Allies and Relics

By Straangeer, in Descent: Journeys in the Dark

Hi Guys an other question came up this night.

Can an ally wield relics? such as Sun Stone?

Thank you for your answers.

An ally (or any other figure treated as a hero) cannot carry any shop item, search item, or relic. Only actual heroes with a hero sheet.

EDIT: Unless specified on a card or a quest rule, of course.

Edited by AndrewMM

An other Question a hero can perform 2 rest actions in his turn? It is important in Honor Among Thieves ENC2. In the rulebook it is said "A Hero can perform any two actions of his choice - Page 8 -."

Edited by Straangeer

I don't see any reason why it shouldn't be allowed. It can be useful in Pilgrimage, too.

An other Question a hero can perform 2 rest actions in his turn? It is important in Honor Among Thieves ENC2. In the rulebook it is said "A Hero can perform any two actions of his choice - Page 8 -."

Yes he can... but there is no benefit as he only recovers it's [Fatigue] at the end of his turn, not immediately !

Concerning specificaly the Quest Honor Among Thieves ENC2 ... I'm not sure (I don't have the exact english wording) but I think you can only trigger the effect once in a round.. if not you can then also cumulate a "revive a hero" + "rest"

One of the Rule masters wandering here have perhaps already the answer to this question.. if not FFG is your friend !! ;-)

I don't see any reason why it shouldn't be allowed. It can be useful in Pilgrimage, too.

For Pilgrimage as with a single rest action you can use all your remaining [Fatigue]... unless you succeed in recovering [Fatigue] between the two Rest actions ... (but I can see how) it's not useful to do two rest action's !?

Again with the Rest action you only recover the [Fatigue] at the end of your turn !

Edited by Felin

For Pilgrimage as with a single rest action you can use all your remaining [Fatigue]... unless you succeed in recovering [Fatigue] between the two Rest actions ... (but I can see how) it's not useful to do two rest action's !?

Again with the Rest action you only recover the [Fatigue] at the end of your turn !

That's the point, if you have a Stamina Potion, you can rest (using all your fatigue), then use the Potion, then rest again, thus recovering twice the guardian.

I think you can only trigger the effect once in a round.

Rules say nothing about that limitation (in none of the quests), so there shouldn't be problem with a hero resting twice.

Edited by AndrewMM

Correct- a hero is free to rest twice. The reason it is not prohibited is that in almost all cases, resting a second time has no benefit (since as has been said, a rest action does not take effect until the end of your turn.)

For Pilgrimage as with a single rest action you can use all your remaining [Fatigue]... unless you succeed in recovering [Fatigue] between the two Rest actions ... (but I can see how) it's not useful to do two rest action's !?

Again with the Rest action you only recover the [Fatigue] at the end of your turn !

That's the point, if you have a Stamina Potion, you can rest (using all your fatigue), then use the Potion, then rest again, thus recovering twice the guardian.

Indeed good point !! ;-)

Correct- a hero is free to rest twice. The reason it is not prohibited is that in almost all cases, resting a second time has no benefit (since as has been said, a rest action does not take effect until the end of your turn.)

Zaltyre, an other question about allies.

In the LOR rules at page 6: special: Some quest provide allies with unique actions to perform. These actions are clearly stated "as an action."

they are "treated as hero figures" for purpose of hero abilities, monster abilities and attacks, overlord cards.

The problem:

So for example "Back from the Dead ENC1" it is not said clearly that ally can barricade the door, just heroes , in the Rulebook it was mentioned as SPECIAL RULE for the quest, but the Ally word was not written in.

"As an action, while adjacent to a door, a hero may attempt to barricade the door."

In the setup phase, the following is written.: Place a number of damage tokens equal to the number of heroes next to the door between.....

so as i see Ally is not mentioned so i dont have to consider him like a hero.

The Victory condition also mentioned that, if there ever fatigue tokens equal to the number of heroes , read the following aloud...

So how do you differentiate the actions what an ally can do and what an ally can not do?

Thank you for the answer!

You have hit on a key point. What that bit of text about allies is saying, is that allies (as well as anything else "treated as a hero" like the Reanimate, the Wolf, Sir Palamon in Castle Daerion, image tokens, etc) can - and must - be counted as "heroes" for:

1. Hero and monster abilities: If a hero ability, heroic feat, class skill (prayer of healing), or gear or monster ability (Howl) says "hero," it means hero, ally, wolf, NPC treated as a hero, etc.

2. Attacks: when you're attacking that thing, you consider it a hero, which means things like conditions work (though that's also covered under "monster ability.") Also, things like the merriod's "Flail."

3. Overlord cards: You can play "Pit Trap" on an ally, or a wolf, etc, since it says "when a hero..." There are exceptions to this (only one that I know of- you cannot play "Bloodlust" when you kill an ally or wolf, since you normally don't draw cards when defeating them.)

Aside from those 3 numbered cases above, the word "hero" ONLY means the actual party of heroes- the ones who have classes, can wield weapons, go to every quest- those heroes. That means everywhere else: quest rules, travel cards, plot cards, rumor cards, secret room cards, you name it- "hero" means hero, it does NOT mean "hero, ally, wolf, etc." Anywhere else that those things are meant to be included, it will either say "figure," which is a much broader term, or explicitly "hero or ally" or "hero or familiar."

The cases you listed above for back from the dead are all examples of quest rules that do not include allies, just the heroes.

Edited by Zaltyre

1. If a hero enters a secret room , can he move out without resolving room event?

And if it is ok ,how to move out ? this hero must stand on exit space or adjacent space ?

Will a monster block the exit by stand on it ?

2. If a monster is revealed , can the overlord discard it ?

If not , this room seem to not close until it defeated , am I correct ?

1. If a hero enters a secret room , can he move out without resolving room event?

And if it is ok ,how to move out ? this hero must stand on exit space or adjacent space ?

Will a monster block the exit by stand on it ?

2. If a monster is revealed , can the overlord discard it ?

If not , this room seem to not close until it defeated , am I correct ?

1. When a hero draws a Secret Passage card he can choose to instantly "explore" a secret room, or not. Either way, a secret passage token replaces the search token. If the hero wants to explore the secret room at a later time than when the card is revealed, then they must spend one movement point while ON the secret passage token.

Once explored, the tile is laid out, and the the secret passage token is now known as a "Secret Room Entrance Space". There are these spaces on the secret room tile as well. The hero can then move to and from any "Secret Room Entrance Spaces" using a movement point as if they were adjacent spaces. Note that they must be *on* the Secret Room Entrance Space. They cannot be in an adjacent space.

A monster can block a hero from using Secret Room Entrance Spaces by standing on them. However, if a figure is on the other end of a hero using a "Secret Room Entrance Space" (i.e. the 'exit' space), then the hero will be placed in the closest empty space. In other words, you can block the starting space, but not the ending space.

2. The Overlord may choose to discard a challenge token OR a monster figure in the secret room at the start of each Overlord turn. This makes it impossible for the heroes to delay indefinitely in the secret room, as it is automatically resolved and closed off as soon as all monsters/tokens are removed.

Edited by Charmy

THX ! I recall some detail~ haha

2. The Overlord may choose to discard a challenge token OR a monster figure in the secret room at the start of each Overlord turn. This makes it impossible for the heroes to delay indefinitely in the secret room, as it is automatically resolved and closed off as soon as all monsters/tokens are removed.

I never understood the point for the Overlord to clean up a secret room. i mean if there is no more monsters or search tokens in it, don't the heroes win the secret room reward card ? When they destroy a monster in i,t they don't get anything, right, it is only when they pass a skill test under a search token that they get a search card. So the more they delay in the room the better. So why cleaning up the area ?

So why cleaning up the area ?

Reason 1) Heroes can get search cards for passing attribute test challenges. If the OL discards a token, he might be depriving the heroes of the search card.

Reason 2) Monsters from outside the secret room cannot enter it. Therefore, if the OL's objective is to KO a particular hero, that hero can "hide" in the secret room and be untouchable. The heroes might try to wait until they are in a position to win the quest before ending the room, so the OL can accelerate that and prevent perpetual hiding.