Mists of Bilehall mechanics broken

By Evilmasteryoda, in Descent: Journeys in the Dark

The first broken mechanic was in trouble waters, when a hero entered the white portal, the overloard places search tokens equal to the number of heroes. They must flip a special search toke. To disenchant the portal. But at the start of each overloard turn he can choose x number of heroes equal to the number of souls in that room and give the heroes a condition. Well imobalize will prevent the heroes from moving and they cant flip the serch, leaving them stuck in that room forever because they are re imobalize each overlord turn.

Last playing Julidens keep we found the green fireplace, we were both gerrified qhich diesnt let us spend surges but in order to hit you have to spend a surge, we were stuck in the study because there is no rule to leave the study for heroes, thus instant loss since we cant hit.

Edited by Evilmasteryoda

Regarding troubled waters, there are a couple of things of note, even if the OL chooses immobilize as the condition to inflict every time:

1) The OL can only choose heroes on the tile to suffer the condition. A hero is free to start his turn elsewhere, spend an action to place his figure adjacent to the white portal, and spend his second action to search- if he uncovers the unique search token, it's disenchanted.

2) Being immobilized does not prevent a hero from spending an action while adjacent to the portal to leave the tile. A hero need not get stuck in an "always immobilized" loop.

3) There are several hero skills, gear, and other abilities that allow movement even while immobilized (elven boots, oath of honor, and running shot to name a few) and also a number which dispel conditions.

It is a difficult quest- but I would not refer to its mechanics as broken by any means.

Edited by Zaltyre

Also for this campaign and likely many others, you really should have at least one here that can remove conditions. personally i strongly recommend an alchemist as I feel they are the strongest over all and the only class that can remove a condition NOT on their turn.

In my view if you are playing this quest or the other one with Zarhell without remove condition, you should just assume you lost and try to get search token. Yea I do realize you where trying to. Sorry that sucks.

TL;DR Never attempt a campaign with out an alchemist with remove condition.

In my view if you are playing this quest or the other one with Zarhell without remove condition, you should just assume you lost and try to get search token. Yea I do realize you where trying to. Sorry that sucks.

I really feel like it's the same deal with Juliden's Keep. It's true, terrify is crippling, and terrify prevents you from winning the quest. There are 3 ways to clear terrify:

1) The way on the card

2) Throw the card away with an ability

3) Get KO.

1) If you're in a room like the study, getting out of LOS of the dragon gets very tough (but not impossible.) Luckily, she doesn't have shadow, so that's good.

2) Like Ben said

3) As long as you're not the last one to die, this might work.

Very funny! :lol:

Yep, not having a hero that can remove conditions makes thos maps unbarable, amplify it too because we were only playing with two heros.

Yep, not having a hero that can remove conditions makes thos maps unbarable, amplify it too because we were only playing with two heros.

New 2 hero rule?

Just read the Errata...

Seriously, thats amazing, cant wait to tell the guys.

Once again, Zaltyre to the rescue!!

:lol:

That new rule was introduced in Heirs of Blood and just added to everything in the last errata...

It helps even the odds for people who like 2 hero games.

Sorry to dig up this topic, but was just setting up this quest and didn't want to start a new topic about it.

What is up with the traits for this quest? I was trying to stick to monsters that would thematically fit the campaign, and this quest just makes it impossible with Wilderness and Cave :/ (for 3 groups)

Not anything even remotely close to undead..

Wilderness works, it's outside.

Cave? Give plague worm or spiders (bane of cave, pick your poison) a go.

I imagine the choice to leave "water" off the list might have been to avoid abuse of the sludge by things like carrion drakes who can fly (::cough:: ZYLA). Just a guess.

Myeah, I'm going for Bandits (they sorta fit on the hut I guess), Bane Spiders and Barghest (guess they are undead).

I have verminous' plotdeck, so got to stick to them 4 health monsters :P

I wanted to bring some topic change here :)and refocus on the classic gameplay.

We are close to end our Mists Campaign and i am quite astonish with the difficulty of it.
We are all experienced Terrinoth adventurers and, if we went trough the campaign with fan made classes of our design, I didn't expect that it would be so difficult.
We went with a scout/thief/Ronan, warrior/marshal/Alys, mage/fanclass/Lyssa and a healer/fanclass/brothergherinn.

We more or less chose our party randomly as we usually do for game balance. Alas we were heavily crushed with not even an ounce of hope to win the quests.

In Each quests all characters eventually became KO and in the end noboby was able to stand up due to tainted cards.

My conclusion was that you need aTop Healer Class perhaps even 2 healers, with high health characters.
Looks like there is no real utility in having a scout for that campaign and, as it is a lot about smashing around reinforcing monsters, i would be tempted to have 2 warriors.

So here is my question.
Would you be so kind to give me your group composition for the parties that won the campaign (Character/Class) ?

THX for input

Tintaglia,

I don't have a direct answer to your question, but I'd like to offer another opinion regarding scouts. While it's definitely important to have a solid healer in Mists, I think a solid scout is also very helpful. This is primarily because many of the Mists quests (being difficult) need all hero hands on deck. There is not much time to browse for treasure. Therefore, a scout who can either use class skills or hero sheet abilities to search remotely or without actions is a huge help.

My group won the campaign (but lost slightly over 50% of the quests).

We had Reinhart as a beast master

Jaes as a Runemaster

Andira as a disciple

and Lindel as a Bounty Hunter (with the tracking token)

The first power Andira took was the one that removes conditions.

Once Lindel got Camouflage(I think) quests got easier, because he would get an extra gray die and 3 mp on his next turn if he didn't attack, so he could focus on mission objectives.

Reinhart and Jaes went pretty standard routes. With the Wolf to help with crowd control and Jaes getting the staff of Greyhaven so he could do some pretty reasonable damage, we started getting less bogged down.

I found that Mists is always either a race... or a slow, careful, no misstep kind of quest.

Tintaglia,

I don't have a direct answer to your question, but I'd like to offer another opinion regarding scouts. While it's definitely important to have a solid healer in Mists, I think a solid scout is also very helpful. This is primarily because many of the Mists quests (being difficult) need all hero hands on deck. There is not much time to browse for treasure. Therefore, a scout who can either use class skills or hero sheet abilities to search remotely or without actions is a huge help.

I agree with you Zaltyre, at least it is what we thought due to our previous games, that is why we took Ronan and the Pico pet (free search) and chose the thief class (free opening of doors). But i hadn't the feeling that it was much help to win the quest. For instance during the last quest we search the 4 treasures but in the end Zarihell tore us into pieces.

But you re right it may be that our weak point was not the scout. Let 's what the others say

My group won the campaign (but lost slightly over 50% of the quests).

We had Reinhart as a beast master

Jaes as a Runemaster

Andira as a disciple

and Lindel as a Bounty Hunter (with the tracking token)

The first power Andira took was the one that removes conditions.

Once Lindel got Camouflage(I think) quests got easier, because he would get an extra gray die and 3 mp on his next turn if he didn't attack, so he could focus on mission objectives.

Reinhart and Jaes went pretty standard routes. With the Wolf to help with crowd control and Jaes getting the staff of Greyhaven so he could do some pretty reasonable damage, we started getting less bogged down.

I found that Mists is always either a race... or a slow, careful, no misstep kind of quest.

I can see here that you took mainly 12 healths characters (except one). That s a good start. We also know that not having a conditions remover was a mistake (terrify tokens) .

Otherwise your party was quite classic even if you picked efficient classes. We also hadn't any explosion hability.

My group won the campaign (but lost slightly over 50% of the quests).

We had Reinhart as a beast master

Jaes as a Runemaster

Andira as a disciple

and Lindel as a Bounty Hunter (with the tracking token)

The first power Andira took was the one that removes conditions.

Once Lindel got Camouflage(I think) quests got easier, because he would get an extra gray die and 3 mp on his next turn if he didn't attack, so he could focus on mission objectives.

Reinhart and Jaes went pretty standard routes. With the Wolf to help with crowd control and Jaes getting the staff of Greyhaven so he could do some pretty reasonable damage, we started getting less bogged down.

I found that Mists is always either a race... or a slow, careful, no misstep kind of quest.

I can see here that you took mainly 12 healths characters (except one). That s a good start. We also know that not having a conditions remover was a mistake (terrify tokens) .

Otherwise your party was quite classic even if you picked efficient classes. We also hadn't any explosion hability.

The blast ability kept the OL honest, by forcing him not to group his forces together...which allowed some reanimate kills that might otherwise not have happened by pushing them further than 3 apart (between the terrain and the blast) This is why the Staff of Greyhaven became such a useful tool, because once the mage had the range, he could start converting some of it to damage to "one-shot" the reanimates.

We specifically chose high HP heroes, knowing we would also have the bonus HP from our tainted cards. Reinhard ended up with 18 at the end, because of one skill and an item.

Lindel was chosen specifically because of his ability to succeed more easily on ability checks and Andira was chosen because her heroic feat allows a ranged heal that also damages a monster (if the attack hits). our success with this was 50/50.

Jaes was chosen of his HP and because of his heroic feat that allows him a large Pierce attack (for when you really need that target down).