Dunnix of the Stone: bad guy or bad party?

By TheHunterBoy, in Descent: Journeys in the Dark

Hi everyone

we're proceding troughout the battle between Good and Evil...and now the party are facing Dunnix of the Stone (master razorw. boss of Dungeon Level 4)...

They didn't fall into the pit....yet (never gained Dunnix knockback ability with black dice, so far...), but very very hardly they go ahead: actually they're now blocked in the middle of the bridge by a Troll, and Dunnix can fly up and down (with its 8 MP it can...!) making several damages...

So, I ask myself: is that scenario so hard as it seems, with a boss that can fly away from the attacks?? or simply the party's strategy is weak (for they didn't use the interruption attack to block Dunnix when it attacks, that would be a good way to play that game situation, IMO).

But...such a fantastic game, guys!!

:-)

We've had this one in each of our campaigns thus far, and both went pretty easily for the heroes, maybe only losing one or two weak heroes--and without anyone being knocked into the pit.

That being said, I think in both cases we had copper beasts, so...a razorwing boss is pretty weak. A troll is always strong, but slow enough that he might just die before he can do any damage. That may depend on your heroes' dice/skills/equipment also.

In either case, it certainly does not strike me as one of the hardest levels out there. Keep in mind that razorwings don't have soar in the dungeon, so they can be targeted by melee attacks when adjacent. You certainly want to go after the leader early in this level or his high movement might let him hide behind something much tougher.

Feanor said:

You certainly want to go after the leader early in this level or his high movement might let him hide behind something much tougher.

Uhmmm, maybe I didn't say you that I AM the OL, in the game so...at least is a good situation for me!!

BtW, this is the point: Dunnix flyes away from heroes too fast! So the only way they can hit it is placing a guard order and make an interruption attack against it....but they didn't yet understand it!! Furthermore they can't move on 'cause that Troll blocks the end of the bridge...

So they've got two main problems to solve: 1) defense from Dunnix and other razorwings caming from the other parts of the dungeons (yes, I spawned a lot of r.wings!), trying to destroy them 2) kill the Troll (too many very unlucky rolls of dice by the party, in this case...).

I know well that our campaign is just at its beggining, and of course we'll met dungeons harder than this one during the game, but...it was funny for me to talk 'bout this issue here with you!

I had this level one time, and ended up making the Heroes flee. I managed to get a Charge card in my starting hand and had the troll out there blocking the end of the bridge. I was the Sorcerer King, so the skeletons sat behind the troll just pegging the Heroes and I had the boss fly out, hit, fly back. It was god awful for them.

Best part was when I used a Dark Charm on the Hero who had the Copper mace with Knockback and sent Nanok right off the bridge demonio.gif

2 posts ago Feanor said something very puzzling to me:

"Keep in mind that razorwings don't have soar in the dungeon, so they can be targeted by melee attacks when adjacent."

As far as I can tell my razorwings never soar, they fly, but isn't that different?

Is there a rule on soar that came in an expansion I dont have?

So far we are playing rtl with the first 2 exp, WoD + AoD.

Did I miss something very obvious?

Cheers,

SB

He's referencing the rule in RtL that all flying creatures automatically gain Soar, but that Soar can only be used in outdoor encounters.

Wooo, I need to re-read my manual, how did I miss that!?

Thanks!

-SB

Stillborn said:

Wooo, I need to re-read my manual, how did I miss that!?

Thanks!

-SB

Because its like one sentence, at the very bottom of Fly with a space between the actual description of Fly and that statement, in the back of the manual.