The Bridge - Caladens Crossing

By calcifer84, in Descent: Journeys in the Dark

We are playing Heirs of Blood Caladens Crossing next week and I was wondering if I could use Ettins or Splig to knock heros off the bridge causing damage as though they had jumped off the bridge?

Also, any OLs got any advice for this mission as I need the bonus experience for this mission.

Edited by calcifer84

Only heroes can spend 1 movement point to jump. You cannot throw them off with Ettins or Splig. You cannot do it with Dark Charm either, as the spending of 1 movement point to jump is a special ability that is not usable with Dark Charm.

I haven't played this quest, but it seems hard to win for the overlord. You get the additional XP if you get out with Zach, but the lieutenant who seems to have the best chance (if you manage to break the door) is Belthir, because he can fly over a hero blocade. Splig is not fast enough and too fragile, but you might choose him anyway if, after a few turns, it appears you have no chance.

We did the Bridge a couple of weeks ago as heroes, we had 2 guards from the previous encounter.

Our setup was:
Syndrael Knight
Ashrian Disciple
Leoric of the Book Necromancer
Tetherys Bounty Hunter

We stationed Tetherys and the two guards on the bridge. Syndrael and Ashrian were in front of the door (on the 'danger' side), and Leoric was behind the door.

Due to Ashrians Hero ability the OL was pretty limited in what he could do with melee monsters. Ashrian and Syndrael were able to soak up all the damage, if Ashrian would take too much, Syndrael would use Defend and Ashrian would heal them back up during the healers' turn. Leoric was just in range for his Hero ability to also work so that was a constant -1 dmg for the monsters. Since he was necromancer the only thing he did was summon his reanimate, send it to the front, hit something pretty hard and then act as a meat shield :P

Tetherys was keeping an eye out on the bridge. Together with the 2 guards nothing passed there.

Looking back I think the biggest mistake our OL made was that he sent too much melee's to the door, and too few monsters through the 'valley' to that exit (as a different way to damage the door). So my advice would be: Try to pick some monster groups that are able to cover much ground (such as Bargests, they also get an extra brown die when being attacked ranged) to run to the exit. Anticipate on the ranged/melee strength of the heroes and try to counter that. The area around the door is a bit of a chokepoint so filling the entire room with monsters won't get you anywhere in my experience.

Thanks for the recommendations. Was going to use goblins or fire imps to destroy the door by running off the exit. Would take 5 of them getting there and with movement 5 this seems possible. Just need to make sure I'm ready to go when the door comes down.

Dash is going to come in very handy to run the hero through.