The Epic Conclusion

Tuesday, October 27, 2015

Lots of cool things happen in these adventures—get the pieces, do the thing.

Wrath of the Righteous is a nonstop thrill ride. The party goes to the Abyss and back multiple times. They fight demon lords, they meet gods, they defeat armies—how could such an Adventure Path end? By permanently changing the face of the world, of course!

Things are bad in the Worldwound. Deskari is tired of waiting and nervous about heroes interfering with his business. He's going for broke and trying to tear the Worldwound wide open. The heroes have to stop him by traveling to the heart of the tear and performing a dangerous ritual right on his doorstep. And if they have a moment afterward, maybe they'll go talk to him about what's he's done.

There are so many good parts to the City of Locusts Adventure Deck. The characters are on a classic quest: They must find some mysterious artifacts and bring them to the worst place possible, defeat the most horrible villains ever encountered, then put their lives on the line to close a portal to the Abyss. This defines mythic.

And while I love all of the scenarios in this path, what I really want to talk about is a single moment.

The Pathfinder Roleplaying Game and the Pathfinder Adventure Card Game versions of Wrath are an interesting combination. They each take the players on the same journey and tell the same story, but they do it in very different ways. One of the most challenging (and also most fun) things I get to do as a designer for this game is taking events and situations from the RPG and trying to make them work in a card game.

Wrath of the Righteous Spoilers:

In the Adventure Path, there's a particular moment that is very striking to me. The players have just rescued a weird little demon called the Suture from the Soul Foundry. Given that the creature can help close the Worldwound, the Storm King instantly knows when he's been found. Khorramzadeh appears without warning and attacks the players to try to stop them from taking this key to the Worldwound. The players must defeat the mythic demon who destroyed Kenabres, starting them on this path. It's a time to realize how far they have come. They've changed from the people who ran for their lives into the underground while the Storm King slew a silver dragon above them to the mythic heroes who can now defeat that very same demon.

This story arc exists in the card game as well. As you'll recall from my blog about Adventure Deck 1, Khorramzadeh appears in the very first scenario in that deck, but not as a bane to be fought—he would be much too tough for that. He's there to trigger calamity for the players. And now, in Adventure Deck 6, the players finally get the chance to face him and make him pay. All we had to do was properly simulate the conditions of the fight.

Searching for the Suture

Death of the Storm King has one very interesting feature: The Suture is a cohort that gets shuffled into a random deck as if he were a henchman. The players must find him in order to win the scenario because it's the only way to get the villain into the game.


HERE'S JOHNNY!

At some point, just like in the roleplaying game, the players will find the Suture and succeed at capturing him. And then, just like in the roleplaying game, the Storm King will appear, and the players will have their showdown with a power they had once believed to be undefeatable. The moment is preserved.

The End?

Much like in Adventure Deck 5, there's an optional fight in this deck. Actually, it's an entire optional scenario. This is a "reward" for completing City of Locusts, and it represents the players deciding to journey into the lair of Deskari in the Abyss to end his reign once and for all.

The scenario is simple. There's only one location: The Rasping Rifts. It's composed of six random high-level henchmen for each player, and the villain Deskari is on the bottom. The players just have to keep beating the toughest banes in the game turn after turn until they finally get to the big man. Then there's just the simple matter of making three consecutive combat 66 checks. Oh, and he has this text: "If undefeated, you die."


You could have said, "No."

Apocalyptic Challenges

Adventure Deck 6 is the pinnacle of difficulty in the Pathfinder Adventure Card game, and the banes are here to prove it. The Elder Fire Demon tops the heap with an impressive 33 combat check. (Some knowledge can help you with that, though.) If he beats you, he drains your mythic charges, and even if you win, all the characters at your location might have to discard their hands.


He just keeps asking, "Aren't you glad you took all of those hand size power feats?"

A favorite of mine is the Insane Bythos. This thing is chaos incarnate. Before the players even get to act, it shuffles up all of their role cards. Alain might find himself with the ability to wrangle Padrig, but nothing to help with Donahan. And that change lasts until the monster is defeated or until the end of the scenario.


"Where am I going to get a bow at this time of night?"

The barriers are highly educational. For example, you can learn that "flensing" means "to remove the outer layer of skin and blubber." You can also learn that Death by Pleasure is a thing that can happen in this world. But my favorite barrier is Unstable Accelerant. It's not so much a barrier as a warping of the rules at a location. It looks like it will throw everything into chaos, and to an extent, it does. However, its real effect will be to make smart players very careful about what they play and when for fear of drawing too many cards out of other players' hands.


Have you got any threes?

The Bright Side of the End!

This deck introduces some of the most iconic boons in all of Pathfinder. Among the weapons, you'll find a Vorpal Blade that can succeed at any combat check if you can just roll a 20. You'll also see the Staff of the Hierophant, which lets you get your divine spells back almost immediately.


Snicker-Snack and Stick!

Those weapons don't really hold a candle to the spells, though. This set contains Miracle, which lets you get and play any other spell in the box. It has Meteor Swarm, which adds four dice and an automatic reroll. And, of course, it has Time Stop, which lets you get any and all cards in your deck and then play them without caring about the "one of each type" rule.


The dream team!

And there is an ally that will make your jaw drop.


Ummm... Thanks?

I can't believe we're at the end of Wrath of the Righteous. What an amazing journey it's been! The characters have come humble beginnings, hiding from the chaos unleashed around them, to being mythic heroes fighting demon lords for FUN.

This set also introduced so many new mechanics: mythic cards, corruption and redemption, and don't forget cohorts. They all mesh and play off of each other well while helping players fight the increased difficulty of mythic opponents, temptations, and demon lords.

It seems like just yesterday that Mike was stopping me from revealing that you could play a succubus in Adventure Deck 3. Now there's nothing left for me to spoil.

WAIT! THERE IS! I was a designer for the Alchemist Class Deck! Wait until you see what Damiel...

Mike: PETERSON!

Paul Peterson
Adventure Card Game Designer

More Paizo Blog.
Tags: Pathfinder Adventure Card Game
Shadow Lodge

UNHOLY CRAP!


Hum... Now I just hope we will be motivated enough for the 20 or so tries that I expect will be needed for the deicide...


I agree with Mike here. Since Liz's favorite character is Damiel, she should be the one who introduces the Alchemist class deck :)

Sovereign Court

Nocticula + Timestop = Win


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Nocticula certainly does not like losers.

Grand Lodge

Or winners.


Andrew L Klein wrote:
Nocticula + Timestop = Win

Fixed that for you.


There's always a price to be paid when requesting help from demon lords; just win the scenario, because you don't want to visit the House of Silken Shadows, no matter how enticing the name sounds.

Adventure Card Game Designer

FYI: Every one of those "dream team" spells is a watered-down version of what the designers first proposed.

No, really.


1 person marked this as a favorite.

It really does feel like an epic conclusion... great stuff.

Need to play the final fantasy vii encounter music when we draw khorramzadeh & deskari....


Mike Selinker wrote:

FYI: Every one of those "dream team" spells is a watered-down version of what the designers first proposed.

No, really.

Don't get frustrated Mike. A) Thanks for another great AP and B) We will issue a non-revised version of Miracle and Time Stop on drivethru as soon as we find a even funnier watered-up version of them. :-)


Mike Selinker wrote:

FYI: Every one of those "dream team" spells is a watered-down version of what the designers first proposed.

No, really.

Well, as long as the party's Sword of Iomedae has hand size 6+, at least 6 blessings of ascension, and a merchant lord, they can use either spell (miracle-->time stop) to draw their deck, use merchant lord to pass off everything except blessings of Ascension (and the merchant lord), and then get infinite mythic charges by using the SoI 5-charge power an arbitrary number of times. So, I wouldn't be too down on their current power-level. Stronger than this might indeed have been excessive :).

(Bonus points for having 2 merchant lords around, so the other guy can give all your stuff back to you afterwards.)


We ran into Deskari and Balazar played Time Stop and it was the most epic thing ever. He then decided to use both Noticula AND the Monkey's Paw. WHY BALAZAR WHY?! We won though. :) Victorious! :DDD

We got really lucky when we ran into the Bythos; we ended up with our own role cards back (and then we destroyed it anyway).

This was a great adventure deck; I wish it were proofread a bit more. I feel like we ran into at least one card with an errata on it in each scenario. :/

Silver Crusade

Question on Bythos: when you lose your role card, do you lose your pre-role card powers as well? And does the person who gets your role card receive them?

Edit: Actually read cards. I guess it's all powers. Interesting.


The role card covers the character card's powers section, so you only have the powers on the role card.

Paizo Employee Chief Technical Officer

philosorapt0r wrote:
Mike Selinker wrote:

FYI: Every one of those "dream team" spells is a watered-down version of what the designers first proposed.

No, really.

Well, as long as the party's Sword of Iomedae has hand size 6+, at least 6 blessings of ascension, and a merchant lord, they can use either spell (miracle-->time stop) to draw their deck, use merchant lord to pass off everything except blessings of Ascension (and the merchant lord), and then get infinite mythic charges by using the SoI 5-charge power an arbitrary number of times. So, I wouldn't be too down on their current power-level. Stronger than this might indeed have been excessive :).

(Bonus points for having 2 merchant lords around, so the other guy can give all your stuff back to you afterwards.)

I haven't gone through all that, so don't count this as verificiation... but assuming you *can*, you still have to drop back down to 6 charges at the end of your turn.


Vic Wertz wrote:
philosorapt0r wrote:
Mike Selinker wrote:

FYI: Every one of those "dream team" spells is a watered-down version of what the designers first proposed.

No, really.

Well, as long as the party's Sword of Iomedae has hand size 6+, at least 6 blessings of ascension, and a merchant lord, they can use either spell (miracle-->time stop) to draw their deck, use merchant lord to pass off everything except blessings of Ascension (and the merchant lord), and then get infinite mythic charges by using the SoI 5-charge power an arbitrary number of times. So, I wouldn't be too down on their current power-level. Stronger than this might indeed have been excessive :).

(Bonus points for having 2 merchant lords around, so the other guy can give all your stuff back to you afterwards.)

I haven't gone through all that, so don't count this as verificiation... but assuming you *can*, you still have to drop back down to 6 charges at the end of your turn.

It's true that you'll have to lose the charges, but since you still have the same deck makeup, you can go back up to infinite at any time between encounters, even on others' turns (since Blessing of Ascension and Sword of Iomedae don't have any timing restrictions on gaining/spending charges), so that's not too much of a problem.

Really, at that point, all you're afraid of are dex/con/int based banes, and things that bury/steal cards that can't be avoided through str/wis/cha (since if you lose cards, you nearly unavoidably *die*).

For reference/showing that it works:
The deck: 6 blessings of ascension, Merchant lord. Reasonably achievable for most divine characters. (All other cards passed off with Merchant lord after drawing your deck with Miracle/Time Stop). If handsize 8+, keep more cards to not die.

A) Spend 5 mythic charges to reshuffle discards and redraw to full handsize.
B) Play all blessings of ascension you draw to gain mythic charges. If you draw the merchant lord, play it to give 0 cards away. This either:
1) Gains you back 5 charges (handsize 6, and you drew the merchant lord + 5 blessings).
2) Gains you 6 charges (you draw all blessings / your handsize is 7)

C) Repeat until satisfied. Each time 2B happens, you net +1 mythic charge. Each time 2A happens, you're even.

I'm not sure whether this falls under the category of 'stuff only random combo-focused players[me] will do', and so can safely be ignored for practical purposes like Feiya/Kyra healing loops and infinite-cycling Ezren decks, or 'too easy way to break the game' like pre-errata Radillo, and how many people felt Alain was. Josh will probably kill me if I want to do it more than once in our game, so social contract effectively solves it for me :).


I don't think you can play a Merchant Lord and give away 0 cards. I certainly wouldn't allow that at my table.

Adventure Card Game Designer

nondeskript wrote:
I don't think you can play a Merchant Lord and give away 0 cards. I certainly wouldn't allow that at my table.

Definitely not.

Paizo Employee Chief Technical Officer

Rulebook wrote:

You may not activate a

power or play a card that doesn’t apply to your current situation. For
example, you may not play a card to reduce damage when damage
is not being dealt, and you may not play a card to evade a monster
when you are not encountering a monster.

Similarly, you may not play a card that's function is to allow you to give cards to another character when you are not actually giving cards to another character.

Sovereign Court

2 people marked this as a favorite.

But do I have to give him a PACG card? Can I give him a Magic card? Or a random half-torn Christmas card I have stashed in storage somewhere? I demand an FAQ.


1 person marked this as a favorite.

Well for that I play a Merchant Lord and give you a yellow card Andrew.
You are benched out of this thread.
:-)


Andrew L Klein wrote:
But do I have to give him a PACG card? Can I give him a Magic card? Or a random half-torn Christmas card I have stashed in storage somewhere? I demand an FAQ.

Perhaps that old get out of jail free card.. should still be around somewhere..


2 people marked this as a favorite.
Zenarius wrote:
Andrew L Klein wrote:
But do I have to give him a PACG card? Can I give him a Magic card? Or a random half-torn Christmas card I have stashed in storage somewhere? I demand an FAQ.
Perhaps that old get out of jail free card.. should still be around somewhere..

OMG, a monopoly reference...TORCHES!!!


We used to play On The Edge, the trading card game version of the RPG Over The Edge. In that game there's a card called Copyright Violation that lets you convert any other trading card game card to an On The Edge character, using the first three numbers printed on the card as game stats. To get that non-OTE card, however, you had to put it in your deck initially and draw it since there's no other way to legally get cards in On The Edge. So it was pretty obvious if you were going to try it.

I know we'd found a card that gave something like 1,000,000 attack power for 5 cost, but I don't remember where it came from. (I want to say the Star Wars CCG.)

Adventure Card Game Designer

Parody wrote:
We used to play On The Edge, the trading card game version of the RPG Over The Edge.

One of the top 10 TCGs ever.


Wait... So Merchant Lord could be a way to get my daughter to give me back my credit card?


Frencois wrote:
Wait... So Merchant Lord could be a way to get my daughter to give me back my credit card?

She could choose to do that, but I expect she'd rather give the card to the Merchant Lord. :)

Mike Selinker wrote:
Parody wrote:
We used to play On The Edge...
One of the top 10 TCGs ever.

Definitely one of my favorites. It's broken in a couple places, but overall it's a great game. I always thought it was interesting that cards can never be brought back from the discard pile.

Sovereign Court RPG Superstar 2011 Top 32

Parody wrote:

We used to play On The Edge, the trading card game version of the RPG Over The Edge. In that game there's a card called Copyright Violation that lets you convert any other trading card game card to an On The Edge character, using the first three numbers printed on the card as game stats. To get that non-OTE card, however, you had to put it in your deck initially and draw it since there's no other way to legally get cards in On The Edge. So it was pretty obvious if you were going to try it.

I know we'd found a card that gave something like 1,000,000 attack power for 5 cost, but I don't remember where it came from. (I want to say the Star Wars CCG.)

I think it was the Star Wars CCG - IIRC two of the first three numbers on many cards were the copyright date twice. So at the very least you were getting numbers in the 199X range. The third number was generally something between 0 and 7, so I think you could get a very powerful card with a minimal cost if you chose wisely. I remember hearing TIE fighters were good for this, having something like 1996/1996/1.


ryric wrote:
Parody wrote:

We used to play On The Edge, the trading card game version of the RPG Over The Edge. In that game there's a card called Copyright Violation that lets you convert any other trading card game card to an On The Edge character, using the first three numbers printed on the card as game stats. To get that non-OTE card, however, you had to put it in your deck initially and draw it since there's no other way to legally get cards in On The Edge. So it was pretty obvious if you were going to try it.

I know we'd found a card that gave something like 1,000,000 attack power for 5 cost, but I don't remember where it came from. (I want to say the Star Wars CCG.)

I think it was the Star Wars CCG - IIRC two of the first three numbers on many cards were the copyright date twice. So at the very least you were getting numbers in the 199X range. The third number was generally something between 0 and 7, so I think you could get a very powerful card with a minimal cost if you chose wisely. I remember hearing TIE fighters were good for this, having something like 1996/1996/1.

Sounds like a Tribbles card from Decipher's Star Trek CCG (or their Tribbles game/CCG)... :)


ryric wrote:
I think it was the Star Wars CCG - IIRC two of the first three numbers on many cards were the copyright date twice. So at the very least you were getting numbers in the 199X range. The third number was generally something between 0 and 7, so I think you could get a very powerful card with a minimal cost if you chose wisely. I remember hearing TIE fighters were good for this, having something like 1996/1996/1.

You're right. The order is Cost/Attack/Defense, which fits perfectly with the Star Wars cards. Given that none of the regular OtE cards have an Attack or Defense over 9, anything based on a year would be overkill. (And still able to be moved out of the way and/or popped directly, so not completely overpowered.)

Aside: yay, card databases! Finally had a reason to get my old OtE one converted to a form I can use.


Mike Selinker wrote:
nondeskript wrote:
I don't think you can play a Merchant Lord and give away 0 cards. I certainly wouldn't allow that at my table.
Definitely not.

So, 'give any number of cards' actually means 'give one or more cards.' Gotcha. Was assuming 0 was a valid number for purposes of Merchant Lord.

The loop is still possible, but needs handsize 7, then (so you can sit on the merchant lord the whole time).

Contributor

Mike Selinker wrote:
Parody wrote:
We used to play On The Edge, the trading card game version of the RPG Over The Edge.

One of the top 10 TCGs ever.

I was pulled into some informal, nationwide "league" where you bought a 60-card deck and had to mark the face of each of your cards in some identifiable, but not render-them-unplayable way. Then you played for ante of a card. When you won a card from someone else, you'd add your mark. (Decks below a certain number of cards or above a certain number of cards had to be retired.)

Some of the most sought-after cards weren't the most powerful, but the ones with ten or twelve or more different marks on them. Mighty fun.


In the scenario where you can shuffle boons into locations to explore, Blessing of Ascension and an empty location will get you as many charges as you want. Use the Marshall to give them away to other players so that everyone can have 100+ charges for their turns.

That was a great scenario for getting rid of cards we didn't want (banishing if basic or elite) and replacing them with AD3 cards (good way to get yourself a Tome and Tuning Fork combo).


mlvanbie wrote:
In the scenario where you can shuffle boons into locations to explore, Blessing of Ascension and an empty location will get you as many charges as you want.

Did the scenario allow you to shuffle a card from your discard pile into the location?

Isn't the marshal limited to only giving charges to someone at his location ?


And only one charge at a time, and only during a check where you use a charge.


Dave Riley wrote:
And only one charge at a time, and only during a check where you use a charge.

No, the Marshal can give 5 charges away at once as his 5-charge action, can't he?


Ah, that changes things! I wasn't thinking about that, I guess because it still requires you to encounter a card, so the only way you can really do it is in that scenario, where you can manufacture infinite cards.


Mike Selinker wrote:

FYI: Every one of those "dream team" spells is a watered-down version of what the designers first proposed.

No, really.

I heard that at one point there was a spell that said "For your check, discard this card and set a 30 second timer. You have that long to run through your house (or wherever you are playing) and find as many dice of any size or objects with numbers on them. Throw them on the table. If you do so before the timer runs out, add the cumulative total and take it as the result of your check."

But too many tables where damage during playtesting, so it had to be taken out. Maybe we'll see it in a class deck or something though.

Pathfinder ACG Developer

Or the quake spell where you shook the table and any cards that fell out of their locations were banished.

So many tables, lost in the pursuit of testing.


Or perhaps a mythic confetti spell - toss at least two feet into the air. You may additionally tear into pieces before toss. Each bane that the card (or pieces) touch upon landing are defeated instantly & removed from game.

That'd prob violate copyright somewhere huh...


Keith Richmond wrote:

Or the quake spell where you shook the table and any cards that fell out of their locations were banished.

So many tables, lost in the pursuit of testing.

No need to destroy tables :

Quake Spell :

Leave the adventure path, adventure and scenario cards and the blessing deck to form a square 3 inches wide in the middle of the table.

Leave the locations cards in a circle surrounding the square 3 inches away.

Characters store their hands, decks and buried cards in some remote places.

Take all other cards on the table, including displayed ones and players' discards and blessing discard and shuffle them in a single deck.

Split somehow evenly that deck between the players without looking at the cards.

Each players moves away from the table so that - even with their arm extended - they are at least 3 feet away from the nearest card on the table.

Then each player throws the cards he's been given towards the table.

Once all the cards are thrown :

1) Locations decks :
Every card that landed on a location card is part of that location deck.
Every card that landed on such a card is also part of that location deck.
Repeat.
If a group of cards touching each other touches two or more locations, then those locations are now considered to be a single one. You apply the sum of the powers/requirements at that combined location.
All cards in the location deck are finaly shuffled but cards that end up face up stay face up in the deck.

2) Loot :
Once 1) is resolved, deal with the remaining cards this way :
Every boon that landed on the adventure path, adventure or scenario card is added to the end of scenario rewards.
Every boon that landed on such a boon is also part of that reward.
Repeat.

3) Blessing deck :
Once 2) is resolved, deal with the remaining cards this way :
Every henchman, villain or blessing that landed on the blessing deck is shuffled in the Blessing deck.
Every henchman, villain or blessing that landed on such a henchman, villain or blessing is also shuffled in the Blessing deck.
Repeat.
If later a villain or henchman is drawn from the blessing deck, the player whose turn it is skips her give/move... steps and immediately encounters the bane as if it was coming from the character's current location.

4) Banished :
Once 3) is resolved, banish all remaining cards. If banishing those cards make wining the scenario impossible (e. g. the villain didn't land on a valid card), you lose the scenario.

Characters retrieve their hands, decks and buried cards in some remote places and resume playing.

At the end of the turn, if you do not have the Arcane or Divine skill, bury your deck. If you do have the Arcane or Divine skill, succeed at a Fortitude 12 check to recharge Quake (because you really want another chance to play it); if you fail that check, bury your deck (it's a Quake dude!).

Now I just have to make the card large enough to put all that in...


Hawkmoon269 wrote:

I heard that at one point there was a spell that said "For your check, discard this card and set a 30 second timer. You have that long to run through your house (or wherever you are playing) and find as many dice of any size or objects with numbers on them. Throw them on the table. If you do so before the timer runs out, add the cumulative total and take it as the result of your check."

But too many tables where damage during playtesting, so it had to be taken out. Maybe we'll see it in a class deck or something though.

I have a conveniently located vase of dice (forming a rainbow pattern), but it is on top of a glass tabletop.... Then there is the drawer of dice bricks of many colours that should be good for 500 dice; do I need to get them out of their plastic boxes? (The number of dice on the PACG tabletop is enough to beat any check if they all roll ones, anyway.)

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