This may be a FAQ for this quest, however I'd like to clarify: When Belthir takes flight, can he carry Alric from one point to the other?
Heirs of Blood Solo Play through (and yes... maybe Questions.)
Seige of Skytower. It says Belthir can carry small monsters.
As long as it doesn't specify "minion" or "master" then yes, Alric is a small monster. Remember that Alric has "unmoveable", so whoever is controlling Alric can choose not to let Belthir carry him.
As long as it doesn't specify "minion" or "master" then yes, Alric is a small monster. Remember that Alric has "unmoveable", so whoever is controlling Alric can choose not to let Belthir carry him.
Aren't they both being controlled by the Overlord?
As long as it doesn't specify "minion" or "master" then yes, Alric is a small monster. Remember that Alric has "unmoveable", so whoever is controlling Alric can choose not to let Belthir carry him.
Aren't they both being controlled by the Overlord?
Probably. I haven't read the rules for this quest. I'm merely pointing out that even if Alric can be relocated by Belthir in the special rules, the answer is still "yes, but only if Alric wants to be moved." There some some cases ("The Wyrm Turns", "Let the Truth be Buried", etc) where a Lieutenant ends up under the control of the heroes for a period of time. That may not be the case in "Siege of Skytower".
Edited by ZaltyreAct 1 Quest - Siege of Skytower
The ancient bastion of Skytower overlooks the southern pass with unparalleled vigilance. However, when an enemy sabotages it's gates, the almighty fortification provides little advantage over the invaders.
The layout of this quest consists of three doors ( I used portcullises acting as doors for a more immersive feel ), only one of which can remain closed and opened or shut inside a room with three switches. The quest first starts off with all three of them open.The invasion force consisted of Goblin archers and Sorcerers appearing at the entrance start of the OL turn, while the Supporting force runs interference by fighting the heroes. This Supporting force initially starts in the switch room and it consisted of a force of Reanimates with a master and a minion replaced Ardus Ix' Erebus. Yeesh.
So right off the heroes thought about what task they really needed to perform each turn. The first order of business was to clear the switch room of all enemies. Serena's Dissonace was quite useful, not only here, but all throughout the quest, as it helped the heroes move to spots without requiring them to use move actions. (Unless they had to move more then one space of course.) So the heroes moved toward the switch room, Serena grabbing a search token along the way, which turned out to be a Health Potion. The heroes also were able to kill two Reanimates with ranged attacks from both Challara and Grey Kher. It should be noted that placement with Reanimates is very critical as killing the first Reanimate enabled the second one to become weakened- he could only roll a Brown die instead of a Grey.
The OL's turn then came up. His invading force of Goblin Archers arrived, dividing themselves along the three paths leading to the exit. Any minion monster from the invading force would net the OL 1 Fatigue token, while a master would give him 2. Should he gain 8 points, the OL would win. The front path would delay the invading troops as the door was blocked by water, but the Goblins still had an easy time accessing it. Alric started a deliberate pace down the left pathway while Belthir ran flight support, depositing a master Goblin right at the foot of the right door. Meanwhile, Ardus's force of Reanimates fought back. Ardus himself swung at Grey Kher, causing him 75% of his health. While this was going on, the Cave Spiders blocking the exit moved toward the heroes, attempting to cut off any attempt to move back into the main room.
The Heroes next turn saw to the end of Ardus and his supporting force. Serena used her turn to heal up Grey Kher completely with a Health Potion. They were also able to flip a switch causing the left door to swing shut. The OL's next turn allowed him to run the master Goblin to the exit, gaining him 2 points. Goblins were also pouring in from the front, they were starting to run by the heroes while the Sorcerers were also advancing. Belthir flew over to the pathway next to Alric. The Heroes focused on any invading force units, as well as working on the amount of Cave spiders. Grey Kher used his Heroic Feat, using one action to kill a monster, allowing the other heroes to then clear path for him by killing cave Spiders and then using his next to actions to run after a minion Goblin and toss his axe into his retreating back. That saved a point for the heroes.
At this point Bethir flew Alric over to the right side doorway and Alric stepped forward. The remaining Cave Spiders crawled up to an unguarded Serena and bit into her, knocking her out. Meanwhile both Challara and Sir Valadir got poisoned. Serena was revived by Challara through. While the mage ran interference with ranged attacks and Stones, Brightblaze followed up with some kills of his own. Realizing there were too many invaders coming from the right side, it was up to Serena to move a space (With Dissonance) and flip a switch. It turned out to be the correct switch, which shut the door right in Alric's face. This bought the heroes some time to clear out most of the room. However, the OL managed to get Alric over to the left path with Belthir on the next turn. Alric then moved foward.
On the next turn, he took a shot from Challara's stone (herself having completely missed him), which caused him two damage. The heroes could not do much more to him, as more units from the invading force were pouring in from the front. So again the heroes hands were tied there, with the exception of Grey Kher who was now responsible for any stragglers that slipped by the main group while dealing with the Cave Spider reinforcements. On the OL's next turn, he played a Dash on Alric, allowing him to speedily make it two squares to the exit. A full Legion of Reanimates showed up after the fourth turn as well, though their slow movement did not make them much of a factor.
It was at that point the heroes conceded the fact that they were not going to prevent Alric from leaving and so they instead focused on the other monsters. They started retreating backwards toward the exit while killing any oncoming monsters. Grey Kher focused on a minion Goblin close to Alric, but he missed both attacks! The Next OL turn saw both Alric and the Goblin move off the map, giving the OL 6 out of 8 Total points needed to win.
There were not many threats at this point though, so Challara chanced moving next to Belthir on the left path to snag a Search Token. With risk came reward as it turned out be a Treasure Chest containing a Blessed Shield. Belthir missed on his chance to Knock her out, completely whiffing, though she only had two hearts left. Meanwhile she had also caused the Summon Stones to block off the way into the main room, while the heroes had retreated behind them.
The last OL turn saw Challara finally Koed by a Sorcerer, as the OL had no chance to get any other monsters through. The Reanimates did manage to knock down a Stone, but there was no way any monster had enough time to cover any distance.
Heroes succeed in holding down the Fort!
Everyone gets one Experience. The Heroes gained 100 Gold for winning, another 50 bonus for holding out for eight turns, and 75 off 2 health potions and a Stanima Potion for a total of 225 Gold earned.
The OL while losing the quest, does gain "The Shield of the Dark God" relic for scoring Alric ( or at least keeping him alive and the "Staff of Shadows" relic. He used "Threatening Masses" at one point in the encounter, failing to gain any threat for it, though he gains two off knocking out two heroes and one for losing the quest.
The heroes choose the next Quest - "Archive of Arrizon".
Edited by Omnislash024Campaign Phase:
Shopping Step- The OL plays the Unknown Treasures Rumor Card. The heroes used their two fortune tokens to draw six shop cards. The Heroes only manage to flip over three cards, which happens to be a Mana Weave that Challara buys, A belt of Waterwalking that Grey Kher buys and Magma Blast That no one buys.
Spend Experience Phase- Sir Valadir gains Inspiring Presence, Serena gets Peaceful Rest, Grey Kher picks up Through the Vale and Challara gains Quaking Word. Action disruption, buffs and some Healing effects obtained.
Travel Phase: There were no Events the first two spots of the trip, but on the third spot they encountered a Goblin Scout. He tried to flee in order to warn the others, so the heroes needed a ranged attack to hit him. Challara stepped up and rolled 4 range which was exactly enough needed to nail him. The last spot, they heroes found some Standing Stones. They all had to test Willpower, if they all passed the heroes would get a free Search item. All but Challara passed- her punishment to take one Fatigue going into the quest.
Campaign Overview: (The gold is off- it should be 50 Gold. the heroes have left.) http://d2etracker.com/campaign_overview.php?urlGamingID=85955958
I'll see what went wrong with the quest rewards and I'll adjust the gold of your campaign! (Tomorrow)