Josiah Leis
United States Merino Colorado
I spent 100 GG and all I got was this stupid overtext.....
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A detailed breakdown of session one of this campaign can be found here: http://www.boardgamegeek.com/thread/523665/down-with-sean-th...
A summarized report of our 2nd session can be found here: http://www.boardgamegeek.com/thread/563389/down-with-sean-th...
The Players
Sean: Sorcerer King with Ascension Plot, has Lawlessness, Siege Engines, Merrick Farrow (KIA), Alric Farrow
Me: Runewitch Astarra with Quick Casting and Acrobat, also Ispher with Born to the Bow & 1 black ranged die.
Roy: Landrec the Wise with Wind Pact
Richie: Laugin Buldar with Weapon Mastery and 1 black melee die (played by Roy in Richie’s absence)
Richie was away at college and couldn’t be with us this session, so Roy was playing his character as well as his own. Our stalwart party of adventures were last seen completing the 1st level of a Rumor dungeon in the Guardian Hills. They had dove into the dungeon as they knew it would be the last one before Sean could upgrade his monsters. The conquest score was heroes 74 to the OL’s 42 at this point. The 2nd level drawn was:
Level Two: #42 The Secret Garden
This level is just plain gross. For those of you unfamiliar with it, it is a Tomb of Ice dungeon level, that features a Shade boss with several other Shade minions. It uses the backside of the massive tile included in Tomb of Ice and as such as trees and other outdoor terrain on it.
As if the combination of a Shade’s Ghost + a Tree’s Shadowcloak wasn’t bad enough for the heroes, the level also has a special rule that causes all trees to inflict 2 wounds on any hero who steps into them and end that heroes turn . The only thing the heroes were glad of was that they’d hit this level while Sean still had only copper eldritches. Also the heroes were very grateful that Sean had literally zero cards after Wind Pact made him discard the final one in his hand (an Aim).
Still, annoying trees and nasty shade’s were no match Runewitch’s Acrobat skill. That card is every bit as good as all the hype surrounding it suggests it is. With her skill she was able to completely ignore the shades and the effects of the trees. Landrec had gone first with a Ready to Guard and pass her the Ring of Quickness.
Using it and a vitality potion she managed to activate the glyph (+3) and snatch up both treasure piles earning the heroes +800 gold. Ispher moved forward with a Ready action and a Rest order, while Laughin returned to the temple to heal {-25}.
The boss plus a few shades rapidly swooped down on Runewitch, but Sean had rather poor luck with the dice which meant she was still alive at the end of his turn (albeit very wounded).
On the following turn Laughin came through the freshly activated glyph intent on smacking a Master Dark Priest that had come with Sean’s minion package. Unfortunately for Roy, Laughin was barely two steps off the glyph when Sean played a Crushing Block trap on him for 4 wounds and moved him into a tree for 2 more ending his turn before he could do anything.
A few rounds later I thought that this was a mistake. I was thinking of the recent FAQ where it states on page 15 that you cannot play a Crushing Block trap on a space next to a pit or obstacle that blocks movement, but I thought it was any obstacle. I pointed this out, but we all agreed it was way to late to back up so we just let it go. However looking at the FAQ after the session I realized that it was a perfectly legal play for Sean to make since a tree neither blocks movement nor is it a pit. Yay for more rules exceptions........
After this Runewitch moved up to try and help him, but failed due to a miss (there was a Shade on the chest and therefore Runewitch was still unable to grab it). Landrec did a run to try to get to the other side of the room with the boss, while Ispher dodged and ran into a tree (taking 2 wounds in the process).
Sean’s monsters then descended on the very wounded Laughin and Runewitch, managing to kill them both for a total of [+6] conquest.
Laughin returned through the glyph and killed the Master Dark Priest {+50}. Runewitch then ran onto the now vacated chest, getting a potion, {+350} gold, and (+1) conquest. Landrec then used his fatigue and a potion to get up close and personal with the boss, killing her with a battle action. Once again the cursed Staff of the Grave proves its usefulness ignoring the undying ability of a leader.
The heroes then ran out of the level, with Landrec heading to the temple to heal at some point {-25}. Sean failed to draw a single spawn card the entire level .
Overlord CP: 6 Hero CP: 6 Total Party Gold Acquired: 1300
Overall the heroes were very pleased to have gotten through this level with so little trouble. It’s a tough level, but it was made easier by the copper eldritches and Sean’s lack of a hand and low threat at the start of it. After the Wind Pact discard he had zero cards and only 1 threat, because he had blown through almost all of it at the end of the last level.
Level Three: Rumor #9 "X Marks the Spot"
This level features a long hallway with an encounter marker that must be stood on to open the Red Runelocked door to the 2nd area where the boss is located. There is a sharp wind that blows out of the long hallway however, and pushes heroes toward a bottomless pit in the center of the room. Although it wasn’t specifically spelled out like that, the heroes soon guessed exactly what was going on by the flavor text, much to Sean’s chagrin.
On a rules note, we played that Wind Pact made Sean discard 3 times on this level, once for the Start Area, once for Area 1 and once for Area 2. Is this correct? Seems odd that the Start Area would cause a discard, but it is a "new area" so it seems like that’s correct. Perhaps it would work differently in vanilla?
Ispher opened the door for the heroes and once they saw Runewitch could not get clear to the glyph in one run (she was out of fatigue) they decided to start killing the monsters in the room. After the heroes turn, the overlord attacked with his creatures and managed to kill Runewitch [+2] with one of the Master Skeletons.
Laughin and Landrec then both managed to kill Master monsters on the following turns {+100}, while Ispher ran clear to the end of the windy hallway to activate the glyph and step on the encounter token (the way had been cleared by Ispher, Astarra and Landrec).
Landrec managed to kill another master monster {+50}, before dying from a Lava Beetle spawn [+3] (he was cursed from the Staff of the Grave). Runewitch managed to snatch up a treasure pile {+400} and using Acrobat get the treasure chest to complete the rumor! The chest contained a treasure and {+350} coins (there was a treasure cache), plus the heroes got to choose an item and took Magic Bow for Ispher (who still had yet to find a two-handed ranged weapon). She also activated the glyph in the process (+3).
In the following turns Sean’s monsters failed to reach anyone to be able to knock them into the bottomless pit. Laughin then one-shotted the boss from full health, due to using Leviathan (was in the chest) with a Morning Star! This netted the heroes {+250} gold and (+4) conquest.
The heroes then ran from the level to complete the dungeon, grabbing another treasure pile on the way {+400}. Unfortunately before they managed to make their getaway, both Laughin [+5] (cursed from Master Dark Priest earlier) and Runewitch [+2] were killed. Laughin was knocked into the bottomless pit by an ogre, and Runewitch died to a Beastman War Party spawn.
They also had Landrec buy the Secret Map {-2500} before they left, and Runewitch was the one who actually ran out the door.
Overlord CP: 12 Hero CP: 10 Total Party Gold Acquired: 1550
Week 12
Sean gained a conquest [+1] and spent 25 of his experience to purchase Silver Eldritches . He then moved Sir Alric into the Smokeblue Hills (he had been heading toward Vylenvale, but was now running away from the heroes).
The heroes were on their way to have their secret training done at Olmric’s Hut and decided to attack the LT on their way. But, on their way to the Smokeblue Hills they had an encounter..
To Fight in the Shade @ A Peaceful Glade
This encounter involved a master manticore and two regulars. Despite their soaring ability the encounter was a complete joke. Between Landrec, Ishper, and Runewitch the heroes easily dispatched all the manticores without hardly taking a scratch. Landrec’s Staff of the Grave again proved it’s usefulness with its great surge abilities making it easy to get both the range to hit and the damage to kill. He provided the vast majority of our firepower.
In the end the heroes collected {+350} and (+2).
At this point Sean began to regret his decision to purchase Lawlessness. Encounters were basically easy money for the heroes, and it seemed now more a bonus for us to roll an extra die rather than a penalty. We decided to implement the house rule that some people play with where Lawlessness can either add or subtract a die to an encounter roll at the overlord’s discretion.
Having played a little with this house rule I don’t think I like it, it makes it so the heroes rarely if ever roll for encounters, especially on all those 1 red trails. What are others thoughts on this? Is Lawlessness supposed to be something that is good at the beginning (when the heroes lack equipment or training) but bad later on? Should it’s use be optional for the overlord? Should the house rule above be used? Should it just be let as is? After the encounter the heroes arrived safely at the Smokeblue Hills and attacked Sir Alric.
Sir Alric Farrow @ Quiet Pond
This encounter was very short, the heroes simply moved up into trees with Guard orders, as Alric and company were all too far away to reach easily. Sean then simply fled the map on his first turn. The heroes collected {+200} for winning an encounter.
Week 13
Sean collected a conquest [+1] and purchased a point of event treachery for 15 XP, with which he intended to add crushing blow to his deck. He then moved Alric to Bitter Downs. The heroes then moved into Olmric’s Hut, not even rolling for an encounter due to the house rule mentioned above.
Week 14
Sean collects a conquest [+1] and moves Alric to Misty Plains. The heroes all do their secret training for a total of {-2000} gold spent. There was some debate over who should get the fatigue upgrades, as we were already near the 24 fatigue token limit. In the end Landrec took a health upgrade while everyone else went with fatigue. That put us at 23 total fatigue tokens, and we plan to get Runewitch the Tiger Tattoo skill which will use the 24th and final token.
Week 15
[+1] for Sean, and Alric moves to Dawnsmoor. The heroes take a train action at Olmric’s Hut and buy Ispher the Rapid Fire skill {-1000}, but are then out of money and unable to purchase anything else.
Week 16
Sean gets a conquest [+1] and moves Alric to Blackwing Swamp, a move that surprised the heroes as they were expecting him to besiege Dawnsmoor. The heroes meanwhile move to and explore Bitter Downs (+1), and choose to enter the dungeon intent on blitzing it for some quick cash.
Level One: #5 The Barracks
This level is very big. There are also some very annoying corners and walls which make it tricky to prevent spawning without spreading out the heroes.
Runewitch and Ispher both took runs, grabbing a glyph (+3) and a treasure pile {+400} respectively. Laughin went to town to buy potions, while Landrec cautiously moved up. Ispher died the following turn [+3] to the all new and improved Silver Skeletons which had just been spawned by Sean.
I’m not completely clear on what happened on a turn by turn basis after that on this level. Instead I’ll give you a short summary. Runewitch managed to grab another treasure pile {+400}, but Sean then killed Landrec the Wise while he was while cursed [+3]. Landrec had safely stowed away his Staff of the Grave for the time being, as he was concerned about Crushing Blow being played on it.
It’s absence on this level cost the heroes, despite Landrec’s backup copper weapon and help from the other heroes, the boss succeeded on his first undying roll . The Silver Eldritches presence was hugely felt. What used to be a guaranteed one-hit kill was now a struggle to kill even with a battle. Also their hits were much harder, Sean’s numerous sorcerers and skeletons really pounded the heroes.
Ispher was killed again in the ensuing action as the heroes tried to finish the boss [+3], while Laughin managed to grab a chest with two treasures and {+150}. Landrec did finally manage to kill the leader and he stayed dead, scoring the heroes (+2) conquest and {+100} gold. Also Ispher grabbed another treasure pile {+400}, but died doing so [+3]. Finally the heroes got a treasure cache from the chest and 1 master monster {+100}.
Overall this level was very rough for the heroes. Although they did walk away quite a bit richer, the overlord really put the hurt on them conquest wise. The new silver eldritches are a huge upgrade for the OL, making a massive difference not only in his monsters lethality, but also their survivability. The heroes also took much longer on this level than usual, partly due to the bosses successful undying roll.
Overlord CP: 13 Hero CP: 5 Total Party Gold Gained: 1550
Level Two: #7 The Graveyard
This level features a skeleton boss, with the ability to summon a new skeleton every turn. Plus the boss can automatically resurrect for free each time he’s killed, by removing a normal skeleton within 5 spaces of him :gross:. The heroes were really not in the mood for more silver eldritches. None the less, they decided to send the ever useful Acrobat, Runewitch Astarra on a quick gold run .
After re-reading this level card, I noted it says each turn that the overlord may spawn a new skeleton each turn, not each round like I’d first thought. Though it wouldn’t have mattered at all in our session, I was wondering if that really means that the overlord can spawn up to 5 new skeletons per round (one for each player’s turn)? That would be subject to the 6 skeletons figure limit true, but still combined with the boss’s ability that seems very hard to deal with.
On the first turn Runewitch used fatigue and a vitality potion to activate both glyphs (+6) and snatch up two treasure piles {+800}. All the other heroes returned to town to shop or use the temple. Runewitch was promptly killed by Sean [+2], but the heroes were still very happy with that exchange. They then announced that they were fleeing on their following turn.
Wow, Acrobat is an insanely powerful card on a runner. The only thing Sean can do is place monsters on chests to prevent them from being opened, beyond that he’s helpless unless he has a trap or a monster with Grapple.
Overlord CP: 2 Hero CP: 6 Total Party Gold Gained: 800
Week 17
Sean gains an experience [+1] and buys a point of Trap Treachery for 10 XP. He then moved Alric into Tamalir.
The heroes took a move action and attacked Alric @ the Secure Clearing. I don’t remember what exactly happened with this encounter, but I believe Sean simply fled on the first turn. This however was probably due to a major rules error on our part. I don’t think that we remembered the fact that Sean had purchased now two points of treachery (one Event and one Trap). Although I’d told the others about how that worked in LT battles in the past, I don’t remember us remembering to use it in this one. An unfortunate rules error to be certain, though Wind Pact would have negated a part of it. I still think the end result would have been the same (Sean fleeing), but it would have probably come at a greater cost to the heroes, possibly in the form of some conquest for Sean.
In the end Sean fled and the heroes gained {+250} coins. They took temple, and alchemist actions after the battle. Also two of them went to the tavern to purchase a rumor (after the first one drew No News). That is legal right? Sending your heroes to buildings one at a time when visiting or training in a town? Or even if you send them all at once sending two to a tavern to buy two rumors? The rumor they wound up with was Split Heirlooms (attaches to a weapon which gains +1 damage and becomes indestructible), something that we were very excited about for Landrec’s Staff of the Grave. We ended up placing the rumor at the Blind Mur Forrest, because we were wanting to head up to Frostgate for Tiger Tattoo anyway. Finally, the heroes spent 6 XP each to upgrade Tamalir’s Market Rating.
Week 18
Sean purchased Lady Eliza Farrow for 8 XP after receiving his weekly conquest [+1]. He then ordered both of his LTs into the Bitter Downs. The heroes meanwhile moved to the Greyhaven.
Week 19
Sean took a conquest [+1] and moved his LT’s into the Smokeblue Hills. The heroes meanwhile took a train action in the city of Greyhaven.
The main purpose of this was to have Landrec buy the Prodigy skill. But the heroes also did a lot of shopping, buying and selling many items and potions. This included the two shop items Ghost Armor and Ring of Protection which we finally remembered existed.
Week 20
The overlord gains another conquest [+1] and again moves his pair of lieutenants, this time into Moonglow Marsh. The heroes meanwhile move out from Greyhaven, and arrive at the town of Frostgate.
Week 21
Another conquest for Sean [+1], and another move for his LTs, this time into the city of Riverwatch. The heroes meanwhile moved into Blind Mur Forrest (+1), and entered the dungeon. It was a rumor (Split Heirlooms) that the heroes were intent on doing all the way to the bottom, at this point it was obvious that the next dungeon would be the last of the copper level of the campaign.
Level One: #25 The Arena
This level has a great many bone piles, and an Orge boss. It is also ringed by high ground areas that monsters can start on to receive many combat bonuses.
This level was much easier for the heroes thanks to a humanoid boss and Sean’s only spawn card being for spiders. Plus in his opening hand he had Dark Charm removed by Wind Pact (at least the 2nd or 3rd time that’s happened to him)! In the end Sean walked away with [+10] conquest (Runewitch twice, Ispher, and a cursed Landrec) while the heroes only came away with (+5) (leader and glyph). Landrec’s Staff of the Grave was used this time, again thankfully sidestepping the leader’s undying. The silver eldritches were again the main thorn in the heroes side, being responsible for all four hero deaths.
Overlord CP: 10 Hero CP: 5 Total Party Gold Gained: 1150
Level Two: #26 Trial by Fire
This level consists of 3 sections, each with its own leader and its own set of minions. All of the minions in a given section die when its leader is killed. The design of this level baffled me, because the bosses were 2 beasts and an eldritch. Why not have one boss from each monster category so that no OL is left out? The huge favoring of eldritch monsters anyway seems weird to me, but this deliberate ignoring of humanoid mobs was strange to.
I can’t remember much about this level other than that it was a rough fight for the heroes. They had to claw and fight tooth and nail with the monsters in order to reach the single glyph at the end. In the end Sean walked away with [+13] (Ispher twice, Laughin and a cursed Landrec) conquest, tying his highest amount ever scored on a single level (the other coming from The Barracks, which was the first level the heroes encountered silver eldritches and lots of them).
The heroes did manage to claim (+9) conquest though, thanks to the levels numerous leaders. The level’s design made it very rough for a light, fast hero party like ours, being more suited to high damage brawlers and tanks who could really get into the thick of things and mix it up. With no long runs needing to be made (or even able to be made until the last section, and that hurt thanks to the Demon’s aura), Ispher and Runewitch were relegated to just pure fighting, something they aren’t terribly good at.
Still Ispher did manage to score a leader kill, with the other 2 going to Laughin. I believe Dark Charm may have played a large part in Laughin’s demise also, it was a treachery card, the normal one having been discarded by Wind Pact. Still, despite their losses the heroes did make it through the level, and at a relatively quick pace.
Overlord CP: 13 Hero CP: 9 Total Party Gold Gained: 1100
Level Three: Rumor #10 Split Heirlooms
The heroes got through this level relatively easily, especially considering it was a rumor level. The boss giant’s ability to destroy weapons was negated, as the only two times he attacked, he missed the first one and had the 2nd one turned into a miss from a feat card (we weren’t told about the boss’s ability until after the level was complete). The overlord did score [+8] (Laugin, Runewitch twice), but the heroes walked away with (+11).
The heroes only killed the boss giant, the very wounded boss sorcerer was Charged to the other side of the dungeon by Sean, and the heroes didn’t want to give chase. After the level the heroes were able to attach the rumor card to Landrec’s Staff of the Grave, granting it +1 damage and making it indestrucible for the rest of the campaign. I feel this was a very big victory for the heroes, as it now grants a weapon that ignores Undying for the rest of the campaign, especially useful considering the Sorcere King’s special LT is Krieg the Relentless.
Overlord CP: 8 Hero CP: 11 Total Party Gold Gained: 2250
Week 22
The overlord gained one conquest [+1] and the campaign entered the silver level. Sean immediately upgraded Eldritches to Gold, and had both of his LTs lay two siege tokens down on Riverwatch. With his Siege Engines upgrade, this meant he could start rolling for its destruction next turn.
The heroes had debated whether to flee back to Tamalir last turn after the dungeon and try to save Riverwatch, or simply stay put and get Tiger Tattoo, Secret Training and possibly other skills or dice at the secret trainer. In the end we decided to stay put, and go do Fool’s Rapids after our training, since Sean would likely be in the lead by then. I don’t think this was a wise decision, in hindsight we probably should have gone after the LTs, but then again who knows.
Anyway the heroes left the Blind Mur Forresst to try to reach Frostgate and had an encounter along the way. This is where we quit for the night, as it was 3 AM at this point . We did draw the encounter and location though, it is The Red Necromancer @ The Stormy Stream. This encounter is chalk full of Sean’s new golden eldritch monsters and could prove very interesting...
At the end of the campaign here is how things sit:
Riverwatch under siege with two tokens by both Alric and Lady Eliza. The heroes are in an encounter on their way to Frostgate.
Hero Conquest Gain this session: 57 + 74 existing = 131 total
Overlord Conquest Gain this session: 75 + 42 existing = 117 total
Sorcerer King: Siege Engines, Sir Alric Farrow, Lord Merrick Farrow (DEAD), Lady Eliza Farrow, Gold Eldritches, 1 Trap Treachery, 1 Event Treachery, Lawlessness
Laughin Buldar: Weapon Mastery, Wounds Upgrade,1 Black Melee Die
Equipped Items: Dragontooth Hammer, Morningstar, Chainmail, Belt of Strength, Ring of Protection, 2 Vitality Potions, Stealth Potion
Pack Items: Platemail, Hammer
Landrec the Wise: Wind Pact, Prodigy, Wounds Upgrade
Equipped Items: Staff of the Grave, Heavy Leather Armor, Ring of Quickness, Mana Weave, Vitality Potion, 1 Stealth Potion
Pack Items: Screaming Eagle Staff
Ispher: Born to the Bow, Rapid Fire, 1 Black Ranged Die, Fatigue Upgrade
Equipped Items: Magic Bow, Leather Armor, Gauntlets of Power, Archer’s Charm, Vitality Potion, 2 Stealth Potions
Pack Items: Great Bow, Falcon’s Claw, Crystal Shield
Runewitch Astarra: Quick Casting, Acrobat, Fatigue Upgrade
Equipped Items: Staff of Punishment, Elven Armor, Ghost Armour, Vitality Potion, Health Potion, Stealth Potion
Pack Items: Backbiter, Stealth Potion
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joel cuthbert
United States fort collins Colorado
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nice-things are looking really tight atm. good thing for sean he finally upgraded huh?
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Josiah Leis
United States Merino Colorado
I spent 100 GG and all I got was this stupid overtext.....
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Indeed yes, things are looking much tighter than they did at the beginning. Sean's upgraded monsters are a huge improvement, and are a large reason for his new found success. I thought I'd give a bit of a breakdown on how he's earned his conquest thus far in the campaign:
Laughin Buldar: 30 Conquest (7 deaths, 2 while cursed)
Runewitch Astarra: 26 Conquest (13 deaths)
Ispher: 24 Conquest (8 deaths)
Weekly Conquest Gain: 22 Conquest
Landrec the Wise: 15 Conquest (5 deaths while cursed)
It is interesting to me that Laughin is such a liability conquest wise. I really was not expecting that when I started to look at the statistics for the campaign. Even if you don't count the 2 curses he died with against him, he's still the overlord's single largest form of experience.
I was also surprised how little the Staff of the Grave has hurt us. Because Landrec has only died 5 times, it's only been 5 conquest worth of trouble. We've also only bought the curse doll 1 time to remove curses from Landrec (there were two on him, since he'd unequipped and then re-equipped the Staff of the Grave).
Runewitch's high deaths were very expected, since she's the runner and is frequently sacrificed to get conquest or treasure. I think it does showcase how valuable a 2 conquest runner is compared to a 3 conquest runner though. Though she far and away leads in deaths, she's behind Laughin and only barely ahead of Ispher in conquest given out.
I think our party's lack of a "tank" is a hindrance at times. None of our characters are very tough, and Landrec and Runewitch are the only ones really worth their conquest, Laughin and Ispher are both a bit over-priced really (I guess it depends on how much value you put in Ispher's healing capability).
We haven't really tried to compensate for our lack of a tank either, going for more speed and more offense rather than tanking up a character with heavy gear. Neither Ispher nor Laughin are really using shields, Ispher because of the Born to the Bow skill and Laughin because he is one of our main damage dealers and against these silver monster especially every wound counts. Though Laughin has Plate Mail, he often keeps his Chain Mail on because he needs the mobility, though he does switch back and forth some.
Also of interest to me were the conquest totals from each session.
1st session: Heroes 45 Overlord 17
2nd session: Heroes 29 Overlord 24
3rd session: Heroes 57 Overlord 75
Clearly Sean has been getting better with each session conquest wise. I think there are three reasons for this in order of importance:
1. The silver eldritch upgrades.
2. The heroes have stopped blitzing.
3. Sean has gained more experience.
Also on a side note I thought I mention which of our heroes are the most valuable and why, also what I think should be done with them:
1. The MVP thus far in the campaign has definitely been Runewitch Astarra, her ability is insane, especially combined with the Acrobat skill which is equally amazing. Together it makes her a phenominal runner.
Future Needs: Tiger Tattoo will make her a 6 speed and 8 fatigue hero and make her totally immune from pits or pit traps (due to Acrobat + Tiger Tattoo). Though Swift would level that out to an even 8 and 8, is that even really necessary? Because she doesn't hit very hard, and she already runs very well, I am debating getting her another speed related skill or just something to boost her DPS like Command (which would also help her utility) or just simply more dice.
2. Landrec would come a close 2nd, he's the main damage powerhouse of the party, particularly with his amazing cursed staff. His Wind Pact has also proven very useful, and we haven't even gotten into any LT fights where it mattered yet.
Future Needs: Spiritwalker is a must have, as Landrec's main liability is his slow speed. After that I think just dice, dice and more dice.
3. Laughin hits incredibly hard, but is limited with his melee only range. He's also something of a conquest liability (made worse by the fact he has to get up close and personal with the monsters).
Future Needs: More damage is his main need since that is his main purpose. But since we don't have Leadership yet and he has yet to buy a skill he's a likely candidate for that also. Roy will have to decide between Leadership + loads of Dice for utility and straight up damage, or some sort of Relentless\Able Warrior\Cleaving combo for more attacks.
4. Ispher is basically a back-up runner and so-so damage dealer, but he's a better runner than a damage dealer. It's nice to have a backup, and he is good at fetching things. Unfortunately he's also something of a conquest problem, though thankfully since he's ranged he has an easier time staying out of trouble than Laughin. His attacks also lack the "umph" they really need, since he needs to be attacking when he isn't running (something Runewitch rarely has to do).
Future Needs: Ispher needs to get more "umph" in his attacks with skills and dice before he'll be much good. His Rapid Fire is fun, but his attacks are too piddling to amount to much. Perhaps the Knight skill to make the number of attacks he's capable of be even higher, and then just loads more dice so his attacks hurt rather than tickle.
Anyway, I hope we can play again soon, hopefully I'll be able to take a little bit more accurate notes.
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