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Descent: The Road to Legend» Forums » Sessions

Subject: Down with Sean the Sorcerer King! Part 5 rss

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Josiah Leis
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Session one of this campaign can be found here: http://www.boardgamegeek.com/thread/523665/down-with-sean-th...

Session two is here: http://www.boardgamegeek.com/thread/563389/down-with-sean-th...

Session three is here, along with a kind of "mid-campaign recap" post at the bottom of the thread: http://www.boardgamegeek.com/thread/564207/down-with-sean-th...

Session four is here: http://www.boardgamegeek.com/article/5692065#5692065


And so we start session 5, for those who don't know or don't remember, Sean is playing the Overlord, while Roy is Laughin Buldar and Landrec the Wise. I personally am playing Runewitch Astarra and Ispher.


This session was a much shorter one, we got together for just a couple of hours to play. I can't remember the exact state of the heroes and overlord as well as conquest totals and such at that point in time.

Suffice to say, Sean was slightly ahead in Conquest, we were about 2\3 of the way through Silver, and the heroes were headed to Dawnsmoor to stop the 3 Lieutenants who were about to descend onto the city. On the way, they had an encounter which is where we left off, now resuming:


Week 31 (continued)

Snakes Underfoot @ Corrupted Forrest

This encounter features a boss naga, with 2 regular Naga minions and an Ogre thrown in with them. This encounter location causes the heroes to take two wounds ignoring armor when they place an order soblue.

Sean placed the leader toward the back, away from the heroes and in front the southern exit on the eastern side. He then put the Ogre to the south, to block the heroes from coming up to the boss. The two regular Nagas he placed in the corridor in the north to prevent the heroes from advancing through that route.

On the first turn the heroes moved toward the southern corridor. Ispher and Runewitch managed to get to the corner and killed the ogre on the very first turn. Sean now had an unfortunate problem, that of his Naga's slow speed.

Ispher was posistioned in a tree on the map piece south of the boss, that prevented the boss from moving past him, and therefore kept the boss from being able to attack any of the other heroes (Laughin and Runewitch were in trees, Landrec was out of sight around the corner).

Sean just decided to go for a straight up attack, moving the leader down next to Ispher and attacking. Unfortuneately for him, he missed .

The boss died on the following turn thanks to Ispher's posistioning and a Spiritwalking Landrec. Before the heroes finished off the other Nagas, they killed the very hurt Runewitch. She was down to 7 wounds out of 16 and the heroes had no healing potions to heal her with. Plus Dawnsmoor has no Alchemist and a crappy temple. The heroes really wanted to all be at full health for the soon to be upcoming LT fights.

In hindsight this was rather metagamey and silly, and turned out to be a waste of time and conquest anyway.....

Thus Sean got [+2], but the heroes gained 500 gold from the leader kill and encounter loot.


After the encounter ended the heroes visited the city of Dawnsmoor. Ispher purchased a Cloak of Mists as an upgraded from his Leather Armor, and also got the Staff of Fire for Runewitch, a new silver magic weapon. After selling some old equipment (I can't remember exactly what), the total cost came to 725 gold.



Week 32

Sean again collects [+2], brining his total unspent XP to 8. With Krieg right outside of Dawnsmoor and the two Farrows only two trails away the heroes were kind of expecting an immediate showdown. Instead Sean purchased the Transport Gem and used it to move Krieg all the way north to Frostgate, placing a siege token on the city.

The two Farrows then moved away from the heroes and the city of Dawnsmoor into the Smokeblue Hills. They were now 3 trails away from the heroes, too far to reach in a single turn.

I thought this move was a bit odd, I would have moved toward Dawnsmoor, daring the heroes to attack me. But Sean feared his LTs were too weak to win though, and wanted to protect them. I think even fleeing on the first turn would have been a victory for Sean though, since it could have given more time to Krieg.

Regardless, the heroes were now in the annoying posistion of having two sets of LTs on opposite sides of the map, just as they were about to start LT hunting! They decided to head for Frostgate straight away in order to prevent Sean from getting a siege roll against it.

Thus they then moved right back into Tamalir laugh. While there they would have upgraded the wall, but Landrec lacked the XP to pay for it, wow. They then purchased two potions, but having only 400 gold remaining they found nothing in the market worth selling their current equipment for.



Week 33

Sean collected his weekly conquest [+2], and then places his 2nd siege token on the city of Frostgate. The Farrows then moved into Bitter Downs. The heroes meanwhile headed to Greyhaven, and took advantage of that city's stunningly good alchemist, stocking up on 5 more potions (I believe by this point every hero had 2 vitality potions, plus either an Invisibility or a Power potion to go with them).



Week 34

Sean again collects his weekly conquest of [+2]. He then places the 3rd and final token he needs onto Frostgate with Krieg, meaning he will roll for its destruction the following week. The Farrows now head into the Misty Plains, closing in on Dawnsmoor.

The heroes then move from Greyhaven to Frostgate and attack Krieg, with hopes of possibly killing him permanently with Landrec's unbreakable Staff of the Grave (unbreakable thanks to a rumor).

Krieg the Relentless @ Narrow Path

This location has a rule that no attacks may affect more than one figure. Hence despite the fact that Krieg starts with 10 minions (6 skeletons, 2 Master Skeletons, and 2 Beastmen or Spiders from Hordes of the Things), Runewitch and Landrec's AoE weapons would be useless.

Sean was very cautious, wanting to protect his fragile LT (he'd lost Lord Merrick in the first turn of an encounter earlier in the campaign due to a bad setup). Hence he put Krieg in the back, on the far southeast exit space, ready to flee. His many minions were placed in front of Krieg 2 or 3 deep, with a few more scattered in some trees not far away.

With his point of Event Treachery Sean purchased Crushing Blow, and with his Trap Treachery he took two cards from his normal deck, Dark Charm and Crushing Block. Landrec's Wind Pact however, removed Crushing Blow .

As there was still a Dark Charm in Sean's hand, the heroes were very cautious on the first turn, all taking ready actions into some nearby trees and placing dodge orders, while unequipping all of their weapons. Sean simply collected threat, and moved a few baddies forward a bit (mainly into trees), but didn't do anything very aggressive.

On the 2nd turn the heroes decided they needed to move a bit quicker or risk Sean piling up massess of threat. Thus Ispher did a bold run to on of the far forward trees on the southern map piece, right next to Sean's horde of baddies. He drank an Invisibility potion on the way though, and then Laughin used Leadership to put a Dodge order on him.

Runewitch also moved up near Ispher, though she was still farther back than he was, she'd also given herself a Dodge order and drank an Invisibility potion. Landrec and Laughin had moved up, but were still far in the back around the corner near the starting tile. All heroes still had their weapons unequipped.

Sean then responded by unleashing his horde of minions. Unfortuneately for him the 2 foward most of the heroes were dodging with Stealth at this point. He sent 1 skeleton after Landrec (the only monster who could get clear to him in the back) who inflicted a few wounds.

Afterward he then had all of his monsters attack either Laughin (who though Dodging at least didn't have Stealth) or Ispher (who was closer to Krieg, weaker, and the only ones a couple of his monsters could reach since Laughin was in a tree). Runewitch he ignored as he figured she was very hard to hit right now and had the least firepower of anyone.

Unfortuneately for Sean, heroes who are dodging are harder to hit to begin with, even before adding Invisibility like Ispher had. Out of 9 attacks made against Ispher and Laughin (I think 4 against Ispher, 5 against Laughin) only 4 of them connected. And of the 4 that didn't miss, none of them did very much damage. Stealth and Dodge both of course proved very useful, though I recall Sean just plain missing on the first roll with the regular die on at least one of the attacks.

After his flurry of unsuccessful attacks, he did try to posistion his monsters to block access to Krieg. Four of his skeletons blocked the corridor toward the exit space Krieg was on with a line double deep, while others bottled up Laughin and Landrec in the corridor where Laughin was in a tree (to the west of the main square that Ispher, Runewitch and most of the monsters were on).

The heroes then decided to go for the gold, and rush to try and get Krieg. Runewitch went first with an advance, and using Quick Casting managed to punch through two of the skeletons Sean had blocking the way to Krieg, while she ran into the corridor behind where they were standing in order to provide LoS for Landrec to shoot Krieg with Spiritwalker.

Laughin was next, using Leadership to kill a monster blocking Landrec from having moving onto the main tile and put a Rest order on Ispher so he could get his fatigue back.

This was a rules error! I knew that heroes could only have one order on them at a time, but I assumed if they got a second order they got to choose which to keep, not so however, if you have an order you cannot get another. Ispher should never have been able to get that rest because he still had his old Dodge order on.

Ispher then went next. After recovering his fatigue with the Rest from Laughin he Battled and paid the fatigue to activate Knight. Sidestepping through monsters near him, he managed to get LoS to Krieg and start attacking him, but not before the heroes thought their plans would be foiled by crushing block.

We realized due to the position of the monsters and Runewitch, that if Sean played Crushing Block on the square Ispher was headed toward, that he would not be able to gain LoS to Krieg due to the water. At that point of course we remebered that you can't play Crushing Block in a space adjacent to an obstacle that blocks movement, such as water (or pits for that matter). It helps to remember the correct rule :gasp:!

Between Rapid Fire and Knight Ispher managed to get several attacks (I don't remember how many, he had to use some fatigue to move up there) against Krieg, severely wounding the LT (around 30 some wounds on him I believe).

At this point the heroes thought that they were setup for their glorious finish. Landrec had enough fatigue\movement to get into posistion and battle Krieg with Spiritwalker and kill him for good with his cursed staff! Unfortuneately, the heroes had forgotten to account for the Crushing Block card Sean still had in his possession.

As Landrec was just starting his turn we remembered that Sean had it, and realized that if he played it on Landrec when he tried to cut the corner to move toward Krieg, Landrec would be unable to get their due to the block and several monsters, which of course was what Sean had been planning to do all along.

Thus plans changed and the chance to kill Krieg was lost. Landrec simply battled and killed a Master and a Normal skeleton spiritwalking through Laughin. The heroes now realized they were in for some pain.

Sean's luck however, would rear it's ugly head again. Though his Dark Charm against Landrec nearly killed him in one blow, most of the rest of his attacks missed, and though he wounded Laughin and Landrec very heavily, he failed to kill either of the . A battling Krieg then killed Ispher, before fleeing off the map using threat for fatigue.

Thus the end result was that Krieg fled, but not until he'd killed Ispher for [+3]. The heroes got some gold and saved Frostgate, practically ensuring that no city this far north would ever be threatened again, now that the Transport Gem had been used. They had however, let Krieg slip through their grasp, and given up 3 CQ.

In retrospect though I'm glad we didn't kill Krieg using a major rules error with that two orders thing. That would have been a shame.


After the encounter, Laughin and Landrec went to the temple in Frostgate, costing the heroes 50 gold.

Week 35

Sean collected [+2] and the Farrows moved in Dawnsmoor, while Krieg entered Bitter Downs. The heroes now needed to return to Dawnsmoor to prevent the city from being raised by the Farrows. They decided to return to Tamalir through a dungeon rather than overlord travel, in order acquire more gold and XP.

Hence they moved to the River of Sleep and entered the dungeon there, drawing King of the Mountain as the first level. We got the level setup and played a bit of it, but had to quit in the middle of that level. I'll save the report of that level for the next session report after the next time we play.

Currently the campaign looks like this:

Dawnsmoor has no siege tokens yet, but two LTs on it, with a 3rd heading toward it. The heroes are in the dungeon River of Sleep which they will likely blitz for some quick cash before fleeing back to Tamalir, in order to ensure the campaign stays at Silver for the time being.


Hero Conquest Gain since session 3: 31 + 131 existing = 162 total

Overlord Conquest Gain since session 3:
67 + 117 existing = 184 total

That puts the campaign at 346 total conquest, 54 away from Gold.

Sorcerer King: Siege Engines, Sir Alric Farrow, Lord Merrick Farrow (DEAD), Lady Eliza Farrow, Gold Eldritches, Silver Beast, Silver Humanoids, 1 Trap Treachery, 1 Event Treachery, Lawlessness, Temple of Fire, Temple of Waves



Laughin Buldar: Weapon Mastery, Leadership, Copper Fatigue Upgrade, Silver Wounds Upgrade,1 Black Melee Die, 2 Silver Dice Upgrades

Equipped Items: Dragontooth Hammer, Morningstar, Enchanted Breastplate, Belt of Strength, Ring of Protection, 2 Vitality Potions

Pack Items: Hammer



Landrec the Wise: Wind Pact, Prodigy, Spiritwalker, Copper Wounds Upgrade, Silver Wounds Upgrade, 1 Black Magic Die, Two Silver Dice Upgrades

Equipped Items: Staff of the Grave, Heavy Leather Armor, Elven Boots, Aldar's Mirror, Vitality Potion, 2 Power Potions

Pack Items: Screaming Eagle Staff, Ring of Quickness



Ispher: Born to the Bow, Rapid Fire, Knight, 2 Black Ranged Dice, 1 Silver Dice Upgrade, Copper Fatigue Upgrade, Silver Wound Upgrade

Equipped Items: Magic Bow, Cloak of Mists, Gauntlets of Power, Archer’s Charm, Vitality Potion

Pack Items: Leather Armor, Falcon’s Claw



Runewitch Astarra
: Quick Casting, Acrobat, Tiger Tattoo, Blessing, Copper Fatigue Upgrade, Silver Wound Upgrade

Equipped Items: Staff of Fire, Robe of Kellos, Ghost Armour, Mana Weave, 3 Vitality Potions

Pack Items: Ice Storm, Elven Robe

The heroes have acquired both Market Upgrades for Tamalir, and the Cathederal. They have Kerak's Map, Enchanted Boat, and the Staff of the Wild. They also have the Twins rumor waiting for them at the Hanging Gardens (which they plan to do as the last dungeon of Silver level).

There are some odd items in packs right now since the heroes haven't had a chance to trade stuff yet when we quit in the middle of the dungeon level. Ring of Quickness will likely go to Laughin who'll then give Ring of Protection to Runewitch since she can equip 3 other items.
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