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Xyphistor

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Posts posted by Xyphistor


  1. Yes, the heart recovery on Bard's Song of Mending does include himself.

    The stamina recovery does not - notice the wording for that ability says 'each other hero within 3 spaces'.


  2. 12 hours ago, Rekkless88 said:

    1. "As an action, while adjacent to the sinking carriage, a hero or lieutenant may test STRENGTH. If they pass, remove each figure from the sinking carriage and place it in an adjacent empty space"
        - This doesn't specify if the Iron Lock needs to be destroyed first, so does the Iron Lock need to be destroyed before a hero and just reach in and grab everyone at once? Playing with 4 heroes the lock has 8 health to open, then each hero has to spend 1 ACTION to remove each of the villagers, taking up to 4 actions to get all the villagers out of the carriage.
    It seems like a cheat to just walk up to it, roll 3 or less for a warriors might and all 4 prisoners are released instantly. We played it as it was written, and the warrior just walked up, tested STRENGTH and all 4 survivors were released in 1 action immediately. Honestly as it was written this was a really stupid rule that made getting the prisoners out SUPER EASY for the heroes. I get it if the lock needs to be destroyed first, but as it is written it doesn't specify that the lock needs to be destroyed first.

    The rule as written is fine, you've just completely misunderstood it.

    "Figure" is a keyword, it's not a generic fluff term... What 'figures' did you physically remove from the sinking carriage in order to place a prisoner in an adjacent empty space?

    The prisoners are not treated as figures or heroes until their villager tokens are placed on the map, which only happens when a hero spends a special action to do so, which can only be done after the lock is opened (destroyed).

    The whole point of the 'Sink or Swim' section of the rules which contains the bit you've quoted is to add another dimension to the encounter - since the overlord gets an extra fatigue token at the start of his turn if there are any figures on the carriage spaces, it is in the overlord's interest to move monsters into those spaces, and it's in the heroes' interest to test strength to throw them off... The implication being that if things are standing on the carriage it sinks faster... They've also given Bolgoreth the ability to throw all the heroes off the carriage to slow down the opening of the lock.

    It doesn't affect the release of the prisoners in any way, that's handled in the rules described in the 'Rescue Mission' section...

     

    12 hours ago, Rekkless88 said:

    2. "After the Sinking carriage is removed, place the plague worms on the rocky path."
    - After the prisoners escaped the sinking carriage, does the carriage continue to sink at 1 fatigue per term, continuing to delay the arrival of the plague worms? Or once the prisoners have escaped does it sink signalling the plague worms? - We played that the carriage continued to sink delaying the plague worms from arriving until Overlord turn 9.

    Yes, the carriage continues to sink at 1 fatigue per turn, continuing to delay the arrival of the plague worms.

    If the Overlord makes a monster stand on it it'll sink twice as fast...

     

    12 hours ago, Rekkless88 said:

    3. In the rewards section: "If the master plague worm was not defeated, the overlord receives the "Toxic Reprisal" Overlord card."

    - The heroes managed to complete the quest just before Overlord turn 9, meaning they had killed off Bo'Goreth, the zombies and the open group. The quest was complete before the plague worms even entered so the Master was never technically defeated. So would the Overlord still receive the "Toxic Reprisal" card even though the heroes never had a chance to fight the plague worms? This question is only relevant if the answer to question 2. is indeed "the carriage continues to sink at 1 fatigue per turn."

    Yes, the Overlord would receive the 'Toxic Reprisal' overlord card. If played properly this is pretty unlikely to occur.

     

    12 hours ago, Rekkless88 said:

    4. Villagers - "Treat a villager as a hero figure"
    - No problem, the villagers moved around as normal taking 2 movement points as they moved through the muck and water. However Food for Worms has a special rule that: "Each time a hero enters a water space he tests STRENGTH or AWARENESS, if he fails he is immobilized." Now, if we're treating the villagers as heroes, does that mean they need to take a attribute test? If so, since they have no attributes do they automatically fail like a Familiar? meaning they essentially could only move 1 square per turn in water, as after each square the would automatically be immobilized.
    We played that they moved like monsters with no attribute tests, but still had to use double movement entering a water square. There are no rules written about how the villagers are supposed to move through water.

    'Figures treated as heroes' are not affected by Quest Rules, therefore the attribute test doesn't apply to them, so you played it correctly.


  3. I think you're referring to the 'The Archive' quest in the Seeds of Corruption campaign. One of the possible Mirklace activations gives him these two actions:

    {Action} The hero with the most {Stamina} suffered engages Gargan Mirklace.
    {Action} Attack the closest hero.

    You are correct about the first action, this causes the hero with the most stamina suffered to attempt to engage Mirklace. 'Engage' is a keyword which means a figure performs a move action and moves towards the target (p17 of the Road to Legend rules, or p15 of the CRRG). Therefore the hero with the most stamina currently suffered will perform a move action to gain movement points equal to his speed, and then use those movement points to move towards Mirklace.

    If this doesn't bring a hero into attack range of Mirklace then he can use this action a second time to force (probably) the same hero to move towards him a second time.


  4. 19 hours ago, any2cards said:

    Not sure what you are asking here as both my test pages and my GitHub site have both agents and lieutenants (under separate headings).

    EDIT: LOL, all this time, and I never noticed that my GitHub Pages showed the Lieutenant card for the Agents.  I never noticed because I have a separate page that I use that shows side by side image comparisons between my original (old) images and the latest versions. On this page, each card is separately coded, so I didn't have the issue you did in seeing Agents.  I rarely actually use the test page. Doh !  Fixing now ...

    EDIT: In order to see the agents, you need to type "A-" + the agent name.  I have modified my Github Pages and updated the site.  Waiting for it to propagate ...

    EDIT: Ok, it all works now. Turning 79 on July 6th.  It really shows.  Lol.

    Cool, thanks mate :)

    One thing I spotted from a quick look, on the Act 2 Baron Zachareth, on the back of the card you have Surge: Shadow Bolt instead of Action:

    Happy birthday for next week!


  5. As @wyatt606 said, this is just another example of the poor wording of the Lost Legends cards. Obviously you're not supposed to exhaust it and then immediately refresh it, that would be stupid...

    My assumption is that the guy writing these didn't realise that 'start of your turn' was a key phrase that already means something.

    Just play them at the beginning of your turn immediately after you've refreshed exhausted cards.


  6. There is no consistent 'gain XP' city action in Riverwatch.

    If you do the Mercenary jobs in the Dented Buckler, at some point they will offer you a special mission, which you can do once only, which will give you 1 XP each at a cost...

    If you refuse to beat up the baker then you won't get any more of the Mercenary jobs and you'll never get the extra XP mission.


  7. I stand corrected. My assumption was that Knocked out occured first, followed by Defeated - but it appears to be the other way around.

    So ignore everything I said the first time 😛

    On 4/24/2020 at 9:58 PM, mindulino said:

    ... Like being defeated and being knocked out are 2 different phases and could be applied skills between them...

    That's the key bit - Stalwart is a perfect example:

    "You gain +2 Health. When you are defeated, you may immediatly move up to your Speed and perform an attack with a Melee weapon. After the attack is resolved, you are knocked out."

    That clearly shows that defeated and knocked out are different triggers, and happen in that sequence. Usually they happen one after the other and therefore are essentially the same thing, but in the case that anything interrupts the sequence (Stalwart, Spirit Link, One Fist's heroic feat etc) the sequence becomes relevant.


  8. 5 hours ago, The_Han said:

    Away from. It's a melee type so can generally only attack when adjacent. I say generally because it could potentially use Extend and attack up to three spaces away.

    In RP terms: The bone horror attacks with it's body like a snake.  A very very Very large snake consisting of bone and magical energy. When it attacks it lashes its entire being at you, sending you tumbling back (up to two spaces away).

    This is thematic, but incorrect.

    2 hours ago, The_Han said:

    If the Bone Horror attacks a figure not adjacent, that would negate the usability of the surge. That happens in the game from time to time. Certain actions or options will make it so some surges cannot be used. In that case go to the next surge which is Pierce 2. If it rolled two surges while attacking a figure 3 spaces away, only the Pierce 2 one can be applied and the other surge goes unused.

    This is just not true.

    Lash can move the hero to ANY empty space within two spaces of the monster. Could be the other side of it. If the monster is attacking someone three spaces away and using Extend, they can be moved 5 spaces away from their fellows to behind it...

    In Road to Legend if you click on the Skull icon above monster activations (or click on the monster in the tracker and choose Info) it will generally tell you what the monster type does with surges.

    In the case of the Bone Horror, it says this:

    Quote

    "Master bone horrors spend {surge} in the following order: {surge}: Lash {surge}: Pierce X

    Lash: Place the hero as far as possible from the closest other hero."

    So that's the answer to the OP question: Place the hero as far as possible from the closest other hero.


  9. Line of Sight and Range are two separate things, neither of them affect the other.

    'Line of Sight' just means your ability to 'see' the enemy figure - they could be the other side of the map and as long as there's nothing in the way you would have line of sight to them.

    The Range required for an attack is determined by counting spaces between you and the target space. The Range number rolled on the dice is the amount of range your attack achieves. This range result needs to equal or exceed the required range to the target or the attack will miss.

    Attacking with a Melee weapon must target an adjacent space, the Range number rolled on the dice is irrelevant. If your Melee weapon has the Reach ability it can attack targets one additional square away, which is essentially range 2 but still no range is required or relevant on the dice.

    Check out the CRRG for this sort of question, specifically the information on Attacks on p7, Stages of Attack on p6 and the appendix on Line of sight on p87.


  10. Any effect which triggers "when a hero would be knocked out" and causes them to recover hearts instead prevents the hero from being knocked out (or defeated, since they are the same thing in this instance).

    So no, the overlord would not receive a hero token for Leoric in this example, since he is not knocked out or defeated - he would be, but the Soul Reaper saves him at the last minute.


  11. I've been following this thread for a while, I think it's an interesting idea but it's difficult to resolve the various complexities...

    I realise it would require a change in theme for this character, but you could solve most of the problems by making it water-based instead of fire... How about having heroic feat trace a path of four squares which then become water spaces (or Sludge if you want to make it more powerful) for the rest of the encounter?


  12. 3 minutes ago, ssorgatem said:

    I just noticed there are no stats for The Chains That Rust quests...?

    There are, they are under the 'Other' tab. Not really sure why 😛

    The stats there are generated by people playing the campaigns and using the tracker to track their progress, so there isn't necessarily huge amounts of data to work with for the less-well-played campaigns.

    If you guys are playing Overlord campaigns I highly recommend using that site to track them for you, it's a huge time saver (and completely free!) :)


  13. From page 17 of the CRRG:

    2. Familiars treated as figures/heroes
    are treated as heroes
    for the purpose of attacks, Monster
    actions, Hero abilities and feats, hero skills, abilities of
    items, relics, Search cards, and Overlord cards.

    are not treated as heroes for the purpose of ally skills,
    quest rules, Plot cards, travel events, Rumor cards and all
    other game effects unless noted otherwise.
    • may not trade equipment with heroes.
    • do block line of sight and movement and are considered
    friendly fgures to heroes.
    • follow the same movement rules as heroes concerning
    terrain.
    • can be affected by conditions and automatically fail
    attribute tests.
    • may use one of their available actions to perform an action
    on a Condition card (e.g. to remove Stunned, Bleeding,
    and Burning) or to climb out of a pit space.
    • may receive insight, elixir, and valor tokens.
    • familiars of this type: Brightblaze, Reanimate, Wolf

     

    Generally the CRRG is your source of answers to this type of question :)


  14. You have to record the Shopping stage before you record the Spend XP stage...

    You can click on the blue Add Items bar to go enter the shopping stuff, then once that is completed you'll be able to click on Skills to record the XP spent.

    After you've done both of those you'll be able to choose the next quest, or re-open the specific steps for editing again.

    It's a little cumbersome but you'll get used to it :)


  15. 19 hours ago, Mainiac said:

    I've had Descent and the Shadows of Nerekhall expansion for a while.  I'm going to be picking up Lair of the Wyrm and Labyrinth of Ruin from CSI with their 10% off Labor Day sale.  This will give me all the required content to play all the Road to Legend campaigns.  To hit free shipping I figured I'd pickup one more of the small box expansions to also have some additional monsters and heroes.  Which of the remaining is the best of the four:

    Mists of Bilehall

    The Chains That Rust

    Manor of Ravens

    The Trollfens

    I'm also open to a Hero and Monster box instead if there is one that stands out above these expansions.

    Mists of Bilehall and The Chains that Rust should be bought as a pair really, so if you only want to pick up one I would discount them.

    Trollfens and Manor of Ravens both add some fun map tiles and decent monsters. Trollfens has secret rooms which you already got from Lair of the Wyrm, Manor of Ravens has the Marshal class which is no real use in Road to Legend...

    Between the two of those I would probably go for Manor of Ravens first, because it has some excellent weapons (Staff of Greyhaven, Winged Blade!), but they're both great.

    Typically the small box expansions add way more stuff to RtL than the Hero and Monster packs, I would get all of them first.

    19 hours ago, Mainiac said:

    Also, I plan to play Road to Legends with a friend.  I was thinking we'd each play two heroes.  Does that make it longer or more difficult than just playing one hero each.

    It doesn't make it more difficult, but it will definitely make it much longer - you have twice as many monsters to kill playing with 4 heroes :D

    I would still recommend playing 2 heroes each, it's much more fun with the full monster groups :)

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