RtL levels including other expansions

By player1465698, in Descent: Journeys in the Dark

It's on board game geek, under the files for RtL. Can't miss it.

Hmm, that´s where I found your new dungeons Xandria. As well as Bleached Lizards "Craft" and "Dungeon Loadout Sheet" files. But I could not find the file I was looking for... The changes Ingle Badger suggested to do to have a some alternating dungeon bosses and to use more parts from the expansions.

No .pdf that I know of but anyone who wants to collate one is welcome to. It's something of an ongoing list which I'll tweak every now and then based on people's feedback and I know plenty of people chop and change to suit their own preferences so I prefer to just keep it all in a Word format.

I'm about to start our 2nd campaign. I've spent much time this weekend going through all of badger's and poobaloo's changes, as well as some of my own. Hope to have the complete list finished soon and will publish it for comments.

Nice work but how come you put in some wrong monsters, then "The Master Naga is really the Chaos Beast". Are those images not available in the dungeon editor or something?

Has anyone playtested #6, The Gauntlet, with the Dart Field added? That seems awfully strong - considering the heroes might have to run thru that multiple times. Average of 2 damage and 2 daze tokens for going thru!

I'm still uncertain about #6 The Gauntlet. According to the latest FAQ, the level leader may pass through the runelocked doors, but the heroes cannot.

Whether this was the intention or not is up for debate. Part of me thinks that they used blue and yellow doors just because there are no 'walls'.

My current thinking is that I'm going to replace the doors with non-moving crushing walls so nobody can get past them.

A part of the difficulty of this level (Gauntlet), which has no impressive minions nor leader, is that the boss can open a door to let a spawn through. Do not remove this tactical option.

Hi,

Xandria said:

A part of the difficulty of this level (Gauntlet), which has no impressive minions nor leader, is that the boss can open a door to let a spawn through.

And once the hero party has arrived at the boss' room, he can open the door to flee and then close it again, essentially forcing the party to split up to be able to kill him. gran_risa.gif

Xandria said:

Do not remove this tactical option.

Seconded. It would remove the twist of this dungeon.

-Kylearan

Ok, two points being raised here for 8-The Gauntlet.

1, Using Crushing Walls instead of Rune doors

Never my intention to take away the level leader's ability to use them as an escape route. I'll edit to make clearer. On a side note, is it useful to let other monsters through? The leader would have to leave the door open for a turn if so and, in that case, I'd always worry it would backfire on him horribly.

2, Adding a Dart Field

I'd welcome feedback on this. My reasoning here runs something like this:

-This won't affect all the heroes and shouldn't need crossing repeatedly. At least one or two heroes are likely to hang back to prevent the little runt escaping out the back door. If they're wise, they'll sit in Tamalir waiting to pounce on the little runt whichever way he goes.

-I've only once ever found a hero to be severely hindered by Daze, and that was because he was on his own in WoD2. Since heroes will generally be rolling 4 power dice in RtL, reducing this by 1 to 3 dice shouldn't be do serious and shouldn't last for more than a turn or two. Daze is only brutal when you lose the green. Nice to mix things up though.

-On average, the darts should inflict 4 damage per run. To counter this, the level leader is a kobald without the Master Beastman's Command ability which even at Copper ought to rack up this amount of damage.

-Thematically, this is The Gauntlet. Running it should hurt and heroes should be discouraged from running it more than once.

Comments welcome. In my mind, I figured having a Kobald balanced out having the Dart Field and this particular level would end up with the same difficulty but let me know what you think.

Here's an Excel file containing a mix of the great Inle_Badger and Poobaloo's changes to RTL dungeons (and some rumors/keeps/liutenants, and everything that has been clarified on FAQs), including monsters and traps from WoD, AoD and ToI.

I'm still playtesting those levels with my group so I'll update it as soon as new testing is completed.

It's on Rapidshare with TrafficShare, so it's should be a fast and painless download.

Leader count (including ToI dungeons and those with multiple leaders): Beast 15, Eldritch 19, Humanoid 16.

http://rapidshare.com/files/193095293/RTL_Dungeons_Revision.xls

inle_badger said:

-This won't affect all the heroes and shouldn't need crossing repeatedly. At least one or two heroes are likely to hang back to prevent the little runt escaping out the back door. If they're wise, they'll sit in Tamalir waiting to pounce on the little runt whichever way he goes.

-I've only once ever found a hero to be severely hindered by Daze, and that was because he was on his own in WoD2. Since heroes will generally be rolling 4 power dice in RtL, reducing this by 1 to 3 dice shouldn't be do serious and shouldn't last for more than a turn or two. Daze is only brutal when you lose the green. Nice to mix things up though.

As you point out, there is a Glyph on both sides of the Dart Field, and therefore it is unnecessary to run thru it more than once, as you can just go thru the Glyphs instead. Slower, but hey it's better than 2 damage and 2 daze. Given this alternate path, it might not be so bad.

Actually, the second glyph is not meant to be activated, that was FAQed - in The Gauntlet, the second activated glyph is a misprint.

I have now completed my version of the dungeon level re-vamp. Some of these have been taken directly from badger and poobaloo. Others I have tweaked slightly.

Comments welcome. A couple of levels (27, 33) still need work, but I'm at a loss of what to do.

Descent Road to Legend – Dungeon Level Changes

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).
Reason: More monster variety (- Eldritch, + Humanoid)

2. Alchemists Lab
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 twice, by the same or another hero. When complete, roll a power die. If an enhancement is rolled, the hero discovers a potion: Roll another power die. Enhancement = Fatigue or Healing, Surge = Any (except Invulnerability), Blank = Any (including) Invulnerability. Hero choice for all.
Reason: More monster variety. Introduce prolonged action mechanism.

3. Dragon’s Lair
Flametongue the Red is a Master Dragon with 8 extra wounds. Each hero struck by Flametongue’s attack loses one potion (equipped or not) of that hero’s choice, if able.
Reason: Thought he was pretty weak and needed a little boost

4. The Bridge of Death
No changes

5. The Barracks
No changes

6. The Gauntlet
Grimfang the Terrible is a Master Kobold with 8 extra wounds and 2 extra armour 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.
Reason: With the extra text on the card to reduce the cost of traps, the leader really should have been a Kobold, but he needed a boost to his stats to make him a bit more of a match. I personally believe the intention of the level is not to have the leader be able to move through the blue and yellow doors, but I seem to be in the minority, so I kept them in.

7. The Graveyard
Adrian the Eternal is a Master Shade with 4 extra wounds and 2 extra armour. When a skeleton is spawned on one of the gravestones (encounter markers), remove that marker.
Reason: More monster variety, and removing the encounter marker a nice touch.

8. The Warrens
Ebon and Onyx are both Maser Blood Apes. Healing ability as per the card. 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.
Reason: More monster variety (- Eldritch, + Beast). Added Scything Blades


9. The Prison
The overlord may not spawn creatures inside the cells whilst the doors are closed
Reason: Without this, the OL can just spawn in there and kill things straight away. I believe this was against the intention of the level.

10. The Ancient Library
The Mad Sage is a Master Shade with only four wounds
Reason: More monster variety

11. The Mine
No changes

12. The Throne Room
No changes

13. The Summoning
All normal sorcerer minions in this level are dark priests and count towards the Summoning ritual.
Reason: More monster variety

14. The Fountain of Life
Chall is a Master Deep Elf with 4 extra wounds and Daze instead of Frost.
Reason: More monster variety – replace Frost with Daze for added variety

15. The Crypt
When setting up this board, place an Evil Altar in the Southern passage's Western corner, facing the door. The overlord gains an extra 2 threat per turn for the altar. The altar has 15 wounds, 5 armour and can be attacked. If the Altar is destroyed, the heroes gain 1 conquest and all monsters in this level, including the leaders, lose their undying and knockback abilities.
Reason: Addition of evil altar for variety

16. What Lies Beneath
When setting up this map, place the large pit in the centre of the room and the encounter markers in each corner. Attacks into the pit are treated as from elevated terrain.
Reason: More variety – using the large pit

17. Bag of Bones
No changes

18. Garden of Grazius
When a potion is gathered, roll a power die: Enhancement = Fatigue or Healing, Surge = Any (except Invulnerability), Blank = Any (including) Invulnerability. Hero choice for all.
Reason: Variety of potions

19. Downward Spiral
No changes

20. Two by Two
No changes

21. King of the Mountain
Clarification: A marker is placed to track the turns spent on the highest elevation if a hero remains on the centre section for their complete turn. It does not have to be the same hero that places all the markers.

22. The Citadel
Grelius is a Master Chaos Beast with 4 extra wounds.
Reason: More monster variety

23. Pit Fiend
The Pit Fiend is a Master Lava Beetle with 8 extra wounds and 1 extra armour. 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.
Reason: More monster variety

24. Eternal Prisoner
No changes

25. The Arena
The Champion is a Master Troll with 6 extra wounds.
Reason: More monster variety

26. Trial by Fire
Firefang is a Master Hell Hound with 12 extra wounds, 1 extra armour and Quick Shot
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.
Add a 2x2 lava obstacle in the middle of the first 2 rooms. Use the lava room from RtL for Firebane’s room. Use other lava obstacles dotted around. The leaders are immune to the lava tiles and Burn.
Clarification: When a section leader dies, all monsters currently in that section (no matter where they came from originally) also die.
Reason: More monster variety. Use lava tiles. Firefang also needed a bit of a boost
Note: Still uncertain whether it was the intention to have the level leaders be able to open the runelocked doors.


27. Monastery
Place a good altar in the two squares between the villagers. At the start of the Overlords turn, roll one power die for each villager that has been killed. On a surge, the level leader appears.
Lord Aktar is a Master Demon with 8 extra wounds, 1 extra armour and Knockback.
Reason: I am convinced that as written, this level is completely pointless. I cannot see any possible way that the overlord can kill all 6 villagers as the heroes just rush in and block any attacks. I’ve also made him a little weaker. The more I think about it though, I think this level needs more of a rewrite.

28. Fire and Ice
Frostfang is a Master Wendigo with 4 extra wounds and 1 extra armour and Frost. Replace pits near Frostfang with Ice and pits near Blaze with lava. Ignore the blue shaded section of the dungeon.
Reason: More monster variety. More variety of props.
Note: I’m probably going to do a new map for this level with moreLlava and Ice.

29. Divide and Conquer
Legion the Necromancer is a Master Dark Priest with 4 extra wounds.
Reason: More monster variety.

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.
Reason: Use corrupted tiles.

31. Puppet Master
No changes

32. Up and Down
No changes

33. Down the Drain
Shellis is a Master Deep Elf with 2 extra wounds and is immune to Pierce.
Note: I’m having difficulty understanding the water on this level. The heroes can enter it, but not the monsters? And can the heroes also jump it? If so, why not the monsters. Just seems very silly and think it needs a rewrite.

34. Reflections
No changes

35. The Pull of the Depths
No changes

36. Mask of the Monster
No changes

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.
Reason: A cool idea.

38. Throwing Stones
No changes

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.
Reason: More monster variety. More prop variety.

40. Shreds of Night
Sess has the Bolt ability instead of Breath.
Reason: Use the Bolt template.




for 33, water can never be jumped (even this water).

Regarding the dungeon level changes, great work! The one question mark for me is the selection of a Master Golem for level #2 - The Alchemist's Lab. Was that decision based on anything in particular, or was it just an opportunity to introduce a Golem? We played the level a couple of nights ago, and would have gone with that optional level, except we didn't get what a Golem was doing in charge of an Alchemist's Lab, so we stuck with the Master Sorcerer, and I very much enjoyed the dynamic abilities he possesses. It seems more "in the natural order" that a sorcerer would be the boss of an Alchemist Lab level.. However I think the evolution the level has undergone in terms of searching for potions is masterful, and I wish I had seen that prior to playing the level. That's a clever way to offer a chance to ****** a rare Invulnerability potion, but keep it a rare and precious commodity, which doesn't overpower the game (and also to use the under utilized prolonged action mechanic) . I love that. I just now saw Poobalu's Excel file with the latest version of the levels. Thanks for your efforts, guys!

If you guys are still working on this, I second Joram's wish for a level with a real threat of lava damage. That would fill a gap in the offerings very nicely.

Schmiegel said:

The one question mark for me is the selection of a Master Golem for level #2 - The Alchemist's Lab. Was that decision based on anything in particular, or was it just an opportunity to introduce a Golem? ...we didn't get what a Golem was doing in charge of an Alchemist's Lab, so we stuck with the Master Sorcerer,...It seems more "in the natural order" that a sorcerer would be the boss of an Alchemist Lab level.

If you guys are still working on this, I second Joram's wish for a level with a real threat of lava damage. That would fill a gap in the offerings very nicely.

Thanks for the comments. There was reasoning behind this since the flavour text describes it as a "long-abandoned" laboratory. I decided that the reclusive alchemist had long since died, but the Golem he had created with instructions to guard the place was still following orders.

Gameplay-wise, I decided that the Golem had better be dangerous as I was tired of Golems being just slow-to-kill hinderances. Bash seemed the easiest way to make sure the heroes kept their distance in an area in which they should be able to keep out of his reach, although killing a Master Golem with ranged and magic weapons isn't easy. It also meant that the Golem would be coming after the heroes to stop them taking their time and picking up a few Invulnerability potions... which would be ideally suited to taking on a Golem with Bash.

Couldn't find a level where I felt forcing heroes over lava would be appropriate. Trial by Fire certainly has a lot of it and you may find that heroes get forced into it to get past monsters blocking the corners. Perhaps Pull of the Depths should use lava pits? I forget what damage the pits in that level do currently.

Actually, 'forcing' over lava is not too dangerous, as it can be jumped. A better alternative is to include monsters with Knockback (a giant with knockback and sweep perhaps?) and abundant lava squares, or Shades poltergeisting the heroes into lava...

@Paul,

Just had a look at your version of this level too, by the way. I like the random element for the better potions, but you might want to decrease the length of time it takes to search for a single potion. Doesn't a prolonged magic (5) action seem a long wait for such a small reward?

Incidentally, where is the edit button these days? Am I going blind?

It goes away like 10 or 15 minutes after you post.

inle_badger said:

@Paul,

Just had a look at your version of this level too, by the way. I like the random element for the better potions, but you might want to decrease the length of time it takes to search for a single potion. Doesn't a prolonged magic (5) action seem a long wait for such a small reward?

Incidentally, where is the edit button these days? Am I going blind?

I 'stole' the prolonged magic action from poobaloo. I've never played any basic quests beyond JitD, so I've never actually used prolonged actions myself, and only read the rules on them recently.

"Pull of the Depths" pits deal out two wounds of damage, with poison. That in itself makes that one an interesting level, but it's true that it makes sense to turn those into lava pits...that would work.

Badger, hearing the story behind why you placed a Master Golem in the Alchemist's Lab gives me a far better understanding of the situation now...thank you! Next time, I will definitely use that alternate dungeon, it should be outstanding.

Yesterday we played level 13 "The summoning" with your mod.

The first time we played it "vanilla", the heroes managed to kill every sorcerer before I could summon the Demon (and we're playing with the rule that heroes, using fatigue, cannot move more than their max speed), and that was the first dungeon level in the campaign (poor card drawing and poor dice rolling on my side, anyway).

This time, they were halfway through copper, and using the Dark Priests instead of sorcerers I managed to summon the Demon and to score 3 kills (they got no 8 wounds hero).

We liked the new version :D