Castle Daerion Question

By rgrove0172, in Descent: Journeys in the Dark

Played the Castle Daerion Quest last night and failing to save even one of the townsfolk (cant imagine how you can win that one) had to storm the castle alone. I wasn't sure when the rules allowed for Sir Palamon to call on more militia when he didn't start with any but I assumed he couldn't.

With the zombies blocking and a frenzy card even a well placed fire bomb left the Ettins a turn to smash the crap out of Palamon and end the game in like 3 turns. Is this quest screwed up or what? My heroes got to him but couldn't keep every avenue of attack closed so it was easy for the Ettins (who you cant really drop quickly) to do their work.

I think the quest is balanced. I've seen it go both ways.

Rgrove, There is no rule that prevents Pelamon from summoning militia, even if he starts with none. Depending on your luck, those militia men can really swing it around for the heroes.

Rgrove, There is no rule that prevents Pelamon from summoning militia, even if he starts with none. Depending on your luck, those militia men can really swing it around for the heroes.

Very much so- and not having any militia for the entire encounter (as it seems he played it) severely decreases the number of actions the heroes have to work with. I also wonder how many heroes there were (I'm assuming 4, since he said Ettin s.

Rgrove, There is no rule that prevents Pelamon from summoning militia, even if he starts with none. Depending on your luck, those militia men can really swing it around for the heroes.

Very much so- and not having any militia for the entire encounter (as it seems he played it) severely decreases the number of actions the heroes have to work with. I also wonder how many heroes there were (I'm assuming 4, since he said Ettin s.

Too true. Multiple Ettins means a 4 player group.

My group uses the Militia to hamper the OL's movement and block reinforcements (as long as possible), also, they are good for dealing with the skeletons.