAY ARUESHALAE!


She's a WHAT?!

For the first time, we've added a new character to the game after the base set. Any one player can choose to switch to playing her after you win this scenario, or a new player can jump right in and join your party. You will get the same number of feats as any other character, right there on the spot. Leave no character behind, I say.

And she's a SUCCUBUS! We're letting you play a DEMON! But it's okay. She's a good demon... for a demon. She delved a little too deeply into the idea of a soul, and Desna gave her one. Well, part of one, anyway. Now she must fight to become redeemed or risk falling back into her old ways.

There are a number of advantages to choosing to switch to Arueshalae. In addition to resistance to three types of damage and the ability to evade any encounter she doesn't like, she has a special cohort called Arueshalae's Gift that she can give to another character. He gets a bonus to all checks in one skill for as long as he has it. But what a demon gives, a demon can reclaim: Arueshalae can take her gift back (or not) on her turn to give it to another character or change which skill it affects.


Arueshalae giveth… and so does Desna.

There's another subtle benefit to being Arueshalae. The loot cards the players get at the end of this scenario all have the trait "Owner: Arueshalae," which means that she can fill out her deck with them if the party comes up short of cards of the same type at the end of a scenario. (She may want to help make sure that happens if she banishes one of them.)

When the time comes for a player to pick a role for the succubus, that player can either choose to fully redeem her or have her fall again.


Two sides of the same coin.

The Redeemed role doubles down on the character's ability to help others. She can gain the ability to get her Gift back at the start of ANY turn, which lets her basically give a bonus to any one skill for each other character on their turn. She can also heal and peek at her location deck.

The Fallen role turns the corruption mechanic in this set on its head. You can use Corrupted cards to heal yourself, but more importantly, you can ignore the Corrupted trait on any card so all of those penalties that others have to deal with just don't affect you. You can also gain the full benefits of the Corrupted blessings, even if the top card of the blessing discard pile isn't also Corrupted. Oh, and she's a succubus, so if anybody doesn't acquire an ally, she will.

Whew. It feels so good to get that off of my chest. I've been trying to tell you about her for so long now. She's so amazing, and now you can finally play with her!

Hey. Wait. I just realized there's nothing stopping me from telling you about the secrets for the next adventure deck, too!

In Adventure Deck 4 we have...

CRASH!

Mike: PETERSON!!!

Ah, never mind! I'd better go.

Paul Peterson
Adventure Card Game Designer

More Paizo Blog.
Tags: Pathfinder Adventure Card Game
101 to 116 of 116 << first < prev | 1 | 2 | 3 | next > last >>

Hawkmoon269 wrote:
Vic Wertz wrote:
Hawkmoon269 wrote:
What about cards like the Hags that have you make a check to play spells with the attack trait? Any chance they will be changed so that if you fail they are immune to the attack trait?
I don't see the mechanical value in that, and making it longer for no mechanical gain isn't a win. Am I missing something?
Just Mythic Archmage I guess. They can't ignore those things, since they aren't using the word "immune" in the power. Not the biggest problem in the world though.

I know I asked if the Hags et al. can be bypassed by the Archmage (on the ground that their power was a 'resistance', and if you can bypass a total immunity, it only stands to reason you can bypass partial resistance) but I'm not sure making them 'Immune to the Attack trait' on failed check is the right way to go. If anything, it's exactly those monsters (and, formerly, the Golems, sigh) that make every spellcasting player I know to even *consider* getting the strictly inferior Attack wands into their decks (Necklace of Fireballs notwithstanding). If the resistant monsters require a successful check to play both spells and wands ... that'll pretty much make the wands obsolete.

Also, (again, I'm not too familiar with the RPG) I always thought, thematically, the resistant creature mess with your ability to summon arcane energy targeted at them with your spells, but if you manage to cast - they take the damage just fine. And since the wands bypass the casting and are all about the damage... Are there any grounds for such thinking, RPG-wise?

Silver Crusade

If something has spell resistance in the rpg, you still have to make a caster level check to use a wand. You're actually usually at a disadvantage with the wand because you need to use the wand's caster level, which is usually lower than your own

Paizo Employee Chief Technical Officer

Hawkmoon269 wrote:
What about cards like the Hags that have you make a check to play spells with the attack trait? Any chance they will be changed so that if you fail they are immune to the attack trait?

Mike says "These cards are not mindless like automatons, so maybe having wands get through automatically is fine."

Also, i don't think you *or* I want us to adjust 33 monsters (yes, really!) just to prevent that.


Should the Clay and Iron Golems from RotR deck 5 be added to the FAQ?


That sounds fine. I had also realized that you would need to do something so that the immunity varied, because right now those cards allow each player to make the check. Something like "The Hag is immune to the spells with the attack trait. Succeed at an Arcane 12 check to ignore this immunity." would work.

But as is, it seems fine. Most Archmages will probably have no problem making a check anyway with the other Archmage powers, so they aren't likely to need to be able to ignore the immunity.


Vic Wertz wrote:
Mike says "These cards are not mindless like automatons, so maybe having wands get through automatically is fine."

By the way, can someone with the RPG knowledge explain this a bit to me? What exactly is being represented here and why does being a mindless automaton make difference?

Silver Crusade

So I think the issue is that golems in the rpg are immune to magic. It's a special quality that they have. Spells just straight up don't affect them, except each of them has a few spells that affect them strangely, like electricity healing a flesh golem.

What the hag has is spell resistance. To get past that, you roll a d20 and add your caster level. If it's greater than or equal to the target number, your spell affects the creature normally. I've always assumed the arcane or divine check in the ACG reflected that caster level check, whereas the immunity to magic is different.

Silver Crusade

Additional note re: mindless in the rpg. When something doesn't have an intelligence score, it is mindless. This generally includes vermin, oozes, and some mindless constructs and undead. This makes it immune to mind-affecting effects, represented in the ACG by the mental trait. (Undead and constructs are also immune to mind-affecting just by virtue of bring undead and constructs.) Other spells affect mindless creatures normally.

When Mike said "mindless automatons," I'm pretty sure he meant "golems" in RPG terms, but I figured I'd add this anyway, for the sake of completeness.


Thanks!

Adventure Card Game Designer

1 person marked this as a favorite.

Yup. I came down on the side of "spell resistance is just resistance to spells," not "all spell-resistant creatures should function like golems." Basically, I don't want to turn everything into the Carrion Golem, because I'm not that mean. (No, really.)


Actually Hawkmoon, for the purpose of simplicity, IMHO you can translate RPG existing rules into the following simple PACG ideas:

1) Common monsters can be affected pretty much with the same efficiency (if you somehow could compare) by standard weapons or magic
That could translate in PACG by a [combat 20] check for example

2) Monsters with spell resistance are harder to fight with magic than with weapons
That could translate in PACG by a [melee 20 or arcane 30] check for example

3) Monsters with spell immunity just cannot be affected by magic
That could translate in PACG by an immunity to the Attack trait for example

Pathfinder ACG Developer

To complicate things, there are actually lots of spells in the RPG that bypass spell resistance / immunity as well. Usually by means of being conjured. For instance, the pathfinder Web spell does not care about spell resistance; while the pacg Web has the Attack trait, so does care.

Scarab Sages

The thing about an RPG is that, if a monster is immune to all magic, there are loads of other things you can do - drop a rock on their head, or trip them, or use a rope in a Luke-Skywalker-on-AT-AT maneuver to tie them up, or stick a torch in the face, or maybe just run away. The free-form, problem-solving creativity of the pencil-and-paper RPG isn't present in the card game, so trying to stick literally to spell resistance can leave a spellcaster without the only tool the card game provides for dealing with an encounter.

I am therefore glad that wands (or other items likely to be carried by a caster) are still allowed - it might sacrifice "realism" (as much as casting spells and using magic items is "real") for fun, but that's cool.

Silver Crusade

Another relevant difference between the rpg and the acg is that in the rpg, you don't generally have to deal with things alone. When a golem shows up, the martials can hack and slash at it. Then when the swarms come up, the wizards can go to town with their fireballs. The card game is a lot of YOU must deal with this, so it makes sense there are options for casters to make those spell-immune check to defeat.

Paizo Employee Chief Technical Officer

Malcolm_Reynolds wrote:
Should the Clay and Iron Golems from RotR deck 5 be added to the FAQ?

Yessir! Thanks.


My pleasure! It's a thrill to be able to help improve my favorite game!

101 to 116 of 116 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Pathfinder / Pathfinder Adventure Card Game / General Discussion / Paizo Blog: The Big Reveal: Demon's Heresy! All Messageboards

Want to post a reply? Sign in.