Mists of Bilehall: what we know

By Zaltyre, in Descent: Journeys in the Dark

Too be honest, thinking about it, how will this ever work?

If its an act 1 only campaign, won't the monsters become to weak after half the campaign?

And if its an act 2 only campaign it'll be the other way around..

I'm really wondering why they feel they have to diverge again from the way the normal/mini campaigns work. They should really give us a bit more insight in how this will work in a new news post or something.

I think so far the community speculation has taken the word "full" to mean "9 quests," and I don't think that is necessarily the case. I suspect that "full" merely implies a full act, for the reason you point out- nine quests in the same act just isn't practical, no matter how you swing it. However, I fully agree that the wording is vague- but this is just a first announcement, and we have some time before Q4 for them to flesh out exactly what this expansion entails. I eagerly await more details.

Edited by Zaltyre

Then thats really kinda deceptive. That would mean this expansions offers even less than a mini-expansion..

It's a "full" quest arc. Meaning a beginning and end, or Intro and Finale. Nothing more to it then that.

So as to how an Act usually plays out:

Intro - 3 Act Quests - Interlude/Finale.

There probably won't be an interlude. Most likely there are two Finales and which one you go on depends on how well either side did.

In fact, I think it's more deceptive in a way : it's like a small campaign perfectly made for the beginners or anybody that does not have time to do a full campaign.

Sometimes I was in need of thoses type of campaign, but maybe it's a bit late for that now that the game is so big

It's a "full" quest arc. Meaning a beginning and end, or Intro and Finale. Nothing more to it then that.

So as to how an Act usually plays out:

Intro - 3 Act Quests - Interlude/Finale.

There probably won't be an interlude. Most likely there are two Finales and which one you go on depends on how well either side did.

I am inclined to agree with you. For balance and simplicity issues, I suspect an intro, act, and finale(s) is more likely than an intro, 2 blocks of quests at the same difficulty, and finale(s). While on the surface that looks more like a mini campaign, it doesn't have to be that way. There is plenty of room between "mini campaign" and "9 quest campaign." Lair of the Wyrm, for example, was just 3 encounters followed by a choice of finale, 5 quests in all. On the other hand, a full 2-act campaign will have 9 quests on each playthrough, with variable choices of quests (so closer to 17 quests in all.)

As long as the quests/story are quality, I don't expect to be disappointed by Bilehall, regardless of length. Heirs of Blood had story elements were much stronger than previous expansions. If Bilehall has a shortened (single act) campaign with an engaging story, that's exactly the type of thing I'm looking for.

I don't know about you guys, but I'm only able to get a proper group together to play Descent about one evening a week. Taking a month rather than 2+ months to get through a campaign is preferable for that type of schedule.

Edited by Zaltyre

Don't even have a playgroup anymore, though trying to get a Descent night going at a store.

And I don't quite think it's "easy mode" as those Tainted cards look quite hard to get past. I don't know if you will be able to use Plot Decks with it, but if you can it'll just make the campaign harder.

Just my two cents...

from my point of view you can make a full Acte I (Or II) with as many quest as you want.. the only thing is not give XP rewards every time !
But one every X Quests for example
And for monsters becoming weak it's true they can't level up.. but it's not the only way to make the Quest harder, you can also put more/other monsters on the map to balance the weakness!

Even if these solutions are probably not the right ones.. they stay possible till we have the true answers ! ;-)

These are interesting ideas, and it's true you can just have hordes of monsters to balance powerful heroes, but that creates its own issues. I don't know how I feel about XP rewarded only every few quests, but I suppose that concept works in the cooperative adventures. In any case, I am curious to hear what FFG says about the Bilehall campaign in the future.

You can probably achieve balance in other ways than throwing in Act II monsters into the equation, especially if you can control the amount of gear heroes have access to. Maybe some revolutionary changes around search tokens, or additional ways for the OL to disrupt that, although I doubt it would be very fun to the heroes? Maybe these "weak" Act I monsters are used in a particular way that makes them more dangerous or relevant towards the Ol objectives, in areas that are not directly related to combat? This is an expansion about undead monsters, maybe they keep spawning or are a lot more harder to kill?

In all honesty I´m like all of you, I just have zero idea. But I don''t think we can plain categorize this as a low tier campaign just assuming it's going to be run as a standard Act I campaign,. There must be something else to explain why you only get one act. I am totally puzzled.

It would be nice to have both ACT I and II version of the lieutenants to support the Quest builder and your own custom quests.

I assume it will be a 5 parter.

It would be nice to have both ACT I and II version of the lieutenants to support the Quest builder and your own custom quests.

I assume it will be a 5 parter.

But i'm afraid it will not be, for example, Serena, Raythen and Queen Ariad doesn't exist in act 1

It would be nice to have both ACT I and II version of the lieutenants to support the Quest builder and your own custom quests.

I assume it will be a 5 parter.

But i'm afraid it will not be, for example, Serena, Raythen and Queen Ariad doesn't exist in act 1

Agreed. 3 LT cards (not 6) means no such luck.

Yeah true. It would have been nice, but no biggie.

There is so much content I have had time to build any custom quests anyhow!

If you want the ACTII lieutenant. Take the ACT1 Lieutenant and the ACT2 agent and you likely can figure out what it should be.

You can do about the same with the other lieutenants that have only ACT2.

If you want the ACTII lieutenant. Take the ACT1 Lieutenant and the ACT2 agent and you likely can figure out what it should be.

You can do about the same with the other lieutenants that have only ACT2.

Good point

If you want the ACTII lieutenant. Take the ACT1 Lieutenant and the ACT2 agent and you likely can figure out what it should be.

You can do about the same with the other lieutenants that have only ACT2.

not so easy, for example, Splig has his skill changer from "upgrade" to "get them"

If you want the ACTII lieutenant. Take the ACT1 Lieutenant and the ACT2 agent and you likely can figure out what it should be.

You can do about the same with the other lieutenants that have only ACT2.

not so easy, for example, Splig has his skill changer from "upgrade" to "get them"

True, but you could just replace the abilities accordingly. If you were to make you own quest, you could simply state use the abilities as listed on the lieutenant card, with the following adjustments (replace with health and armor rolls form plot card). It would only be hard if they replaced an X value ability with an alternative like 'Sorcery 3'. You would never know what the ACT II version should be.

I think we are safe for the case of MoB though, I can;t see any of those type of abilities.

And the one who don't own plot decks can't figure out how thoses lieutenant should be ...

It's too bad FFG didn't think of making thoses lieutenants at least for the Quest Vault

And the one who don't own plot decks can't figure out how thoses lieutenant should be ...

It's too bad FFG didn't think of making thoses lieutenants at least for the Quest Vault

While I share that sentiment, it is not the first time this has happened, as has been pointed out regarding Queen Ariad, Raythen, and Serena.

I own everything, and for Serena and Raythen, their stats are totally diferent

I own everything, and for Serena and Raythen, their stats are totally diferent

I know, i'm the first one to have pointed that out in the first place ...

Anybody had the idea, that this campaign could be something like act 2.5? You complete another campaign and play your heroes on in a short but extremely challenging campaign. Maybe it is just wishlisting but it had been my first idea reading the article.

For those still curious about the contents of the box, just found an unboxing video on youtube:

Because this guy doesn't know how to keep a camera steady, or actually give people a clear view of the cards, I've paused it frame by frame to read the Cards for you:

All Act 1 Shop Cards:

Mistbane 1B, 1R 100G 1 Handed Blade

Each time you defeat a monster, you may suffer 1 heart to recover 1 Fatigue.

Surge: +2

Corpsebug Brooch Accessory 75G

Apply +2 to your Health.

If you end your turn on a hazard space, you are not defeated.

Soulstone 1B,1R Two Handed Magic,Rune 125G

Each time you defeat a monster, place 1 heart on this card. Each time you recover Heart, discard 1 Heart from this card.

Surge: Pierce X, where X is the Heart on this card.

Bloodscript Ring Accessory, Ring, 75G

Apply -1 to your Willpower ( to a min of 1) and +2 to your Health.

Each of your attacks gains: Surge: Terrify

Witch Hazel Bow, 1B,1Y Two Handed Bow, Magic 125G

Range +2

Surge: +1Heart

Surge: Terrify

Marsh Cloak 1B Cloak 150G

Apply +1 to your Health

Treat water and sludge spaces as normal spaces.

Battle Tome 1B, 1Y, Book,Magic 125G

Surge: +1 Range, +1 Heart

Double Surge: +X Heart where X is equal to your Knowledge. After this attack resolves, unequip this weapon.

Souldbound Sword 1B,1Y 100G

At the start of each of your turns, test Willpower. If you fail, you are Terrified.

Surge: +2 Heart

Surge: Pierce 4

Surge: Terrify

Relics:

Undertaker's Coat, Light Armor

Apply +2 to your Health.

At the start of your turn, you may suffer 1 Fatigue to place the hero token of a knocked out hero adjacent to you.

OL: Exhaust this card after this lieutenant rolls defense dice and rolls 1 or more blanks. Add a number of Shield to the results equal to this lieutenant's knowledge.

Fear Eater, 1B,1R Blade

Surge: Terrify

Each time you declare an attack that targets a Terrified monster, that attack gains Surge: +2, Recover 3 Heart ( once again you idiot, your thumb is in the way.)

Blade of Brivala

OL: Each attack performed by this lieutenant gains:

Surge: if this attack deals at least 1 heart, choose 1 hero within 3 spaces of the target. That hero is ( Terrified I believe but his thumb is in the way.)

The White Crown, Helmet

Apply +1 to each hero's Willpower ( to a max of 6). You may unequip this card when a hero fails a Willpower test to reroll that test.

Limit 1 Helmet equipped at a time.

OL: Waiqar's Favor

Each monster in this group cannot be Terrified.

Each monster in this group gains: Surge: Recover 3 Heart

Monster Cards are Both Act 1 And Act II

Lieutenants: Only Act 1 Cards.