Summoned stones, Terracall, valor tokens and the Ynfernal rune

By Marcus2410, in Descent: Journeys in the Dark

So I am playing a geomancer and I am using the attack on the bottom half of the Terracall class card. My questions are:

  • who takes the damage from the Ynfernal Rune for the attack - the mage or the summoned stone?
  • And can I use a valor token that my mage was given to add to the attack or can only the mage use it on their attack?

Terracall lets a Summoned Stone perform an attack with a magic weapon that the geomancer has equipped.

1. The Summoned Stone takes the damage from the Ynfernal Rune, as it is the one performing the attack.
2. Valor tokens to trigger Valor of Heroes can only be spend by the hero performing the attack. As a Summoned Stone is an obstacle and neither considered to be a hero nor a figure, it cannot gain or spend valor tokens.

Take care, Cataclysm and Molten Fury work differently as here the geomancer is the one performing the attack(s).

Edited by Sadgit

Out of curiosity, who is the poor OL?

Thanks for the Answers!

Oh and we are playing the Nerekhall Scenario on RtL so no OL. I am playing Ravaella Lightfoot as a Geomancer. She's surprisingly tough.

Yeah, I enjoy playing Ravaella. I was astounded by how tough she is with even the humble leather armor.

She is! But due to failing a metric shedload* of Knowledge and Awareness tests we have passed the leather armour to another character and given her the white wolf cloak. Also we sold the Ynfernal rune for the Rune of Misery when it came up... we felt the dialogue was too foreboding. Looking forward to playing tonight!

*the traditional shedload was 1/9th of a barnload until it was converted to 1/10th of a barn-load by the International Weights and Measures Symposium of 1862 held in Amsterdam

Edited by Marcus2410

Rune of Misery? How's that thing working, anyways?

Is it any good? I always don't want to buy it because it's very very very very expensive.

Especially compared to, say, the Rune of Blades, which is cheap and cuts through lots of defense dice easily.

The rune of Misery is beautiful, especially if you can reliably add a surge. The green die (forget the others) has a 2/3 chance of rolling a surge. If you have a way to add another (mana weave, for example) you've got a dependable +4 damage.

I must admit that the rune of blades can cut through a lot of defense. However a summoned stone provides +1 surge if they are adjacent to the targeted monster which buffs the attack. Add this to the roll, which as Zaltyre mentioned, with a 67% chance of at least one surge, I was consistently adding the +4 damage. I wanted this extra damage for blast (for earthen anguish & molten fury) as it has been nerfed in RtL. So now with the ability to put 7/8/9 damage on an attack, which translates to 3/4 blast damage. This is bringing it back to where it is much more likely to take out some of the smaller monsters.

Another bonus is the ability to curse, which totally shut down a Master crow Hag and the Elementals.

But this was somewhat moot...I rolled a lot of Xs last night! And double X in two turns. This was offset by my taking out an Elemental group with two shots. I am liking my build...when it works!

Edited by Marcus2410

That a good point. I often forget about the surge from summoned stones.

About the Xs... there was a time I, my brother, and three friends were playing.

I had done pre-game setup, and forgot to set out Fortuna's Dice. (They had found it in Army of Dalzunm) and I cut both Dark Fortunes from the deck.

Do I even need to say what we rolled for at least 1 out of 2 attacks...

Two other rules questions came up last night: the order of resetting exhausted cards (ie Terracall) and whose attack gains the +1 surge?

  1. SO does Terracall reset at the very beginning of the Geomancer's turn or after the Summoned stone has performed its actions? This is important as if it is after the summoned stone can perform their attack after the Geomancer has summoned it and then perform a second one right before Terracall is reset for the Geomancer.
  2. Does the Geomancer get the +1 surge for attacking a monster next to a summoned stone? Or does the Summoned stone get it or both? One assumes it isn't all heroes but if it is I am willing to take it!

Oh and another thing - We finished our gaming session last night in a city after buying new gear. I quit the mission on the tablet and then decided to go back in. I clicked on the city we were just in and it gave us a whole new set of gear to buy. I exited again and then it gave us a third new set, but it didn't loose a week and it didn't force us to travel to the story mission which is now due. I believe that this is a bit of a bug that could be exploited. Has anyone else experienced this? It totaly breaks the need for a "wait one week button in the town because if you don't like what you have you can just quit the game, reload it and get different gear. Hmmmmmm

1) Turn order is:

Start of turn abilities

Refresh cards

Equip gear

Activate familiars (if you want)

Perform actions with hero

Activate familars (if you didn't before)

End turn

So, no. Terracall refreshes BEFORE the stone could activate.

2) "Each of your attacks targeting a monster adjacent to a summoned stone gains 1 surge." Your = The geomancer hero. Not a stone, not another hero.

You might also want to check the CRRG page 40 (v. 1.4) for all details on hero and OL turn order.

Edited by Sadgit