Expansion Monsters in Base

By gschuette, in Descent: Journeys in the Dark

Quick question from an OL.

Is there any reason that I could not choose the expansion monsters for base quests?

I don't see any reason why I couldn't, but I just want to make sure that I am choosing the best monsters! The heroes are up one quest and I want to make sure that doesn't continue!

I don't see why not as long as the heroes were allowed to chose expansion stuff at setup and the expansion shop cards are shuffled into the deck.

As long as they are alloted for the quest, then yes! I would encourage it! There are some good beasties for the taking and using in the other sets!

Well then, if they are allowed. Any favorites from the expansions you think I should use?

Do you have the conversion kit? From there I LOVE the Ice Wyrm. It eats heroes after defeating them. Other heroes need to kill it before they can pick up their fallen heroes.

Golem can't be moved

Giants have a load of health and have an attack that targets more then one hero.

I also love Kobolds, but mostly because they are funny. In a full four hero party you get nine of them, three being master monsters. If the masters die, they split into two more kobolds. They don't hit hard, but in numbers they would. I crack up when I use them, as do my heroes.

Hybrid Sentinels, from Layer of the Wyrm, are boss. With a black deference die to start is pretty good.

As far as I have seen, all dragons/drakes/wyrms are really good in their own way. I haven't had too much experience with smaller monsters in those sets. We will start a new campaign soon and I will soon have a more rounded idea when it comes to beasties.

Rules for using expansion monsters are the same as using regular ones: as long as one of their symbols (don't remember the exact term) matches one for the quest's open groups, their legal.

Hybrid sentinels are a go-to for a powerhouse monster, though I've yet to actually play them myself. Fire imps also seem really fun, they're getting included at my earliest possible convenience in my current campaign! Both of these monsters are from Lair of the Wyrm.

The Conversion Kit also has a ton of other monsters for use, though I've yet to actually any of them. From descriptions, golems, kobolds, ice wyrms, and chaos beasts all seem like pretty great. A lot of the minis for these 1st edition monster can be found on ebay, but be prepared for for the cost! I recently picked up golems and manticores with their 2nd edition cards, and they'll also be making an appearance.

We're currently going through the Labyrinth of Ruin expansion, so once again I don't have much experience with those monsters (man, I'm not being very helpful at all, am I? :P ) but the Goblin Witchers, while not my favorite, were definitely fun to play and very annoying for my players. I foresee the arachyura becoming go-to big monsters for me, and the volucrix reavers are just too cool looking to not want to use. And since it's completely fine to do, of course I'll be including hybrid sentinels and fire imps as I see fit!

And of course, with FFG already dangling The Trollfens in front of us, I'm already drooling to use plague worms, they seem like nasty fun :)

Hellhounds (from the conversion kits) are great. They raised from "pretty useless in first edition" to the winners of second edition. You get many of them, they are fast and they hit hard – moreover, they have fire breath. Not to forget that they are two-space-monsters, so they are great to block some paths. (Especially the red one with its "Aura 1".)

Ogres (conversion kit) belong to my favorite monsters as well. Along with the golem, they are a great choice if you need some tough meat shields to block some paths. Their "Knockback" is really useful in plenty of situations and "Undying" not only makes them great meat shields, it might also allow you to exceed their monster limit (if the red one gets killed and will be reinforced as long as his "white copy" is still alive).

Do you have the conversion kit? From there I LOVE the Ice Wyrm. It eats heroes after defeating them. Other heroes need to kill it before they can pick up their fallen heroes.

I like the Ice Wyrm to but the hero can make a "stand up", he make a stand up beside the wyrm:

- Swallow

Q: Does the Ice Wyrm's Swallow ability prevent standing up, or only revival?

A: The Ice Wyrm Swallow ability only prevents revival, not a hero performing a stand up action.

There are many nice monsters from the conversion kit

Edited by PierreBoberg

When a hero stands up from within the belly of the Ice Wyrm, he is placed in an adjacent space.

Standing up in the belly of the beast makes no since...

Standing up in the belly of the beast makes no since...

Edited by Robin

Standing up in the belly of the beast makes no since...

And imagining through what organic exit the hero squeezes out makes me smile.

*cringe* organic exit makes it so there would be nothing to stand up from. Umm digestive juices... Maybe the opposite direction might work better?

But I see your glee.

Have gotten a few more quests going, and must say I love the fire imps! And the volucrix reavers from Labyrinth of Ruin are definitely cool. Just expect them to keep knocking each other over, their spindly models don't play well together when adjacent ;)

They are cool indeed!

Sometimes in the near future i'll mix in some monsters from D1E that look really cool like the Chaos Beast and some others I don't recall. I have ALL monsters and Heroes now with the Conversion Kit so i'm a happy geek!

That's one of the cool stuff being Overlord, choosing your monsters and when you have lots of options it's even better!

Seriously, monsters are my favorite part of being Overlord. OL cards have their place, but I'd much rather just have fun with my hordes :)