Rumours, question and House Rule thought.

By player1465698, in Descent: Journeys in the Dark

So, a question for all you experienced Road to Legenders. How useful do you find Rumours? Sure there are some game changing ones such as the Twins and Hunting the Wyrm, but in general, do you find them worth going for? The impression I get is that most of them are simply not worth the Conquest they are will cost, not so much because the level itself is hard, but because heroes need to go through an entire dungeon to reach them when it's normally in their interests to just try a couple of levels before it gets dicey.

Alternatively, is the idea that heroes should be chasing the ones which are easier for them than a random level... the Beastmen Rumour if Humaoids are at Copper for example?

Finally, a house-rule I've been considering is in respect to placing Rumours....

Heroes must place a new Rumour in a location exactly the number of trails away. If a Rumour cannot be placed it is discarded. Rumours which are discarded in this way are shuffled back into the deck.

I dislike the total freedom which heroes have in placing these in convenient locations such as the Thelsvan Highway when they are off in Frostgate. This way,the location is randomised a little, potentially forcing heroes to travel a bit more out of their way, and the Rumour's origin has more bearing on its location.

inle_badger said:

So, a question for all you experienced Road to Legenders. How useful do you find Rumours? Sure there are some game changing ones such as the Twins and Hunting the Wyrm, but in general, do you find them worth going for? The impression I get is that most of them are simply not worth the Conquest they are will cost, not so much because the level itself is hard, but because heroes need to go through an entire dungeon to reach them when it's normally in their interests to just try a couple of levels before it gets dicey.

Alternatively, is the idea that heroes should be chasing the ones which are easier for them than a random level... the Beastmen Rumour if Humaoids are at Copper for example?

Finally, a house-rule I've been considering is in respect to placing Rumours....

Heroes must place a new Rumour in a location exactly the number of trails away. If a Rumour cannot be placed it is discarded. Rumours which are discarded in this way are shuffled back into the deck.

I dislike the total freedom which heroes have in placing these in convenient locations such as the Thelsvan Highway when they are off in Frostgate. This way,the location is randomised a little, potentially forcing heroes to travel a bit more out of their way, and the Rumour's origin has more bearing on its location.

I've generally found them a waste in copper. Probably a good way to go between levels - ie, go in at combined 190+, come out in SIlver at combined 240odd. Head straight to special training with teh cash and experience gained.

Often the rewards are insignificant compared to the risks - and too easy for the OL to screw over anyway in many cases (such as the Twins, with a single Dark Charm).

I'm new to the campaign type of game but I find the rumors extremely useful. The current campaign we have going right now we completed two dungeons, both rumors. Prince of Thieves and Hunting the Wyrm. Ironskin for one of the characters (thus the thread question I started) and the discount of 20% on buying items. I think the risk is definately worth the reward but you have to pick and choose. One advantage this party has is one of our guys started with the pickpocket skill so we have been able to afford looking through multiple rumors to find ones worth chasing.