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Posts posted by AiriusTorpora
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Another hero option if you can blitz the first room... take 2 tanky heroes (say disciple and knight) and block the door that the overlord can use to take out guests. You will have a little bit of an issue with the vampiress forcibly moving you... but generally it works well and really drains some action economy out of the overlord. If they monsters stack up to attack your human shield... they are concentrated to be taken out with blast.
Moral of the story... all these suggested hero strategies involve blitzing out the first room. If you do anything else you are asking for a "dicey" outcome and if the overlord wins encounter 1, encounter 2 is impossible.
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Congrats on your First Blood win! I've never pulled that off before, but my focus has always been gold denial on that quest and threat tokens.
Don't forget the extra shopping step and possible treasure chest you're feeding them with that rumor. Her Majesty's Malice" is not worth it. I'd advise against it to retain your lead.
There are so many relics you get in the shadow rune campaign and rarely will you want your lieutenants to engage the heroes directly, so it won't see much use. Far better to equip the staff of shadows or bones of woe.
It was about gold denial, initially. When I got a dark charm off to move a hero back into the opening room and then a lucky ettin toss, I put mauler in a position you almost never get to put him, the south fork of the crossing with 3 heroes stuck there. They had one hero in the water to try to intercept goblins, no one farming the spawn point (due to that ettin toss), mauler blocking the main path in, the other ettin pinning their water hero into that space, - thus denying them 2 search tokens. The first token was the secret room. Now they felt committed to cleaning that room seeing themselves down 2 search tokens. It was just enough stress that they did not do enough damage to mauler that a few unlucky rolls prevented them from finishing him off before the last goblin escaped.
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I did it .. it happened, for real, with people who have played before. Against a Disciple, a Champion a Wildlander and a Runemage (all with fairly buff heroes from H&M kits and expansions)
It was a combination of the players getting greedy with a secret room, a lucky Ettin toss so there was no one farming the spawn point for the goblins, and alot of unlucky last minute attempts to finish up mauler who was blocking off the way to 2 search tokens (due to the heretofore mentioned lucky Ettin toss).
Heroes left with a measly 75 gold due to bad fortune in the secret room as well. Shop item pulls were no help - heroes banked the gold.
Next up was Cardinal's Plight, a very tough scenario for fledgeling heroes. The results were predetermined. They tried hard though, really really hard -- did come away with another 200 gold and finally pulled some decent shop upgrades - overall the second half was just brutal because they were so beaten from trying to stop some zombies in encounter 1 that they had no chance of surviving the onslaught of shadow dragons. Not making it past the bouncers severely limited their gold.
Next up next time we play: Rude Awakening --- I am actually going to send them down that rumor because it is just early enough in Act 1 I think I can pull off the win. (I have done it before in the mini campaign when heroes have 5xp by that point in time... this is doable)
I know I will be feeding them some extra gold so I can pursue the reward - but I am thinking it will be worth it. We'll see

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I was actually expressing concern about "cover" ... Descent was engineered with the idea that LOS reciprocity is always true from a game balance/testing perspective.
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I concur... it is why I am thinking that the LOS rules in IA might be superior. The LOS rules in IA though also permit you to essentially "get cover"... there are ways you can position yourself so you have LOS for a ranged attack but your opponent can't reciprocate. That has potential game impacting implications for ranged combat.
Yes and yes. Both from the corner that the two villager spaces share, there's a straight line to the corner Belthir shares with the obstacle space. The male villager also has a line to the diagonal corner from that.
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I'm not going to touch on all of your points, but just regarding Rune Plate- it is an awesome piece of armor, and it's easily one of the most beneficial Act 1 shop cards. I don't mind having it in the Act 1 deck, however, because it's one of the few really good items the heroes are guaranteed to see. Those Act 2 armors that Rune Plate measures up to have no certainty of being available at all.
Before you laugh that point off- I'm currently coming to the end of a Labyrinth of Ruin campaign- we've played 2 Act 2 quests so far, no rumors. The heroes have not seen a single Act 2 melee weapon in the shop. There have been 2 treasure chests in Act 2- Obsidian Scalemail and Ice Storm. We have a knight and a skirmisher who, 1 quest before the finale are still rolling blue/red Act 1 weapons. and we may have to fight the finale that way. This could just as easily have happened with armor, runes, or bows.
This is why giving them extra shopping phases from rumor quests can be dangerous.
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Hmm. I feel like there were 2 chances here to make it optional.
"...may move ..."
and
"..move each other figure within 3 spaces up to 1 space..."
They didn't take either route so I would currently rule "crazy uncontrollable teleport magic" and you've gotta move everyone.

It certainly does read as being non-consensual for all parties involved.
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The main problem with adding and act 3 or 4 is that all the class decks from all the expansions would need more skills to spend xp on (probably) in order to continue to ramp. FF does not like to require that you have anything other than the base box to play with any particular expansion.
I just don't see this as happening.
The way to go further with 2nd edition would be to say make a 2.5 edition big box expansion that has some rule changes (which are backwards compatible) and a new campaign ... or simply a box with a new campaign.
I suspect a box with a new campaign and more power creep.
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At the start of your turn in this context means at the start of the monster's activation, not the start of the overlord turn. As overlord, you are perfectly able to do what you did and you are correct.
Correct.. the condition card/token applies to the figure, not the player. When that Barghast model start's its turn (when the monster group is activated), then it would take the hit from the poison.
Let's say a player was controlling an ally, and that ally had a poison token -- you would take the poison damage when you activated the ally and failed a check... not when the player controlling the ally took their hero's turn.
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Only Laurel of Bloodwood could do such an attack with her feat, and it's a real threat for the OL
Yes but it would not be so many dice that it would be 30 damage
... well I hope not. -
The day a character shoots 21 spaces and hits for what would then probably be 30+ damage... that will just murder me as an overlord.
("and he was only one day away from retirement")
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I would like to run some players through the campaign, but I am wondering if I should get some expansions before starting. I can't spend too much (at least not all at once). Any suggestions?
The base box is plenty fun. Go for it.
DandGeezer reacted to this -
They are not new new ... we have done part of a mini campaign before and a number of stand alone scenerios with the particular people involved... all 4 of them have never played together as a single team. Some of them have played paired up before.
We have made the commitment to play once a month for a year ... so we have the time and cadence to do this
... it is full campaign time. -
I have a question. Forgive me for bumping such an old thread but I was wondering the same thing just like the OP and now that I found this thread and the thorough answers of Steve-O I can't help myself but ask here.
As the OL, do I receive the rewards of the quests the players did not attempt?
On rewards only specific rumor quests to the extent the cards say that you do.
On some quest setups it will say to do X if the overlord won the quest. If that quest was unplayed, you assume the overlord won the quest for setup purposes.
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I kind of like the rumors and plot decks
... but that being said, I think my concern is that the later game content (SoN, MoR, etc.) seem to have a good number of toys in it that might make the scripted parts of the first campaign a bit too weak sauce. Yes you can compensate with the open groups to a degree... but only to a degree. I fear the power creep will unbalance the original box if you go too far into the expansions.I was thinking in my mind of tossing in maybe just Wyrm and Trollfens w/ rumors -- then adding an early lieutenant deck to round it out (like Alric Farrow or so...)
Keep the number of open group monster choices down a bit that way and retain more flavor of the original campaign without going full vanilla.
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Planning on running a first campaign with a group of players that have done a couple scenarios.
Which expansions do you think I should throw into the base set that still playtests and balances well with the shadow rune campaign?(I have everything - but don't want to overwhelm them or over power-creep the base campaign)
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I concur with Whitewing and Airius. Whoever meets his conditions first, takes it all. If the conditions are not specifically met, then the game is still on.
As do I. Even if the two things triggered at the "same time," since it was the OL turn, he would choose in what order they occurred. If it were a hero turn and a hero had used "Blast" on Belthir and a guard, the hero would then win the encounter, since he would decide who resolves deal damage from the attack first.
This is another good distinction to remember in future cases where things might occur simultaneously. Excellent point.
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My general sense of rules-lawyering is that the overlord would have won.
The effect of the creature dying does not occur until after the attacks are resolved. Unless the victory conditions state some timeframe (like "at the end of any turn where all the guards are dead") or something to that effect, the first horse around the post wins. That is how dual-race victory conditions are generally played unless there are specific rules stating otherwise.
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Is there anything on this list that you are not doing?
Thin your paints
Use only the first 1/3 of the brush tip
Absorb the paint into the brush .. dont let it sit on the surface
Apply in layers (except for the occasional hard line)
Have a wet clean brush always on hand to immediately erase mistakes
your pics are certainly good enough for gamer quality. What the original poster is doing is overkill .. cool sweet pure awesome overkill.
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I love fire breath... 4 squares any direction... off the backwall, off the ceiling, reflected off the dead skeleton in manacles on the torture chamber... nothing but hero.
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Page 4 breaks down the stages tho doesnt it? This is something my playgroup is talking about houseruling, but I think the rules are solid due to piercing etc.
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1. Declare Weapon and Target
2. Roll Dice
3. Check Range
4. Spend Surges
5. Deal Damage
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Rolling dice happens at turn 2. Not attacking die or defending die.
Except when you spend a surge to add blast ... then you have more dice to roll

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I find as the OL it is important to win E1 .. for example one time I went all in and managed to successfully steal all 4 crops on a Fat Goblin in a 4 hero campaign. Killing Splig was not even an option after that... they were just scrounging everything they could to get stun and immobilize effects. They failed

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If you have ever held a shield when a large morning star or flail came down on it .. you would understand why your arm might be too exhausted to do it twice


Rant: The Blue Cross
in Descent: Journeys in the Dark
Posted
I once was completely unable to damage any miners in Gold Digger... I swear they were wearing asbestos.