Shadows of Nerekhall Solo Playthrough and Questions.

By Omnislash024, in Descent: Journeys in the Dark

Updating some Developments

The Campaign Phase was a very interesting one.

The Spend Experience Phase had Alys pick up Just Reward while Andira now has Blessed Strike. Lindel and Ravealla stocked their experience point. The Overlord was not shy on spending his threat tokens though, vying to spend them all to buy out the rest of the plot deck. He also used his experience to pick up the level 1 Shadowmancer card Mistrust. Combined with the Ariad Plot Deck, the OL can inflict some serious fatigue problems on the heroes if used correctly.

In anycase, the Shopping Phase wound up being a point where the Campaign might have downward spiraled for the OL. He played the "Scarce Goods" Rumor Card which also meant he had to play the "Spread Your Wings" Rumor card. so it nets him a threat token. He named "Light Armor" as the description. There was no Light Armor Drawn, rather there was a Heavy Armor. The heroes purchased the Rune Plate for Ravealla. There were also some Shadow Bracers that caught the eye of Alys and she picked that up as well. The heroes sold off the Ironbound Rune as Ravealla is quite happy using the Lifedrain Scepter.

So with the shop visit complete, the heroes decide to look into the "Spread your Wings" rumor. During the Travel Phase, they are attacked by some unknown force. Fortunately, everyone managed to pass the "Sun" test so nothing happens. Then at the end of the trip, the heroes encounter a knight who challenges one of them to a duel. Andira steps up with her Bone Blade. The knight swings with a Dire Flail and does no damage, but Andira manages to get 3 damage on the knight. The knight concedes defeat and hands over the Flail to the heroes.

So we finally get to the actual quest. The heroes have to defeat Dulak before he forces Jorem Tolk to mine up all the ore, grab it all and escape. The OL picked Medusae as the open group. The Minion Ettin guarded the door for most of the encounter. The heroes rushed toward the water area initially. The OL used played his OL cards heavily to slow them down. Imploding Rift got Ravealla for all her fatigue, while Fire Gems did a number on Alys, Andira and Lindel. The heroes spent some time in the water, fending off attacks from Hybrids on one side and Medusae on the other. A Mistrust was played by the OL, so the heroes opted not to move and played defense. Alys new " Just Reward" ability disrupted the OL's hand a bit, making him discard a card. Her Retribution also was helpful in keeping her Fatigue low and doing extra damage to the monsters. That on top of Andira's ability just made it riugh on the monster to even attack them.

Lindel used his Lie in Wait ability while Ravealla didn't even bother with creating more then one image token. She just kept attacking, gaining a heart for each blow with her Lifedrain Scepter.

After that round, that OL was pretty much out of options. The heroes pretty much slaughtered everything around them. Ravealla just stayed on the west side of the water while the rest of the heroes advanced into the wagon area. Lindel searched the nearest token and found a Treasure chest which ended up being Elven Boots. The second search token was revealed on the next turn, which turned out to be a key. The two other items found in that area ended up being Health potions.

So Ravealla set off toward the secret entrance to intercept Dulak. Lindel placed the Elven Boots on his feet. Together with his Belt of Waterwalking, he was able to catch up to Ravaella instantly. Alys and Andira stayed in the Caravan area to deal with OL Reinforcements.

At one point Andira was Koed by a Frenzied Master Dragon Hybrid, who also used a Firebreath to give Alys 5 health of damage. It was a suicidal move however as Andira's ability caused him to suffer damage enough to kill him. it was a simple matter for Alys to stand up Andira and give her a health potion.

Meanwhile Ravaella and Lindel had made it into the secret entrance. Lindel handed Ravealla the Elven Boots and then failed to talk Jorem Tolk out of helping Dulak. Ravealla having rested a turn previously, prepared for battle, creating three images around her. She then proceeded to attack Dulak. she did some damage on him as well as left the Weakened condition on Dulak. On the secound round of this, Lindel finally managed to talk Jorem out of his stupor and then walked into Dulak's range. Jorem ran up to Dulak and attacked him, helping out the heroes. Dulak made Lindel pay for getting close to him, knocking him out with one swing! Then he tried to subvert Jorem Tolk again but failed. On the next turn, both Jorem and Ravealla finished him off. But poor Jorem is again snatched by a Hybrid and taken Valyndra's Lair.

Heroes Win, gaining the Aurium Mail Relic and opening up "At the Forge" for ActII. They also net an extra 50 gold off the health potions. The OL managed to knock out 2 heroes and successfully completed The Dark Ritual Continues off master monster actions, so he now has a total of 4 plot tokens.

So- *coughs* time to go over a few rules here.

So the situation is I have 3 image tokens out on the field in one room. They're pretty much all adjacent to each other. Image tokens are treated as hero figures. So now the OL plays the OL card Mistrust. http://descent2e.wikia.com/wiki/Mistrust

So If a hero moves into a space adjacent to these images, the effect will stack for each one he moves next to. Would that be correct?

So- *coughs* time to go over a few rules here.

So the situation is I have 3 image tokens out on the field in one room. They're pretty much all adjacent to each other. Image tokens are treated as hero figures. So now the OL plays the OL card Mistrust. http://descent2e.wikia.com/wiki/Mistrust

So If a hero moves into a space adjacent to these images, the effect will stack for each one he moves next to. Would that be correct?

I don't think Mistrust would stack. The card triggers "each time" a hero moves adjacent to another hero, so 1 instance of entering a space = triggers 1 time = 1 fatigue suffered.

Edited by Zaltyre

Hey I know I haven't posted in a bit. Been slow going honestly. Anyway got a bit of a Question here:

In the Price For Power Quest, second Encounter. Can the Pillars be effected by conditions? Thanks.

Hey I know I haven't posted in a bit. Been slow going honestly. Anyway got a bit of a Question here:

In the Price For Power Quest, second Encounter. Can the Pillars be effected by conditions? Thanks.

I don't have my quest guide in front of me, and have actually never played "Price of Power." However, I can say a few things:

-If the pillars can be affected by attacks, that usually means they can be affected by conditions.

-If the pillars are treated as figures (in addition to being affected by attacks,) then almost certainly they can.

-If the pillars do not have an activation, most conditions won't do anything.

Ok. Sorry for the delay. I had other things to take care of before attempting to move forward. In anycase this quest didn't actually take that long, but it was pretty epic.

The heroes chose Price for Power as the next quest as it winning it would yield a nice weapon for Lindel as he is the only hero who needs some better gear. Nothing too exciting happens during the Travel phase, that i can remember. ( It happened a while ago.)

Start of Price for Power. Trystayne is attacking the Mage Guild and somoene needs to stop him. That happens to be you. Unfortunately rifts are appearing, causing mayhem and spitting out Ynfearnal Hulks. Changeling are also present on the map and Ironbounds are attacking everything that moves. Despite this Ravealla manages to run into the room with Trystayne, filling it with Images. The others follow suit, grabbing search tokens along the way. Trystayne is delayed by failing an attribute test to turn the Villager into a rift. Evern worse, the tokens impede his movement. So all in all, he has a very hard time escaping and the heroes beat the hell out of him. He manages to just barely exit the room, but Lindel runs past the Changelings and delivers a fatal arrow into him. The heroes start encounter 2, finding a treasure chest that yeilded a Scorpion Helm and finding a Crossbow for Lindel to use.

Encounter 2

The heroes need to free the head mage before the overlord gains 6 Fatigue tokens. The Overlord puts his plot deck to use, Summoning Ariad amongst the open group of Flesh Moulders. With Changelings appearing from behind them and Ironboun protecting the pillars supporting the ritual spell, the heroes have their work cut out. It's not a simple matter to walk up and try and free the head mage, as the pillars increase Shield results on the attribute tests and the Matsre changelings impede Attributes. So at first the heroes go after the top Pillar. The Ironbound fiercly protect it. To save time, Ravealla attempts to go for the second pillar in the east room. Unfortunately there is the matter of Ariad, who was busy making life miserable, by causing movement and status problems. The Overlord also implemented PLot Deck effects, which made it even harder to do things. Ravealla was knocked out early as was Lindel. Alys and Andira gave up un the top most pillar, instead focusing on trying to remove Ariad. When she was finally defeated and the board cleared mostly of monsters, the Fatigue counters were already 4 high. On the fifth round, Ravealla finally destroyed a pillar. With two pillars still there, Lindel was the best bet to succeed in rescuing the head mage. He passed.

But... Surprise! It's actually Trystayne! Actually, since I was playing solo, I didn't know which influence effect would happen. So it made it that much more exciting. In anycase, with Trsytayne revealed, he only needed to KO Andira and Alys. With 2 extra life per Fatigue counters, he had a ridiculous amount oh Hearts to burn and so aggresively used Chaotic Energy. He manages to deal whopping blows to Andira, knocking her out. At this point, Ravealla searches a token and finds a secret room. So all of the heroes retreated back into it, to gain some space and use the time to rest. The OL couldn't really do anything about that, so he moved the monsters toward Trystayne, The Ironbound moving to protect him. After a break in the action, the heroes came out of the room with Incendiary Arrows, which Lindel equipped.

Now it came down to a battle between the heroes and Trsytayne surrounded by a legion of Changelings. If Alys was Koed the OL would win. If the heroes took out Trystayne, they would prevail. At first the heroes could not do much as they kept rolling missed attacks. Finally though they were able to defeat more Changelings then the OL could reinforce. All of Ravealla's images were defeated and a Word of Misery caused the extra damage to stack on her, making her an easy KO. Lindel was also Koed in this fracas. With a clean shot, the OL Played Frenzy and Dash on Trystayne, He had 3 attacks and one move. Using Chaotic Energy on Alys for all three attacks he did ENORMOUS damage, averaging around 10 hearts per attack. The problem was Alys is equipped with Aurium Mail, a Guardian Axe on which the effect was occuring, a Signet Ring for the extra one Shield if she needed. For all that damage Trytaynne accomplished... only 4 hearts managed to get through. With that final ploy, it was a simple matter for the heroes to run up and end him.

Heroes win a close one! Come away with close to 400 gold, some of which they used to buy the Crossbow, A Scorpion helm and Incendiary Arrows. Yep... they're buffed.

So the heroes went into the Campaign phase with alot of Gold and some Exp to spend. Andira and Alys kept their exp points while Ravaella and Lindel both spend theirs. Lindel picked up the Undercover class ability while Ravealla picked up Focus Fire skill. Shopping lead to the heroes buying the Crossbow as a perm weapon for Lindel, some basic Leather Armor for him, A Phoenix Pendant for Andira and sold off the Dire Flail. Some Equipment was moved around to various characters. The OL bought back the ability to Summon Ariad and got the Out of Darkness Shadowmancer card.

The Heroes decided to go on the "Spread Your Wings" rumor Quest. Traveling there, they encountered a Dunwarr Dwarf burying his brother. The Dwarf told them of dangers ahead and the heroes were able to avoid the next travel icon. Then they ran into a bunch of Refugees which they chose to help allowing the Ol to draw one more OL Card.

Spread Your WIngs.

The map for this encounter was huge, but the duration was not. Initially Skarn was able to attack two heroes before they had a chance to counter attack, but since it was against both Alys and Ravealla, none of them took any damage. To make matters worse, Skarn's attack roles were pretty horrendous. The first round, the heroes beat the living daylights out of him, leaving him with only 1 heart. During this round, Andira skipped one attack to pick up the Search token which ended up being a Stanima Potion. The OL didn't have much to do during his turn. Skarn continued to inflict no damage on anyone. The OL used the master monsters on the map to gain a few threat tokens off The Ritual Continues PLot card. The remaining minion bandits moved closer to the landings. The second round saw the heroes knock Skarn from the Rookery. At this point they were now leaping from the windows in hot pursuit. They all landed next to Skarn, and attacked the Stunned golem. It was Fortunate that the heroes managed to roll some crappy attack values and Skarn's defense held up. On the OL's next turn, he was able to play Dash, to move Skarn toward the pond. On the heroes ensuing turn however, They ran after Skarn. Lindel was able to get some damage on him as well as Andira. Ravealla finished him off by creating 3 image tokens and using a Focus Fire attack on him.

Heroes win the Brawl quite easily with none of the monsters even being a factor. They take the Book of Stars relic, 50 gold off the Stanima potion and the OL comes away with a few threat tokens.

The Interlude draws near.

Edited by Omnislash024

I'm not sure that with new errata golden rule you can actually play Dash card on Skarn to gain second move action.

Well it says he can move only once, but Dash gives him a second move. So I see no reason why it wouldn't work.

Well it says he can move only once, but Dash gives him a second move. So I see no reason why it wouldn't work.

I thought OL cards did that though.

I thought OL cards did that though.

Technically speaking, they used to. One of the "Golden Rules" toward the end of the rulebook said that when cards and abilities conflicted with quest rules, cards and abilities trumped. In the most recent FAQ, however:

Page 18, “The Golden Rules”: The first bullet point should read,
“Some cards and abilities come in direct conflict with the rules found in
this rulebook. Cards and abilities take precedence over the rules in this
rulebook. Furthermore, many quest rules listed in the Quest Guides come
in direct conflict with cards, abilities, and the rules found in this rulebook.
The quest rules listed in the Quest Guides take precedence over cards,
abilities, and the rulebook.”
I bolded the important bit. That is, if a quest says, "Skarn can only perform 1 move action during his activation," that pretty solidly means he can only perform 1. I suppose it's rather based on wording because if it were to say for example "only 1 of Skarn's 2 actions can be a move action" than you could argue that Dash is providing an action in addition to those two.

Huh. Well that's interesting, though that would mean Dash is pretty much useless in this quest. In the long run though in this siuation it didn't make much difference. I will be more careful.

The Interlude. Playing the True Enemy.

With the city guards, the rules don't mention whether they automatically pass or fail any attribute tests. What is the solution

The Interlude. Playing the True Enemy.

With the city guards, the rules don't mention whether they automatically pass or fail any attribute tests. What is the solution

I don't have my quest guide in front of me- in what context are they asked to make tests? (Are they figures? Are you trying to target them with an OL card? Is there a special thing in the quest that requires them to test?)

Without looking at the quest, I'd think that if something is defined as a figure but is not given attribute values, it would by default fail all attribute tests (unless it is otherwise stated that it passes all attribute tests.)

Edited by Zaltyre

Yah, I wanted to use an Overlord Card on one, but it required a test. I continued on though I'm still wondering.

Read the quest: auto-fail for sure, just like a familiar.

It's this little bits of rules that trip you up. :b

Anyway, here's how the Interlude played out.

The True Enemy.

"Help! Help! There's some nefarious evil afoot over in the town square!" The Heroes once again are told of trouble and rush towards what appears to be another incident. Guards accompany them this time as they near what looks to be some sort of evil ritual taking place. And the man responsible for it seems like none other then Rylan Olliven. Brandishing their weapons, the heroes make way their way to stop them.

During the Travel Phase, a carriage suddenly lost control, careening down the road. All but Ravealla managed to spectacularly fail in diving out of the way and got hit for one point of damage. Fortunately, they manages to also find an extra shop card which happened to be a health potion

For this encounter, the OL used Flesh Moulders and Fire Imps as the open groups. The Flesh Moulders spawned at the left side, while the Imps came from the right. Meanwhile Ynfearnal Hulks moved up from the south. The Heroes spent their initial turn getting close to the door all the while snagging the first search token, which happened to be a Stanima potion. The OL was able to move to spawn 3 Minions Imps a turn, moving them up to Rylan who would perform the ritual. He was able to do many tests as a result, but many of them ended up being failed results.

The Heroes moved into the Tavern, using basic methods to fight past the Changelings. The OL used the PLot deck rather heavily, triggering Malediction more then a few times. This card was a double edged sword as the heroes were able to do additional damage at the cost of being inflicted with hearts. The effect was minimal enough though the damage started to build up on Lindel. The OL used a Dark Charm to move Ravealla backwards towards the entrance. A failed Fire Gems on Alys also happened.The heroes went through the doorway into the street but had to fight past a master Ynfearnal Hulk guarding the way towards the plaza. The heroes dispatched and then used the Guards as a way to block any more incoming Hulks from coming up the street. In fact, the Guards even managed to defeat one.

The OL had some insanely crappy luck as the heroes entered the plaza. Rylan managed to get up to 5 fatigue tokens, yet could not for the life of him, manage to get the sixth. The heroes spent a turn dealing with some of the Flesh Moulders while t Lindel to move up onto the scaffold and fire a shot to polish off Rylan.

Mirklace then arrived. He was able to KO Andira Runehand with A Frenzy attack as he used his Earth attack to move heroes and images. He moved into the left corridor for a turn. Lindel revived Andira, who gained an extra 3 life off the Pheonix pendant she wore. She returned his Good deed with an OL controlled Out of Darkness card, smacking Lindel for 4 damage. Ravealla actually did the most damage to Mirklace, conjuring 3 images and then using a Focus Fire that did about 8 damage and inflicted the Weakened condition on him. Alys added an additional 2 as she used fatigue to move around and grab the last search token as well ( which ended up being a Stamina Potion ). The Guards finished off the rest of the monsters.

So it came down to if Mirklace could KO Andira or not. The OL used a Frenzy and a Dash card on him. He triggered the PLot card Enthrall to move Alys, Ravealla and an image token out of the way. Then he used the Mirklace's special ability to remove a few image tokens. With LOS now to Andira, he was able to attack once, doing 2 hearts of damage to her. He then attacked again. The OL used Dark Might to gain an additional Surge, for a blast effect. The effect nearly Koed Andira, and affected Lindel and two Guards. But... Andira's Heroic Ability caused 4 damage to backlash on him...meaning Mirklace was Koed. .....ooops....

Heroes win the Interlude! Everyone gains 1 Exp and the heroes gain a net of 225 Gold. Not that they need it mind you.

Campaign Update: Transitioning to Act II

New abilities for the heroes:

Alys Raines- I Am The Law

Andira Runehand- Divine Fury

Lindel- Longshot

Ravella- Saved her experience.

The Shop Stage saw the heroes have a whole lot of gold, so they opted to sell some items to get better ones. Lindel sold of the Leather Armor so he could use a Baron's Cloak, while Ravealla sold the Scorpion Helm and picked up the Mana Weave trinket.

The Overlord spent his experience picking up Shadow of Doubt, the last level 1 Shadowmancer Card.

The story thus far:

The Citadel has sent a group of heroes to investigate suspicious events currently happening in the city of Nerekhall. In the past, a man named Gargan Mirklace, almost brough Terrinoth to ruin by using dark magics that opened demonic portals. Himself becoming part demon, Mirklace led these hordes of foul creatures against the Daqan Lords. In the end, he was defeated but the stain of corruption never left Nerekhall. There was much debate over whether the city should be permanantly destroyed, but it's fate was to be saved. Nevertheless, talk of foul magic and dark deeds has once again surfaced.

Alys Raines-Marshall, Andira Runehand-Disciple, Lindel- Bounty Hunter and Ravealla Lightfoot- Conjurer take up the job of investigating.

When they first arrive in the city, they find a clean and well run city. For weeks, they seek to find answers to the rumors, but find no trace of any wrongdoing. The Ironbound guards seem to help the political officials keep the city policed. One day however, they get a notice about a public execution presided over by Rylan Olliven, an official that has caused much delay in the heroes investigations. They arrive and find that Rylan is actually executing his own brother, Trystayne Olliven. The proceedings are grim, yet take place with no interruption. As the crowd starts to thin, the deal form of Trystayne suddenly start moving with undead life! Citizens start to change into grotesque beings. The Square is under attack!

After the heroes end up swiftly defeating Trystayne and his Changelings, in the process of saving many citizens, they start to look into the Incident that too place all those years prior in search of answers.

Visiting a crumbling archive, they are escorted by Celia, a scholar. As they search the catacombs for information, they are constantly harrassed by rats, spiders and Kobolds. The catacombs suddenly cave in and Celia is lost under the debris. Sadly the heroes return to the inn.

Needing some time away from the city, they follow up on a rumor about a Crown of Destiny. Apparently a Giant named Mughin knows the location. They track down Mughin and chase him through caves, but he is able to barely escape. With no other lead to go on, they travel back to Nerekhall.

Back in the city, they come across some information about a suspicous person. Investigating the bar he usually frequents, he spots them instantly as they enter and bolts out the door. The Heroes start to give chase, when suddenly the citizens in the bar reveal themselves to be none other then rotting zombies. Even worse, the alleyways outside suddenly emit greenish energy, Hellhounds and Ynfearnal Hulks pouring out. Betram, the man the heroes came to question, runs towards one of those portals, while the heroes cut down the monsters. He just barely escapes inside, the heroes giving chase. That's when they suddenly find themselves inside a realm not like their own. This small area is commanded by a Ynfearnal Demon, Waiths and Elementals watching over captured thieves. It seems Betram did not escape afterall. As the heroes delve deeper into the area, they are ambushed by Changelings! All of the monsters attack, but the heroes swing back and take control of the fight. They defeat the Ynfearnal and escape back into the city.

The heroes are again called away from the city, as a foul rumor about Valyndra, the Wyrm Queen emerges. Seems like she's kidnapped a famous smith named Jorem Tolk. The heroes set out to find him, locating him in a mine. They're able to defeat his Ettin jailors, but before they can save him, a Dragon Hybrid- the foul minion of Valyndra- sweeps him away. With nothing else to go on, the heroes return to the city.

Weeks later, dark portals spring up at the Mage Academy. The heroes investigate and find out that Trystane is behind the attack. They rush in, defeating Trystane and then search for the guildmaster. They find him completely encased in a ritual circle. They rush to free him, fighting back against a woman named Ariad. Defeating her and freeing the guildmaster, they find it to be another ruse, as he turns into Trystane. After a climatic battle, the skeletal form retreats and the heroes save the mage academy.

Having earned enough good will from the City Guard, they trust the heroes enough with more information then usual. They tell the heroes about a construct that is causing problems at an abandoned Manor in Greyhaven. Apparently thieves woke it up trying to loot the place. The Heroes set off to this mansion. Once there, they are ambushed by a giant golem named Skarn, but are able to swiftly put him down. Although the job seems finished, the Ravens around the manor still mill about...

One day at the inn, the guards alert the heroes of yet another incident taking place. It seems as if a dark ritual is occuring in the town square. The heroes rush to the scene to find none other then Rylan Olliven himself. Changelings rush to intercept the heroes as Olliven works to complete his ritual. However, they are not able to stop the heroes from getting to him. Just as Rylan is about to be finished off, a huge creature emerges from the dark ritual portal. Gargan Mirklace has returned! The heroes rush to meet him in battle, forcing him to flee.

The initial encounter is over, but the heroes know that he still lives. Should Nerekhall hope to survive, they'll need to find both Rylan and Mirklace and put a stop to their plans.

Observations:

The Heroes. Alys is a pretty good tank and can disrupt the OL as a Marshall. The Fatigue boosts help immensily, she never seems to be tired. Now that she has Aurium Mail, she's virtually unable to be KOed. Marshall abilities are good and the OL has to be careful who to attack. Control like that is very beneficial. Andira Runehand is a viscous hero. Her static ability can cause damage to build up fast on monsters. If the heroes stick together, attacking is painful for the OL. Combined with Alys, they make a great pair of front liners. The healing from the Disciple class is great, though I'm sure she fits well with almost any class. Lindel is a great utility hero. He's fast and his ability to roll grey die is interesting. It doesn't always work though. The Bounty Hunter class is Hit and Miss. Some of the abilities I have not found very useful yet as most of the time, Lindel has to spend turns to attack at least once. His Heroic also is also hit and miss depending on the dice results. Ravaella has really great Defense, but is probably the one who has gotten Koed the most. Conjurer is cool, but it's very Fatigue heavy. That said, she can do some extremely potent damage very quickly.

I'm pretty much enjoying all the classes.

The Overlord. The Shadowmancer class is very situational. You have to really know when to use the cards. Mistrust is a cool card, but there are ways around it for the heroes. ( For instance just not moving and attacking.) The Ariad plot Deck uses Cursed Monsters and can also be situational. It's been handy at times, but I don't really think it's done too much. The Ritual Continues can net the OL Threat Tokens fast though, so you can use Ariad alot.

Overview: The heroes are geared. Geared out the ying yang. If the OL doesn't get a victory early on in ActII and the heroes are able to get even more Gold or obtain some Shop II Items, then the Campaign is probably going to go the heroes way. Even so, most of the previous victories have been pretty close, even with the heroes geared up. What will happen in ActII?

I don't know, but I'll tell ya this: The Next Quest is Overdue Demise.

The Heroes have already performed the Travel Step. Along the way they were attacked by rabid dogs, everyone except Alys came away from it Bleeding. If that wasn't bad enough, the encounter made them thirsty enough to sample some water they found in sewage. Lindel was the brave person who sampled it and wound up Poisoned for his trouble.

Alright, I'm back to playing this after a short break from it. I'm playing the quest "Overdue Demise". I need a question answered however before I can proceed.

The question is concerning the Jail Walls represented by the Blue Objective tokens. Does Trystayne need to remove both tokens in order to escape the jail cell? The quest map doesn't portry the game tile clearly below the objective tokens, so I can't really tell.

I assume not. It doesn't say anywhere that they both need to be broken down, and one space is big is enough for Tristayne to pass through since he has a small base. And it would require at least 11 actions if he passes every test = minimal 6 turns to break them down, by that time Tristayne will be hero breakfast.

I really don't know about that one. He's closer to reaching the scythe then the heroes are, as they need to go into the jail and then back up through the library and the locked door to even have a hope of picking it up before him. They also can't reach him by going into the jail since he's separated by an elevation line.

I really don't know about that one. He's closer to reaching the scythe then the heroes are, as they need to go into the jail and then back up through the library and the locked door to even have a hope of picking it up before him. They also can't reach him by going into the jail since he's separated by an elevation line

Okay, quoting didn't go right.. :P But, a hero could wake the guard in three turns. Little heroic feat here and there and the heroes could have the scythe by 4 a 5 turns. If Tristayne needs to only break down 1 part of the wall he need 7 turns to pick up the scythe. If he passes every test the first time. Seems reasonable to me.

He only needs to have a path out. He does not need to separately destroy each token. I played it this (once one token is gone he is free to go) way, and I just barely by the skin of my teeth won (literally, Tristayne had 1 health remaining and was poisoned. He tested, failed, and offloaded the damage onto an adjacent hulk before walking off the map.)

Edited by Zaltyre