Best ( favourite) quests

By Trampsvest1980, in Descent: Journeys in the Dark

I don't know if this has been discussed in a previous post but I'm wondering which quests do you like to play given the choice.

Which quests did you enjoy the most and which ones just didn't work for you.

On the whole would you say the quests are generally well balanced and offer enough for both sets of players.

There is quite a number of discussions on boardgamegeek forums about the quests.

Some do favour the Heroes (First Blood, A Fat Goblin), others the OL (Castle Daerion - FFG is even thinking of changing something about the second encounter of that one).

There are debates about quests, and the balance may be different depending on the number and type of heroes - and whether one uses de Conversion Kit heroes and monsters or not. There also is the question if you are playing the campaign or the quest as a stand alone adventure.

I would incite you to try all the quests and make your own opinion about them. complice

A Fat Goblin

That is one really fun quest!

When can we get a "fat goblin" pewter??

I just finished playing Gold Digger for the second time, and I really appreciate that Lair of the Wyrm deals in a lot of multiple-option encounters. Being able to decide that Valyndra doesn't give half a **** over if she kills all the miners right away or not, and instead have her shadow serve as an unkillable firebreath? That's pretty nice.

My all-time favorite map though, is Desecrated Tomb.

The first half is pretty exciting, and almost always promises to be full of action for both the heroes and the overlord. Zombies tend to be a rather unthreatening monster when weighed against the alternatives (especially those of the conversion kit), so having millions of them works well to fully offset that disadvantage. Find and protect your weakest party member, or they'll find themself immobilized forever.

The second half, I feel, emphasizes the urgent nature of second edition in a way that no other quest can. Here you have Alric charging at a 15 health black gray defense dragon, as he wields a sword specially catered to deal with that massive defense. But what's more, once Khorayt is awake, he begins destroying everything with the power of a Shadow Dragon, but uniquely, from a range. So everyone is constantly dying and standing up while they try to achieve their goals. If that isn't awesome, I don't know what is.

The only real place I think this map breaks down is if the second half's focus is on immobilizing Alric. Alric's resurrection was unkind, rendering him the slowest man in the world - so unless the players simply lost the first half of the map, it's always going to take him a reasonable amount of time to even reach Khorayt.

Sym said:

The second half, I feel, emphasizes the urgent nature of second edition in a way that no other quest can. Here you have Alric charging at a 15 health black gray defense dragon, as he wields a sword specially catered to deal with that massive defense. But what's more, once Khorayt is awake, he begins destroying everything with the power of a Shadow Dragon, but uniquely, from a range. So everyone is constantly dying and standing up while they try to achieve their goals. If that isn't awesome, I don't know what is.

Has it been clarified the lieutenant actually uses the relic, not just carries it? I seem to recall back and forth discussion on this issue. Mainly that if he does use it, OL cakewalks this quest in about one turn of attacking (this is E2, so Frenzy and/or Bloodrage should be handy). Only time I've played this quest, Alric only carried, didn't use the relic (so no Pierce 5) and still smoked Khorayt in two or three attacks.

The only problem with this quest is if you play the quest with act I Arlic, he can't win against Khorayt.

To be honest, there is something about playing First Blood as the overlord when playing the game for the first time with new players that is just awesome. After you explain the basics, they start the quest thinking its going to be a piece of cake. Oh, we just gotta kill the Ettin before the goblins get away? Easy! Then, on OL turn 1, you're able to scamper 2 of the 5 goblins off the map, and suddenly s*** just got real lol!