RtL levels including other expansions

By player1465698, in Descent: Journeys in the Dark

poobaloo said:

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!

the link was provided in the thread: rapidshare.com/files/171744459/Rtl_Dungeons_by_Xandria.dtb.html

Badger, I spent a few hours going thru your list last night, and it is truly great work! You've incorporated nearly every chit in the multiple boxes, the corruption, fog, large pit, bolt, eggs, darts, even the stomach. Very nice work indeed. I'm going to use them in our campaign, but a bit toned down. I think a few of your changes power up the OL just a tad too much. One thing you didnt add was a Scything Blades, which surely should be in there somewhere. Here's what I've got currently planned, which is mostly your work:

(Full details can be downloaded from: http://www.sims-family.net/library/RTL_Dungeons.xls , including pivot tables showing the monsters and quantities changed) I'd be interested to hear any thoughts on the suggestions.

1. Great change, add a Medusa (H), remove a Skeleton (E).

2. Great change, introduce a Golem in a room that has the space for it. I did reword the prolonged action a bit, and change the Golem stats so he isnt so overpowered by the extra Knockback and Bash, and to keep the A) B) C) concept in line w the original card:

Carolus is a Master Golem. He gains one of the following abilities (OL choice) at the start of each turn, losing it at the end of that turn: A) Knockback, B) Regeneration 6, C) Pierce 3. When setting up this level, do not use encounter markers. Any hero adjacent to or on one of the tables may search it by making a non-continuous prolonged Magic (5) action. Each table may be searched 3 times, by the same or another hero. When complete, roll a black power die. If an enhancement is rolled, the hero discovers a potion: 1st: Fatigue, 2nd: Stealth, 3rd: Healing, 4th: Power, 5th: Invulnerability, 6th: Player choice, excluding Invulnerability.

3. Didnt use this change, since it A) removes a Beast, adds an Eldritch, and B) I have TOI, which adds a dungeon card with the Ice Wyrm, so the change isnt necessary.

4. No changes.

5. Didnt use this change, since it just subs a Beastman for a Sorcerer, and I think it misses the point of the level and having to navigate around the obstacles when you remove the Aura 6.

6. Great changes.

7. You put the Shade in 15, removing a Beastman, then sub in more Humanoids elsewhere. I just put a Shade in 7, which keeps it Eldritch and reduces the total number of cards that need to have their monsters changed:

Adrian the Eternal is a Master Shade with 4 extra wounds and 2 extra armor.

8. Great change, I just reworded it a bit to keep with the concept of the original card. Added 2 Scything Blades, and removed the +4 wounds you gave the Apes, which I thought was too strong.

Ebon and Onyx are both Maser Blood Apes. If either is alive at the start of the overlord's turn, the more grievously wounded ape is automatically healed - even if he was killed - so that he has the same number of remaining wounds as his less-injured brother. When setting up this level, place 2 Scything Blades at the last highlighted space in each corridor. A leap may safely pass over the blades.

9. No changes.

10. Great change, tho I dont think changing to the prolonged action in both dungeons (2 and 10) is needed, I kept this one with the Encounter markers for variety.

11. Not used. The suggested changes seem overly complex, with no real benefit.

12. No changes.

13. Great changes.

14. Great changes, but dont see a point to switching Daze for Frost.

15. Not used. I like the trio that the card has, and put the Shade in 7 instead.

16. Great change, incorporates the large pit.

17. No changes.

18. Nice to allow the Invulnerability, but too strong.

Potions: #1: healing, #2: Power, #3: Fatigue, #4: Stealth, #5: Invulnerability.

19. No changes.

20. Not used. You took out the only Master Naga / Leader - not sure why?

21. No changes.

22. I put the Chaos Beast here, since the board talks about trapping a beast.

Grelius is a Master Chaos Beast with 4 extra wounds.

23. Great changes, tho I did reword a bit for clarity.

The Pit Fiend is a Master Lava Beetle with 8 extra wounds and 1 extra armor. Minions: 4 Lava Beetles for options A-D instead of Razorwings. When setting up this map, use 4 single space lava markers instead of pits. All other specials on the card are played out, except Burn instead of Poison. Lava Beetles are immune to the effects of the Lava.

24. No changes.

25. Not used. You took out one Ogre but then added it back elsewhere.

26. Great changes regarding the Lava, tho I liked the monsters as they were.

When setting up this map, place a 2x2 lava obstacle in the center of each section. The level leaders are not affected by this lava.

27. Not used. I think the Demon should be in the Altar area, the Chaos Beast seems out of place, and giving it Swallow was too strong.

28. Great changes - adding the fire and ice, tho I leave the Minions as they are. The whole point of this level is the Razorwings can fly from one end to the other, fast, to trap the heroes. Making it so that they cant enter the other section kills the level, and making it like 2 separate levels.

Frostfang is a Master Wendigo with 4 extra wounds, 1 extra armor, and Frost. Replace pits near Frostfang with Ice and pits near Blaze with Lava. Add 1 Lava adjacent to the gold by Blaze.

29. Great changes.

30. Great changes - add corrupted tiles.

31. No changes.

32. No changes.

33. I took out the Skeleton here since I still had 4 Skeleton Masters in play, and put in a Deep Elf as the final balancing for the Humanoids.

Shellis is a Master Deep Elf with 2 extra wounds and is immune to Pierce.

34. No changes.

35. No changes.

36. No changes.

37. Great changes, used exactly as you wrote it.

38. No changes.

39. Great changes, subbing in a Ferrox for Beastman.

40. Great changes, but simplified:

Sess has the Bolt ability instead of Breath.

Changes to Monster types:

Pre changes: B: 12, E: 17, H: 11

After changes: B: 13, E: 14, B: 13

Your changes took it to: Humanoid 14, Beast 16, Eldritch 14, which I thought took them from being overly Eldritch heavy to being overly Beast heavy. I tried to keep the changes down to a minimum, and only had a swing of 3 monster types.

As people have now pointed out to me on another thread, the rune-locked doors on level 6 CAN be opened by the level leader, since he is named. Therefore, subbing them for crushing walls does not have the same effect.

I'm of the opinion that the intention was that the doors could not be opened, but I think I may be wrong.

Some Constructive Criticism!

We just recently played half a campaign with these new levels, and I wish to compliment you on the work. Everything was nicely handled. I did, however, see a couple things that I thought could be improved.

First, level 30, Stuck in the Middle, is extremely difficult with all that corrupted terrain. We were about mid copper, I was playing the Great Wyrm, had my beasts upgraded. I was pulling in an insane amount of threat every turn for wounding the heroes. It was a couple weeks ago, so I don't remember any details, but I do remember that I would regularly spend all of my threat on spawns and such, and then have 15-20 at the start of my next turn (before getting more cards and threat!)

I think that corrupted terrain works better if there is something beyond it. That way, the objective is for the heroes to get through it onto good ground as rapidly as possible; trying to avoid the evil. In this level, the objective is for them to plunge in and just grit their teeth and take it.

I'd try to tone down that level a bit.

Second, you replace Nagas and Hell Hounds in the Great Wyrms keep with Frost Wyrms. However, FFG was following a pattern where the last level of each keep had only creatures from their avatars cheapest monster category. But Frost Wyrms are Eldritch. So trading a diamond Naga and a Diamond Hell Hound for an (at best) gold Frost Wyrm isn't a good deal. I haven't actually played the keep, so this is just theory.

These are the only two things I can think of at the moment. Overall, it was a super bit of work.

The only thing I find myself wanting right now is a level with larger blocks of lava. The lava in Fire and Ice is easily avoided. The lava in Pit Fiend is so specialized that it doesn't quite give the same feel. A level with large blocks of lava that the heroes must move past, or over, and ogres! That would be great!

But as you can only work with what you are given, I'm not complaining in the slightest.

I printed out this list, and will definitely use it if / when I finally get to play an RtL campaign happy.gif

Frost Wyrms are Eldritch? I'd been assuming they were Beasts. Guess I never even bothered to check.

Glad to see people appreciate this. I have to admit we've only played a few of these levels so far, but I did put a lot of thought into it regarding balance and theme. How people want to use or adapt it is good but the more feedback the better so other people know what works and what doesn't.

Since I'm aware that balance may be an issue, my current way of playing is to tell the heroes what changes I've made and see what they think. Most of the time they approve but they vetoed me on the Library, the Wendigo in 'Fire and Ice' and there are a couple of others (like Stuck in the Middle) where I'm sure they'll be against it. Stuck in the Middle is tricky because it's a clear substantial pro-Overlord change but it worked so well thematically for a cursed tomb I just had to keep it in. Perhaps it would work better if the leader start rooms were Corrupted, instead of the Kill Zone?

To answer some other queries and show that there is generally method to the madness:

-I didn't add Scything Blades as they're readily available as a cheap Treachery Card. If I were to add one anywhere, it would probably be The Gauntlet.

-I generally gave Master Deep Elves Daze, as with Frost they are clear superiors to the Beastmen they replace. Also, Daze is another expansion element that isn't used nearly enough. (lightning trap in RtL, anyone?)

-The 'Two by Two' Ogre was to reduce the number of Beast Levels as there is a much better Naga in the ToI level 41, Snake Pit and too few Humanoids. I quite liked how annoying it would be to try and get past an Ogre with Grapple, Sweep and Knockback.

-Chaos Beast? See that mouth? See those tentacles? See a couple of yellow dice with Morph? How could he not have swallow! If the heroes are smart, he'll never appear anyway, but if they spend too long milking the altar for feats... well, maybe he will.

Finally, I had a brainwave the other day regarding the Large Pit from AoD which I was never happy with in 'What lies beneath', partly because it makes Line of Sight a ***** but couldn't see anywhere else to put it.

Then ToI arrived:

41, Snake Pit

When setting up this map, place the Large Pit in the centre of the room. Any heroes who do not move while in this pit suffer an additional blue dice of poison. Ranged attacks into the pit receive a +1 damage bonus but Line of Sight into it can only be traced from a square adjacent to it.

The pit makes a nice haven for the Naga and its minions from Ranged heroes ducking out from behind the rubble, and damages melee heroes who get grappled in it.

Thats a nice piece of work.

I was always annoyed by the same issue: No cross content. So many good assets laying to waste.

Xandria said:

I posted it on rapidshare... open it with the Dungeon level editor.

http://rapidshare.com/files/171744459/Rtl_Dungeons_by_Xandria.dtb.html

17 brand new rtl levels by sincerely yours, Xandria

(it will go away after some 10 downloads methinks)

It's gone :-(

What a shame, I was interested too. Is there a possibility to get them?

I, too, would like to look at these levels by Xandria. If there is anyway to put them up again, I would be grateful.

Thanks

Hi,

Xandria, I had a quick look at the levels you made, and they look awesome! They seem to be larger than your "normal" RtL dungeons though, which might become a problem - or not, we'll see. I will definitely try them out in our next campaign.

The Rapidshare limit of 10 downloads is annoying...if you get more requests for those levels and don't want to upload them to Rapidshare again, I could host them on my site if you want. Another, maybe better possibility would be to upload them on BoardGameGeek for an even greater exposure.

-Kylearan

Xandria said:

I re-upped it on Rapidshare.

rapidshare.com/files/186981445/Xandrias_dungeons_RtL.pdf.html

Ten more downloads should be possible.

Got it!

If you want I can upload it on Rapidshare with my Premium Account, so anyone will be able to download it.

Thanks alot, Xandria! These look really great!

I can`t download from rapidshare link anymore, can anyone upload those levels again ?

Thank you in advance happy.gif

Dusk Dweller,

Did you upload Xandria's files to your account? I'd be very much interested too. Thank you!

Hi,

I've put the file Xandria had offered on Rapidshare on my website. Use this link to download it:

www.compoundeye.net/Xandrias_dungeons_RtL.pdf

Xandria, I hope that's okay. If not, I will remove the file immediately - just say so.

Hth,

-Kylearan

Xandria,

Thank you for sharing your optional dungeon levels. I'm very impressed with the imagination that has gone into creating the themes of those I have looked at, as well as some of the interesting twists you have added. I'm torn between wanting to read through all of them, or saving them and being surprised when we use them in a campaign, which I will certainly do.. I do have a couple of questions, and sorry I'm not quick enough to interpret your abbreviations system. In 01-The Factory, you have given golems SS:Knockback. What does the "SS" stand for? In 02-The Mirror Cabinet, what does Ag stand for? I'm assuming a silver die. Duh.

This is outstanding work. Are you a writer?

SS stands for Surge Surge :) Should have explained that. Ag stands for silver, yes, and Au for gold.

As for writing, it's my hobby, professionally I am an MD.

And, thanks to Kylearan - I hope that when I am done with the Lieutenant Lairs, you will host them too :D

Hi,

Xandria said:

And, thanks to Kylearan - I hope that when I am done with the Lieutenant Lairs, you will host them too :D

No problem - just send me a mail in case I miss it in the forum, to kylearan at compoundeye.net

Although I really think you should upload them to BGG, too - your levels definitely deserve a wider audience... happy.gif

-Kylearan

Schmiegel said:

Dusk Dweller,

Did you upload Xandria's files to your account? I'd be very much interested too. Thank you!

No, I didn't cause I was waiting for Xandria's authorization gui%C3%B1o.gif

Anyway here's the link, it's on TrafficShare so it should be faster and painless than usual RS downloads without an account.

http://rapidshare.com/files/187555166/Xandrias_dungeons_RtL.pdf

No, I didn't cause I was waiting for Xandria's authorization

Anyway here's the link, it's on TrafficShare so it should be faster and painless than usual RS downloads without an account.

http://rapidshare.com/files/187555166/Xandrias_dungeons_RtL.pdf


If anyone needs something like that to be uploaded on Rapidshare just let me know.

oops sorry for double posting, the forum went mad.

Hi to all.

First off: @Xandria

Awesome. Just scanned over your work. Amazing ideas, and looks quite balanced (it especially seems to add a little punch to later OL stages)

Next, I had a little idea to use monsters from the other expansions a little more often.

SPOILERS

For this I added the monster exchange tables. At the setup of a dungeon level the OL chooses one of the monster listings for the dungeon level.

Sum up the number of each type of monsters; for example , take dungeon level 20. Two by two, Listing A) 2 Master Skeletons, 1 Master Beastman, 1 Hell Hound. which is 1 humanoid, 1 beast, 2 eldritch.

Then add the threat values of all types of monsters which you find in the reinforcement threat value table of the RtL rules booklet, page 16. Master types each add 1.5* times their listed values, rounding up before multiplication for number. For example the list above would include '1 Master Beastman = 4*1.5=6 humanoid Threat ; 1 Hellound = 3 Beast Threat; and 2 Master Skeletons = 2*(3*1.5)=10 eldritch Therat value.

Now you as OL could choose any combination of other monsters which fitted the number of threat AND the same ratio of humanoid, beast and eldritch.

OR you could even go wholesale, and allow a total exchange of all monsters, not even considering the splitting between monster types. This would allow the OL quite some power, as he could more effectively choose those monster types he had already upgraded.

SPOILERS OFF

You could do something similar for the obstacles on the maps. An exchanged obstacle should have similar stats or lesser stats, ie. an obstacle with 'blocks LOS? Yes, and blocks movement? Yes' has to be exchanged for another obstacle with the same or lesser stats (ie a rock obstacle could be exchanged for water UNLESS that obstacle makes the dungeon level completely impassable.

These are just some of my ideas I intend to use in my next RtL campaign. I wrote up a huge list of house rules which should make the campaign a lot more interesting for all players involved. I will soon add them on my website http://rustydusts.npage.de/

Sorry for any inconveniences there, I am totally new to html and homepage design.

Actually, Bleached Lizard has completed a Dungeon Loadout Sheet that offers the OL point distributions for RtL levels, with the OL spending them on critters to field. It also takes into account the flavor of each level, by giving discounts on monsers especially prevalent there.

An excellent piece of work, if I may say so.

Some time ago I read Ingle Badgers post in the Old Forum. I did notice the mass of eldrich monsters in RTL campaign too and was quite happy not to be the only one having a problem with that. Unfortunatly I didn´t save the url and due to the forum change I lost sight of his post. I´m very very happy you rummaged around in the old forum and reposted it in here.

Bleached Lizard did mention in the old forums post, that he´d put Ingle Badgers ideas into a pdf... does it still exist? I´d like to use these changes in my next ( 6th ) RTL campaign as well as Lizards promising ideas (Dungeon Loadout Sheet and his "Craft" idea for the heros) [won´t use your dungeons Xandria because it would be too much change at the same time, but I will definetly test them next time]. But in order to use Ingle Badgers changes and all your comments on them I´d like to have some kind of final version(?) to print...