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JUNGLES OF DELTHRAK discussion

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Re: JUNGLES OF DELTHRAK discussion

Postby The Admiral » December 24th, 2024, 5:49 am

Entangling Roots.

Are these negated by Spiderstep Elixir or Veil of Mist?


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Re: JUNGLES OF DELTHRAK discussion

Postby Kurgan » December 25th, 2024, 11:45 pm

Spiderstep yes, Veil of Mist... Zargon's call (same with Rogue's Skill). For the latter two you could argue that the roots are not the monster itself, so those special abilities shouldn't hinder them from capturing the hero (at least temporarily).


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Re: JUNGLES OF DELTHRAK discussion

Postby TheLastChaosWarrior » January 31st, 2025, 2:10 pm

The Skullblight needs a buff, as it's a bit 'meh'.
It's a large, hard to kill beast, made of wood, but it's special ability just stops the hero. Most of the time the hero would stop anyway to attack it. I know it ends the Heros turn but still, 3 attack for that unit is low. I think it should get higher attack if it's victim has just been stopped by it, say, because it's entangled and unable to defend properly.
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Re: JUNGLES OF DELTHRAK discussion

Postby Daedalus » January 31st, 2025, 7:20 pm

You could give the entangled Hero HeroQuest "disadvantage", which means he attacks and defends with one less combat die, same as if he were fighting from a pit.
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Re: JUNGLES OF DELTHRAK discussion

Postby TheLastChaosWarrior » February 4th, 2025, 4:21 pm

Yes that's a good idea, saves changing the monsters and card stats then as well.
That's what I'm homebrewing!! Gives purpose to the roots mechanism as well.
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Re: JUNGLES OF DELTHRAK discussion

Postby Macula » February 6th, 2025, 7:44 am

Does anyone know of the rule book has been corrected on later printings?
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Re: JUNGLES OF DELTHRAK discussion

Postby Kurgan » February 15th, 2025, 5:50 pm

Good question! Wonder if that's what is holding up the PDF release?

We have started playing JoD and it is great so far. There's a lot to learn but not so much as ROTDM. It is definitely not easy for basic level heroes.


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Re: JUNGLES OF DELTHRAK discussion

Postby Daedalus » February 16th, 2025, 6:29 am

The Admiral wrote:Entangling Roots.

Are these negated by Spiderstep Elixir or Veil of Mist?

Since only Kurgan replied with answers to this, I'd like to provide a seperate Zargon's call for Viel of Mist. I think the temporary effect of the spell should trump the constant effect of the monster ability. For a similar example, Disappear prevents monster abilities: a Yeti can't hug, a Polar Warbear can't multi-attack, an Ice Gremlin can't steal, sn Elven Archer can't shoot, and the Frozen Horror and Sinestra can't cast. This is all because the Elf can move unseen.

Veil of Mist also allows a spellcaster to move unseen, so how does this affect a Skullblight? Note that eyes aren't required to see. A Skullblight, like a Skeleton and perhaps a Mummy only have eye sockets, yet they "see" magically. Whether by its roots or eye sockets, a Skullblight somehow senses or magically "sees" a Hero as he passes in an adjacent square. Why does a closed door obstruction block the entangling roots? Is it because the Skullblight's roots don't extend below ground level, or is it because line of sight is blocked? Only blocked line of sight is certain, so I'd think it can be judged as a significant limit on the ability.

This means a Hero that has cast Veil of Mist can move unseen through the squares occupied by a Skullblight. As a Hero's movement is physically stopped at those squares adjacent to the Skullblight due to its monser ability, it's fair to say that the Skullblight effectively occupies those squares in regards to the movement function of the spell, thus the Hero can move through them unseen and unobstructed.
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Re: JUNGLES OF DELTHRAK discussion

Postby Kurgan » February 16th, 2025, 12:58 pm

As I was saying it's Zargon's call with Veil of Mist. Maybe someone should ask Doug @WanderingMonster his intention? When I play I would probably allow Veil of Mist to let a hero dodge past the monster without getting trapped by the entangling roots, but not to escape while he's already entangled (same with a Yeti hug). Then again, I could totally see another Zargon being far more forgiving. It just works because it's a universal avoidance of a monster, period, so be it!

Yeah, Jungles of Delthrak... it's cool.

As we've been playing through I once again enjoy how AH has built on what they've created. Levi wrote the quests (and the team helped a lot, creating the story bible and the editors making creative suggestions, Doug writing the new rules), I must say fantastic job so far.

Joe Manganiello's CoPD quests introduced a few vine traps basically (grasping vines), which is kind of a classic fan idea based on other fiction. Then AH built on that by not only re-using them but giving that power to the Skullblights, and then (spoiler) there's a character that's not evil that is another of these plant creatures (there you go, another instance of a 'Good guy monster' or rather the Skullblights are just an evil/corrupt version of what the plant folk are, just like zombies are evil corruptions of dead humans, etc). They've got entangling powers as well, and there's the Creeping Grasp spell too.


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Re: JUNGLES OF DELTHRAK discussion

Postby wallydubbs » March 15th, 2025, 8:58 pm

It is a sad day... For I had started the Jungles of Delthrak campaign a while ago. I just found when setting up the next quest that I've lost a tile... A Serpent Spawnling/Green Wall. I've been so careful to keep everything in order... Somehow I've lost one... :(


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