RtL levels including other expansions

By player1465698, in Descent: Journeys in the Dark

(From the old forum, but with a few updates since getting Tomb of Ice)

For those playing RtL with all the expansions, it's frustrating to have a world so dominated by beastmen, skeletons and sorcerers and lacking expansion monsters and all the other bits and pieces. I therefore present a list of optional changes, mainly to the dungeon level cards. The main purpose is

-To have some more diverse dungeon leaders and prevent the predeliction for Sorcerers and Skeletons which favour the Eldritch so much.
-To give all that expansion material, from lava to prolonged actions, at least a guest appearance in the campaign.
-To keep the general difficulty on level. While some dungeons will be harder, others will be softer on the heroes and some even provide extra rewards. Anyone who playtests individual levels please give feedback.
To use these, just check the list every time you draw a dungeon card to see if are any changes.
Dungeons
1, Collapsed Columns (+):
Argos is a Master Medusa with 4 extra wounds. All of Argos's attacks are aimed. Argos gets +1 range and may attack from any adjacent space (as the "Crack shot skill).
2, Alchemist's lab (-):
Carolus is a Master Golem with Knockback and Bash.
When setting up this board, do not use the encounter markers. Any hero adjacent to or on one of the tables may search it by making a non-continuous prolonged magic action to accumulate a total of up to 5 progress markers per table. Each time a progress marker is gained, roll a black dice. For every power enhancement, the hero receives a potion of their choice, including invulnerability potions.
3, Dragon's Lair:
Icetongue the purplish is a Master Frost Wyrm with 4 extra wounds and Frost.
When setting up this board place ice markers instead of the water obstacles.
5, The Barracks (-):
Crimson is a Master Beastman with 6 extra wounds, +1 armour, and an additional Command 1.
6, The Gauntlet (-):
Grimfang the Terrible is a Master Kobald with 8 extra wounds and an additional two levels of Trickster. (Do not further reduce trap costs as described on the dungeon card)
When setting up this board, place a dart field in the centre of the Eastern corridor.
Instead of the blue and yelow Rune Doors, use Crushing walls (functioning in the same way as the runedoors). This is mostly aesthetic but mildly psychological.
8, The Warrens:
Ebon and Onyx are both Master Blood Apes with 4 extra wounds. When one of them is killed, the other receives its Beserk bonus. This bonus is in addition to and will stack with the usual bonus received when wounded.
10, The Ancient Library:
The Mad Sage is a Master Shade with only four wounds.
When setting up the board, do not include encounter markers. Instead a table may be searched by any hero on or adjacent to it by using a prolonged ranged action (2). Once a table has been successfully searched, roll a single black die. If a blank is rolled, or the table is the last to be searched, the red rune-door will unlock.
11, The Mine (-):
Encounter markers are only removed in this level if there is a small collapse while searching them in which case they are replaced by a rubble marker. An encounter marker may be searched for further money after the first roll, by making a prolonged melee action (3). On completion of the action, roll the black dice an additional time. Heroes may continue to make these searches until there is a small collapse. Adjacent heroes may also contribute to the search as a group action.
13, The Summoning:
All normal sorcerer minions in this level are dark priests and count towards the Summoning ritual.
14, The Fountain of Life (+):
Chall is a Master Deep Elf with 4 extra wounds and Daze instead of Frost.
15, The Crypt:
Gog is a Master Shade.
When setting up this board, place an Evil Altar in the Southern passage's Western corner, facing the door. The overlord gains an extra threat per turn for the altar and can sacrifice a monster on it for 1 threat per wound the monster has. The altar has 15 wounds and 5 armour and can be attacked. If the Altar is destroyed the heroes gain 2 conquest and all monsters in this level, including the leaders, lose their undying and knockback abilities.
[Edit. This addition has been replaced by 41, Snake Pit, but I'll keep it here for reference anyway]16, What Lies Beneath:
When setting up this level, place the large pit in the centre of the room with the encounter markers in each corner. Attacks into the pit are treated as from elevated terrain.
18, Garden of Grazius:
Herbs gathered in the Garden of Grazius may be Invulnerability potions.
20, Two by Two:
Malem the Destroyer is a Master Ogre with 8 extra wounds, ironskin, grapple and sweep.
22, The Citadel:
Grelius is a Master Ogre with 4 extra wounds and Daze
23, Pit Fiend:
The Pit Fiend is a Master Lava Beetle with 8 extra wounds and 1 extra armour.
Use 4 lava beetles for options A-D, not razorwings.
When setting up this level, use 4 single space lava markers instead of pits. The lava pits cause damage and burn tokens as per normal lava, but affect Line of Sight as do normal pits.
25, The Arena (+):
The Champion is a Master Troll with 6 extra wounds. Each activation, he may either use bash or sweep with an extra power dice matching his level.
26, Trial by Fire (-):
Grimfire is a Master Lava Beetle with 12 extra wounds and 1 extra armour.
Firebane is a Master Dragon with 16 extra wounds and 1 extra armour.
When setting up this board, place a 2x2 lava obstacle in the centre of Firefang and Grimfire's tiles. Use the RtL lava tile for Firebane's room, with the lava running West-East The level leaders are not affected by this lava.
27: Monastery (-):
Lord Aktar is a Master Chaos Beast with 16 extra wounds, 2 extra armour and the swallow ability.
When setting up the board, place a Good Altar in the two squares between the villagers. A hero may activate the altar by making a prolonged action (no progress tokens required) while adjacent to it and paying 100 coin. This order is lost if the hero moves or suffers a wound, as per a Rest Order. At the start of their next turn, a hero regains all their fatigue, 5 health, discards any curse tokens, and may draw a feat card.
28, Fire and Ice (+):
Frostfang is a Master Wendigo with 4 extra wounds and 1 extra armour and Frost.
The Minions for this level are 4 lava beetles and 2 wendigo. However, Blaze and the beetles cannot enter the ice sections and Frostfang and the Wendigo cannot enter Blaze's starting room.
When setting up Frostfang's room, the overlord may place and four ice markers following the normal rules featured in Tomb of Ice. There are no other special rules for this ice. Place the frozen sarcophogus in the Eastern end of Frostfang's room. it may be searched like a normal sarcophogus.
When setting up Blaze's room, use lava tokens instead of the obstacle and the pit markers.
29, Divide and conquer:
Legion the Necromancer is a Master Dark Priest with 4 extra wounds and special rules as per the card.
30, Stuck in the middle (+):
When setting up this level, the central room, the two crossroads and the 2x2 section next to Allina are all corrupted.
37, Web of Lives (+):
When setting up this board, place four egg tokens: One in the dead end in the South, one adjacent to the chest and two underneath The Queen. At the start of his turn, instead of playing a spawn cards, the Overlord may remove one of these to spawn a Bane Spider in its place for 5 threat or a Master Bane Spider for 10 threat, displacing any figures in the way to an adjacent square.
39, Cursed Fountain:
Camaron the Damned is a Master Ferrox with 6 extra wounds, unstoppable and additional special rules as per the dungeon card.
When setting up this board, place fog markers instead of the obstacles in the large room
40, Shreds of night:
Sess the Storm Dragon has the Bolt ability instead of Breath but does not destroy hero's equipment.
41, Snake pit:
When setting up this level, place the Large Pit (AoD) in the centre of the room. Heroes not moving while in this pit roll the Blue dice in addition to the Red when receiving wounds. Heroes making ranged or magic attacks into the pit gain +1 range and damage, but only have Line of Sight if adjacent to it.
Final count of main leaders (including ToI levels and not doubling up multiple leaders):
Humanoid 14
Beast 16
Eldritch 14
Dungeon levels with a (+) are those I consider to be a little tougher on the heroes, (-) signifies slightly kinder.
Rumours:
3, Prince of Thieves:
Caranus the robber prince is a Master Deep Elf with 4 extra wounds and Daze instead of Frost. All Beastmen in this level are Deep Elves.
When setting up the board, place two tables in Area 1 and two beds in Area 2. It's a robber's lair for crissakes.
4, The Hatchlings,
When setting up this board, use egg tokens instead of encounter markers. This is purely aesthetic.
9, X marks the spot,
Captain Jones is a Master Shade with 4 extra wounds and Knockback.
Legendary Areas:
Caverns of Thuul:
Place lava beetles instead of the two Easternmost razorwings in Area 1 and the two Westernmost razorwings in Area 2. Place a Master Lava Beetle in Area 3 instead of the Master Razorwing.
The Fool's rapids:
Place a ferrox in place of each Manticore in Area 1.
The Valley of Souls:
Place Master Shades instead of the North-Eastern and South-Western skeletons in Area 1.

Lieutenants
Eliza Farrow:
Replace one Hellhound with a Medusa.
Keeps and Avatars:
Demon Prince:
The Demon in Area 1 is Master Chaos Beast.
In addition, use Evil Altars instead of the four seals (purely aesthetic).
The card Aura of Pain gives Chaos Beasts the same Aura ability as a normal Demon of their level (without the Aura of pain bonus)
The Great Wyrm:
Place Frost Wyrms in the Start area instead of the Naga and do not place the Hellhounds [Edit: yeah, so they're not Beasts apparently. Forget it then]. Place Master lava beetles in areas 1 and 2 instead of the Manticores.
The Elder race card also affects Frost Wyrms.
Titan:
The Greater Ogres card also gives Trolls 5 extra wounds.
The Sorcerer King:
The Sorcerers in Area 1 are Dark Priests. The Final Battle does not begin until all the heroes have entered Area 4 at which point the Red rune door closes and is locked again.
After playing Phylactery, the Overlord must insist on being referred to as 'The Lich King' and gains conquest every time some punk forgets it.

Hey , I was wondering in RtL what cost do you put on using Dark Glyphs?, I have not found a cost listed anywhere that I have looked.

Thanks

Wild-Duck said:

Hey , I was wondering in RtL what cost do you put on using Dark Glyphs?, I have not found a cost listed anywhere that I have looked.

Thanks

The same cost as in the normal game (2 treachery).

Thanks for posting this. As you saw from my own thread, I wanted to do exactly the same thing. However, I dont have ToI yet, so I cant simply use your list as written. Well, I suppose I could, since I've got the rules for ToI, and as long as I can somehow get the stat card information off someone, I could just use them, substituting various other RPG minis. But anyway....

inle_badger said:

5, The Barracks (-):
Crimson is a Master Beastman with 6 extra wounds, +1 armour, and an additional Command 1.
You got rid of the Aura 6?
inle_badger said:
6, The Gauntlet (-):
Grimfang the Terrible is a Master Kobald with 8 extra wounds and an additional two levels of Trickster. (Do not further reduce trap costs as described on the dungeon card)
It puzzled me a bit why they put the wording on the card to reduce costs of traps. Wouldnt it have been easier for them to give Grimfang levels of Trickster
inle_badger said:
Instead of the blue and yelow Rune Doors, use Crushing walls (functioning in the same way as the runedoors). This is mostly aesthetic but mildly psychological.
Nice idea.
inle_badger said:
8, Garden of Grazius:
Herbs gathered in the Garden of Grazius may be Invulnerability potions.
Weren't they supposed to be too good in RtL. Anyways, I like this if they are good but not too good. I was also suggesting that the leader of this level be changed to a Troll
inle_badger said:
28, Fire and Ice (+):
Frostfang is a Master Wendigo with 4 extra wounds and 1 extra armour and Frost.
The Minions for this level are 4 lava beetles and 2 wendigo. However, Blaze and the beetles cannot enter the ice sections and Frostfang and the Wendigo cannot enter Blaze's starting room.
When setting up Frostfang's room, the overlord may place and four ice markers following the normal rules featured in Tomb of Ice. There are no other special rules for this ice. Place the frozen sarcophogus in the Eastern end of Frostfang's room. it may be searched like a normal sarcophogus.
When setting up Blaze's room, use lava tokens instead of the obstacle and the pit markers.
We're going to be playing this level next, and I think I will steal these ideas. I can use water markers and declare them as ice. I like the idea of using Ice and Lava. I dont have ToI though, so I might just keep Frostfang as a Hellhound.
Thanks very much. More comments and opinions welcome.

Currently, I am working on some 20 RtL levels featuring expansion critters. I am willing to share them :)

20 new additional levels? Or reworking of 20 current levels. Either way, send them through! if you want to email them to me, you can get my email address from my website - www.runestonegames.com

My previous comments about managing to use ToI monsters without having ToI is looking likely to fail since I cant find the stats for the monsters anywhere. I will however be using Ice in the room with Frostfang.

Thanks Bleach I went back and re-read all the rules again and figured it out.

I would be very interested to see those.

Xandria said:

Currently, I am working on some 20 RtL levels featuring expansion critters. I am willing to share them :)

I'd be interested to see these too. Is there somewhere you can upload them to so we can all have a look? Otherwise, I think you already have my e-mail address, no?

Cannot download from Rapidshare.

Can you email them to me.

paul
dot
grogan
at
sky
dot
com

Thanks muchly

I just had a great idea to spice up the OverLord battle at the end of the game.

Lieutenant Lairs (fanfare)

For each lieutenant who survives and doesn't happen to die before the final confrontation has his lair in the OverLord keep. The Heroes have of course to defeat him to proceed to the big baddy. Fun ensues.

Each Lair is an unique level much like a rumor level with special rules and challenges.

Any comments? Anyone tried them yet?

Thanks Xandria! I have just downloaded them and look forward trying them. But how do you include them to the dungeon card draw? do you replace some dungeon numbers with them?

Concerning the lieutenants, I don't really know wether it would work well. It could be simpler to force the heroes to encounter each of them before going to the overlord keep (and add the CT won to the final battle tally).

I see you have your level leaders buffed up according to campaign level. Is it because the usual fixed upgrades get unbalancing and meaningless at later tiers?

Do you think that adding Campaign_level*listed_HP_bonus instead of just the listed HP bonus to the dungeon leaders (in vanilla RTL) would unbalance the game too much in favor of the overlord?

Xandria said:

Any comments? Anyone tried them yet?

Not yet. With everything else I have going on at present, I've not really had chance. However, they will need an area on them shaded in red to be defined as the area where the OL cannot setup monsters. Without this, we cant really test the level.

You can agree upon an area; 'tis the simplest. Decide one. Basically, most often it is some 10 squares from the glyph or so.

As for including them, you may simply roll dice: let's say a 6 on a d6 means one of those, otherwise draw normally. Likewise, you may play it so that when a dungeon level that has already been played once is drawn, roll one of those instead. You may also replace some of the more stupid levels, like Down the Drain, with one of those.

As for the campaign level x upgrade, I included them so that they scale. +1 armor is nothing in gold level. Actually, some abilities like Ironskin or Shadowcloak, may be introduced to a boss to spice up gameplay in gold without adding to difficulty in copper.

Galdred said:

Concerning the lieutenants, I don't really know wether it would work well. It could be simpler to force the heroes to encounter each of them before going to the overlord keep (and add the CT won to the final battle tally).

What would you do with a TPK? I like the idea of fighting them in a dungeon a lot better than an outdoor encounter. Outdoor encounters were a good idea, but they really don't work all that well in practice, imo.

Joram said:

Galdred said:

Concerning the lieutenants, I don't really know wether it would work well. It could be simpler to force the heroes to encounter each of them before going to the overlord keep (and add the CT won to the final battle tally).

What would you do with a TPK? I like the idea of fighting them in a dungeon a lot better than an outdoor encounter. Outdoor encounters were a good idea, but they really don't work all that well in practice, imo.

TPK would give the OL the conquest tokens (+ the amount he'd receive at the beginning of his turn) to increase his HP for the final battle, and the party would immediately refight the lieutenant with his HP back to full. I as afraid that fighting them in a dungeon could create balance problem (dungeons would give the OL much more threat and cards to use against the heroes. Normal spawn in a fight against a lieutenant could be really brutal), but it would be nice to have lieutenants for level bosses indeed.

Well, let us face it: if the Heroes get into the OL keep, the Avatar is toast.

It kinda seems to me that what RtL should have been is a race between the OL to complete an objective and between the Heroes to get good stuff and skills before the OL does so, and run to his keep to kick his behidn as soon as they are ready.

So, the conquest generated by the Lieutenants killing a hero or two could either go to boost the Avatar HP, or the rewards could be formulated so: "If the Overlord gainst at least 10 conquest in this level, his Avatar will have +2 Speed in the final battle." This would be fitting for Eliza Farrow.

Thaadd would have a different lair of course, and his reward might be "If the OL scored at least 10 Conquest in this level, he may ignore 1 attack per turn in the final battle; he chooses whether he uses this power after the dice for an attack are rolled."

Generally, the lairs would emphasize their residents' preferrence: Merrick's would offer water to teleport over, Thaadd's scything blades and pits to knock people into. The lieutenant holds the red runekey of course.

Gata might be special in that he joins the OL (Beastman, who is a wuss) in the final fight, stepping out of the shadow.

So, shall this little Xandria draw up some Lieutenant Lairs for you?

Xandria said:

So, shall this little Xandria draw up some Lieutenant Lairs for you?

Yes please! :)

Should they replace the normal drawn OL dungeon levels?

I have had a look at your dungeons (but we have not playtested them yet). I like the ideas there (balancing around campaign levels or hero skills), and making terrain matter more (with traps and such). But don't they heavily favor the overlord compared to the standard RTL dungeon levels? That might not be a problem at gold, but copper is already hard enough for the heroes, unless they get lucky dungeons picj.

The monsters seem much stronger than in most RTL levels, and the special rules usually make them even stronger. I'll compare the monster costs (more or less following reinforcement costs) of your dungeons and the base ones when I have the time.

Galdred said:

The monsters seem much stronger than in most RTL levels, and the special rules usually make them even stronger. I'll compare the monster costs (more or less following reinforcement costs) of your dungeons and the base ones when I have the time.

If that is your concern, feel free to introduce them at silver level, or according to conquest differences, or according to heroes. You may also use them just for the bottom levels, or next-to-bottom levels in rumor and legendary locales, etc.

I must agree they are not on the level of Ancient Library or The Mine, but I treid to avoid making them akin to Trial by Fire or other such levels.

Great suggestions indeed. Something else we were thinking about was to have an XP cost to include them to the draw (as with treachery cards). We'll try them soon in one form or another. Thanks for your great work :o )

Xandria said:

You may also replace some of the more stupid levels, like Down the Drain, with one of those.

We are just about to play this level next. Can anyone tell me what is stupid about it?

Today we played Monastery, which ended up being just easy XP for the heroes, followed by Dragons Lair which was even easier, with me not even scoring a single wound on a hero before they had cleared the level of monsters.

This is a great thread! I cant stand that RTL makes 75% of my well organized chip tray full of bits and pieces from 4 expansions completely worthless. I will have to read thru these and possibly include them. If you could send me the levels you created, I'd be happy to try them out! poobaloo(at)hotmail(dot)com

Thanks!