Who's the Outsider Now?

Tuesday, August 25, 2015

Heads up! Adventure Card Game fans will want to keep an eye out for the September issue of Game Trade magazine. Issue 187 comes with a special Wrath of the Righteous promo card: the cohort Valais Durant. Valais will also be sent to Pathfinder Adventure Card Game subscribers—in addition to the usual retailer promo card—along with Adventure Deck 5.

How do you follow up giving the players the chance to play as a succubus? Send them to the Abyss, of course! The Midnight Isles Adventure Deck does just that.

This is one of my favorite adventures. The characters are on a mission from the queen to find the source of Nahyndrian crystals and stop them from being refined into elixirs that can make demons mythic. To do so, they'll be exploring the Midnight Isles, a set of islands forged by a demon queen's imagination from the bodies of demon lords she's assassinated. Wow.

I've always loved exploring the options available when characters journey to the other planes, and it was challenging to put all of that in the card game.

The Midnight Isles is the first adventure deck where those rules are really put to the test. After the first scenario, all locations are considered to have the Abyssal trait (whether they normally would or not.) This can be a bit of a challenge for players who've spent a lot of time acquiring cards that work well against outsiders, since demons lose the Outsider trait here.


The islands are made of what?

Finding the Way

Since this is the fourth adventure deck, the players now have roles, so the danger increases to match their increase in power. The first scenario of this adventure, The Abyss Gazes Also, has many intricate, challenging parts to it. First, I love that the players have to face all of the non-Abyssal locations before they can tackle the Abyssal ones. This severely limits their options and makes them work together. Plus the monsters they defeat don't go back to the box—they go into the Abyssal locations to be faced again!


Stop gazing at me!

There's also a nested Easter egg in this scenario. If a player moves to an occupied Abyssal location, he'll have to face an extra henchman, Minagho. Though this is fairly easy for the players to avoid, there's a bonus to fighting her. If you defeat her by no more than 6, you get a chance to snag a free cohort: Yaniel! Even better, Yaniel is her own Easter egg. She's the paladin that originally owned the sword named Radiance, which the players may have acquired by now. If they still have it, they can use Yaniel to transform it into Holy Radiance. It's a long and complicated road to get that card, but it's worth it!


Chain gang!

This scenario also features a tricky location: the Grinder. This is where the villain will try to retreat if defeated, but the place also has an interesting feature you may remember from the Abyssal Rift. It flips! One side is innocuous, but if you gain a boon, BANG, it flips to the hard side and all banes get a +5 difficulty boost. This could be especially troublesome if the villain happens to retreat there. I love how all of these mechanics fit together!


Back to the grind!

Speaking of the villain, the Heart of the Fane is no slouch. Before the characters even fight it, they must EACH face a Vulture Demon. If they all win, they can finally catch a break... if they're willing to banish a Divine card they've earned (and take a small jolt.) If not, they must try to defeat the villainous barrier with an epic Arcane or Divine 20 check. If you fail, it will try to go to the Grinder, where it will probably enjoy that 5-point bump in difficulty.


Not for the fane of heart!

Midnight Monsters (And Barriers)

There's an extra element of risk for characters facing many of the monsters in this adventure. Most monsters just deal a bit of damage, which you can hopefully soak with some armor, but these guys play for more serious stakes. For example, the Horned Demon requires you to make a Wisdom 12 check or shuffle a random card from your hand into the location deck. You could lose your best card before you even fight, and then you'll have to go looking for it again!


Was that your favorite card?

The Umbral Dragon has a clever little trick. It picks a random occupied location and everyone there has to succeed at a check to avoid BURYING THEIR ROLE CARDS. The deeper into this adventure path you go, the more crippling this could be. Oh, and if you don't defeat it the first time, it comes back!


Role away!

Of course this deck has its share of temptations as well: four of them, to be precise. The Gift of Shamira is particularly tricky. You can choose to add 1d20 to a check to defeat a monster AND you get to draw 1d10+1 cards as well. That's all good, right? Oh, you rolled a 10 and you don't have 11 cards in your deck? Oops! And even if it doesn't kill you outright, it's going to make playing those cards you drew more difficult, since drawing to replace them could kill you anyway.


Drawing cards is good, right?

Isle of Boons!

The Midnight Isles also offer a bounty of rewards for those brave enough to explore them.

There are several Corrupted weapons here just waiting for someone to redeem them (or in the case of a Fallen Arueshalae, just use them!) The Stalker's Crossbow adds 1d8+4 to your Ranged combat check, and if you fail it, you get to reroll and add another 1d8! It just costs you a card off the top of your deck when you use it.


Fail, fail, fail...

There are so many great spells in this deck, like Cape of Wasps and Pillar of Life, but I have to single out Terraform for special consideration because it messes with the fundamental rules of the game. If someone has this card, characters no longer have to fear a horrible price for closing a location. When they need it, this card just makes them automatically succeed... without the checks or costs or having to defeat demons with combat 40 checks.


Location, location, location!

Isle of Blessings!

There's one more little tricky bit to this deck (as if all the others weren't enough). Like many other decks, it introduces a new blessing: the Blessing of Nocticula. However, these don't just get shuffled into the box to pop up at random locations. Players have to EARN them.


Powerful, but fragile.

In scenario 3, Nocticula's Attention, the villain is not a hulking monster, but instead a sort of bureaucrat named Vellexia. She stands between the players and the demon queen herself. Players must use their Charisma and Diplomacy to "defeat" her. If they fail, it's 1d20 damage straight to the brain. If they succeed, they may display a Blessing of Nocticula next to the scenario, and she scampers back to the location she came from. The players repeat this until they have amassed as many blessings as there are players, at which point, they win and collect all the ones they've displayed.


Fill this out in triplicate!

And let's not forget that every demon they defeat has a 1 in 6 chance of summoning Shamira.


40?!

I've barely scratched the surface of the wonders this deck offers. The Midnight Isles Adventure Deck is a well-oiled machine with great intertwining mechanics and surprises for the observant among the players.

Enjoy it with my blessing... and possibly that of Nocticula as well!

Paul Peterson
Adventure Card Game Designer

More Paizo Blog.
Tags: Pathfinder Adventure Card Game
51 to 69 of 69 << first < prev | 1 | 2 | next > last >>

So am I missing something or is this article somewhat misleading. The article led me to believe (although it does not say so specifically) that the only way to get Holy Radiance was to complete the Minagho to Yaniel to Holy Radiance path noted in the article. "It's a long and complicated road to get that card, but it's worth it!"

I played The Abyss Gazes Also and failed the first time do to focusing on getting Holy Radiance. Defeated it the second time with Holy Radiance in hand. Then I get to scenario 2 Demondome and see that Yaniel called out as a Cohort for the scenario???

If I understand this correctly if you fail to get Yaniel in The Abyss Gazes Also you automatically get her as a Cohort in the next scenario Demondome? Is this correct? That doesn't seem like a long and complicated road to get Holy Radiance. It actually feels like the opportunity is handed to you on a silver platter... its only complicated if you want to get Holy Radiance 1 scenario earlier.

Am I missing something.

Paizo Employee Chief Technical Officer

As you point out, you have several opportunities to get Yaniel into play. (He's also a cohort in the third scenario.) But he still needs to be paired with a player who still has Radiance to get the upgrade.


There is also in AP4 a cohort that you get in a certain scenario by closing a specific location.

And then she's available from the start at following scenarios (pretty much like Yaniel).

From what you said Vic, seems that even if we did not free her in the specific scenario, you still get to have her during the next ones.

True?

Paizo Employee Chief Technical Officer

Unless she gets banished in the first one!


Vic Wertz wrote:
Unless she gets banished in the first one!

I keep suspecting that we're going to get a scenario in adventure 5 or 6 where we'd be able to do something amazing with Queen Galfrey if only we hadn't banished her months ago...


If only that weren't precluded by her being an AP2 card and therefore not appearing in any non-AP2 scenario :(


Vic Wertz wrote:
Unless she gets banished in the first one!

Just to be clear. If I end the scenario without even getting the cohort from the box, then she's not banished and can be used later. But if I make it appear during a scenario by fulfilling whathever condition, and then for whathever reason she banished, she's lot forever. Seems obvious from the rules, makes lot of sense, but I'm a compulsive "confirmator".


That is correct.


1 person marked this as a favorite.

Nocticula's Attention looks like an absolutely miserable scenario to play through.

And the Umbral Dragon, before you act, on a failed check, forces people to bury their role cards? The one thing that really makes characters interesting? That doesn't even make sense. And if undefeated, another person gets to fight an Umbral Dragon. So basically burn a mythic charge or blessing, so you don't fail the Con check, to fight the dragon twice? Talk about cheap. REALLY cheap.

I really hope the loot and rewards for this adventure pack are worth it...


Imrijka almost didn't make it through the last scenario; luckily Balazar chose to be a Mythic Hierophant and had a Blessing of Ascension and brought her back to life! It was really close though. O_O

Paizo Employee Chief Technical Officer

Longshot11 wrote:
Vic Wertz wrote:
Check to See Whether the Villain Escapes wrote:
If any locations are not closed, the villain escapes...
And temp-closing *any* location *anytime* you can temp-close always has just one effect: the villain cannot escape there.

OK...so if I'm getting things right, shedding the blessings is an integral part of the "escape" procedure, so it would not occur with the Fane.

However, since temp-closing also only relates to "escape" procedure - it doesn't matter if I temp-closed it, the villain just goes there because he's not technically escaping. Thnaks for clearing that out for me.

Added to FAQ.


Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook Subscriber; Pathfinder Battles Case Subscriber

Picked up the Paladin deck, contemplating running a full group of Paladins.... is there a rule against using Seelah both from the box and from the paladin deck? lol


Vic Wertz wrote:
Longshot11 wrote:
Vic Wertz wrote:
Check to See Whether the Villain Escapes wrote:
If any locations are not closed, the villain escapes...
And temp-closing *any* location *anytime* you can temp-close always has just one effect: the villain cannot escape there.

OK...so if I'm getting things right, shedding the blessings is an integral part of the "escape" procedure, so it would not occur with the Fane.

However, since temp-closing also only relates to "escape" procedure - it doesn't matter if I temp-closed it, the villain just goes there because he's not technically escaping. Thnaks for clearing that out for me.

Added to FAQ.

The FAQ text says "we do want this power to apply when the location is temporarily closed", but then the resolution text does not apply the power if the location is temporarily closed.


elcoderdude wrote:
Vic Wertz wrote:


Added to FAQ.

The FAQ text says "we do want this power to apply when the location is temporarily closed", but then the resolution text does not apply the power if the location is temporarily closed.

I wondered if I'm the only one baffled by this ... O_0

Paizo Employee Chief Technical Officer

We'll get back to you...


elcoderdude wrote:
Vic Wertz wrote:
Added to FAQ.
The FAQ text says "we do want this power to apply when the location is temporarily closed", but then the resolution text does not apply the power if the location is temporarily closed.
Vic Wertz wrote:
We'll get back to you...

(Sorry for raising a 3 and a half year old post, but...)

So, I was just looking into this, and I can't help but notice this didn't seem to ever be resolved?

As a complete aside:
Most times I see Umbral Dragon discussed, such as this blog post, I feel there's an inference that burying your role card costs you all of your role powers, whilst leaving your normal character card powers intact. I've certainly seen players, even experienced ones, do so. Keith Richmond even nodded towards the suggestion in this thread that "bury your role card" would leave your pre-role powers untouched.

I'm not wrong in thinking that burying your role card is supposed to remove ALL of your powers though, right? Exactly like using the Bikendi Otongu temporary role card in Skull and Shackles (or the Spinel Sage temporary role card in Season of Plundered Tombs) replaces all of your character powers because it robs you of your original Role.

Right?

But then, I suppose if your original character powers are robbed from you, then you technically have no hand size or proficiencies. So why does replacing your role card (Bikendi Otongu, etc) work differently to burying your role card, then?


1 person marked this as a favorite.

The instructions for Role cards include:

Mummy's Mask Rulebook, p. 21 wrote:
Your role card must be placed directly over the Powers section of your character card; thereafter, your character card’s Powers section cannot be modified.

So when you set up the game your Role card covers up your character's original Powers section, but those still have checkboxes on them. When your Role card is buried, the rest of your Character card is revealed and comes back into effect as it was when you got your Role card.

The instructions for Bikendi Otongu and (in the one Scenario) Mnesoset have you replacing your Role card with theirs. It's still covering your original Powers section, so you only have the Powers on the new Role card (which include their Hand Size and Proficiencies). Presumably if you were to lose that Role card during those Scenarios you'd revert to your normal persona and pre-Role Powers block, just like burying your own Role card.


Parody wrote:

The instructions for Role cards include:

Mummy's Mask Rulebook, p. 21 wrote:
Your role card must be placed directly over the Powers section of your character card; thereafter, your character card’s Powers section cannot be modified.

So when you set up the game your Role card covers up your character's original Powers section, but those still have checkboxes on them. When your Role card is buried, the rest of your Character card is revealed and comes back into effect as it was when you got your Role card.

The instructions for Bikendi Otongu and (in the one Scenario) Mnesoset have you replacing your Role card with theirs. It's still covering your original Powers section, so you only have the Powers on the new Role card (which include their Hand Size and Proficiencies). Presumably if you were to lose that Role card during those Scenarios you'd revert to your normal persona and pre-Role Powers block, just like burying your own Role card.

Thanks! Oddly enough, that was a paragraph of the rulebook that I'd completely forgotten, or repeatedly overlooked.


+1 to Yewstance's primary question: is the FAQ about the Heart of the Fane/Grinder location interaction correct, despite the explanation not matching the resolution?

FAQ

51 to 69 of 69 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder Adventure Card Game / General Discussion / Paizo Blog: Who's the Outsider Now? All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion