The adventures of a heros group - part II

By Kentares, in Descent: Journeys in the Dark

So after our first wrong try which I talked about here: https://community.fantasyflightgames.com/topic/195014-first-blood-hard-for-heroes/

We successfully won First Blood without errors this time (I think).

Moving on to "Fat Goblin - encounter 1" we spent the XP´s won in:

Avric (Disciple) - Armor of Faith

Jain (Wildlander) - Accurate

Leoric (Runemaster) - Exploding Rune

Syndrael (Berserker) - Counter Attack

So on to the encounter... it was easy because in the heroes first turn we manage to kill a white Merriod (which was what the OL picked as the open group) getting past the other one and getting him pinned by Syndrael. The OL first turn was pushing the Merriods into the heroes making a couple of wounds here and there. Then moved the goblins as fast as they can go (without using a Dash) into the area of the 3# heroes search token.

In the next heroes turn the game was decided because the OL forgot the new Runemaster skill (Explosive Rune) since he grouped all the goblins adjacent to each other. One good roll (5 hits to each which no goblin defended) and all goblins were toast (I think no mistake was made here). After this was just a control Merriod in the corridor and killing the goblin that reinforced each turn while storing the crops type of game.

For the Encounter 2 of Fat Goblin we had 3 of the 4 heroes with wounds but nothing too serious (btw we think that a hero going down isnt such a big problem in this game since he can get up alone with no big penalty - could be a ruleswise mistake here on our part?).

The OL chose Shadow Dragons as the open group which made the Cave a little cramped.

The heroes decided that the best strategy was waiting for Splig to show up near the Spider Den with Frederick at his back while avoiding or killing the dragons (and Avric praying that a couple of Dash didnt showed up at that time).

After cleaning the Spider Den of spiders the heroes "setup the tent" in the 27B corridor in a way to avoid the Fire Breath of the red dragon. The OL did his thing and 3 turns later Splig got Frederick and started to go to fullfil his objective with the help of the other goblins.

At this point there was a traffic jam in that corridor filled with Heroes and Goblins (and a red Shadow Dragon). Heroes killed the goblins fairly quickly and Avric managed to get ahead split from the group which was a blessing because he got face to face with Splig and stunned him for 3 turns in a row while doing damage to him.

At this point the OL played a Dash in the white dragon to open a second front in our line of heroes bypassing and getting behind them. Right after this Leoric failed to stun Splig and moved a couple squares just to fall to Syndrael sword in the next hero turn.

Opinions diverge among us in how the Dash should have being used... OL should have waited for a failed Avric stun attack to use it or he did alright (or even late) by using the Dash on that second dragon (not sure if before that turn he could pass through the heroes before).

Were now deciding if we should buy an Halberd (for Syndrael) and a Deflecting Shield (for Avric) from the available store items while Leoric got a Magma Blast from the search tokens (are we required to sell the items we find through search tokens at the end of each quest?).

Also... all players agree that spending stamina to move without a move action is too good.

Questions and opinions (and replys to my questions) welcome.

Edit to correct the name of the Hero that prays and stuns minions.

Edited by Kentares

Just a quick observation about heroes getting KO:

1) If a hero performs a stand up action, his turn immediately ends. He can't do any actions or other things during his turn except standing up. This is a significant penalty.

2) If a hero is defeated during his turn, his turn immediately ends. He can't stand up until his next turn.

Just a quick observation about heroes getting KO:

1) If a hero performs a stand up action, his turn immediately ends. He can't do any actions or other things during his turn except standing up. This is a significant penalty.

2) If a hero is defeated during his turn, his turn immediately ends. He can't stand up until his next turn.

No problem there. Both points were complied (I believe that only the 1st point applies since all KOs were in OL turns). We still think it isnt penalty enough. In the second Fat Goblin encounter we used one heros KO and stand up twice in a row to avoid the white dragon going through them (like the OL did later with the Dash card - both times the dragon attacked in his second action which caused the KO).

We think that both the penalty for KO isnt enough and that the other heroes help on a KO hero isnt good enough so that its worth to use it. We always came to the conclusion that a KO hero is better on his own by standing up and that another heros activation was better spent in attacking a minion than helping a KO hero (until now at least) specially with Avric abilities of healing in the group (we think hes too good :).

Edited by Kentares

Losing a turn can be pretty substantial, especially if multiple heroes are KO'd at the same time- very quickly, the heroes don't have enough actions to do what they need to do. Even if you get revived, you're still at reduced health and completely fatigued out (unless you got a lucky roll) making it tough to do much in the way of skills, and likely you'll get KO again.

The main danger of standing up, especially if you're separated from the party, is getting caught in a KO loop where every time you stand up, a monster just KOs you again and essentially keeps you from doing anything at all.

...and granting the OL after each KO a new OL Card for his great satisfaction :rolleyes:

You are required to sell all your search items, you get the gold value on the card even if you used the item. I believe this is made so you can't hoard potions for hard quests and/or more easily find the treasure chest card.

Two things of note:

I usually use Bargheists in the 1st encounter. They've got Immobilize which can slow the players down. Second, they're fast and can really mess with player movement. Third, you can have more of them.

Second: Usually use Dash on Splig. he can really move if the heroes aren't careful. Also, just because a figure is stunned, doesn't mean they can't move. Stun only interferes with the first action that a figure performs.

are we required to sell the items we find through search tokens at the end of each quest?
Just to complete Ceasarsalad101 answer, you are required to sell the search cards for the value marked on them !

This means you can't keep items written on the cards like stamina potion and the like !

But if one of the cards is the Treasure Chest, the heroes can keep the Shop Item found and do what they want with it : keep it, sell it, give it to someone else.. as any other Shop Item they already had !

About the Dash I also would have recommended to use it on Splig...
indeed with a speed of only 3 and heroes waiting to be able to have some of his blood on their weapons... I think Dash is nearly the only way to put Slip from the cave to the entrance without having to survive 8 or more attacks (and I have some doubts if he really can survive this many ! ;-) ) !

Last I played this Quest as the OL, I was not really lucky.. found Frederick only at the 6th turn (one test failed and it was the last token !)....by that time, he was my only figure!
And even with two Dash's in hand there was no way he could arrive till the entrance alive.. more over the heroes had closed all doors behind them !
So he died in hero : alone against 4 ennemis with a last Blodd Rage suicidal attack ! (once he died the heroes have not been able to pick up the two last search tokens !!! niark niark niark !! ;-P )

...and granting the OL after each KO a new OL Card for his great satisfaction :rolleyes:

Theres always something that we missed in the rules. OL didnt draw a card each time a Hero was KO.

Edited by Kentares

Two things of note:

I usually use Bargheists in the 1st encounter. They've got Immobilize which can slow the players down. Second, they're fast and can really mess with player movement. Third, you can have more of them.

Second: Usually use Dash on Splig. he can really move if the heroes aren't careful. Also, just because a figure is stunned, doesn't mean they can't move. Stun only interferes with the first action that a figure performs.

Yeah... but Immobilize only messes with movement... still allows every other actions so... Anyway OL picked Merriods... ;)

About Stun.. we know that but Splig never had a chance to go very far because on the Spligs second action he never had anywhere to go except for that last time that he falled in Syndrael arms... :D

are we required to sell the items we find through search tokens at the end of each quest?
Just to complete Ceasarsalad101 answer, you are required to sell the search cards for the value marked on them !

This means you can't keep items written on the cards like stamina potion and the like !

But if one of the cards is the Treasure Chest, the heroes can keep the Shop Item found and do what they want with it : keep it, sell it, give it to someone else.. as any other Shop Item they already had !

ok... thx. One more thing... either used or not the value of those items is the same right?

ok... thx. One more thing... either used or not the value of those items is the same right?

Correct. A stamina potion is worth 25 gold whether it has been used or not, for example.

As Tintaglia pointed out, each KO allows the OL to draw a new card. If that continues to happen, the OL can press the advantage, KOing more heroes, drawing more cards and it will continue that spiral till yhe OL wins.

I usually use Bargheists in the 1st encounter. They've got Immobilize which can slow the players down. Second, they're fast and can really mess with player movement. Third, you can have more of them.

Are you sure about that? I looked the Barghest card and it doesnt seem to have Immobilize. Thats a Merriod ability...

Edited by Kentares

He may have meant 'howl,' which hampers the hero ability to fatigue move?

Yep. Howl.

Oh... got it.