Problems with RtL campaign + some questions

By TaxFree2, in Descent: Journeys in the Dark

Hello!

Me and my friend just started playing RtL and found it amazingly addictive. We already played 2 campaings both trying OL and heroes. (Yes Im only playing with 1 friend but we both still enjoy it alot) In first game I was OL and we didn't had any experiense about RtL yet so my friend kinda fed me alot at start. He had amazingly hard first dungeon and he didnt realize he should had just fled that dungeon. Then I got fast silver skeletons and just ate his heroes with my 2 lieutenants. So we decided to end this campaing at around 130 total conquest tokens cause he had no chance killing my lieutenants.

Second time I was playing heroes against that Demonic Prince OL. I had perfect start with easy dungeons. Had nice lead with tokens and got few copper items pretty fast. He got some tokens still by razing those 2 cities that are very close to his OL keep. After few weeks I had pretty much the best copper items on my party that I could get and OL had 4 lieutenants + 1 silver monster upgrade. At this moment he just decided to come towards my hometown with 1 lieutenant who had 40hp + 1 demon minion + 5 sorcerers. After fighting him once I just realized I couldnt do anything to him. That demon just blocked me alot so I could only attack with my 2 casters and they barely could make 1-4 dmg max to him. And he just killed 1 hero each round with everything he had. At this point I had no chance to kill this lieutenants so game was lost and we were at around 150 tokens.

So im wondering what are we missing cause the problem for us is that copper treachers are not enought to match the best lieutenants. If the OL can play he can block, kite, rege alot with lieutenants in encounters. And the only way to heal is potions. How to counter those evil bastards that's the question? And not letting him getting cities is not right answer cause without some dungeon farming I cant fight against that first free lieutenant. He can just kill few of my heroes and then kite + rege around the area.

Ok then some other simple questions.

Can you go to Tamalir when ever you want with your lieutenants?

If I get rumor from outdoor encounter and the rumor have 4 range do I count that from that encounter square or from Tamalir?

What's the point of Traitors Abound plot card? It says "when resolving sieges, roll one extra die and chooce which result to use"? Cant see the point of that choosing...

Can I first visit in town where my week starts and then move or do I have to end my movement in town to visit there?

Do you get full fatigue when leaving dungeon?

When I go to portal in dungeon do I start next level of dungeon right away with full movement points or do I minus the movement points I used to go in portal?

Are the 3 dungeon levels all the same or do I take new dungeon card on every level? At the rules it says in 'Rumors' "When beginning the third level, rather than drawing a Dungeon Level card, the overlord turns..." But at the 'Dungeons' I cant find anything about drawing new Dungeon card on every level of dungeon.

Does blast go up to table if I blast next to that table?

The hero One Fist got extra attack with his hook. Does he get offhand bonus from his weapon when attacking with hook?

If some1 could answer even few of these questions It would help alot :) Thx for reading anyways!

TaxFree said:

So im wondering what are we missing cause the problem for us is that copper treachers are not enought to match the best lieutenants. If the OL can play he can block, kite, rege alot with lieutenants in encounters. And the only way to heal is potions. How to counter those evil bastards that's the question? And not letting him getting cities is not right answer cause without some dungeon farming I cant fight against that first free lieutenant. He can just kill few of my heroes and then kite + rege around the area.

It's true that LTs are scariest for the heroes while in Copper and get less scary as the game progresses, but they shouldn't be invincible. Perhaps you just had poor hero group both times, or perhaps it's just owing to inexperience. No offense, but based on some of these questions it sounds like you haven't been playing (vanilla) Descent very long.

You might want to try playing a few games of the regular Descent (without Road to Legend) for a bit. A bad group of heroes is less crippling there since it's one dungeon (2-4 hours, closer to 2 if you get slaughtered quickly) instead of commiting to a 60+ hour multi-session campaign.

TaxFree said:

Can you go to Tamalir when ever you want with your lieutenants?

Yes, the LTs can make a move on Tamalir whenever they want. Rushing Tamalir with LTs early on is a well-known strategy employed by Overlords who are serious about winning.

TaxFree said:

If I get rumor from outdoor encounter and the rumor have 4 range do I count that from that encounter square or from Tamalir?

That's a good question. My gut says "4 spaces from the encounter location" but technically you run into encounters between nodes on the map. I'm not sure which should be used, the point of departure or the point of arrival.

TaxFree said:

What's the point of Traitors Abound plot card? It says "when resolving sieges, roll one extra die and chooce which result to use"? Cant see the point of that choosing...

Once you have siege tokens on a city equal to its defense rating, you resolve the siege by rolling a die. If it comes up a surge (I think) the city burns. With this plot card, the OL player rolls two dice and picks the one he wants. It basically doubles his odds of getting a surge and therefore destroying the city.

TaxFree said:

Can I first visit in town where my week starts and then move or do I have to end my movement in town to visit there?

You must end your movement there to take any kind of action. At the very start of the game, however, you do have an opportunity to buy things before beginning.

TaxFree said:

Do you get full fatigue when leaving dungeon?

Yes. You functionally have unlimited fatigue while on the overland map (this is the main reason the healing runes were removed from the AC game, otherwise having even the worst of them would be unlimited healing after a dungeon.)

TaxFree said:

When I go to portal in dungeon do I start next level of dungeon right away with full movement points or do I minus the movement points I used to go in portal?

The next level begins with a fresh hero turn. No movement is spent and new actions may be declared. Note that the old dungeon ends as soon as the last hero leaves the dungeon , assuming at least one hero has gone through the portal. This can sometimes result in the dungeon level ending before you've had a chance to pick up all the loot, if you aren't careful about the order of heroes' turns.

TaxFree said:

Are the 3 dungeon levels all the same or do I take new dungeon card on every level? At the rules it says in 'Rumors' "When beginning the third level, rather than drawing a Dungeon Level card, the overlord turns..." But at the 'Dungeons' I cant find anything about drawing new Dungeon card on every level of dungeon.

Are you asking if you should play the same dungeon level three times in a row? Does that really make sense? No, you draw a new dungeon card for each level. Sorry if that sounds harsh, it's just a very... unusual question.

TaxFree said:

Does blast go up to table if I blast next to that table?

Yes, a Blast or template attack will still "go up" onto a table space. Only walls and closed doors will stop a template attack. (And other things that count as walls, like boulders.)

TaxFree said:

The hero One Fist got extra attack with his hook. Does he get offhand bonus from his weapon when attacking with hook?

No. There are other threads discussing this issue in more detail, but it won't work that way because One-Fist's "hook" attack is not actually a weapon. If you wanted to make this a house rule for your games, however, it probably won't break anything.

Steve-O generally did a good job answering, but there are some things I think could be explored further, or differently...

TaxFree said:

Hello!

Me and my friend just started playing RtL and found it amazingly addictive. We already played 2 campaings both trying OL and heroes. (Yes Im only playing with 1 friend but we both still enjoy it alot) In first game I was OL and we didn't had any experiense about RtL yet so my friend kinda fed me alot at start. He had amazingly hard first dungeon and he didnt realize he should had just fled that dungeon. Then I got fast silver skeletons and just ate his heroes with my 2 lieutenants. So we decided to end this campaing at around 130 total conquest tokens cause he had no chance killing my lieutenants.

Second time I was playing heroes against that Demonic Prince OL. I had perfect start with easy dungeons. Had nice lead with tokens and got few copper items pretty fast. He got some tokens still by razing those 2 cities that are very close to his OL keep. After few weeks I had pretty much the best copper items on my party that I could get and OL had 4 lieutenants + 1 silver monster upgrade. At this moment he just decided to come towards my hometown with 1 lieutenant who had 40hp + 1 demon minion + 5 sorcerers. After fighting him once I just realized I couldnt do anything to him. That demon just blocked me alot so I could only attack with my 2 casters and they barely could make 1-4 dmg max to him. And he just killed 1 hero each round with everything he had. At this point I had no chance to kill this lieutenants so game was lost and we were at around 150 tokens.

So im wondering what are we missing cause the problem for us is that copper treachers are not enought to match the best lieutenants. If the OL can play he can block, kite, rege alot with lieutenants in encounters. And the only way to heal is potions. How to counter those evil bastards that's the question? And not letting him getting cities is not right answer cause without some dungeon farming I cant fight against that first free lieutenant. He can just kill few of my heroes and then kite + rege around the area.

Kar-Amag-Atoth is about the nastiest Lt out there (and a late Slaggorath). A few key notes.
AoE weapons (blast/breath) ignore Soar (kite?), so use them against the Demon. Unfortunately they don't do great damage, but at least you don;t miss from range. Note also that power pots will be critical in this fight.
There is actually only one model that you need to kill, and that is K-A-A. If you can get to him, you should, pretty much ignoring the others unless you can't get to him. Of course the OL will be doing his best to prevent you from doing so.
The Master Sorceror is worth killing fast also, because it can't be replaced, but the Demon and the other sorcerors can simply be reinforced if you kill them.
Trees are the heroes friends. Standing in a tree forces the bad guys to come to you. Even the Soaring demon then has to swoop, and becomes vulnerable to a melee guard attack (though the sorcerers will undoubtedly go first and try to trigger/break the guard).
Potions are important. Power pots will be critical, and fatigue pots almost as important.
What you need in this fight is damage output. Lots of damage output. Wit that in mind, you have to have decent heroes with decent skills. No more than 1 tank, and at least 2 of the mages/rangers must have focused dice and/or a damage boosting special or skill. You also need to have had at least one training session, preferable training damage boosting skills or extra/upgraded trait dice.

The Demon Avatar s far and away the best (most powerful) Avatar, so I suggest you stay away from him until you are more proficient at the game. But no matter what Avatar is chosen you have to be able to confidently take on Alric Farrow with some chance of success, or you simply aren't able to play this game. It is an Advanced Campaign, don't forget. Taking on Alric takes planning and preparation - it is not easy. But you have to be able to force him to flee or you will never get the game running properly. I suggest you practice this fight a few times, with varied heroes, skills, some upgrades, no upgrades, potion, feats etc.

TaxFree said:

Can you go to Tamalir when ever you want with your lieutenants?


Well, nothing stops the Lts moving their and sieging straight away. But Lts have to move there through trails, not just teleport here from a dungeon like the heroes can.

TaxFree said:

If I get rumor from outdoor encounter and the rumor have 4 range do I count that from that encounter square or from Tamalir?


You can't get a rumour from an outdoor encounter? Rumours come from visiting the Tavern. Unless there is a special non-combat encounter that gives you a rumour that I haven't noticed before, I guess. In that case, what Steve-O said. It isn't clear whether you could count the trail you are on or not, so yoss a coin...

TaxFree said:

What's the point of Traitors Abound plot card? It says "when resolving sieges, roll one extra die and chooce which result to use"? Cant see the point of that choosing...


As Steve-O said, rolling two raze dice and choosing which one to use gives you nearly double the chance you will roll a surge and make the raze successful

TaxFree said:

Can I first visit in town where my week starts and then move or do I have to end my movement in town to visit there?


No. You have to end your movement before you can visit.
RtL pg10
If the heroes end their movement in a city, they may each go to a building in that city and follow the instructions for that building’s “visit” circumstance.
pg21
A hero visits a building when the party ends a game-week Move action on a city location on the Terrinoth map.

TaxFree said:

Do you get full fatigue when leaving dungeon?


Yes.
FAQ pg13
Q: Under what circumstances can the heroes trade items, drink potions, and recover fatigue?
A: In addition to the normal in-dungeon rules for trading, drinking and resting, any time the hero party is on the overland Terrinoth map, they may freely trade items and drink any number of potions.
They also are restored to full fatigue as soon as they end any quest, be it dungeon or encounter.

TaxFree said:

When I go to portal in dungeon do I start next level of dungeon right away with full movement points or do I minus the movement points I used to go in portal?


It is an entirely new turn (new round even) in the new dungeon level. You never start with movement points (on any turn), but you may (probably will) acquire some during the turn by declaring an action or through items, fatigue etc.

TaxFree said:

Are the 3 dungeon levels all the same or do I take new dungeon card on every level? At the rules it says in 'Rumors' "When beginning the third level, rather than drawing a Dungeon Level card, the overlord turns..." But at the 'Dungeons' I cant find anything about drawing new Dungeon card on every level of dungeon.


Different.
RtL pg17
...Each level is generated separately from the others, when the heroes enter it, ...
...When the heroes enter a new dungeon level, the overlord draws a Dungeon Level card...

TaxFree said:

Does blast go up to table if I blast next to that table?


Does the table say anything about stopping blast (or blocking LOS)? No. Therefore the blast goes up onto the table.
You will do a lot better if you don't 'make up' rules that aren't there. This is not a criticism, this is simple advice. Read what the rule says carefully, follow it exactly, don't add things that aren't there because they sound possible. This solves a surprisingly large number of potential problems, though unfortunately not quite everything.

TaxFree said:

The hero One Fist got extra attack with his hook. Does he get offhand bonus from his weapon when attacking with hook?


Exactly as Steve-O says. Technically no, as the requirement for Off Hand Bonuses are two 1H Melee weapons and One Fist cannot have two 1H melee weapons. OTOH it is a reasonable houserule with little or no effect balance wise.
Also worth noting that as it is a Melee attack he can use his melee trait power dice and any skills or bonuses that relate to a melee attack (eg Mighty, Cleaving, Belt of Strength etc.)

Corbon said:

You can't get a rumour from an outdoor encounter? Rumours come from visiting the Tavern. Unless there is a special non-combat encounter that gives you a rumour that I haven't noticed before, I guess. In that case, what Steve-O said. It isn't clear whether you could count the trail you are on or not, so yoss a coin...

FWIW I certainly can't think of any encounter that generates a rumour, but I don't know the deck well enough to completely rule out the possibility that such a thing exists.