Silidus

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  1. Yup, also since openhanded does not exhaust, you can continue to perform additional attacks until you run out of targets or stop killing things. Works great with Apothecary (can add green dice), Spiritpeaker (shared pain), or with support from Shadow Soul.
  2. The Identity of the OL is different in each campaign. The OL in the ShadowRune campaign is Baron Zach, in Heirs of Blood it is Lady Eliza, etc.
  3. The issue is that the tokens on the doors are already revealed... and based on the quest wording it sounds like the OL is supposed to reveal the colour after the first door breaks, So first door would be 1/4 chance of guessing the correct door. But in order to PROVE that they guessed wrong, OL would then reveal the real door. I guess the Heroes could just trust the OL.... 8}
  4. So had a question here that I couldn't find the answer to. In ShadowFall Mountain Encounter 2 - the setup rules are as follows; The overlord collects 1 blue, 1 red 1 white, and 1 green objective token. If each hero moved off the map through the exit during encounter 1, the heroes choose the colour of 1 of these objective tokens and the overlord sets it aside, Then, the overlord chooses 1 of the remaining objective tokens, places it in his play area, and sets the remaining objective tokens aside (See Light in the Darkness). The heroes should not know the colour of the chosen objective token." So based on this, the overlord has a single hidden objective token is his play area, that corresponds to one of the 4 doors marked on the map. Each door on the map is marked with a specific token colour. But then Light in the Darkness reads; "Each time a door is destroyed, the overlord reveals the corresponding objective token, if the overlord reveals the objective token in his play area, Kadlasars lair is exposed." So from the sound of this, its the tokens on the doors that are hidden (scrambled?) and the OL token in his play area that is displayed. I was unable to find any other posted questions about this or an answered FAQ.
  5. I would be all good with a 3rd edition... as long as there is a conversion kit. 3 years in and I have only half my models painted.
  6. I don't recall bit I believe that in Seeds of Corruption there are 2 towns which have different 'wait a week' abilities, but neither of them grant XP like Kindred Fire did.
  7. Ha, don't worry, Act II zombies can do some WORK. We finished it up last night, and it went pretty much as expected. Heroes moved up first round and started killing zombies, spawned skeleton archers at the exit. One hero down due to remaining zombies. 2nd round spent reviving and clearing zombies, archers chilled back at the end of the hall, spawned Belthir with Scorpions Kiss. Heroes decided that the new 'end game goal' was to loot the search token at the top of the map (the one closest to the entrance)... web trapped all except Astarra, who had run down the right side passage, and Roganna (the scout).... Roganna moves to loot the search token... Mimic, immediate skirmish for 5 damage, next action Roganna kills the mimic and gets a stamina potion. Next round spawn Medusae. Archers take some range 6 pot shots at Roganna, and chill at the back of the hallway. Next round everyone moves into the hallway, kill 2 skeleton archers at range down the hall (minions), Roganna uses heroic feat to protect the group. Astarra loots another search token in the other hallway. This is the round it all went bad, I play Shifting Earth, Ispher moves 2 spaces forward (toward archers and Medusae), Roganna is moved 2 back (towards Scourge Servant and respawned zombies), Valadir passes and stands where he is, 2 spaces away from both of them, spawn Splig. Archers and Medusae kill Ispher, Belthir with Scorpions Kiss immobilizes and Poisons Valadir, Zombies and Scorge kill Roganna. Heroes turn, they figure 'well no idea what to do on this side, but Astarras turn is easy', Astarra opens the door to the Cave, Explosive Runes... Astarra rolls 6, takes 4 damage... dies. I should mention at this point that Astarra is basically the Jar Jar Binks of this campaign, and has now died 4 times to random traps (including slipping in a Grease Trap and slamming into a door), so "Mesa see what in this door Okey Day?" was played to maximum comic effect. Remaining Heroes stand up, Valadir kills a skeleton archer... and thats pretty much it. Next round I moved the remaining archers into the cave to shoot Astarra down, Zombies killed Roganna again, Medusae killed Ispher, and poor Valadir has to just sit and watch while being chain immobilized. Spawned the last group (Golems and Baron) and moved them up to block the hallway at the end of the turn... heroes intentionally got up as LOUDLY as possible to force the last alarm to prevent me from killing Valadir for my last threat token.
  8. For prismatic assault, each attack is performed separately. 1 S S 2 S S 3 S S 4 I I I So going from left to right. The first Image could perform the attack on the number 2, the attack would affect 1, 2, and the shadow dragon, who are all adjacent to the 2 square. 1, 2, and the Shadow Dragon would all roll defense dice, and would all suffer damage from the attack, and suffer burning if any damage was done. The second Image (middle) could also target the number 2, the attack would affect 1, 2, and the shadow dragon again, all would roll defense dice (again), suffering damage and burning. The final Image (right) could then perform its attack against the number 4, affecting 3, 4, and the shadow dragon (again), all would roll defense dice, and suffer damage and burning.
  9. No, but blast would add additional 'affected figures' to the attack roll. I feel like we need a diagram; K K K S S S K J K S S S K K K J = Jaes K = Kobold S = Shadow dragon. So if Jaes did whirlwind (no blast), the attack would target all 8 Kobolds, but not the shadow dragon, who is not adjacent to Jaes. The attack roll would be done once, and each Kobold would roll defense individually and suffer any damage dealt. If Jaes spends the surge to add buring to the attack, all 8 Kobolds who are targeted would also suffer burning, if they took any damage through the defense roll. If Jaes also spends the surge on 'blast' then the Shadow Dragon would also be affected by the attack (being adjacent to one of the Kobold targets), and would roll its defense as well, suffer any damage from the attack, and also suffer burning if it took any damage. Jaes (who is also beside a Kobold targeted by the attack) would also be affected, and would roll his own defense dice, suffer damage, and suffer burning if any damage was done through his defense.
  10. @lucaster and @KronikAlkoholik, I would suggest playing the RTL app and having fun as the heroes in the campaigns there. When you do decide to try out the main game, do some test runs in beginner or epic play mode (in the book) to play a single quest as a one night game. This will help you try out different combinations of heroes and or OL tactics. I would also recommend breaking down the gameplay afterwards as a group, and then playing the same quest again, either with different strategies, monster groups, or hero selection, depending on who won/lost the previous one. Basically give each side a chance to find the weakness in the other sides approach.
  11. Wow you are quick, I edited my original post the moment I posted it. I had quickly read whirlwind as 'You make one attack roll at each monster....' instead of 'You make one attack roll AND each monster rolls separate defense dice', before coffee and memory caught up. The answer is that there is only a single attack roll, and each target (or affected figure) only rolls defense once and takes damage from the attack once.
  12. Oops, somehow misread Whirlwind. The answer is yes, but only one attack roll is made, which gains blast and buring, so any units adjacent to the targeted mobs that are not already affected, will also be effected, this includes Jaes, but would not allow for multiple hits on the same Kobold. Most likely, blast in this case would not add very many additional targets (other than Jaes himself), but every target that takes damage would be affected by Burning.
  13. I think in most cases when the OL (or heroes) are having issues with imbalance, it is due to a basic misunderstanding of how one side (or the other) plays the game. In almost every case I have encountered, it is due to the player having a previous experience with D&D (or some other media) which either grants the heroes some kind of plot armor, or places some form of tactical paralysis on the OL). Lets talk about the OL side first. By 'Tactical Paralysis' I am referring to the OL having a fixed idea of what the monsters 'should' do, and simply going along with that route. In most cases, either moving directly towards the heroes, going directly to the objective, or staying where they are. There are a number of times I have seen a new OL (friend usually), who simply keeps the Shadow Dragon in a room, behind a door, waiting for the heroes to open it. I asked why they did that, and the response was more or less 'cause that's the room with the shadow dragon'. That was it, the idea that this was an 'encounter' for the benefit of the heroes, and that there was some narrative where "the heroes open the door revealing a large dragon coiled around the remains of his treasure horde" was so ingrained that he simply left his most powerful game piece sitting around waiting to be slaughtered. As the OL, you have to play the game like chess, sacrifice your pieces only when doing so achieves the maximum advantage to your goals. In Descent, you ARE the OL, your ever present power permeates everything. normally stupid, reckless monsters behave with coordination and purpose when under your watchful eye. A properly played OL can absolutely CRUSH heroes, to the point where they can sit wondering what they could have possibly done to achieve success. Conversely, I have seen some very bad OL tactics completely CRUSH heroes who play be the same D&D tropes, heroes rushing in, thinking goblin archers are minor threats. Role playing a Barbarian and attacking a single monster in a large group after fully fatiguing just to get in range, when the rest of the party is too far back to be effective. These types of things a DM may support ("Goblins are so frightened of your attack they drop their weapons and retreat further into the cave"), but in descent, killing one goblin just means you take 4 arrows instead of 5 (although killing the master may be tactically valid to prevent surges from being used). Hero selection is also important, not just by class, but by synergistic ability, ability to recover fatigue, speed, and attributes. A strong party with a consistent low attribute (such as strength), will make itself very vulnerable to certain tactics (such as web trap). Descent is a fairly balanced game, but only if both sides know their roll and are playing to maximize their effectiveness. If one side or the other misunderstands the game, then it will appear imbalanced.
  14. Seems like it would work, since Image tokens are treated as heroes for the purpose of OL cards, they would all need to roll a saving throw, and each one that failed would deal one damage to the Conjurer. Couple that with Word of Misery, you could give a Conjurer a really bad day. Interestingly... Say a Conjurer has 3 image tokens in play, near a Barghest. Play Word of Misery, and that Barghest does Howl. All 3 images fail the test and die, each deal 1 damage to the Conjurer. Are those 3 separate damage sources for Word of Misery?
  15. I am pretty sure the ruleing on Syndraels heroic ability is that she can not end her turn in a different space than she started in, it does not have to be the result of a move action, so teleporting or porting to images would still count as a move and so she would not recover fatigue.