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Part 3
For the first part, please see: http://www.boardgamegeek.com/thread/658232/besting-the-beast...
For the second part, please see: http://boardgamegeek.com/thread/662270/besting-the-beastmast...
This is a minor part, mostly due to us starting late and ending early.
The noble heroes are: Runemaster Thorn, with Wild Talent, Blessing and +2 fatigue, gear of note: Staff of Punishment, Bane (blast rune) and cloak of deception Silhuette, with Cautious, Born to the bow and Rapid fire, gear of note: Axe of returning, crystal shield, Magic bow and heavy leather armor Steelhorns, with Leadership, Weapon master and Cleaving, gear of note: Bone blade, Knuckle dagger, Crystal shield and chain mail. Varikas the Dead, with Knight, +2 fatigue 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
Minor forgetfullness from part 2, while in Greyhaven we picked up the rumor "A mothers Lament" as well as even more potions, meaning all heroes have at least 3 potions by now.
Week 12: The OL has both LTs back at his keep, and they start moving back towards Tamalir. Expecting it to be silver campaign level when they arrive. The heroes decide to go to Frostgate to visit "The odd market" and pick up "Mana weave" for Thorn. On the way, we encounter a pretty mean ogre and his friends. The location having a -2 damage to all melee. We decide to flee from the encounter. A Silver ogre with extra armor and wounds + a guaranteed success on the first undying roll and the option of spending threat to reroll failed undying rolls just sounds like something taking very long for minimal benefit + if he actually gets to kill 2 of us, we will be missing out on our last copper dungeon. We arrive in Frostgate and pick up the Mana weave, since there are no remaining "other" items we don't already have. Thought: Should you keep shuffling the treasure deck each week, or are you supposed to eventually get through it?
Week 13: OL Moved both LTs to Riverwatch. The heroes go to do the last dungeon on copper, picking the furthest dungeon we can find.
Level 1: #13 The summoning circle The OL plants his sorcerers in order to block the portal door and Places a Demon in front of the other door. We let Thorn teleport ahead and shoot it twice, though not killing the demon just yet. We are again sloppy, and Thorn teleports up next to the demon, instead of 2 spaces away, costing him 1 wound from Aura. Steelhorns puts a guard order on Thorn and the other heroes advance and start picking up treasures and coinpiles. In the OL turn, Thorn uses his Guard order to immediately kill the demon. The OL spawns kobolds, and due to Thorn being placed 1 tile to far ahead, they swarm him and kill him. After that, it's just clean up.
Level 2: The alchemists lab Wee, free potions, even though we can hardly carry anything else. Silhuette gets to prove just how much firepower you can get from Rapid fire, despite not doing very big numbers. In round 1 Thorn teleports to the far gold-pile thinking himself out of range of the OLs beastmen. The OL spawns a skeleton patrol and plays a charge on one of the beastmen. Thorn gets lucky and survives. When he tries to back a bit away, in order to blast the skeletons with a blast-rune, he first has to handle a crushing block and then a spiked bit, but he still manages to survive, thanks in part to using a Crystal of Tival at the start of his turn. The remainder of the dungeon is largely uneventful.
Level 3: #39: Things go straight to hell I don't recall the name of this dungeon, but the boss is an immortal beastmen, who can only be wounded when you've drunk from a poisoned fountain. This level is a dream-level for the Beastmen Lord, since there are 3 master beastmen with Command 1, meaning even the measly copper skeleton archers begin to seriously hurt. The OL also manages to draw both beastmen warparties in rapid succession, meaning we get to kill a total of 4 "normal" master beastmen before even getting into the main room. Once into the main room, he again managed to spawn both a Ferrox tribe and a Kobold swarm, in part because of poor planning from us, but also because of a very conveniently placed doubleboulder offering him very good LoS options when people were trying to drink the poisoned water. We couldn't find any indication of "how" you drank from the fountain, so we ruled it to be if you ended your movement on it. In the end this level was a mess and the OL managed to make up for everything we had gained on the first 2 levels meaning both sides ended up with +21 CP.
The heroes travel back to Tamalir after the dungeon, CP score is 128 : 103 (57 unspent xp) in the heroes favor, and 5675 coins in the treasury. We end the session here, with a lot of strategic options open for both the heroes and the OL.
Major thoughs: The OL is 2 weeks away from sieging Tamalir again, so we need to be able to handle 2 Lts within 3 weeks time. Forge: It would be very nice to train Master archer (silhuette) and Unmoveable (Varikas) in Forge, but if we head there next week, the OL is sure to close it right away, waiting until he has spent his XP on both gold humanoids and silver Eldritch or beasts would be preferable. Spending the next 2 weeks in forge might not be the best idea as well, since it only has a market rating of 2 and we need silver weapons in a hurry. On the other hand, getting the OL to spend his XP on gold humanoids and closing down forge would mean no silver eldritch or beasts. Neither of his LTs are heavy in Humanoid minions, so that would make defending Tamalir considerably easier. Comments are very welcome.
Another option is to spend a week in Tamalir getting skills, dice and gear for everyone, while possibly reinforcing the Tamalir defenses, to counter surprise siege engines at a critical moment, again, it depends on what the OL player wants to do.
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Corbon Loughnan
Singapore
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Grubsnik wrote: Thought: Should you keep shuffling the treasure deck each week, or are you supposed to eventually get through it?
RtL pg22 Items can also be sold at the Market, for half their purchase price. Sold items are re-shuffled into the decks they came from.
At the end of a given week, any treasure items that were not purchased from the Market are re-shuffled into the decks they came from.
Quote: Major thoughs: The OL is 2 weeks away from sieging Tamalir again, so we need to be able to handle 2 Lts within 3 weeks time. Forge: It would be very nice to train Master archer (silhuette) and Unmoveable (Varikas) in Forge, but if we head there next week, the OL is sure to close it right away, waiting until he has spent his XP on both gold humanoids and silver Eldritch or beasts would be preferable. Spending the next 2 weeks in forge might not be the best idea as well, since it only has a market rating of 2 and we need silver weapons in a hurry. On the other hand, getting the OL to spend his XP on gold humanoids and closing down forge would mean no silver eldritch or beasts. Neither of his LTs are heavy in Humanoid minions, so that would make defending Tamalir considerably easier. Comments are very welcome.
In general, the minor monster boosts are nowhere near as important as the major monster boosts. You should soon (immediately, if you train now and can draw some decent silver treasures) be able to handle silver monsters with ease. So in general, I wouldn't be worried too much about the secondary monster boost, and wouldn't factor it highly in your thinking.
Quote: Another option is to spend a week in Tamalir getting skills, dice and gear for everyone, while possibly reinforcing the Tamalir defenses, to counter surprise siege engines at a critical moment, again, it depends on what the OL player wants to do.
Well, if he doesn't upgrade to gold monsters immediate, and you can reach another dungeon, rush and do it now!
Otherwise I'd spend a week training. You could train 3 heroes and have one visit the market. Probably dice training I expect - two black->silver upgrades cost 1500 and 40XP, so you can afford 3 heroes to train traits (your main 3 combat heroes) and one hero to visit the market - that hero can afford to buy 2 good silver treasures, a 3rd if you are lucky in the draw and sell some copper treasures. If you don;t get good treasures you will still have spare change to start the next dungeon by visiting the market again.
To take on the Lts you need better kit and better killing power. Trait training is the most consistent way to upgrade your combat power across the party.
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Always nice to get a clean answer on the rules issues, thanks for that Corbon.
We could do 2 x 2 dice training and pick up mighty for Varikas for just 1000 coins and 20 xp, since we still haven't gotten him any skills yet. that would leave the option of getting 3 silver treasures instead of just 2, without needing to flush our entire inventory. If the OL doesn't get gold upgrades, then we are definately going for another dungeon, we still have 3 within 2 paths of Tamalir.
I was also considering the option of actually going out and engaging one of the LTs right away, preferably the one without any upgraded minions(e.g. no humanoids). Sure they have a lot more wounds and a bit more armor, but we are running around with 2 power potions each. Picking off one LT would also mean that the OL either won't be sieging very quickly, or gets to waste 4 weeks for the missing LT to catch up. The dungeon between Riverwatch and Talamir is still unexplored, so we could do a LT encounter and still go in a dungeon afterwards.
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Corbon Loughnan
Singapore
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Grubsnik wrote: I was also considering the option of actually going out and engaging one of the LTs right away, preferably the one without any upgraded minions(e.g. no humanoids). Sure they have a lot more wounds and a bit more armor, but we are running around with 2 power potions each. Picking off one LT would also mean that the OL either won't be sieging very quickly, or gets to waste 4 weeks for the missing LT to catch up. The dungeon between Riverwatch and Talamir is still unexplored, so we could do a LT encounter and still go in a dungeon afterwards.
The main problem with that is that unless you can catch and kill the Lt on the first round (shouldn't be possible with a halfway competent OL) then the Lt should just flee and you accomplish very little at the cost of a week.
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My point was that the LTs are currently in Riverwatch, which means that unless the OL is heading for Dawnsmoor and intending to take the long way round, they will both be at Thelswan Highway next week. Since we still haven't explored Thelsvan Highway ourselves, we could go there, scare off one or 2 LTs wasting the 3 OL travel weeks, while proceeding into the dungeon. We would still have to go into a dungeon with gold humanoids and without any silver weaponry(though we probably could get that after 2 rounds in the dungeon).
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joel cuthbert
United States fort collins Colorado
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do you happen to have a detailed upgrade list that the OL has taken? i am curious to see.
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Sure, to my best recollection, and in the order he got them:
Starting: Bloodthirst Silver humanoids (25XP) Lord Merrick Farrow(5XP) Big Trouble(3XP) : To keep the heroes from getting to Vynelvale in time Lawlessness(5XP) Lady Eliza Farrow(8XP) : Higher price because Alric had died Total 46 of 103 XP spent (57 left to shop for in silver)
Would it make sense for the OL to just go for Gold Eldritch instead of Gold Humanoid. We are playing without AoD, so Humanoids seem to be a minority in dungeons.
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