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Descent: The Road to Legend» Forums » Sessions

Subject: Besting the beastmaster part 2 - Retcons Galore rss

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Heinrich Keller
Denmark

Part 2
For the first part, please see:
http://www.boardgamegeek.com/thread/658232/besting-the-beast...

I've fallen a bit behind due to time constraints, so this part will be brief.

The noble heroes are:
Runemaster Thorn, with Wild Talent and Blessing, gear of note: Staff of Punishment, Bane (blast rune) and cloak of deception
Silhuette, with Cautious and Born to the bow, gear of note: Axe of returning, crystal shield, Magic bow and heavy leather armor
Steelhorns, with Leadership and Weapon master, gear of note: Bone blade, Knuckle dagger, Crystal shield and chain mail.
Varikas the Dead, with Knight and an extra silver power die, gear of note: Platemail, Ring of quickness, Dragontooth hammer, Shillelagh
Party upgrades:
Staff of the wild + 2 market upgrades


When last we left our heroes, they were approaching the end of copper campaign, 1 level down in a rumor dungeon (the rumor being the one giving +12 CP for the heroes).

The second dungeon level is "the mad librarian" which we clear with no problems at all.
Level three is the rumor level where be both have to kill "the dark shard" which has 50 wounds, but no armor, and a master demon, which is neigh-invulnerable until we get the shard destroyed. After the first few turns, we get to the point where we have to commit, and actually charge into the trap the OL has laid for us. We manage to kill the shard, and the demon, while only losing 6 CP the OL. The OL then gets creative, his power card pile is nearly empty, so he decides to spawn a beastmen warparty, mainly to place in front of the exit. While going to stand in front of the exit to the portal, he also runs by Varikas and takes pot-shots at him. Rolling very lucky, he managed to kill him in the process. Not wanting to work our way through his beastmen, we decide to just fall back to the glyph and port out. Final placement around the glyph is a bit sloppy, with Thorn standing 1 space too far back and not covering for spawns. The OL spawns Kobolds, and they just manage to swarm Silhuette to death while keeping us in the dungeon long enough for the OL to shuffle his deck. The heroes return to Tamalir.

Week 6:
We are getting scary close to the end of Copper, so we head to Olmrics hut for secret training, and skills before he closes shop for good. OL fails to Raze Vynelvale. But purchases the Lady Farrow.

Week 7:
Vynelvale burns. Both LTs start heading for Tamalir, the OL is hoping to time a siege with the campaign switching to silver.
We continue towards olmrics hut, and encounter some nasty dragon. We decide to just make a run for it, and the dragon can't catch us, so end of story..

Week 8:
Lts move closer to Tamalir, heroes go to olmrics hut. We get the encounter "hunting spiders", which results in both Thorn and Silhuette being webbed for 10+ turns, while Varikas kills everything.

Week 9:
Merrick arrives at Tamalir, with the Lady Eliza one path behind him. We train at Olmrics hut, Silhuette gets rapid fire, Steelhorns opts for Cleaving while Varikas and Thorn both go for +2 fatigue. Funds are tight, so training a second week is out.

Week 10:
Merrick starts sieging Tamalir, with Eliza moving into town as well. Our CP accountant informs us that we are at 193 CP total, so we decide to head to the nearest dungeon, to use it for getting back to Tamalir in a hurry. Both to stop the siege in time, and to not have to face the LTs with silver upgrades in their back. We get "the mine" where we clear everything, get some gold, but not much, before pulling out, while not activating the glyph (but killing the leader still). The heroes return to Tamalir

Week 11:
The OL Sieges Tamalir to 3, the heroes attack Eliza. The fight proves very easy and Eliza retreats. We then attack Merrick, to which our OL objects. Earlier in the week, before the playing session, we had discussed the option of the heroes defending Tamalir from Siege, and I had commented that I didn't the heroes would be able to defeat to LTs in a single week. The OL had taken that, as the heroes weren't allowed to attack both LTs, which obviously wasn't correct. We go in retcon-mode and let the OL move both LTs to Greyhaven instead of sieging Tamalir to 3. The heroes follow, encounter a friendly Alchemist on the way, and arrive at greyhaven loaded to bear, with even more potions. We treat the first LT fight as "already resolved" and just set up for the second. Looking at his minions and their damage potential, Merrick decides to make a run for it too.

We end the session here and start packing up. When doing the final accounting, our CP counter notices an error, and realizes that we are actually only on a CP total of 187, with 80 for the OL and 107 for the heroes. A bitter thing to realize, when we are currently swimming in XP, and strapped for cash.

Major thoughts, we should have pulled out of the rumor dungeon after level 2, since extra CP for both sides isn't something that is doing us any good, expecially not considering that we have significantly more XP than we can actually afford to train. Second thought, make sure the accounting guy gets it right, before you pull out on level one of a push-over dungeon.
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