Road To Legend Campaign. New Overlord, Few Questions

By ShaunFuckin'Holder, in Descent: Journeys in the Dark

Purchased this game a couple of months ago, and I've been enjoying it a lot with the group I game with.

I have a couple of questions in regards to some rule clarifications for how they play out ingame, specifically in the Road To Legend Expansion.

1.Kirga has a special ability that allows her (or him?) to prevent the overlord from spawning creatures within 5 spaces. This power seems to be enhanced in RtL due to the smaller dungeon sizes. I did notice a clarification on the runewitch that shortens her glyph activation to 3 spaces, but it seems FFG has decided not to apply this to Kirga. At times her ability seems a bit overpowered in RtL but maybe this is due to my inexpierence as an OL. Am I correct in assuming that she keeps the 5 space ability and it is not shortened in RtL?

2. Im a bit confused on the basic ability's of Lingering effects on things such as Web or Bleed. The way it reads it leads me to believe that wether or not the effect takes place is considered before armour. Meaning that if I land a hit even if the wound doesn't take place due to armour blocking it, the person will recieve a token regardles.

What confuses me is the wording where it says something to the extent of multiple tokens are not prevented from being placed. I wasn't sure how to interpert this. Does this mean if a spider does 5 points of wound damage (regardless of wether or not armour stops it) they take 1 web token from that single attack or 5? I'm assuming this player would only take 1, but the way it's written is a bit confusing to me.

3. What exactly happens if I cycle my deck in RtL? Are there any punishments for the heros in this style of the game? I thought I remembered reading something about it in the RtL Rulebook but cant find it now for the life of me.

4. When a hero rolls and gets 1 treasure in RtL, do they recieve 1 treasure, or does everyone in the group recieve 1 treasure each?

Thanks in advance for help on the rulings.

KingPooper said:

Purchased this game a couple of months ago, and I've been enjoying it a lot with the group I game with.

I have a couple of questions in regards to some rule clarifications for how they play out ingame, specifically in the Road To Legend Expansion.

1.Kirga has a special ability that allows her (or him?) to prevent the overlord from spawning creatures within 5 spaces. This power seems to be enhanced in RtL due to the smaller dungeon sizes. I did notice a clarification on the runewitch that shortens her glyph activation to 3 spaces, but it seems FFG has decided not to apply this to Kirga. At times her ability seems a bit overpowered in RtL but maybe this is due to my inexpierence as an OL. Am I correct in assuming that she keeps the 5 space ability and it is not shortened in RtL?

There is no change for Kirga in RtL and it is pretty powerful.

KingPooper said:

2. Im a bit confused on the basic ability's of Lingering effects on things such as Web or Bleed. The way it reads it leads me to believe that wether or not the effect takes place is considered before armour. Meaning that if I land a hit even if the wound doesn't take place due to armour blocking it, the person will recieve a token regardles.

Read the appropriate descriptions very carefully. Understand th difference between damage and wounds . Most of these effects require the attack to do some damage, but do not require wounds to be done.
You are correct, in that if an effect requires the attack to do damage, then that can be 'checked' before armour is applied, and may happen even if no wounds are scored.

KingPooper said:

What confuses me is the wording where it says something to the extent of multiple tokens are not prevented from being placed. I wasn't sure how to interpert this. Does this mean if a spider does 5 points of wound damage (regardless of wether or not armour stops it) they take 1 web token from that single attack or 5? I'm assuming this player would only take 1, but the way it's written is a bit confusing to me.

Sometimes a single attack will deliver multiple tokens, but only if it says so (more often a hero attack using surges to generate token effects). But the actual wording is that a figure is not prevented from accumulating multiple tokens. That has nothing to do with how many tokens are accumulated from a single attack - it simply means that you don't 'ignore' getting more tokens if you already have that token. Eg a Stunned hero can be Stunned again and have 2 Stun tokens after the two attacks.
In your example, if a Master Spider does 5 damage (not wounds), which is reduced to 2 wounds by armour and/or shields, the target will receive 1 Web token (the attack did at least 1 damage and Web ability places a web token) and 2 poison tokens (1 for each wound received).

KingPooper said:

3. What exactly happens if I cycle my deck in RtL? Are there any punishments for the heros in this style of the game? I thought I remembered reading something about it in the RtL Rulebook but cant find it now for the life of me.

The OL gains 3CT.

KingPooper said:

4. When a hero rolls and gets 1 treasure in RtL, do they recieve 1 treasure, or does everyone in the group recieve 1 treasure each?

Thanks in advance for help on the rulings.

I treasure total (for each blank) given to any hero. Roll the four dice. For each dice, check the chart and take exactly what it says - not multiplied by 4, or 'for each hero', just exactly what it says. Then split the resulting loot (treasures, potions, coins) any way you like except that coins all go into the 'party treasury' of course.

Very helpful, thanks for the thoughtful responses. You've answered all my questions. corazon.gif

Corbon said:

KingPooper said:

3. What exactly happens if I cycle my deck in RtL? Are there any punishments for the heros in this style of the game? I thought I remembered reading something about it in the RtL Rulebook but cant find it now for the life of me.

The OL gains 3CT.

Also if the overlord cycles through the deck twice in a single level of a dungeon then the heroes are ejected from the dungeon.

tundrra said:

Corbon said:

KingPooper said:

3. What exactly happens if I cycle my deck in RtL? Are there any punishments for the heros in this style of the game? I thought I remembered reading something about it in the RtL Rulebook but cant find it now for the life of me.

The OL gains 3CT.

Also if the overlord cycles through the deck twice in a single level of a dungeon then the heroes are ejected from the dungeon.

Oh thats interesting. Where does it say that in the rulebook i can't find it? Is it just in the normal base rules for descent?

Also, I was noticing another rule I had a question on if someone doesnt mind helping...

Do the hero's recieve a treasure/gold/exp reward in a battle against a luitenent if he flees? I mean other than any quest item he might have been carrying. It clearly states that its a victory for the heros if he flees but I dont see any specific rewards for this if he wasnt carrying anything.

KingPooper said:

tundrra said:

Corbon said:

KingPooper said:

3. What exactly happens if I cycle my deck in RtL? Are there any punishments for the heros in this style of the game? I thought I remembered reading something about it in the RtL Rulebook but cant find it now for the life of me.

The OL gains 3CT.

Also if the overlord cycles through the deck twice in a single level of a dungeon then the heroes are ejected from the dungeon.

Oh thats interesting. Where does it say that in the rulebook i can't find it? Is it just in the normal base rules for descent?

FAQ pg12
The Overlord's Deck
If the Overlord cycles through his deck twice in the same dungeon level, the heroes are ejected from the dungeon and are forced to flee it. Note that the Overlord's Keep is not subject to this rule.

KingPooper said:

Also, I was noticing another rule I had a question on if someone doesnt mind helping...

Do the hero's recieve a treasure/gold/exp reward in a battle against a luitenent if he flees? I mean other than any quest item he might have been carrying. It clearly states that its a victory for the heros if he flees but I dont see any specific rewards for this if he wasnt carrying anything.

It is still an encounter so the heroes receive the normal encounter loot from winning an encounter.

RtL pg16
Fifth, a lieutenant may flee off of the board through an exit space just like a hero. Doing so ends the encounter in a party victory , and moves the lieutenant to the Overlord’s Keep. Any Quest Item the lieutenant was carrying is left behind for the heroes to take .

RtL pg15
Party Victory
If the heroes kill all of the monsters on the board, (or cause a Lt to flee) they win the encounter and may loot the bodies. To do this, the party rolls four black power dice and consults the chart below for each one to see how many coins they find:
Encounter Loot
Die Result Copper Campaign Silver Campaign Gold Campaign
Enhancement 50 coins 75 coins 100 coins
Surge 75 coins 100 coins 125 coins
Blank 100 coins 125 coins 150 coins
Add up the total coins generated and add it to the party treasury. The only conquest tokens the heroes can receive are the two awarded for killing the leader. The heroes continue their game week move action.

No XP though.

Ah i see, so its a normal encounter victory. I had it in my head that it was differnet some how.

And I missed that in the FAQ Thanks again Corbon. happy.gif

"RtL pg15
Party Victory
If the heroes kill all of the monsters on the board, (or cause a Lt to flee) they win the encounter and may loot the bodies. To do this, the party rolls four black power dice and consults the chart below for each one to see how many coins they find:
Encounter Loot
Die Result Copper Campaign Silver Campaign Gold Campaign
Enhancement 50 coins 75 coins 100 coins
Surge 75 coins 100 coins 125 coins
Blank 100 coins 125 coins 150 coins
Add up the total coins generated and add it to the party treasury. The only conquest tokens the heroes can receive are the two awarded for killing the leader. The heroes continue their game week move action."


Corbin, did you add the part "(or cause a Lt to flee)" because it does not show up in my copy of the Rtl rules or the PDF on the website? We've been playing that the only reward you get for causing a Lt to flee is sending him back to the Overlord's lair. Killing him is an even better reward as you remove him from play.

He added it because it logically follows from the quote he gave just above it. If a fleeing lieutenant results in a party victory, then everything that happens with a party victory happens when a lieutenant flees.

Toscadero said:

"RtL pg15
Party Victory
If the heroes kill all of the monsters on the board, (or cause a Lt to flee) they win the encounter and may loot the bodies. To do this, the party rolls four black power dice and consults the chart below for each one to see how many coins they find:
Encounter Loot
Die Result Copper Campaign Silver Campaign Gold Campaign
Enhancement 50 coins 75 coins 100 coins
Surge 75 coins 100 coins 125 coins
Blank 100 coins 125 coins 150 coins
Add up the total coins generated and add it to the party treasury. The only conquest tokens the heroes can receive are the two awarded for killing the leader. The heroes continue their game week move action."


Corbin, did you add the part "(or cause a Lt to flee)" because it does not show up in my copy of the Rtl rules or the PDF on the website? We've been playing that the only reward you get for causing a Lt to flee is sending him back to the Overlord's lair. Killing him is an even better reward as you remove him from play.

Yeah after reading what Corbin posted it makes sense. Party victory follows what's outlined in page 15. So if the hero party gets the Lt to flee you get the loot bonus, and the Lt is sent back to the OL's Keep.

Then if the Lt is killed not only do they get the Lt removed from game, but they get a party victory loot bonus, and 250 coins, and 4 conquest tokens as well.

It sounds like you might owe your heros some loot, Toscadero. happy.gif

Toscadero said:

Corbin, did you add the part "(or cause a Lt to flee)" because it does not show up in my copy of the Rtl rules or the PDF on the website? We've been playing that the only reward you get for causing a Lt to flee is sending him back to the Overlord's lair. Killing him is an even better reward as you remove him from play.

Yes I did. The others have explained why. It was intended to be clear that it was added, because it is not in italics (and bracketed), while all of the actual quote part is italicised. I do that sometimes when adding commentary or notes to rules text, when it seems more suitable than a * entry.

If a Lt flees it is explicit that the result is a Party Victory. Therefore you follow the Party Victory rules, even those these do not include a Lt Flee result in their description explicitly.


In the FAQ on page 9:

"If a master monster is killed via some indirect means such as being knocked back into a pit, a hero's aura ability, a lingering effect, or a familiar, who gets the bounty of coins?"

A: No one. A "killing blow" must be the product of an attack roll.

Just a random thought... does this mean the overlord can kill his minions off with things like walking into pits on purpose to prevent a dying master monster from giving a reward to the heros?

KingPooper said:


In the FAQ on page 9:

"If a master monster is killed via some indirect means such as being knocked back into a pit, a hero's aura ability, a lingering effect, or a familiar, who gets the bounty of coins?"

A: No one. A "killing blow" must be the product of an attack roll.

Just a random thought... does this mean the overlord can kill his minions off with things like walking into pits on purpose to prevent a dying master monster from giving a reward to the heros?

Well... yes. A Master Monster at least, not a Leader (they don't require Killing Blows for their rewards)..

On the other hand that is mostly a pretty stupid idea. At the very least you are giving the heroes a free 'half action' - they would have needed to make an attack to kill that monster, possibly more than one if a miss or very poor attack roll resulted. Sometimes that won't matter, but more often the heroes should be racing against the clock - the longer they take, the more resources (threat and cards) you accumulate and the more likely you are to get kills (gain CT). Forcing them to make an attack rather than move (eg Advance instead of Run, or Battle instead of Advance/Ready) slows them down that little bit extra. Just to save 50 coins? Usually not worth it.
But it is legitimate and might have useful application at times.

Like an almost-dead Undying Master (particularly an upgraded one that takes multiple attacks to kill) when the heroes have an anti-Undying effect - 1/3 chance of coming back to full strength (and thus costing several attacks) vs 2/3 chance of not forcing the heroes to use a anti-undying attack. Might actually be worth it....

Corbon said:

Well... yes. A Master Monster at least, not a Leader (they don't require Killing Blows for their rewards)..

I concur. You certainly can commit suicide out of spite, but 50gp doesn't really get the heroes all that far. Even with Pickpocket (or whatever the skill is that boosts these rewards) it's not enough money to go out of your way for. Most of the time it's better to force the heroes to kill it just to waste actions, as Corbon said. Maybe you'll get lucky and it will survive to waste even more actions in the future.

There are a few corner cases where it can be useful, but most of the time it will be, at best, a whole lot of effort on your part for relatively little gain.

Steve-O said:

Corbon said:

Well... yes. A Master Monster at least, not a Leader (they don't require Killing Blows for their rewards)..

I concur. You certainly can commit suicide out of spite, but 50gp doesn't really get the heroes all that far. Even with Pickpocket (or whatever the skill is that boosts these rewards) it's not enough money to go out of your way for. Most of the time it's better to force the heroes to kill it just to waste actions, as Corbon said. Maybe you'll get lucky and it will survive to waste even more actions in the future.

There are a few corner cases where it can be useful, but most of the time it will be, at best, a whole lot of effort on your part for relatively little gain.

Not to mention the demoralizing effect on the heros when they realize you just cheated them out of a reward they thought they were about to get.

I dont see many instances where I'd actually do this I just wanted to make sure I was understanding the ruling right. That's interesting. Thanks yet again. :)