Obsidian Foundations

If you are coming from the west and are playing true solo, there is no way to do the test because the act forces you to advance. It even screwed us out of the opportunity in 2-player after Safeguarding in, finding it on the first dive.

Thanks, I hate it.

AlderSign · 430
Fixed in thea new errata, right? — MrGoldbee · 1497
You are right. Double the frustration now. Who knows all (newly) errata-ed cards from memory? — AlderSign · 430
Obsidian Canyons

This scenario doesn't feel like it should have been the 2nd scenario in a campaign, it is very rule heavy, very slow and is a big tonal shift after the first light hearted one.

The mythos deck at 4 players is very tedious. It is constantly bombarding you with the same enemies that get very old to fight by the end. One of the enemies presents a very interesting mechanic, on paper, but in reality pretty useless overall. The elite enemies felt extremely weak on standard difficulty and went down before they even had a chance to do anything.

The encounter card that forces you to find an enemy is horrible due to how few enemies the deck even has. The card that makes enemies engaged with someone else attack you is pretty strange.

The wind mechanic is terrible, it is hard to grasp at first, requires a lot of setup with the sky cards (they should have just printed sky cards, it is really bad that they forced to just use face down base cards for this). I really felt like it had no impact compared to the actual mess that it caused around the table trying to understand how to resolve it.

Overall, I think this is another scenario that was made for a no dedicated fighter possibility. Enabling this possibility just like in the first scenario - One Last Job, makes it awkward for a balanced party of seekers and fighters, as fighters will struggle to bring value in high shroud locations and when they do get to fight, the fights are pretty boring.

Squadcore · 25
One Last Job

The problem I have I realized today is the way AH deals with rules in a scenario To figure out the rules, you need to read multiple cards on the table (enemies, location, act) and piece together everything which is exhausting the first time playing new scenarios. It would have been better with a summary in the rules of all of the mechanics and how they should be navigated

I found this scenario a bit strange thematically. It serves it's purpose as the mandatory adventure starter, like a tavern where the party get's their first quest, but does it really have anything to do with the theme of the campaign as a whole ? What I wanted to say is that I miss the old days of having been contacted by an old friend the professor who perished tragically when they got to close to the truth. Instead this campaign feels like all the characters are some sort of criminals working for a shady underboss, who all of them owe a favor ? I don't really get it

Maybe the tone they were aiming for is that this is going to be a grand adventure, but it really doesn't feel like it in the scenarios that come directly after, which feel like something out of the Forgotten Age.

Squadcore · 25
Absolutely agree. The theme of the first one is great (although mechanically I hated the pacing between "boooring" to "BOOM! everything at once"), but it is so disconnected from the rest and feels just forced on a meta level. Like they had changed their mind about what kind of campaign to make after they teased the gangster theme im Hemlock Vale's design notes... — AlderSign · 430
Hold Up

No longer totally useless with the taboo giving you the fight action in addition to the play action. Maybe NatCho likes this in a more asset-heavy build.

I love that this got a boost, finally viable! — AlderSign · 430
Hold up + pistol whip. — MrGoldbee · 1497
Eyes of Valusia

With the new 2.4 FAQ, You can attach The Raven Quill to this bad boy and keep it after swapping to Blade of Yoth! (or any other upgrades you might like.)

This adds a ton of potential to one of my favorite support cards in the game by allowing an insanely underestimated weapon to hold a very powerful upgrade. Some benefits include:

  • One hand and one spell slot too much for you? Worry no more with Spectral Binding!
  • Not quite satisfied with the +2-6 buff? Add another +2 why don't you, using Mystic Vane!
  • Need a little extra power but don't want to discard those precious charges? Snag some with Energy Sap!
  • Last but not least, ready some other asset for a whole new dimension of shenanigans with Interwoven Ink!

Now keep in mind, this is expensive stuff. We're talking about a level 4 card and an "up-to-level-5" card here. So who can make magic happen? The obvious answer would be Roland but I think my fellow goofballs will enjoy running this on Ursula a lot more. You get access to some wonderful charge generation and can manipulate them as you wish to the places you desire! (Using the aforementioned Energy Sap for example!)

While 6 resources isn't exactly cheap for a weapon that provides no boost without some prep work, it enables a ton of potential that was just barely out of reach before this FAQ. It's not busted, hell it's probably not even that strong if you do get it to work, but it might just be enough to make your fellow players have a laugh or raise an eyebrow when the seeker starts dealing 4 damage per hit! (because they totally couldn't do that before... right...?)

MaleficMarby · 34