Doing the ending quest for King of all Goblins.

By Omnislash024, in Descent: Journeys in the Dark

Here's what the heroes have had to deal with so far:

Groups of Goblins, spawning at every banner.

A Giant Group that keeps re spawning every two/three turns after the group is defeated.

Bone Horrors that popped up because of a travel event.

Wraiths.

Chaos Beasts.

A Minor Peril effect that causes Zombies to spawn, while causing Immobilize effects. Two turns later, another Zombie that appeared the caused almost everyone to be Terrified.

A Major Peril effect that spawned the Serena Agent and three Minion Volucrux Reavers.

And now the end with features Splig, a unique Master Goblin along with minions and Dragon Hybrids.

But I've got a Runemaster with the Magma Blast Rune with Runic Mastery. (Jaes). A Dwarf equipped with Mistbane and a Bloody Dagger, with Unrelenting Skirmisher Skills. (Krutzbeck.) And Elf doing her Wildlander thing, using her WitchHazel Bow to shut down monster Surge effects. (Roganna inflicting Terrify conditions.) And a tall blonde dude just trying his best to keep everyone healed, though getting a few kills himself. (Jonas, though I keep calling him Ronin for some reason.)

We've got this... maybe.

-Target the Master goblin

-Target the next Master goblin

-Kill Splig

-Profit!

You've got this!

We've got this... maybe.

I love misplaced optimism ... it's the best. Foolish heroes.

-Target the Master goblin

-Target the next Master goblin

-Kill Splig

-Profit!

You've got this!

Nah, he will get Major Peril: The ritual is completed in the final room .... :D

-Target the Master goblin

-Target the next Master goblin

-Kill Splig

-Profit!

You've got this!

Nah, he will get Major Peril: The ritual is completed in the final room .... :D

Actually... I got that the quest before. Only because Jonas failed his first willpower test and failed to pick up a Spider Egg. Had to wait till the next round for him to toss the thing into the pit and just barely made it out alive.

So, after I dealt with all of that (in One quest Mind you), the game went from challenging and fun to literally BS. After two consecutive rounds of the heroes rolling at least one Blue X on every one of their turns, the fight got prolonged enough that the game saw it neccesary to toss in a "Deadly Peril", which had the heroes take 8 collective hearts. This was right after Jonas got dropped because godamn it... stop rolling Blue Xs and there won't be monsters to hit you. This was also right after Krutzbeck managed to one Turn Kill Splig (but oh wait he can't die if there is a Master Goblin on the field.) So fine, Roganna finally kills him ( again would have at least been a turn before had the Blue X had not struck again) and... another group of Goblins with a unique master spawns. So, what, I just did that hard work for nothing? That's when I called it. Yeah... uh... thanks I like a challenge but that was just overkill.

So, I think... some things need to change a little. My group was a pretty hardy group of folks. They could take alot of damage and laugh confidently. To give you a sense, all of them had at least 10 Life starting and that was without class and armor buffs. Collective Heart Deadly Perils though are too OP and should not go off if there is AT LEAST 1-2 Monster groups on the board. If they do, then they should be ignored. I don't care about Agent Spawns or Monsters randomly coming at you.... at least you have the CHANCE to deal with them. But to just take Heart damage because suddenly dark tendrils pop up randomly... no thanks Fantasy Flight. I get why, you don't want the heroes resting and healing for too long, which is why perils should go off when there is less chance of monsters being on the board. But that just effectively ended the quest for me, especially with the unexpected respawn of an entire monster group.

Yeah, I'll play it again, going into it with what to expect now. But honestly, I think you need to work on it.

Let me understand, you are trying kill Splig with the master goblin in the map ??? Splig cannot suffer any damage when the master goblins are on the map. If one or more damage are dealt to Splig, its cause one damage to the master goblin. So, if you are doing this, its wrong and you are wasting timing on Splig instead of killing the master goblin archers ;)

And yes, deadly perils are the end of line, or you finish the quest quickly or its over in two or three rounds.

Edited by kraisto

Let me understand, you trying kill Splig with the master goblins in the map ???. Splig cannot suffer any damage when the master goblins are on the map. If one or more damage are dealt to Splig, its cause one damage to the master goblin. So, if you are doing this, its wrong and you are wasting timing on Splig instead of killing the master goblin archers ;)

I never once attacked Splig until the one turn Krutzbeck one turn killed him. (Then when it said he couldn't be defeated, I redid his turn.) After that it was all about ranged taking out red mister goblin. (And even before I was still going after him.)

Lol, ok. I misunderstood.

Edited by kraisto

Deadly Perils are the end of the line? Lol... not when it took me a few hours to get to the end of the quest. Nope... nadda.

Anytime that happens again, I'm giving my heroes a chance to respond. I'm simply going to replace it with "each hero Rolls one red die, that hero suffers the hearts Rolled."

Deadly Perils are the end of the line? Lol... not when it took me a few hours to get to the end of the quest. Nope... nadda.

Anytime that happens again, I'm giving my heroes a chance to respond. I'm simply going to replace it with "each hero Rolls one red die, that hero suffers the hearts Rolled."

Well, its fine too. They already nerfed this one. In the original version the damage was not divided among the heroes .

But in Kindred Fire you get another deadly peril type - last breath: you lose the quest in X turns, and you cannot do anything because the peril cause a automatic surrender. Just a advice :P

Anyway, if you lose in the last mission , just reload the last save and you can start again.

Edited by kraisto

Deadly Perils are the end of the line? Lol... not when it took me a few hours to get to the end of the quest. Nope... nadda.

Anytime that happens again, I'm giving my heroes a chance to respond. I'm simply going to replace it with "each hero Rolls one red die, that hero suffers the hearts Rolled."

Well, its fine too. They already nerfed this one. In the original version the damage was not divided among the heroes.

But in Kindred Fire you get another deadly peril type - last breath: you lose the quest in X turns, and you cannot do anything because the peril cause a automatic surrender. Just a advice :P

Anyway, if you lose in the last mission , just reload the last save and you can start again.

Does it give you a quest Timer? Like How many Rounds before it goes off? Because if not... that's a pretty foolish way to end a quest.

The correct text is: lose the quest after 2 rounds. But in one of my campaigns, the countdown stoped when we reached the room with the final objective.

The correct text is: lose the quest after 2 rounds. But in one of my campaigns, the countdown stoped when we reached the room with the final objective.

Ah I see. Well, I think for something like that you should have a sort of quest timer on the app. Something that shows how many rounds you have before it goes off. If it happens Bolt out of the Blue, with no time to prepare for it, then that's just lame.

I TOLD you to target the master goblin!!

<_<

and target him again

:rolleyes:

My party thought we were up for the extra challenge of splitting up at the first two doors...2 heroes going one way, 2 going the other....

Sadly...to everyones surprise, we didnt make it far and were quickly overwhelmed...never underestimate Spligs forces..

On the up side, it was pretty funny to see the current banner and all the Goblins disappear to a new room every time someone opened a door XD