Siege of Skytower

By Chav, in Descent: Journeys in the Dark

Hey guys.

So we are about to play siege of skytower, and it seems to me this is an almost garentied win for the heroes. Its only the heroes who can flip the levers, so they are 5 spaces away from the levers, wich means they should easily be able to close all 3 at the end of turn 2. When this is done, the Overlord have no way have moving his monster off the map, which means that in 8 turns, the heroes win. Yes they may all be knocked out, but it does not matter. Am i missing something?

Other then this, it seems pretty hard for the OL to get 8 "points" worth of monster off the map in 8 turns. I mean, the shortest route is 22 spaces. With 5 move that is 3 turns, and the monsters somehow have to survive as well.

Regards

Edited by Chav

Which expansion is this quest?

Heirs of Blood

I did this quest. You can keep the heros busy with spiders. If you get lucky you may get a dash card and rush a monster or two thru the water fall. But the heros can only close one door at a time. So spread your monsters out to different ways. Also the heros have incentive to kill Farrow. Could try to lure heros out to him. Also Belthir can transport a monster at a time closer to the doors. It was slightly helpfull for me.

I did lose but was able to get 5 points

Ah. I did not spot that u had to turn the rest facedown. Well, then its not auto loose, but still hard. I like a challenge so thats not an issue.

Thanks.

One thing that helps the OL a lot here is to use sorcerers as open group. Summon really helps and the new set with death wish is actually nicer than undying here. Not sure I would recommend getting it but there is a remove condition card for 1 point that you could have for this quest.

While I must say I never played this one, if played properly I think this one would be hard for the heroes. Unless there was a rumor played at this time the heroes have only played the intro so probably most still have their starting weapon. Monsters with fly are nice here to avoid penalty from water and to get past heroes blocking. One good group would be hybrid sentinels. They are hard to kill with starting gear. Also on first OL turn alric can move adjacent to X and then belthir can move him and remove stun.

Edited by BenOverlord

Hehe, that is my thoughts exactly, not i can see how that turns into it beeing hard for the heroes, but time will tell. They found a tresure chest, so they have a mana wave and a steel broadsword

If you have not done this yet, I think I thought of a few other groups to use: Hybrid sentinels or Carrion drakes. With fly they do not have the movement penalty to get over water. Carrion drakes can get past center door on your first turn as well. Hybrid sentinels only have movement 4 so they would be stuck right behind door. If you could stop heroes from closing it turn 2 things are looking good.

It looks like a fun map to play. Good luck! Let us know how you did.

So we played it yesterday. the OL choose Harpies and Hybrid sentinels. Alric got out, and with 3 fatique tokens still left in the playarea the OL won the quest.

Harpies, with their spd 5 and fly is pretty hard to stop. The OL ran with goblins, harpies and Alric, while the rest just pinned the players down and held them back.

Congrats on the win! I thought this should be one OL would be able to make things really hard for the heroes.

Edited by BenOverlord

Well, i didnt. I was hero player. We are playing it this tuesday with me as OL

If one door is open via lever is another closed and vice versa?

Where in the rules can I find this?

I interpreted that this isnt so. What is right?