Hi there, I just bought the Mist of Bilehall expansion and upon opening I noticed this expansion (unlike the other small expansions) doesn't feature any rumor cards. Did you guys know that? Does that mean these missions can't be used as side quests or am I missing something?
No rumor cards for Mist of Bilehall?
I'm assuming all the quests are ACTII Quests. Usually the Rumor Cards featuring Quests are ACTI. So no, not surprised at all.
It's out? Where did you get it? I don't see any sign that it's out in the US at least.
They are selling it in the Netherlands and I read on some forums they are in other countries as well. I found it odd as well, but I'm not complaining . But thanks for the info about the Act 2 quests. I was very surprised.
I think they're all act 1 quests, not act 2. And nothing I've heard suggests there are rumors.
Edited by ZaltyreIf they were Act 1 Quests we'd be getting ACT 1 Lieutenant Cards and Monsters, which is simply not the case.
If they were Act 1 Quests we'd be getting ACT 1 Lieutenant Cards and Monsters, which is simply not the case.
All product previews include the Act 2 monster cards. Additionally, if the monster groups were to be used anywhere else ever, they'd need both Act 1 and Act 2 versions. I'd be very interested to see an Act 2 LT card from this expansion if you've got a link.
EDIT: I guess I just realized the evidence is as strong then for Act 2 as Act 1. Color me confused.
Edited by ZaltyreGoing by a previous pic of the back of the box, which listed the contents. It was in an older thread somewhere.
Got my copy today, will check the contents once I get the time.
No rumor cards indeed.
It's an Act I campaign but all monster cards come with an Act II variant so that's great for using in other campaigns. Each lieutenant comes with a single Act I card. There are 5 extra travel cards as well.
Miniatures look AWESOME.
New Terrified status card where the figure cannot spend any surge while it has it. The three relics are insanely good for both sides. I missed a few heartbeats while looking at them.
There are also some rather expensive Item I cards and many of them look powerful. The Soulbond Sword in particular has Pierce 4 on surge, additional damage and deals terrified condition at the price of a small drawback. There is a book with ranged attack where you can stack some tokens and then when you find appropriate unleash a +X damage attack by spending the tokens. There are a couple of very interesting other ones too.
Then Hazard terrain is back, Elevation as well, but new types too. Sludge terrain which works as water except your speed is reduced to 1 and cannot be altered if you start your turn on a sludge space. I read this very quickly so don't take my word for the ultimate ruling. But that's very interesting. Of course there is a special cloak in the items cards to walk on these sludge spaces without penalty. Like we had the Lava boots or whatever it's called. Also there is crumbling terrain. It overrides the terrain beneath it but if you step on it you need to pass a test, otherwise it collapses and reveals the terrain underneath (so you suffer eventual consequences). Some quests start with crumbing terrain.
Otherwise we have the Tainted cards and some "Old wall" terrain which I guess is unique to the campaign.
nice!
Crumbling terrain is really cool . So is sludge. I also like the beetle/scarab hazard terrain, it's a nice change from lava and 'green lava.'
Interesting. Makes me wonder why they only give you certain cards in only Act 1 versions though.
Interesting. Makes me wonder why they only give you certain cards in only Act 1 versions though.
It's only the LTs for which this is true. I dislike it because it makes epic play more difficult (though you could use the stats from the Act 2 agent cards and make it work just fine.)
There is one Relic called The White Crown, for the heroes, which adds +1 Willpower to all heroes.
There are a couple of weapons dealing Terrified status upon surge, which I think is very powerful since most monsters need surges to be able to do anything. One blade in particular capitalizes on it to deal additional damage if the target is terrified and allows you to heal as well.
Correct me if I'm wrong, but if there's no rumor cards, that mean, we won't be able to integrated those missions in a full campaign.
Is there a particular mechanic in those missions that is behind this choice?
Correct me if I'm wrong, but if there's no rumor cards, that mean, we won't be able to integrated those missions in a full campaign.
Is there a particular mechanic in those missions that is behind this choice?
It's almost certainly the Tainted mechanic. Every hero gets one of those cards at the start of each quest in Mists of Bilehall, and it affects the way that hero can recover health while KO. Without tainted cards, the Bilehall quest victory conditions can't always be fulfilled. It also skews things to add the tainted cards just for a side quest because in addition to the recovery effects, they add 2 health to each hero.
How many quests are in this expansion, what's the campaign structure?
Since the announcement I'm curious what "A full one act campaign" means; it would be really cool if you could elaborate a bit.
As everything but the monsters seem to be only usable in the mini-campaign, the quests are the most important part imo.
Introduction, then 3 act 1 quests (all single encounters) and then two encounters finale.
Note you can use the items and travel cards in other campaigns. Terrified condition automatically follows with the items and monsters.
Edited by IndalecioInterlude + 3 act 1 quests (all single encounters) and then two encounters finale.
Note you can use the items and travel cards in other campaigns. Terrified condition automatically follows with the items and monsters.
I think you meant Introduction and 3 Act I quests. So there are 5 quests in total or are there any alternative quests that encourage additional playthroughs?
Sorry yes Introduction then three quests and the finale.
So 5 quests total.
You have the Choice between two quests each time you need to select the next one.
Then you choose between 2 new quests as your second act 1 quest, the again between two new ones for the third act 1 quest. Only one finale but variable encounter 2.
So the book gives you the specs for the introduction quest, 6 single encounter quests and 3 encounters for the finale. However only two of these three encounters will be played.