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Continuing the short campaign variant (where dungeons - and lately encounters - count twice, with the second being autoresolved). Heroes are Vyrah, Ronin, Valadir and Mok versus the Titan. This is the first RtL campaign for all participants. After seven 2.5 - 3 hour sessions we are in Silver with 228 total conquest. In an evening we never make more than 2 dungeon levels or encounters.

Session 5:
Week 10:
OL gains [+2] and purchases Lord Merik Farrow for 5 (since Alric is in play). Alric moves to Red Echo River with the 1st scroll, hastening to return with it to the Citadel.
The heroes stay in Tamalir. Valadir buys the Enchanted Boat while the wounded heroes heal at the temple.
Conquest: Heroes - 60; OL - 15/55.

Week 11:
OL gains [+2] and buys no upgrade (a mistake I think, but I was distracted by my small son). Alric moves to the Hanging Woods with the 1st scroll. Merik moves to the Plains of the Ruby Gates, intent on seiging, but I changed this plan in later sessions.
The heroes depart Tamalir and head toward Blackwater Swamp, chancing the high risk path. They have an encounter with Throg's Bandits in the Ancient Grove. Once again they make short work of my hell hounds, which I placed too close to their start position. But Ronan falls to a rush of Beastmen [+3]. Expensive for me, since most of them die. Throg put up a sterling fight, going down only on the 4th attempt to kill him, and nearly discouraging the heroes into fleeing the encounter (+2).
The heroes come to Blackwing Swamp (+1) and enter the first level: Mask of the Monster (36). I chose Beastmen for the starting creatures and spawned more in the second chamber. The heroes rapidly cleared the first chamber and activated the glyph (+3), but approached the second cautiously. I rushed my beastmen, which were satisfyingly resistant and often survived the initial hits from the heroes (lovely silver monsters). Ronan fell [+3] and then Mok [+2]. Valadir and Vyrah pushed on as quickly as they could and destroyed the remaining beastmen and Vellefor (+2).
Conquest: Heroes - 68; OL - 25/65.

Session 6:
In this session there were 5 heroes, with the return of Trenloe. He was fitted with shop equipment and sent out. We continued week 11 in Blackwing Swamp dungeon:

Level 2: Fire and Ice (28). A great level for the OL. I managed to set 4 of the heroes alight with Blaze and ended up killing Mok [+2], Ronin [+3], Vyrah [+3] and Valadir [+3]. Trenloe was also set alight and only managed to put himself out well into the third level. The heroes scored (+7) conquest for killing Blaze and Frost and flipping the glyph.

Level 3: The Pull of the Depths (35).
I managed to kill Ronin [+3] and cycled the deck [+3]; the heroes scored another (+7) conquest for killing the level leader and flipping the glyph. The pits were essentially useless, but no doubt I didn't make the best use of them.

Current conquest: Heroes 82; OL 38/78. Total conquest 160.

XP remaining:
Mok: 47
Valadir: 62
Vyrah: 82 (Poor Vyrah hasn't had an upgrade at all yet).
Ronan: 67
(Trenloe: 82).

Session 7:
No Mok or Ronin players this week, but Trenloe's handler and his sister came along and so picked up their characters (Mok and Ronin respectively).

Week 12:
OL gains [+2]. Lord Alric Farrow moves to Shadow Peaks and the Citadel with the First Scroll of Heaven. Lord Merik Farrow moves to the ruins of Greyhaven. OL upgrades monster treachery and purchases "Lone Ogre".
After exiting Blackwing Swamp, the heroes move to Dawnsmoor where all but Valadir heal at the temple. Valadir visits the market but buys nothing because no treasures are on sale.
Conquest: Heroes - 82; OL 30/80

Week 13:
OL gains [+2].Lord Alric Farrow moves to the Hanging Woods, on his way back to Tamalir. Now is the time to strike and end the campaign. Tamalir must fall! Lord Merik Farrow moves to the Gate of the North. The OL places the 2nd Scroll of Heaven in Blind Mur Forest. The heroes are too far away to intercept this mission and will anyway be distracted by the imminent siege of Tamalir.
The heroes stay in Dawnsmoor to train. Valadir upgrades a black dice to silver (20XP), while Vyrah and Ronin both add an extra black ranged dice (15XP each).
Conquest: Heroes - 82; OL - 22/82

Week 14:
OL gains [+2]. Sir Alric Farrow moves to Red Echo River. Lord Merik Farrow moves to Frostgate.
Heroes move to Misty Plains (+1), intent on visiting the Olmric's Hut for some secret training.
Conquest: Heroes - 83; OL - 24/84

Week 15:
OL gains [+2]. Sir Alric Farrow moves to Tamalir. Lord Merik Farrow moves to Blind Mur Forest and picks up the 2nd Scroll.
Heroes move to Bitter Downs (+1).
Conquest: Heroes - 84; OL - 26/86

Week 16:
OL gains [+2]. Sir Alric Farrow begins to siege Tamalir (1). Sir Merik Farrow moves to Frostgate.
The Heroes move to Olmric's Hut, but on the way have an encounter. This encounter is auto resolved with the result [+3],(+2), and 200 coins loot to the heroes.
Conquest: Heroes - 86; OL 31/91

Week 17:
OL gains [+2]. Sir Alric Farrow sieges Tamalir (2). Sir Merik Farrow moves to the Gate of the North.
The heroes perform secret training: Valadir increases his fatigue +2; Vyrah +4 health; Mok +2 fatigue; Ronin +4 health. Valadir seems to like being able to move and battle - he also has a magic ring of quickness so he is quite nimble. Mok is fearless because of his Divine Retribution, and also chooses mobility and hence fatigue.
Conquest: Heroes - 86; OL 33/93

Week 18:
OL gains [+2]. Sir Alric Farrow sieges Tamalir (3). Sir Merik Farrow moves to the ruins of Greyhaven.
The heroes move to Bitter Downs but have an encounter on the road at "Hidden Creek", with "To Fight in the Shade". This was a walkover for them, cutting down the single manticore blocking one of the exits, then fleeing. They entered the Bitter Downs dungeon. This was auto resolved for (+19) [+22], with two empty chests (+2). This was counted as a completed dungeon, so the heroes returned to Tamalir. The campaign stage moves to Silver.
Conquest: Heroes - 107; OL - 57/117

Week 19:
OL gains [+2]. Sir Alric Farrow sieges Tamalir (4). Sir Merik Farrow moves to the Plain of the Ruby Gate. OL upgrades Humanoids to Gold.
The Heroes attack Alric, attempting to break the siege. The encounter occurs in the "Narrow Path". Each turn Alric brings on a new gold beastman. The heroes fight their way through, and finally strike Alric, but it's pretty clear that they are weakening fast and are not going to be able to kill him. He is a formidable opponent at the start of the silver level. They risk giving the OL a lot of conquest, so the heroes flee, returning to Tamalir and the market where they buy silver treasures: Flying Death and the Staff of Fire. They also upgrade Tamalir's walls.
Conquest: Heroes - 107; OL - 34/119

Week 20:
OL gains [+2]. Sir Alric sieges Tamalir (5). Sir Merik Farrow moves to the citadel at Shadow Peaks with the 2nd scroll. OL buys a new lieutenant upgrade: Thaadd the Destroyer for 15 XP. I'll be sending him down to Tamalir to backup Alric should the heroes get lucky. With his three gold ogre allies, and the Titan's 'super ogre' upgrade, he should be pretty immovable.
The Heroes turn is unfinished. The market has two new silver items: the rune Drain Life and Serpent Blade. The heroes decide to ponder their turn before the next session.

This campaign has moved from apparently never ending to looking like it might actually finish in the next session. The last session covered a lot of ground with a couple of auto-resolutions.

The heroes at this point look like this:

Tamalir Great Wall upgrade
Enchanted Boat
Split Heirlooms rumour

Valadir: Treasurer - 4375 coin
Dragontooth Hammer [copper]
Axe of Returning [copper]
Chain
Cloak of Deception [copper]
Belt of Strength [copper]
Ring of Quickness [copper]
Mighty
Blessing

+2 fatigue
1 silver melee dice upgrade
2 power potions & 1 health potion

Mok:
Staff of Fire [silver]
Heavy Leather Armour [copper]
Rune - Bane [copper]
Rune - Crystalize [copper]
Divine Retribution
Inner Fire

+1 black magic dice
+2 fatigue
1 power potion

Ronin:
Flying Death [silver]
Great Bow [copper]
Axe
Chain
Master Archer
+2 black ranged dice
+4 health
1 power potion and 1 health potion

Vyrah:
Dwarven Fire bombs [copper]
Crystal shield [copper]
Leather armour
Rune - Ghost Armour
Leadership (this skill is extraordinarily useful to the heroes)
+1 black ranged dice
+4 health
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