Shadows of Nerekhall Solo Playthrough and Questions.

By Omnislash024, in Descent: Journeys in the Dark

Alright, thanks. Continuing on then...

So.... interestingly enough, I found a curious weakness in using Chaos Beasts. I wanted to target one of Ravealla's image tokens but found that they're invalid targets! In fact, mostly all familiars may be invalid if they don't have an attack die. The Chaos Beast uses the Attack die of a figure, or more or less the weapon the hero has equipped. Well, Image tokens don't have equipped weapons- the Conjurer only uses them to attack with a weapon the hero himself had equipped and only when making an attack. Therefore the Beasts can't do anything to them, which has made this quest all the more peculiar. Summaries when it concludes.

So.... interestingly enough, I found a curious weakness in using Chaos Beasts. I wanted to target one of Ravealla's image tokens but found that they're invalid targets! In fact, mostly all familiars may be invalid if they don't have an attack die. The Chaos Beast uses the Attack die of a figure, or more or less the weapon the hero has equipped. Well, Image tokens don't have equipped weapons- the Conjurer only uses them to attack with a weapon the hero himself had equipped and only when making an attack. Therefore the Beasts can't do anything to them, which has made this quest all the more peculiar. Summaries when it concludes.

Just a precision..

I think you can target them for attack purposes.. what you can't is indeed target them to define the die pool of the Chaos Beats.

The target where you take the die should not be the same where you attack !

Now if you only have an image token in your LOS.. indeed I don't see either how it can be attacked as it has no dies itself !? perhaps a lone Blue die as when a hero is unarmed ? ...

So.... interestingly enough, I found a curious weakness in using Chaos Beasts. I wanted to target one of Ravealla's image tokens but found that they're invalid targets! In fact, mostly all familiars may be invalid if they don't have an attack die. The Chaos Beast uses the Attack die of a figure, or more or less the weapon the hero has equipped. Well, Image tokens don't have equipped weapons- the Conjurer only uses them to attack with a weapon the hero himself had equipped and only when making an attack. Therefore the Beasts can't do anything to them, which has made this quest all the more peculiar. Summaries when it concludes.

Just a precision..

I think you can target them for attack purposes.. what you can't is indeed target them to define the die pool of the Chaos Beats.

The target where you take the die should not be the same where you attack !

Now if you only have an image token in your LOS.. indeed I don't see either how it can be attacked as it has no dies itself !? perhaps a lone Blue die as when a hero is unarmed ? ...

I have asked FFG about this before. The image tokens have no attack pool (not even a blue). Their defense pool is a gray (thanks to the base skill card). The question was in response to the Champion's skill "No Mercy" and whether an image token could attack a monster by discarding valor (it can, but it has an empty attack pool so it's useless).

One thing of note: the Chaos Beast can use the weapon of a figure in it's LOS. So technically they can attack image tokens ( or figures without a weapon equipped) but only under the circumstance of having LOS to something that does have a weapon.

One thing of note: the Chaos Beast can use the weapon of a figure in it's LOS. So technically they can attack image tokens ( or figures without a weapon equipped) but only under the circumstance of having LOS to something that does have a weapon.

Yes- they can absolutely target an image token for an attack. My point was only that is they attempt to use the image token as a source of dice, they get nothing (not even a blue).

Summary of "Overdue Demise":

So the heroes begin the first quest of ActII handicapped, as on their way they were attacked by rabid dogs, which left them all Bleeding. On top of that, Lindel got poisoned after drinking some nasty sewage water.

In this quest, the heroes must prevent Trystayne from escaping jail with a powerful relic. Unfortunately, there are dimensional rifts teleporting monsters into the area. The Scythe is said to have the power to close the rifts or summon beast from within them. The two open groups were Chaos Beasts and Ynfaernal Hulks.

The Heroes had to spend an action on their first turn to clear away the status effects. The Changelings took up defensive positions within the jail while Trystayne worked to free himself. The heroes were delayed quite a bit, as a Dark Charm caused Ravealla to move backwards toward the entrance, A Mistrust card kept the heroes from even wanting to move at all and a Ynfearnal Hulk Knockback effect caused Alys to be tossed backwards. The heroes were however able to advance slowly, taking out monsters when they could. A Master Chaos Beast nearly Koed Andira with her own Bone Blade weapon effect. The minion changelings advanced at this point, trying to get the K.O. She was successful in rolling shields on each of the attacks to keep herself standing with 2 hearts to spare.

Meanwhile, Trystayne had broken the Jail walls quite easily and had made his way over to the Scythe. A minion Chaos Beast sat on the hero side of the tunnel, guarding it, while Changelings attempted to use Hideous Laughter and Whisper effects to move the heroes. Fortunately, the heroes were able to resist most of these effects. At the point when Tystayne picked up the Scythe, the heroes were positioned slightly in the right entrance of the library and the hallway, blocking any sort of way through. Using a dash to move to the next room, he used the Scythe to summon another master Ynfearnal Hulk.

Trystayne risked moving up towards southern entrance to the Library since the heroes were positioned more around the right entranceway, with the exception of Ravealla who was actually in the library at this point. Unfortunately the risk proved costly as the heroes were able to open the door and Ravealla took a Focused Fire pot shot at him. Lindel was also able to use his Undercover and Lie in Wait Class skills to gain some extra MPs and an attack. In the end, Trystayne came away with half his life and the Weakened condition.

Trystayne retreated backwards, but not before summoning another Master Ynfaernal Hulk. ( the Previous one also being defeated during Trystayne's risky attempt.) Some of the Minion Changeling had also come through the tunnel to support Trytayne's rear guard. So what ended up happening was the Ynfearnal Hulk Knocking Andira into the southern area with Trystayne as the Changelings closed the door on her.

Once again She was almost Koed, but on her next turn, she triggered her Heroic, using her Elven boots to move 1 space up to Trystayne. She only scored 3 damage but ended up healing herself completely. Hoping to end the quest, Alys used her actions to open the door so that Lindel could chase after Trystayne and use his Heroic feat to heopfully deal fatal damage. He succeeded.

Heroes Win, come away with 2 search tokens which nets them 50 Gold and the Blessed Scythe Relic. The Overlord loses once again, coming away with an experience a few threat tokens.

Conclusion: I think this was the OLs quest to lose. Perhaps had Trystayne played a waiting game , he might have had a better chance to escape. As it is though, it would have been a risk attempting to get past any area with two or more heroes in it. Can the OL recover from this? Chances aren't good. Meanwhile, it seems like the fight against Mirklace goes well.

For clarification on the "Spirited Scythe." The Attack all monster adjacent to you can be done twice ( two actions) a turn. Correct?

For clarification on the "Spirited Scythe." The Attack all monster adjacent to you can be done twice ( two actions) a turn. Correct?

No "exhaust"? Check.

No "Limit once per X"? Check.

Therefore, yes, you can do it twice.

That's what I thought. I was just making sure I was reading that right. Well ****, if this were a full on campaign with a whole bunch of players, I Would say the OL player would be sweating quite profusely.

The Heroes have decided to go looking for Jorem Tolk in the hopes of getting the rewards for completing "At the Forge". ( Which are substantial.)

During the Shopping Phase, Alys sold off her Guardian Axe, Lindel his Crossbow. They had enough gold to buy a Bow of the Eclipse for Lindel and a Black Iron Helm for Alys.

The Travel Phase had the OL discard his entire hand of OL cards and draw new ones. The heroes also recovered all their fatigue even though they didn't have any.

In this quest, the heroes must either kill the wounded Shadow Dragons or pick up their trail before the monsters wipe away the evidence. Trails must either be attribute tested by the heroes as an action or be attacked by monsters ( except shadow dragons) and dealt at least one damage. Every turn, when a Shadow Dragon moves, it leaves one trail in the map. (Essentially they are trying to escape.)

Using her new Spirited Scythe Alys ran up to the group of Dragon Hybrids, reinforced her attack with a Shockwave and blasted almost every Hybrid to kingdom come. Whatever was left was finished off by Lindel's new weapon and Ravealla's Focus Fire. Actually one minion Hybrid remained of the original group.

After everyone moved, The OL used his open Group of Golems to block passages while the Dragons made on their escape. The minion Hybrid tried to attack Ravealla's image tokens, removing two of them. The heroes ignored the Hybrids after that for the most part, moving along the northern part of the map focused on trying to catch up to the Dragons and pick up trails. Along the way, a search token revealed a Treasure Chest and Ravaella obtained a new Rune of Blades as a weapon. They had some horrible attribute roles though, so it was taking longer to pick up trails. The die didn't work well for the OL either, his monsters kept missing attacks on the trails whenever they got the chance to attack them.

At first, the OL saved up his cards for the second encounter, but after the Dragons had managed to move past the water tiles, the heroes still needed two more trails. So playing Frenzy and Dash cards, he was able to move some reinforced Hybrids quick enough to attack some trails. The heroes however picked up the pace, managing to obtain a third trail. Several missed attacks on the Hybrids left them dangerously close to wiping out the rest of the trails. In the end, both Dragons moved off the map, with Trail tokens on the very edge of the exit. It was on one of those that the heroes managed to snag the fourth, ending the quest.

The heroes move on to encounter 2 to face Valyndra herself.

Note: An encounter almost entirely decided by dice. Jeeps.

So, question on Agents.

If the Open group doesn't have the required figures to place an Agent, can you place them anyway?

Situation: Replacing a few Kobolds with the Ariad Agent. She requires 1 Minion and 1 Master, though the Kobolds can only start with 3 Masters. Do you replace 1 or 2 Masters?

So, question on Agents.

If the Open group doesn't have the required figures to place an Agent, can you place them anyway?

Situation: Replacing a few Kobolds with the Ariad Agent. She requires 1 Minion and 1 Master, though the Kobolds can only start with 3 Masters. Do you replace 1 or 2 Masters?

I believe that in such a case you are required to replace the entire group.

So, question on Agents.

If the Open group doesn't have the required figures to place an Agent, can you place them anyway?

Situation: Replacing a few Kobolds with the Ariad Agent. She requires 1 Minion and 1 Master, though the Kobolds can only start with 3 Masters. Do you replace 1 or 2 Masters?

I believe that in such a case you are required to replace the entire group.

I think this case is used if there is not enough figures in the group... (ex Giants if playing only 3 Heroes)

Here the Kobols are a special group, the figures exists they are not on the map at the start, so my guess would be (for 4 players) to place only two Masters and these two will only be able to reinforce up to 8 minions (5 for Conversion Kit !)..

But only a guess ... probably someone has already asked the question to FFG and will post the answer (Zaltyre for example ! ;-) )

Edit: Updated number of minions based on the Bonds of the Wild H&M

Edited by Felin

At the Forge - Encounter 2

For this playthrough, The OL implemented the Ariad Agent within a group of Kobolds and stationed them in the southern room. For the other open group, he went with Fire Imps so he could try and hinder the heroes pathway to Jorem Tolk. Each hero had a four space advantage from the entrance due to winning Encounter 1.

The Heroes were already on the entrance to the cave when they started their first turn. Lindel fired off an Explosive Arrow from his Bow of Eclipse, ripping the group of Fire Imps to shreds. Alys was able to finish them off with her scythe. The Overlord played hard from the get go though, playing an Imploding Rift Card on Alys that caused Alys, Ravealla and Andira to be affected. With all stanima taken up Ravealla couldn't produce more then one image token, but was able to move into the room with Jorem Tolk. The heroes had advanced into the left entrance by the end of the first turn, leaving Lindel behind to take care of any pursuers. Jorem Tolk was freed before the OL could even use him, and he retreated toward the right into the next room.

With that, the OL started his first turn with Valyndra on the board. The Dragon Hybrids pursued Jorem Tolk, catching up to him to smack him around. He took 10 damage from the round. Ariad moved towards the center room along with the Kobold Masters. Minion Kobolds started to pursue the heroes from behind.

On the heroes turn, Lindel sank some arrows into the two minion Kobolds coming from behind. Ravealla and Alys were able to provide support to Jorem Tolk, killing the minion Dragon Hybrids. A carefully placed image token also helped protect Jorem from any figures trying to move close to him. Meanwhile, Andira stayed at the Northern doorway to the large center area.

The OL used his time to have Valyndra collect the Weapons Caches, while Ariad and the Kobolds harassed the heroes. Valyndra managed to ****** up to four caches and needed two more to win. The only way to do that though was to get them from Andira and Alys, who both had picked one up.

Ariad managed to fire off a Cursed Blast that did considerable damage to Lindel, Andira and Ravealla, but she was afterwards ganged up on. The heroes had also managed to cleanup most of the Kobolds on the map. In a very odd chain of events during one hero turn, Andira stepped up to Ariad to attack her, only for the OL to set off a Fire Gems Trap. That ended up KOing Ravealla, who Andira revived. However the OL played Out of Darkness, forcing Ravealla to attack Andira, which nearly KOed her.

Valyndra was then able to waltz in with a Dash and Frenzy activation, moving once into position, using her extra attack action to knock out Andira, using a third action to pick up Andira's dropped Weapon Cache.

In the end however, the heroes were able to defeat both Ariad and Valyndra, effectively ending the quest.

The Heroes may be geared up, but these encounters have still been pretty close. They've picked up 1 experience as a reward for winning this quest as well as gained a serious bonus in each shopping phase now.

The Next quest has yet to be determined, but the Shadows of Nerekhall continues onward.


Edited by Andi1066