Ort

Tal.

Mythos
Shroud: 4. Clues: 1.

Verschleiert.

Solange sich Hinweise im Tal von Pnoth befinden, können Ermittler an diesem Ort keine Karten spielen oder Karten zu Fertigkeitsproben beitragen.

Victory 1.
Dual Brush Studios
Kein Zurück mehr #261. Kein Zurück mehr #15.

Story

Mythos

Falls die Ermittler weniger als 3 Hinweise besitzen:

Egal was du auch versuchst, du findest keinen Weg aus diesem dunklen, kargen Tal.

Drehe diese Karte wieder um. Komm wieder zurück, wenn du ein besseres Verständnis von dieser Region hast. Diese Karte darf wieder umgedreht werden, sobald du dazu bereit bist.


Falls die Ermittler mindestens 3 Hinweise besitzen:

Du wagst dich in das dunkle Tal hinein und versuchst dich in deiner Umgebung zurechtzufinden. Mit dem Wissen, das du zusammengetragen hast, ist dir klar, dass die Quelle der Störungen nicht in der Unterwelt zu finden sein wird. Sicher gibt es noch einen anderen Weg - vielleicht eine Höhle oder einen Tunnel - der aus dem Tal in noch tiefere Regionen der Traumlande führt. Als du dich der Steinmauer am anderen Ende des Tals näherst, steigt dir ein übler Geruch von Teer und Schwefel in die Nase. Du folgst dem Gestank und gelangst zu einem großen Loch in der Wand.

Die Ermittler müssen als Gruppe 3 Hinweise ausgeben.

Rücke die aktuelle Szene vor.

Drehe diese Karte wieder um.

Kein Zurück mehr #261. Kein Zurück mehr #15.
Tal von Pnoth
Der Ausweg

FAQs

No faqs yet for this card.

Reviews

When replaying Point of No Return, it is absolutely vital to have a plan for dealing with this location (unless you're fine with accepting R2/no resolution) -- it is a mandatory gate for advancing Act 2. Although there are tons of clues available in the other locations, you cannot actually flip Vale of Pnath unless there are specifically no clues on IT, and hitting Shroud 4 without committing or playing cards can leave even dedicated clue-getters subject to the whims of a small number of tokens in the bag unless you can rely on multiple static boosts and/or triggered abilities. For many solo investigators it will be flat-out impossible unless specifically built-around.

(FWIW, in my personal games, I house-rule that Vale of Pnath's veiled ability can be triggered as if there were no clues remaining on it if the investigators have "surveyed the vale" -- with flipping Crag of the Ghouls or Peaks of Thok leading to remembering that the investigators have "surveyed the vale." I think that offers a more varied way for investigators to contribute to advancing the act.)

anaphysik · 99
This isn't actually that difficult? You just need some static boosts or action-to-investigate assets in play ahead of time, which is most investigators' plan anyway because it saves cards and resources — Thatwasademo · 58
Oh, I guess if you're playing on hard/expert +2 isn't a reasonable margin anymore, and that's the figure I was saying was easy to hit, so nevermind. — Thatwasademo · 58
Except that most of the time you are aiming to sit at ~5 Int in play to default to that +2 margin against Difficulty 3 or lower tests with commits to boost up for the occasional 4+ Difficulty investigations. The big issue is that this is a mechanic that will throttle certain builds in a choke-point location which is just bad design. — Death by Chocolate · 1490
You can also use any of the various "discover a clue at a connecting location" cards (e.g. Sixth Sense, "Look What I Found! (2)", Seeking Answers) — LivefromBenefitSt · 1091

I'm very late to this, but I wanted to add my 2c.

On a blind playthrough, this card can easily be a full bottleneck. If your clue getting strategy is event based, or commit based, you just can't get past this.

Our blind run was particularly nasty. We had an event based mystic cluever (who was surprisingly good at recycling read the signs 1-2 times every single round) and Nathaniel Cho as our fighter. Without events or committing, neither could get their score above 3, so we were literally digging for 2 tokens while sitting on a place that let us play no events to deal with the mythos deck.

We had to sit on this single location for 6 rounds, ducking in and out of it to play events just to not die to the build up of mythos cards and carefully managing health/sanity. Eventually, we managed to pull a +1 with Agnes (no rite of seeking) while Nathaniel managed to kill an enemy with basic attack actions and trigger Grete Wagner for the other clue.

I'm personally not a massive fan of cards that turn off your deck with no way to counter them. Sometimes the game will turn off committing cards 'or' playing events 'or' assets, but usually not for more than 1 round (or 2 actions to discard the problem). This card is particularly nasty for the fact that it turns off 2 of your potential 3 options and gives you no way to get access to those options again. Really, the way to deal with it is 'play an investigator with 4 or 5 lore'.

Darble529 · 1
Well, the other way is to play assets elsewhere and walk in. But yes it is definitely a hard counter to a couple deck archetypes which isn't particularly fun. — Spamamdorf · 5