Kelly Overholser
United States
Minnesota
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This is my the first time playing a campaign for any of us, so I figured I'd get things started off with a session report!
Heroes: Landrec the Wise with Lucky Nanok of the Blade with Knight Silhouette with Master Archer Truthseer Kel with Wild Talent
Overlord: The Great Wyrm - Ascension
Notes: Since this is the first campaign, I told the players that they're free to pick any four heroes they wanted. If we start over (or when we finish this one and start a new one), we'll use the normal pick-one-of-three setup.
And so, the Great Wyrm decided that he had grown bored of the mortal races. He decided that, as he has lived for millenia, his only rightful place in the world would be among the gods. Having heard of the harbinger comet, and the power it could bring him, he set in motion a plan to summon forth the comet, granting him that which he always desired. To begin, he sent out his loyal servant Alric Farrow, telling him to begin razing cities with his armies and sending him to Smokeblue Hills Unaware of this, a small group of adventures recently decided to set out into the wild, to try and make a name for themselves...
Our heroes first ventured from Tamalir into the Thelsvan Highway, where they met a pair of ogres known as the Hammer Brothers. The heroes fought, but were easily outmatched by the ogres and were forced to flee. The ogres managed to catch up to Landrec, however, and were nearly able to slay him, feeding the Great Wyrm with his fear (+2 OL).
Undaunted, the heroes ventured forth into the dungeon (+1 heroes), first entering the pull of the depths, ruled by the sorcerer Meladon the Magnificent. It was a tough battle, and Meladon managed to defeat Truthseer Kel, forcing her to flee the dungeon (+3 OL), but the heroes were able to defeat the vile sorcerer before any others were slain. They also activated the ancient glyph of transport (+5 heroes). They found a treasure chest inside the dungeon, but only found some coins and potions inside, not knowing that the Great Wyrm would feed off of their search for treasure (+1 heroes, +1 OL).
Most of the heroes returned to town in order to recover from their wounds, while a newly-revived Kel watched for any signs of trouble. Meanwhile, the Great Wyrm simply bided his time, waiting for the heroes to venture deeper before striking out at them.
End Session 1
Hero CP: 7 OL CP: 7
Dungeon: 1/3 floors completed. Power cards: Hordes of the Things Threat: 48
Dungeon:
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nice description. Amazing results though. 48 threat on the first dungeon? whoa they sure took their sweet time. And horde of things in the advanced campaign? Really? so instead of evil genius, trapmaster, doom even brilliant commander you play the worst power card that will give you an extra 2 beastman, or skeletons or spiders in a dungeon level all that for 18 threat? Really? I guess if you intend to go Really really easy on the heroes in this first go of the campaign it is okay.
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Kelly Overholser
United States
Minnesota
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Well, this is my first time playing the advanced campaign, and it's been a while since I've played Descent, so... yeah. Hordes of Things. I think the only other power card I managed to draw so far was Trapmaster, though, so it's not like I gave up on Doom or Evil Genious.
As for the threat, yeah, they took their time going back to town to heal (everyone except Kel had a good chunk of poison from the dungeon pits), and killing the boss himself took a while thanks to making the first undying roll (14 health and 4 armor takes a while to get through with just shop items).
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joel cuthbert
United States fort collins Colorado
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well it seems your heroes are a bunch of new people too, so it might just balance out. even with that power card, you have uber amounts of threat for the next level.
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