Latest the heroes can flee dungeon?

By Foxburr, in Descent: Journeys in the Dark

When is the latest the heroes can flee a dungeon? More specifically, can the party defeat the third-level leader, then glyph out saying, "We are fleeing the dungeon?" I see nothing against it in the updated FAQ, rules, forum, etc. If you say it can't be done in that circumstance, would it matter if there were other beasties remaining in the dungeon (so the heroes can reasonably claim that things are too grim, per the Fleeing a Dungeon section on page 18 of the rules).

I think the question can be answered without the following information, but I'll provide it anyway.

Our party is handling the OL pretty well in dungeons; however, he has been extraordinarily lucky in his resolving of seiges (razing cities on three of four attempts) and is now handing us our butts on topside. We cannot afford to lose another city.

We just descended into the dungeon at Misty Plains and he has two seige tokens on Forge. If we conquer this dungeon, he will have four seige tokens on Forge by the time we get to Red Echo River (we have the Staff of the Wild). Next turn, he will get one crack at razing Forge (he has seige engines) before we enter the city to attack the lieutenant. Given his luck, Forge will be a smoking ruin by the time we get there.

I realize this is a munchkin move (no offense to munchkins or munchkin players), but fleeing a dungeon to teleport effectively back to Tamalir will allow us: to clean up a dungeon and eliminate the evil OL the possibility of razing a fourth city.

Also, we are 45 points into silver level.

From the rulebook (RTL, p: 18)

Additionally, when the heroes go through the portal on the third level, they do not emerge at a deeper dungeon level, but instead return to the surface. When they do this, they must mark that dungeon location as explored on the campaign sheet, and may then may either place the party marker in Tamalir, or leave it on the Terrinoth map space where the just-defeated dungeon is located.

You may return to Tamalir even if you complete the dungeon.

Foxburr said:

When is the latest the heroes can flee a dungeon? More specifically, can the party defeat the third-level leader, then glyph out saying, "We are fleeing the dungeon?" I see nothing against it in the updated FAQ, rules, forum, etc. If you say it can't be done in that circumstance, would it matter if there were other beasties remaining in the dungeon (so the heroes can reasonably claim that things are too grim, per the Fleeing a Dungeon section on page 18 of the rules).

I think the question can be answered without the following information, but I'll provide it anyway.

Our party is handling the OL pretty well in dungeons; however, he has been extraordinarily lucky in his resolving of seiges (razing cities on three of four attempts) and is now handing us our butts on topside. We cannot afford to lose another city.

We just descended into the dungeon at Misty Plains and he has two seige tokens on Forge. If we conquer this dungeon, he will have four seige tokens on Forge by the time we get to Red Echo River (we have the Staff of the Wild). Next turn, he will get one crack at razing Forge (he has seige engines) before we enter the city to attack the lieutenant. Given his luck, Forge will be a smoking ruin by the time we get there.

I realize this is a munchkin move (no offense to munchkins or munchkin players), but fleeing a dungeon to teleport effectively back to Tamalir will allow us: to clean up a dungeon and eliminate the evil OL the possibility of razing a fourth city.

Also, we are 45 points into silver level.

Foxburr said:

When is the latest the heroes can flee a dungeon? More specifically, can the party defeat the third-level leader, then glyph out saying, "We are fleeing the dungeon?" I see nothing against it in the updated FAQ, rules, forum, etc. If you say it can't be done in that circumstance, would it matter if there were other beasties remaining in the dungeon (so the heroes can reasonably claim that things are too grim, per the Fleeing a Dungeon section on page 18 of the rules).

I think the question can be answered without the following information, but I'll provide it anyway.

Our party is handling the OL pretty well in dungeons; however, he has been extraordinarily lucky in his resolving of seiges (razing cities on three of four attempts) and is now handing us our butts on topside. We cannot afford to lose another city.

We just descended into the dungeon at Misty Plains and he has two seige tokens on Forge. If we conquer this dungeon, he will have four seige tokens on Forge by the time we get to Red Echo River (we have the Staff of the Wild). Next turn, he will get one crack at razing Forge (he has seige engines) before we enter the city to attack the lieutenant. Given his luck, Forge will be a smoking ruin by the time we get there.

I realize this is a munchkin move (no offense to munchkins or munchkin players), but fleeing a dungeon to teleport effectively back to Tamalir will allow us: to clean up a dungeon and eliminate the evil OL the possibility of razing a fourth city.

Also, we are 45 points into silver level.

1. You can decide to flee any time the heroes are all in town. You must just announce you are fleeing, and you go back to tamalir.

2. You can, after leaving through the portal on the third level, choose to move the party marker to Tamalir.

In either case, your turn for that game week is over however. Given that you could go to market/alchemist/etc. while in the dungeon, though...you just need to take care of that stuff first.

Given that opening doors allow the OL to play a trap on you, possibly doing damage or ending your turn (paralyzing gas), the only real reason to EVER go through the portal at the end of the final dungeon is if you DON'T want to go back to tamalir. I.E.-you have made progress on the map and wish to remain at your current location because you are heading towards something--for example, the secret master training. The description of the situation being "too grim" is only given as a possible reason to flee. One of the best strategies early on is to get into dungeons, get treasure, and get out before the OL builds power.

I have always taken it to mean that you are penalized by fleeing because you lose progress on the Terrinoth map. Sometimes, however, going back to tamalir is just what you want to do.

Same as the two above, except I wouldn't declare a flee. I would go through the portal.

I was just thinking about this this morning. Once you've killed the dungeon leader, there is no real benefit to actually opening the portal door if you wanted to go to Tamalir anyway. Seems like the rule should have been that the dungeon leader conquest is paid out when at least one player goes through the portal.

Big Remy said:

Same as the two above, except I wouldn't declare a flee. I would go through the portal.

But why go through the portal if heading to tamalir? The dungeon is marked as explored either way. Nothing else is conferred. If you can more easily get to the portal, sure..but there's always a chance of a door trap. It really depends on whether you are trying to leave the same turn as you make the kill or not. If you have gathered everything (gold, treasure) in the dungeon and everyone can walk out the door--maybe so since you prevent any last minute kills. However, if you can get to the glyph or have people already on glyphs, that's just one less trap that might kill you or leave you defenseless by the door.

It has to be situational, but I can't tell you how many times our current OL has played a paralyzing gas on the person trying to leave the portal so that he can get one more round of threat/attacks in whereas if you port to town you can a)heal up wounds for an indefinite amount of time before declaring a flee and b)you still end up in tamalir.

If you're goal is to go somewhere other than tamalir, then..yes--use the portal.

Because I enjoy opening doors.

Leaving via the portal may be faster since you leave the dungeon as soon as you enter the portal. Leaving via a glyph means ending your turn on or next to the glyph. This extra turn could give the OL a chance to spawn and attack, play a dark charm or some other trick.

I appreciate the answers. I had read the appropriate passages but without an open mind, causing me to miss the part about simply popping back to Tamallir. Thanks for bringing this to my attention. The OL will be disappointed (insert heroic laughter here).

p.s. Why does this site still suck?

edroz said:

Leaving via the portal may be faster since you leave the dungeon as soon as you enter the portal. Leaving via a glyph means ending your turn on or next to the glyph. This extra turn could give the OL a chance to spawn and attack, play a dark charm or some other trick.

Ah! See, see there Feanor! Stick that in your pipe and smoke it! demonio.gif

Wait, stick it in my pipe. I'll smoke it if it's free.

Big Remy said:

edroz said:

Leaving via the portal may be faster since you leave the dungeon as soon as you enter the portal. Leaving via a glyph means ending your turn on or next to the glyph. This extra turn could give the OL a chance to spawn and attack, play a dark charm or some other trick.

Ah! See, see there Feanor! Stick that in your pipe and smoke it! demonio.gif

I think I mentioned this possibility in my post. I'm just saying in many cases, you can't get to a door as easily and you might get hit with a paralyzing gas or other trap once you hit the door. Leaving via glyph means you are in town until you decide to "flee," which allows healing, shopping, etc. I do agree, get out of the dungeon asap to avoid spawns/traps (dark charms are easily avoided by un-equipping your weapon, btw) and I just think in many cases doing it via the glyphs happens just as fast and with less chance of an extra round in the dungeon via paralyzing gas. Also, once one hero is in the portal and the other 3 are in town, you lose the ability to do anything in town.

Remy, you like doors. I like temples.

I will smoke it, but you have to bring the pipe.