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Descent: The Road to Legend» Forums » Sessions

Subject: Campaign #3 - Demon Slavemaster - Session 1 rss

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Sebastian D.
Germany
Berlin
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Back by popular request! This is another session report from our regular Descent gaming group.
I'll try and stick to the format of other reports that I found to be excellent, for example by PaulGrogan and edroz (and many others I missed). And I will adopt links to www.descentinthedark.com as that makes it easier to look things up, thanks corkysru for that idea.
So (+X) indicates Conquest Tokens CT for the heroes, [+X] indicates CT for the overlord.
Red highlighted text will be used for possible rule problems we had and blue highlighted text will mark personal comments (will change color some time later due blue being the inherent link color). We're playing with Altar of Despair and Tomb of Ice.

So here we go:

Introduction:

Hero choices:
Player 1: Andira Runehand, Mad Carthos, Sir Valadir
Player 2: Varikas the Dead, Lyssa, Aurim
Player 3: Landrec the Wise, Steelhorns, Bogran the Shadow
Player 4: Ronan of the Wild, Battlemage Jaes, Corbin

Varikas was the only sensible choice from Player 2's lot, but would still have been a good choice even with other characters in his draw. Ronan was kind of the only ranged character so Player 4 chose him (and because we just played with Jaes), but he also is a very good character by himself. With melee and ranged heroes already chosen, Landrec was a no-brainer (Steelhorns and Bogran not very good choices, either), while Andira was chosen over Carthos because of better survivability.

I chose the Demon Prince with Obsidian Shackles, first upgrade being Endless Hunger. Basically this is an avatar we haven't played with yet. It's also the last plot we haven't played yet and variety is always good. I've actually thought about getting Kar-Amog before a monster upgrade to see if he's so tough as he seems but we'll see how the game goes. If I manage to milk them for CT I just might try it. Too long without an eldritch upgrade leaves him short-handed, too, though, I think.

Anyway, next up: the skills.

Player 1 (Andira) drew Quick Casting, Inner Fire, ??? and ??? (inferior stuff, no doubt)
Player 2 (Varikas) drew Mighty, Tiger Tattoo, Able Warrior and Necromancy
Player 3 (Landrec) drew Boggs the Rat, Holy Aura, Vampiric Blood and ???
Player 4 (Ronan) drew Pick Pocket, Deflect Arrows, Shadow Soul and Brawler

Ronan had a rather bad draw, Player 4 picked Shadow Soul as it was the only decent skill and plans to use it in running tactics. Player 2 had a tough time deciding between Able Warrior and Tiger Tattoo (he has played Thalia with TT and found it amazing) but through group discussion picked Able Warrior, an action enhancing skill. Andira picked Quick Casting because of training location and because it's a great skill in general. Landrec went for Vampiric Blood with Boggs as a close second but second nonetheless.

We play the feat rules similar to the skill draw: Draw feats according to your printed skill values plus one additional card but keep only one of those. Later each hero draws one feat card when a glyph is activated, as per normal rules.

For starting equipment they want to gamble on a good market draw and buy nothing but potions, vitality of course (let's see if they will pick anything else during the game since invisibility is in as a new entry).



WEEK 1
[+1], Alric moves to Nerekhall.
Heroes train in Tamalir, revealing a Crystal of Tival and Crystallize, buying the latter for Landrec.
With market equipment we have the following hero setup:

Player 1 (Andira): {Quick Casting}; Immolation Rune, Leather Armor
Player 2 (Varikas): {Able Warrior}; Axe, Chain Mail
Player 3 (Landrec): {Vampiric Blood}; Crystallize, Leather Armor
Player 4 (Ronan): {Shadow Soul}; Crossbow, Leather Armor

I don't know why they don't like the robes. Price does play a role here on the first turn but they never even consider them. Maybe if I tell them that eldritch are mostly magic or ranged?

WEEK 2
[+1] (2/2), Alric moves to Greyhaven as Nerekhall has no skills of interest anymore. Wow, these first OL weeks are short!
Heroes move (no encounter) to Starfall Forest (+1).

Starfall Forest Level 1 - #1 Broken Columns
After a little discussion they decide not to do it and flee right away. Money piles and chests are too far away and the rubble will give too many spawn opportunities over the course of the level. They want to control the game a little more, basically blitzing a little bit more. Fleeing without doing anything on the first level might be a little unorthodox but it sure is different than before.

WEEK 3
[+1] (3/3), Greyhaven +1 Siege Token (now at 1).
Heroes are a little frustrated about their first draw but keep playing, of course. They head for Thelsvan Highway and have an encounter on the way.

Red Necromancer @ Ancient Grove
Trees block movement in addition to LoS.
The Necromancer hides way in the back. The heroes advance but as he makes his first undying roll they flee.

ENCOUNTER SUMMARY: 3 turns; Heroes: +0 (1), OL: +0 (3/3); Total: +0 (4)

They reach Thelsvan Highway (+1).

Thelsvan Highway Level 1 - #2 The Alchemist
A rather big level with extra potions to grab, nice draw as a first level.
Sadly I don't remember much about this level. They move into the first room to cover a lot of spawn area (good move!) but Andira and Landrec are too close together (bad move!) so the leader whacks them with Blast. Landrec dies soon after[+2], Andira is heavily wounded. At the end they argue about staying a little longer and grabbing the last potion or using potions to get out quickly. In the end they run for the portal (good move again!) not before getting everything: glyph (+3), empty chest (+1). Unfortunately I can't get a shot at Andira so she survives, but barely.

LEVEL SUMMARY: 5 turns; Heroes: +6 (8), 1050 gold + 4 potions, OL: +2 (5/5); Total: +8 (13)

Thelsvan Highway Level 2 - #25 The Arena
A lot to gain here with plenty of bone heaps but too risky. They flee, not before visiting the alchemist and the market (2x Crystal of Tival, none bought).

DUNGEON SUMMARY: 5 hero turns, 4 OL turns; Heroes: +6 (8), 1050 gold + 4 potions, OL: +2 (5/5); Total: +8 (13)

WEEK 4
[+1] (6/6), Greyhaven +1 Siege Token (now at 2). The group fleeing early is already annoying. I feel it's a long way to any reasonable amount of CT for me so I'm saving.
Heroes move to Blackwing Swamp and have an encounter again and this time, they are ambushed. Now we already have more encounters than on the whole campaign before! They wanted to try for more of them but not this early, I think.

Circle of Doom (Ambush) @ Snowy Woods
Figures can only move once their speed.
They put Varikas on guard and realize later that it wasn't a great idea. They were only thinking about who can withstand attacks the best not about who can be dangerous. Ronan is the only one to wake up and places a dodge. With it Player 4 wants to protect the two sleeping heroes from the leaders' blast. But I move into a position where he isn't included and whack those two. Andira is heavily hurt and needs to be protected. Quickly fleeing is not an option due to the locations' special rule but they put up a good effort and protect Andira all the way to the exit. On their way they slowly kill off the monsters and the leader (+2). Again Andira slips through my fingers.

ENCOUNTER SUMMARY: 6 turns; Heroes: +2 (10), 475 gold, OL: +0 (6/6); Total: +2 (16)

They reach Blackwing Swamp (+1).

Blackwing Swamp Level 1 - #8 The Warrens
Another nice draw, two chests, two coin piles, two leaders.
Sadly I don't remember much, either! I need to write this closer to our actual game or expand my notes so you guys have something to read, not be a witness of me failing in remembering anything. They again try to move out more, cover more spawn areas. It works pretty good, Ronan sneaks in to the chests and money while the others kill everything. Landrec is killed [+2] by a lucky leader attack after he was only marginally hurt before.
There is a point in the level where they can try to move out and flee with the chests (+2, both empty), glyph (+3) and the money in the bag but the leaders still alive. While waiting to exit they would have had to endure attacks from two sorcerers and maybe a spawn. They decide against it and get to kill both leaders (+4) after a great group effort with split heroes. But the price was Andira. She was healing from the start but the naga and a leader hurt her again and I finally kill her on a late turn with a trap [+3]. Heroes exit through the portal to look at the second level.

LEVEL SUMMARY: 8 turns; Heroes: +9 (18), 1450 gold + 4 potions, OL: +5 (11/11); Total: +14 (29)

Blackwing Swamp Level 2 - #16 What lies beneath?
A level we haven't played yet but everything good is too far away so they flee. Not before visiting the alchemist and the market (Skull Shield, Bone Blade; the latter bought for Varikas with Morningstar).

DUNGEON SUMMARY: 9 hero turns, 7 OL turns; Heroes: +9 (18), 1450 gold + 4 potions, OL: +5 (11/11); Total: +14 (29)


We quit here for the day and will make a short break due to vacation.


At end of session:
CONQUEST TOKENS: Heroes: 18, OL: 11/11; Total: 29

Player 1 (Andira): {Quick Casting}; Immolation Rune, Leather Armor
Player 2 (Varikas): {Able Warrior}; Bone Blade, Morningstar, Chain Mail
Player 3 (Landrec): {Vampiric Blood}; Crystallize, Leather Armor
Player 4 (Ronan): {Shadow Soul}; Crossbow, Leather Armor
Heroes have ca. 3000 gold (might've bought Staff of the Wild, then gold would be less)

OL Avatar: Demon Prince, XP: 11/11
Plot : Obsidian Shackles
OL Upgrades: Sir Alric F. (at Greyhaven), Endless Hunger

Comments:
After two dungeons and two encounters they don't have good enough items to tackle Alric. Maybe a stop at Riverwatch will change that but then Greyhaven will see a raze roll with two dice (plot special). But their blitzing game worked pretty good until that last kill of Andira. 9 instead of 12 CT would have made me think hard about buying Merrick. Now I will probably do it. Then two lieutenants running around in the north, possibly together, will force the group to deal with them. This will either gain me CT from weekly income or from dungeons when they try to grab the treasures from there. Not a good prospect for the heroes, I hope they will not become discouraged. Let's see if they come up with something next time. Maybe hitting the copper legendary before any monster upgrade?
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  • Last edited Wed Jun 1, 2011 8:35 am (Total Number of Edits: 4)
  • Posted Wed Sep 8, 2010 12:13 pm
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Bryce K. Nielsen
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Elk Ridge
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Keep in mind that the heroes need to be behind in Conquest if they want to hit the Legendary Dungeons (which if you're close, that means stalling overland one or two turns).

Interesting tactic too, going for the Lt before the Monster upgrade. I always do a Monster Upgrade as my first Avatar upgrade purchase, since once the heroes get good copper treasures, copper monsters are a cakewalk, and even upgraded silvers aren't too tough.

-shnar
 
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joel cuthbert
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fort collins
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That was very informative-I like the links too as I am still new to the game and don't know what everything does.
 
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nathan bivins

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Good start to the campaign...looks like a rough start for you though.

I liked the links so much that I decided to include them in my reports as well.
 
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Sebastian D.
Germany
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shnar wrote:
Keep in mind that the heroes need to be behind in Conquest if they want to hit the Legendary Dungeons (which if you're close, that means stalling overland one or two turns).
Oh yeah, that's right. Didn't think of it while writing but I hope I would have remembered it during play.


shnar wrote:
Interesting tactic too, going for the Lt before the Monster upgrade. I always do a Monster Upgrade as my first Avatar upgrade purchase, since once the heroes get good copper treasures, copper monsters are a cakewalk, and even upgraded silvers aren't too tough.
-shnar
Hmm, in our last campaign they were handing me CT left and right, so having Merrick out before a monster upgrade was no problem at all as after buying him I had enough to upgrade monsters next turn anyway. The dungeons have never been a cakewalk for my heroes, even with just copper monsters, so no free dungeon there on the Merrick turn devil. And lieutenants never were easy meat for them, either, so it's not like he will be worthless (even if he looks rather weak). At least that's how our last game turned out... they will surely be better here, or will they?
As for buying Kar-Amog before the monster upgrade, I think that's out of the question now.

slackerb wrote:
Good start to the campaign...looks like a rough start for you though.
Well see, definitely doesn't feel rough to me. The heroes are already complaining about sliding downward towards defeat

Quote:
I liked the links so much [...]
Glad both of you like it! So did I when I first saw them. I was even surprised why I didn't think of using them before. I say: Use what the internet offers and it's all about connecting information. It was really tedious work to include them all, though shake.

 
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  • Last edited Thu Sep 9, 2010 9:58 am (Total Number of Edits: 1)
  • Posted Thu Sep 9, 2010 9:52 am
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Alexander Einich


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BastiRand wrote:
Player 2 had a tough time deciding between Able Warrior and Tiger Tattoo (he has played Thalia with TT and found it amazing) but through group discussion picked Able Warrior, an action enhancing skill.

Boy was the group wrong. Tiger Tattoo is strictly better on Varikas than Able Warrior.

Able Warrior is probably the most overrated skill in Descent. On heroes with 3 speed like Varikas, another way of wording it would be: "When making a battle action, gain 1 movement point".

When paying 2 fatigue with Able Warrior, Varikas can move 5 squares (3 speed + his 2 remaining fatigue) with full fatigue and hit twice. If he had Tiger Tattoo, he could also move 5 squares and hit twice, simply by paying 5 fatigue and battling; but he would also 1) have 1 more movement point when simply advancing without using fatigue, 2) have 2 more movement points when running, 3) have 1 more fatigue, 4) be immune to pit traps.

Able Warrior might be worth it for heroes with 5 speed ("gain 3 movement points when making a battle action" is alright), but for heroes with less speed than that, Able Warrior is in the crap category. shake

BastiRand wrote:
9 instead of 12 CT would have made me think hard about buying Merrick. Now I will probably do it. Then two lieutenants running around in the north, possibly together, will force the group to deal with them. This will either gain me CT from weekly income or from dungeons when they try to grab the treasures from there. Not a good prospect for the heroes, I hope they will not become discouraged. Let's see if they come up with something next time. Maybe hitting the copper legendary before any monster upgrade?


If heroes are blitzing, buy Merick and Eliza for 5 points each as soon as possible instead of saving. Blitzing is good tactics when there is only 1 Lieutenant on the map, but when there are 3 sieging left and right, it becomes much less attractive. You force them to stop blitzing this way. devil
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Sebastian D.
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Ispher wrote:
Boy was the group wrong. Tiger Tattoo is strictly better on Varikas than Able Warrior.

Able Warrior is probably the most overrated skill in Descent. On heroes with 3 speed like Varikas, another way of wording it would be: "When making a battle action, gain 1 movement point".

When paying 2 fatigue with Able Warrior, Varikas can move 5 squares (3 speed + his 2 remaining fatigue) with full fatigue and hit twice. If he had Tiger Tattoo, he could also move 5 squares and hit twice, simply by paying 5 fatigue and battling; but he would also 1) have 1 more movement point when simply advancing without using fatigue, 2) have 2 more movement points when running, 3) have 1 more fatigue, 4) be immune to pit traps.

Able Warrior might be worth it for heroes with 5 speed ("gain 3 movement points when making a battle action" is alright), but for heroes with less speed than that, Able Warrior is in the crap category. shake


Just wow. This is obviously a level of detailed analysis we're not capable of so far (even if it is obvious to you). Thanks for showing me the numbers, this will improve the way I look at skills and stuff at this game, I hope. You rock!

And of course I will let my heroes know about their bad decision devil. Ok ok, I took part in that discussion so I am partly to blame, too. But honestly, I didn't know better. There was no number-comparing going on just skill boost vs. additional actions. Which was wrong, I see that now.
 
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  • Last edited Tue Sep 14, 2010 5:37 pm (Total Number of Edits: 1)
  • Posted Tue Sep 14, 2010 5:33 pm
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Alexander Einich


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It's a common mistake. Able Warrior is the "dark sheep" among all action-enhancing skills, but few people notice it.

For a good laugh, imagine Able Warrior on Brother Glyr...

Thanks for the interesting report, by the way.
 
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