That web trap

By Chav, in Descent: Journeys in the Dark

Hey guys.

So, we are playing a labyrinth campaign, and atm the overlord is just beating the shiet out of us. We are about to head into the interlude.

So, i have a few questions

The party is

High mage quellen - Geonmancer, got the 2 abilities that allows you to put an extra stone (me :D )

Alric - spiritspeaker, tempest and haling rain

Tomble, Thief - the one that says draw 2 search cards and the one that adds +1 damage if the target could not see you at the start of turn

Reyhart, Knight, Advance and guard

So, as yu can see we got 1, 1, 2 and 3 in might(?), the one with the fist. Web trap is just messing with us big time. We have played Serenas story quests.

1, quest, well double dash on a hexer and it was GG in turn 1.

2. quest we only won because the OL moved splig up to us, and made a hole in his defense so we could isolate him, kill him and run. We basically never killed a single monster

3. quest we got steamrolled in part 2 (we had 2 amulets and the OL 1). But we never even got to the first 1 search token before the OL had won due to web traps, pit traps and tripwires. By the time we were close, he downed the 3rd character and with 2 objective tokens from searching it was done.

4 quest was the only one that was close, and we could have won, but due to misreading unkillable from alrics plot deck so splig revived at the start of EACH of his turn, we lost the game (though we got 2 objectives, not that it helps but that was the only real win we had the whole campaign).

Now we got 2 issues as i see it, first we REALLY lack damage. Tempest have helped, but thats about it. The other is WEB traps. We have managed to get a thiefs west for Alric, so we got 2 with 3 might and 2 with 1, but still, it really messes us up. Being able to hit everybody or at least 2, it seems very strong, especially against our party.

TL:DR

The spiritspeaker cant remove conditions, so my real question is, what the hell do we do with low might against web traps?

Just to start off the OL couldn't use Dash twice on the same monster in your first quest. Doesn't change your situation, just something to keep in mind for the following quests.

As for your situation, one thing to remember is that Immobilization stops you from performing move actions and using fatigue for movement , nothing else. So it doesn't stop Tomble's Heroic Feat, it doesn't stop Reinhart using either Oath of Honor or Advance, it doesn't stop Elven Boots giving the free movement point at the start of the turn, it doesn't stop Teleporting Rune or Trident giving you free movement. Basically you need to exploit the loophole in Immobilization in that it doesn't stop bonus movements.

Not sure what expansions you have (but since your playing LoR and using Reinhart/Quellen i'm guessing you have LoR and LotW at least)

Here are some items you want to look out for:

Crossbow (Base game) - Doesn't help you move, but you can move the enemy closer to you (also just a badass weapon)

Elven Boots (LoR) - 1 Free movement point for the hero that uses it.

Teleportation Rune (LoR) - Lets you jump 2 spaces after the attack provided you use a surge and the attack isn't a miss.

Trident (TrF) - Similar to Tele Rune, but instead of jumping 2 spaces, you get 2 movement points when you use a surge on an attack that isn't a miss.

Belt of Alchemy (TrF) - Lets you use an action to get rid of a Condition, yeah its not super awesome, but in your state, you can use all the help you can get.

Lucky Charm (Base - Not the Thief only version) - Yeah, rerolling a 1 attribute test is still not that great, but giving it to Avric/Reinhart gives them an added chance to get out of a Web Trap.

You got the useful skills for Reinhart, there's 3 skills from the Geo that might help.

Quaking Word: Could stun multiple monsters, since they automatically fail attribute tests (cept Lieutenants) they all get stunned, buying you some time

Ways of the Stone: (Never used it myself) Could use the stones as a way to jump around.

Gravity Spike: Similar to the Crossbow, lets you move monsters around which might let you move them closer to you.

Some of these won't be readily available, so you'll have to make due with what you have. Spread out often (but not so far that you get isolated and separated).

Good luck!

What, well, that solves tons of the issues then, we have played it like you could never, ever move. Not for oath, not for elven boots, etc. But if it is only move action, well that makes alot of stuff availible, or not alot, but it gives some room to work with. but also, its a lot of good ideas, thanks mate!

We got all expansions execpt shadows of nerekhall and conversion kit and some lieutenentpacks.

Again, thanks aton, it gives us some room to work with.

Another thing is that Web Trap can trigger only if you enter an EMPTY space. And it triggers after you enter that space. So if you move though another hero or NPC, you are safe until you step out of hero/npc. Getting WebTrap on your turn when you just finished you move is not that bad :) Move carefully always having in mind that Web Trap possibility so it never hits more than 2 one of which is higher strength hero. Also choose the order in which you take turns with heroes so that the Web Trap doesn't hurt so much.

Since your healing is AoE, you can consider spreading out 1 space from each other.

Low Strength heroes should generally move first so that in case of immobilize, the other party members can counter. If the web trap is saved for last hero to separate it from group, it should be knight with possibility to advance/oath anyway.

Just to start off the OL couldn't use Dash twice on the same monster in your first quest. Doesn't change your situation, just something to keep in mind for the following quests.

Never double dashed I think but why couldn't you do it? Am I missing something?

Just to start off the OL couldn't use Dash twice on the same monster in your first quest. Doesn't change your situation, just something to keep in mind for the following quests.

Never double dashed I think but why couldn't you do it? Am I missing something?

You can't use more than one of the same card in response to the same triggering condition. "When activating a monster" is the trigger for "Dash," so you can't use two "Dash" cards while activating the same monster.