I have Labyrinth of Ruin ... Questions?

By any2cards, in Descent: Journeys in the Dark

well, thx a lot! i hope lor will be available here in germany in the next couple of weeks :-). i am really looking forward to paint the new minis after i finished painting all monsters from all previous editions and expansions plus some biggies from the d&d adventure boardgames used as lieutnants in d2.

one minor complaint is the fact, that the amount of stuff you get has dramatically decreased in comparison to expansions like rtl. may be this occured due to the fact that everything gets more expensive as time slips by... :-(

greetz! have a nice weekend! :-)

**** dude you're on fire!

Thanks for posting this it only makes me want this expansion even more!

Thanks for all the info on the monsters, but would you mind sharing the numbers of them per hero? i.e. two tan one red for 2 players, three tan one red for 3 players, etc.

Also, have you tried putting these components into the base game box? I keep my minis separate, so I'm hoping I can get the new map tiles into the main box without much difficulty.

Edited by JBouthietteJr

Thanks for all the info on the monsters, but would you mind sharing the numbers of them per hero? i.e. two tan one red for 2 players, three tan one red for 3 players, etc.

Also, have you tried putting these components into the base game box? I keep my minis separate, so I'm hoping I can get the new map tiles into the main box without much difficulty.

**** ... I knew I had forgot to mention some key point of info with the monsters, but I am old and senile, so ... LOL.

Monster Name 2 Heroes Minion, Master 3 Heroes Minion, Master 4 Heroes Minion, Master

Arachyura 1,0 0,1 1,1

Carrion Drake 0,1 1,1 2,1

Goblin Witcher 1,1 2,1 3,1

Volucrix Reaver 2,0 2,1 3,1

As for getting everything into the base box, I haven't even tried. Since I have the base game, Lair of the Wyrm, and Labyrinth of Ruin, I figure it wasn't even worth the effort. I actually have purchased plastic containers for all of my Descent stuff (both D1e and D2e).

Having said that, by eyeballing the contents, I would think you could get them in just fine, especially if the minis are kept separate.

If I have a file I wanted to share a file (spreadsheet) with the users of this forum, what is the best method for achieving this?

Thanks in advance for suggestions.

Google Docs... you should be able to share a file by link. Make it so only you can edit - but that we can all see it.

Okay, my first attempt to provide access to a document. It should be a spreadsheet which includes the stats for all monsters from D2e the base game, the conversion kit, Lair of the Wyrm, and Labyrinth of Ruin. I found that having all of this information in one place made it easy for the OL when determining what open groups to employ in given encounters.

Anyway, spent a bunch of time on it, and thought I would share. If this works, and you can view/save it, it is best printed on legal paper.

Here is the link: https://docs.google.com/file/d/0B1VdxSyVrikwRVZkSFprS25EaHM/edit?usp=sharing

Very nice cheat sheet!

Thanks for sharing!

What can you tell us of the minis?

What can you tell us of the minis?

Ummm ... they exist? :D Sorry, didn't get much sleep last night. What is it about the minis you would like to know?

I just basically wanted to know what minis are included.

The minis included with Labyrinth of Ruin are as follows:

4 Hero figures

13 monster figures consisting of:

  1. 4 Goblin Witchers (3 Tan and 1 Red)
  2. 4 Volucrix Reavers ( 3 Tan and 1 Red)
  3. 3 Carrion Drakes (2 Tan and 1 Red)
  4. 2 Arachyuras (1 Tan and 1 Red)

Oh I already love this thread! I'm starving to get more information. Here in Germany I can call myself lucky if I can lay my hands on a copy within this year... Back to the topic:

I would love to hear about the new weapon cards... So I would be happy if you find the time, but I know 21 is a f***** lot to write about. And because he is going to be my new favorite can you tell me more of the treasure hunter skills? Thank you so much!

Edited by Zaibazu

Oh I already love this thread! I'm starving to get more information. Here in Germany I can call myself lucky if I can lay my hands on a copy within this year... Back to the topic:

I would love to hear about the new weapon cards... So I would be happy if you find the time, but I know 21 is a f***** lot to write about. And because he is going to be my new favorite can you tell me more of the treasure hunter skills? Thank you so much!

It's always fun for me to find people as sick as I am ...

Act I

Poisoned Blowgun : Range, Exotic, One Handed, 100 Gold, Blue Green

Pierce 1

Surge: +1H & Poison

Surge: +1R & +1H

Elven Boots : Ring, Boots, 50 Gold

You gain 1 movement point at the start of your turn.

Limit 1 Boots equipped at a time.

Jinn's Lamp : Ring, Trinket, 100 Gold

Action: Exhaust this card to draw 1 card from the Act I Shop item deck. Either equip it or shuffle it back into the deck.

If you equip it, return this card to the game box.

Shield of Light : Shield, One Handed, 75 Gold

Exhaust this card after rolling defense dice to either reroll 1 die or add 1 Shield to the results.

If you suffer no hearts from this attack, recover 1 heart.

Thief's Vest : Light Armor, Brown Die, 100 Gold

You gain +1 Might and +1 Awareness up to a maximum of 6.

Rune Plate : Heavy Armor, Silver Die, 175 Gold

If your Knowledge is 4 or higher, gain +2 Health.

If you have a Rune equipped, replace this card's gray defense die with a black defense die.

Bow of Bone : Range, Bow, Two Handed, 125 Gold, Blue Yellow

If you have not moved this turn, add 1 additional green power die to your attack pool.

Surge: +2R & +1H

Surge Surge: +3H

Teleportation Rune : Range, Magic & Rune, Two Handed, 125 Gold, Blue Yellow

Surge: +1R & +1H

Surge: After resolving this attack, you may choose an empty space within 2 spaces of you and place your figure

in the chosen space.

Bearded Axe : Melee, Axe, Two Handed, 175 Gold, Blue Red

Pierce 1

If, after resolving Pierce, the target has no shields on its defense roll, this attack gains +2H.

Surge: Pierce 2

Mace of Aver : Melee, Hammer, Two Handed, 150 Gold, Blue Green Green

Surge: +2H

Surge Surge: +2H & Stun

Serpent Dagger : Melee, Blade, One Handed, 125 Gold, Blue Green

If the target is Poisoned, this attack gains +2H.

Surge Surge: The target is Poisoned (even if you didn't deal any hearts).

Surge: Pierce 2

Act II

Black Iron Helm : Ring, Helmet, 150 Gold

You gain +2 Health.

Add 1 Shield to your defense pool results.

Limit 1 Helmet equipped at a time.

Cloak of Deception : Cloak, Gray Die, 200 Gold

If you roll a blank on any of your defense dice, you may exhaust this card to test Awareness. If you pass, you are

not affected by the attack.

Obsidian Scalemail : Heavy Armor, Black Die, 275 Gold

You cannot be Cursed.

Each time you are attacked and suffer no hearts, recover 2 fatigue.

You may perform only 1 Action skill or ability per turn.

Staff of the Wild : Range, Magic & Staff, Two Handed, Blue Yellow Green Green, 175 Gold

Surge: Curse, Disease, Poison, or Stun

Surge: +1R & +2H

Surge: +1H and recover 1 fatigue

Rune of Misery : Range, Magic & Rune, Two Handed, Blue Red Green, 250 Gold

Surge: Curse

Surge: +1R & +1H

Surge Surge: +4H

Shroud of Dusk : Ring, Helmet, 150 Gold

You gain +1 Might, +1 Willpower, +1 Knowledge, and +1 Awareness up to a maximum of 6.

Limit 1 Helmet equipped at a time.

Bow of the Eclipse : Range, Bow & Exotic, Two Handed, Blue Red Green, 250 Gold

Pierce 2

Surge Surge: +1R & +3H

Surge: +1R & +1H

Obsidian Greataxe : Melee, Axe, Two Handed, Blue Red Red, 225 Gold

Each time you defeat a monster with this weapon, recover 1 fatigue.

Surge: +2H

Iron Claws : Melee, Blade & Exotic, One Handed, Blue Yellow Yellow, 175 Gold

If your other hand is empty, add 1 additional green power die to your attack pool.

Surge Surge Surge: +5H

Surge Surge: +2H

Rage Blade : Melee, Blade, One Handed, Blue Red Yellow, 200 Gold

If you have already attacked this turn, add 1 additional green power die to your attack pool.

Surge: Pierce 1 & +1H

Surge Surge: +3H

And because he is going to be my new favorite can you tell me more of the treasure hunter skills? Thank you so much!

Here are the cards for the Treasure Hunter class:

Leather Whip : Melee, Exotic, 1 Handed, Blue Yellow

Reach

Surge: Pierce 1

Surge: Move the target 1 space

The Dead Man's Compass : Ring, Trinket

Exhaust this card during your turn. If you are within 3 spaces of a search token,

immediately gain 1 movement point.

Delver : Cost: 0, Fatigue: 0

If you are not adjacent to any other hero, each of your attacks gains +1 heart.

Each time you would draw a Search card, instead draw 2 and choose 1 to keep.

Then place the other Search card either on the top or bottom of the Search deck.

Gold Rush : Cost: 1, Fatigue: 0

Exhaust this card during your turn immediately after performing a search action

to gain movement points equal to the number of Search cards you have (facedown

or faceup), up to a maximum of 5.

While this card is exhausted, you may move through enemy figures.

Dungeoneer : Cost: 1, Fatigue: 1

Action: Exhaust this card to perform a search action. While this card is exhausted,

you may perform 1 attack during your turn without using an action.

Survey : Cost: 1, Fatigue: 1

You gain +1 Stamina, even while this card is exhausted.

Exhaust this card during your turn to look at the top 3 cards of the Search deck.

You may return the cards to the top of the Search deck in any order you choose.

Sleight of Hand : Cost: 2, Fatigue: 0

While you have an Exotic or Bow weapon equipped, each of your attacks gains

Pierce 2 (even while this card is exhausted).

When another hero draws a Search card, exhaust this card to allow him to

immediately give the Search card to you.

Lure of Fortune : Cost: 2, Fatigue: 0

Each time you perform a search action, you recover 1 heart and 1 fatigue.

Additionally, each time you defeat a monster you may move the top card of the

Search deck to the bottom of the deck without looking at it.

Guard the Spoils : Cost: 2, Fatigue: 1

Exhaust this card when you are targeted by an attack, before dice are rolled.

Add the following dice to your defense pool, depending on how many Search

cards you have:

0-1 Search cards: 1 brown

2 Search cards: 1 gray

3+ Search cards: 1 black

Finder's Keeper's : Cost: 3, Fatigue: 1

Action: Perform an attack with an Exotic weapon, adding 1 additional green

power die to your attack pool. This attack gains:

Surge: +1H for each Search card you have (facedown or faceup),

up to a maximum of +4H

Trail of Riches : Cost: 3, Fatigue: 1

If you have 2 or more Search cards in front of you (facedown or faceup), you

may exhaust this card to search a search token within 3 spaces of you

without using an action.

One other interesting thing I noted when going through some of the cards. As you probably are aware, there are both new Lieutenant cards and Ally cards in this expansion. What is interesting is that 1 lieutenant has both Act I and Act II cards, and 1 Lieutenant has only an Act II card. The book explicitly states that this is the case, so I know I am not missing anything.

As for the Ally cards, this is very strange indeed. The Act II Ally cards explicitly have the standard II on the card indicating that it is an Act II card. The Act I cards do not have the I on them. I don't really know if this is intentional, or a mistake in printing. It made it rather confusing when I went through the deck.

I guess it is time the RTFM. :P

Okay. Now this is really not right, especially for us aged folks.

There are actually 2 Ally cards included (those that do not have an Act I/Act II indicator on them). The names of the Allies are Serena and Raythen.

There is 1 Lieutenant with both an Act I and Act II card. It's name is Ariad.

There is 1 Lieutenant with just an Act II card. It's name is Queen Ariad.

And then, get this, there are 2 more Lieutenants with just an Act II card, and their names are .... wait for it ... wait for it ... THE SAME **** NAMES as the Ally cards ... Serena and Raythen. Obviously, you can understand my confusion.

I guess it is time once again to RTFM ... some more. :blink:

The promo text says that allies could be corrupted. It sounds like there is a chance that the allies end up switching sides and working for the overlord based on how his deck plays and how the narrative plays out.

Eager to get this. I'm really hoping to get in on the ground floor with this game and get every related item I can. I got lucky and was able to get most (minus only the Sea Of Blood board and Quest Compendium and the LT minis) for the 1st edition before it ll went OOP, hoping to get it all for 2E.

Edited by BatHead

Okay, my first attempt to provide access to a document. It should be a spreadsheet which includes the stats for all monsters from D2e the base game, the conversion kit, Lair of the Wyrm, and Labyrinth of Ruin. I found that having all of this information in one place made it easy for the OL when determining what open groups to employ in given encounters.

Anyway, spent a bunch of time on it, and thought I would share. If this works, and you can view/save it, it is best printed on legal paper.

Here is the link: https://docs.google.com/file/d/0B1VdxSyVrikwRVZkSFprS25EaHM/edit?usp=sharing

Very useful. Thanks!

Thank you so much for this! You are a beast on the keyboard!

Nah, I should say a Volucrix Reaver

Edited by Zaibazu

Also, have you tried putting these components into the base game box? I keep my minis separate, so I'm hoping I can get the new map tiles into the main box without much difficulty.

We have EVERYTHING for Descent: Second Edition.

First off, we took out all the nice dividers. they are nice, but they take up valuable room. We ended up putting all the token pieces into a small craft box (one of those that you can make sections to keep everything divided? yah). All the board pieces and that craft box fit in the base set box. Everything else fits into Labyrinth box. Any unused class cards and characters where put into the conversion kit box, leaving Layer box empty for my art supplies... Because I am the overlord and I get to draw everyone being throted by my evil plans >}

Hope that helps. We took a while to come up with that simple plan x.x

well, thx for all the infos. i really like the new items. as far as i can see right now without having the expansion on my table, there are some neat mechnicas depending on which class do you play. cool stuff. hope the scenarios are balanced. greetz!

Hey any2cards, I am still hungry for more information. When you have the time it would be so great to read about the beastmaster, apothecary and hexer skills as well!

Hey any2cards, I am still hungry for more information. When you have the time it would be so great to read about the beastmaster, apothecary and hexer skills as well!

Just like a drug dealer, the first taste is free. Now you have to pay ... :P All right ... just kidding ...

/BEGIN MY HUMBLE OPINION

After typing in all of the class information previously and below, and WITHOUT having played LOR yet, at first blush it certainly seems that these new classes are more powerful and flexible than those included in the base game.

END MY HUMBLE OPINION/

Beastmaster

Hunting Spear: Melee, Exotic, One Handed, Blue Red

Reach

Surge: Pierce 1

Skinning Knife: Melee, Blade, One Handed, Blue Green

If the target has any number of damage tokens, this attack gains: Surge: +3H

Wolf: Familiar: Melee, Speed: 4, Hearts: 3, Defense: None, Attack: Blue Red

This familiar is treated as a figure. It may perform 1 attack action during its activation.

Each attack made by this familiar gains: Surge: Pierce 1

Bound By The Hunt: XP Cost: 0, Fatigue Cost: 1

Action: Place your Wolf familiar token in an empty space adjacent to you.

You may only control 1 Wolf at a time. You may discard your Wolf familiar

token at any time during your turn.

Survivalist: XP Cost: 1, Fatigue Cost: 0

You gain +2 Health.

Each hero adjacent to your Wolf adds 1 additional brown die to his defense pool.

While your Wolf is adjacent to a hero, your Wolf adds 1 additional brown die to its

defense pool.

Stalker: XP Cost: 1, Fatigue Cost: 0

Immediately after declaring the target of your attack, you may move your Wolf 1 space.

Additionally, a monster cannot declare your Wolf as the target of an attack if it could

legally target a hero figure instead.

Bestial Rage: XP Cost: 1, Fatigue Cost: 2

Action: Perform an attack. If you are adjacent to your Wolf, you may reroll 1 attack die.

This attack gains: Surge: Roll 1 red power die and add the Hearts rolled to your attack

results.

Savagery: XP Cost: 2, Fatigue Cost: 0

Each time a hero performs an attack that targets a monster adjacent to your Wolf, he

may add 1 additional green power die to his attack pool, Each time your Wolf performs

an attack that targets a monster adjacent to a hero figure, your Wolf may add 1 additional

green power die to its attack pool.

Shadow Hunter: XP Cost: 2, Fatigue Cost: 0

Your Wolf adds 1 additional Gray die to its defense pool.

Before activating your Wolf, you may choose to perform an attack with it, rolling the dice

shown below. Then your Wolf is defeated. Dice: Melee: Red Red Green Green

Feral Frenzy: XP Cost: 2, Fatigue Cost: 2

Action: Exhaust this card to perform an attack. After resolving the attack, your Wolf may

immediately perform an attack.

While this card is exhausted, each hero attacking a monster adjacent to you or your

Wolf may add 1 green power die to his attack pool.

Predator: XP Cost: 3, Fatigue Cost: 0

You and your Wolf each gain +4 Health.

Whenever you stand up or are revived by another hero, you recover 2 additional hearts.

Your Wolf's attacks gain:

Surge: +1H

Surge: You recover 1 fatigue

Changing Skins

Action: Exhaust this card to perform an attack as if you occupied your Wolf's space.

While this card is exhausted, each attack you or your Wolf perform gains:

Surge: Pierce 2

Surge Surge: +5H

Apothecary

Smoking Vials: Range, Exotic, One Handed, Blue Green

Surge Surge: +3H

Surge: Poison

Brew Elixir: XP Cost: 0, Fatigue Cost: 1

Exhaust this card during your turn. Choose yourself or an adjacent hero to gain 1

elixir token.

Once during his turn, a hero may discard 1 elixir token to roll 1 red power die and

recover Hearts equal to the Hearts rolled.

Herbal Lore: XP Cost: 1, Fatigue Cost: 0

Exhaust this card when a hero discards 1 elixir token. In addition to any other effect

from the discarded elixir token, the hero may also discard 1 of his Condition cards.

Concoction: XP Cost: 1, Fatigue Cost: 1

Action: Perform an attack. If you have at least 1 elixir token, add 1 Surge to the

results. This attack gains:

Pierce 1

Surge: +1H

Inky Substance: XP Cost: 1, Fatigue Cost: 1

Exhaust this card to choose 1 monster within 3 spaces of you and place an elixir

token on it.

A hero targeting that monster with an attack may discard the elixir token, before

his attack roll, to add 1 additional green power die to his attack pool.

Secret Formula: XP Cost: 2, Fatigue Cost: 1

You gain +2 Health, even while this card is exhausted.

Exhaust this card when a hero with an elixir token declares the target for an attack.

He may add 1 additional green power die to his attack pool and the attack gains:

Surge: +2H

Protective Tonic: XP Cost: 2, Fatigue Cost: 1

Exhaust this card immediately after a hero discards an elixir token to place 1 of his

hero tokens on this card.

A hero may discard 1 of his hero tokens from this card, before rolling defense dice,

to add 1 gray die to his defense pool.

Bottled Courage: XP Cost: 2, Fatigue Cost: 2

Exhaust this card during your turn to perform an attack. This attack does not require

an action.

If you deal at least 1 Heart (after rolling defense dice), choose yourself or an adjacent

hero to gain 1 elixir token.

Potent Remedies: XP Cost: 3, Fatigue Cost: 0

When a hero discards an elixir token, he may roll 1 additional green power die and

recover fatigue equal to the Surges rolled, in addition to any Hearts recovered (even if

this card is exhausted).

You may exhaust this card to revive an adjacent hero without using an action.

Hidden Stash: XP Cost: 3, Fatigue Cost: 2

Action: Exhaust this card. You and each adjacent hero gain 1 elixir token.

Hexer

Staff Of The Grave: Range, Magic & Staff, Two Handed, Blue Green

Surge: +1R

Surge: +1H & Recover 1H

Enfeebling Hex: XP Cost: 0, Fatigue Cost: 0

While you have a Magic weapon equipped, each of your attacks gains:

Surge: Hex 1 monster within 3 spaces of your target.

When performing an attack targeting a hexed monster, a hero may discard any number

of hex tokens before spending Surges. The attack gains +1H for each hex token

discarded.

Viral Hex: XP Cost: 1, Fatigue Cost: 1

Exhaust this card during your turn to take a number of hex tokens equal to the number

of hexed monsters within 3 spaces of you. You may place each hex token on a monster

of your choice within 3 spaces of you.

Affliction: XP Cost: 1, Fatigue Cost: 1

Exhaust this card when a hexed monster declares a move action and discard 1 hex

token from that monster. That monster immediately suffers 1 Heart. In addition, that

monster suffers 1 additional Heart for each space it moves during its activation.

Plague Spasm: XP Cost: 1, Fatigue Cost: 1

Exhaust this card when a hexed monster declares an attack, before dice are rolled,

and discard 1 hex token from that monster. The target of its attack may add 1 black

die to his defense pool.

Internal Rot: XP Cost: 2, Fatigue Cost: 0

Each time a monster becomes hexed, you may place 1 additional hex token on that

monster.

Each of your attacks with a Magic weapon targeting a hexed monster gains Pierce 2.

Fel Command: XP Cost: 2, Fatigue Cost: 2

Exhaust this card when the overlord choose a hexed monster to activate. Discard 1

hex token from that monster to immediately perform an attack with it. You make all

choice during the attack. After the attack is resolved, the monster activates as normal.

Crippling Curse: XP Cost: 2, Fatigue Cost: 2

Action: Exhaust this card to choose any number of hexed monsters. For each monster

chosen, test Knowledge. For each test you pass, you may choose 1 condition

for the corresponding monster to suffer.

Accursed Arms: XP Cost: 3, Fatigue Cost: 2

Exhaust this card during your turn to choose 1 hero adjacent to a hexed monster. The

chosen hero may immediately perform 1 attack targeting a hexed monster.

Plagued Cloud: XP Cost: 3, Fatigue Cost: 3

Action: Perform an attack with a Magic weapon. This attack targets each hexed monster

in your line of sight and ignores range. Each figure rolls defense dice separately.

Before rolling dice for the attack, each monster adjacent to a target monster is

hexed.

Yeah these classes are really scary compared to some of the old ones. I don't think many of them would be very safe or stable in advanced play.

What kind of Relics other than the Sun's Fury are there? I saw some pretty evil looking gauntlets somewhere, I think.

What kind of Relics other than the Sun's Fury are there? I saw some pretty evil looking gauntlets somewhere, I think.

The other two Relics are:

Gauntlets of Power: Ring, Trinket

Exhaust this card to cancel 1 Surge from an attack targeting you. Then place

1 fatigue on this card. You may discard 1 fatigue from this card when attacking

to gain 1 Surge.

vs.

Gauntlets of Spite:

Exhaust this card to cancel 1 Surge from an attack targeting this lieutenant. Then

place 1 fatigue on his card. You may discard 1 fatigue from this card when thi

lieutenant is attacking to gain 1 Surge.

Living Heart: Ring, Trinket

Exhaust this card to revive all heroes within 3 spaces of you. Each revived hero

rolls 3 red power dice instead of 2. Limit once per encounter.

vs.

Fallen Heart:

Exhaust this card when a minion or master monster is defeated. Roll 1 red power

die, the monster immediately recovers Hearts equal to the Hearts rolled. Limit

once per encounter.