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For last weeks episode, see
http://www.boardgamegeek.com/thread/662288/besting-the-beast...
The noble heroes are: Runemaster Thorn, with Wild Talent, Blessing and +2 fatigue, gear of note: Staff of Punishment, Bane (blast rune), Mana Weave 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
We last left our heroes at Tamalir, after a particular nasty dungeon run, but with loads of coins on the bankroll. The OL had Merrick and Eliza in Riverwatch and the coming week would be the first week in the silver campaign.
Week 14: OL buys Gold humanoids, moves both LTs to Thelsvan highway. After at short discussion, the heroes head to Thelsvan highway, in order to force the LTs back to the OL keep before they get upgraded minions (OL has enough extra XP to buy another monster upgrade in the coming week). On the way there we there we have a repeat encounter, Throgs bandits i think it was called, which is the exact same as we had during week 12 where we also decided to just run for it. This time around, the monsters are gold, and the OL gets to ambush us. The ambush doesn't do much damage, but does bring Silhuette down to 2 HP before she gets away while drinking a spare healing potion. After a short discussion, we decide that Eliza is the one we want to challenge first.
Eliza @ snowy grounds (no person can move more spaces than their speed) The OL sets up with most of the hellhounds in trees and the master bane spider in the fully forested intersection. Eliza is placed relatively near the exit, for a fast getaway. The main action will be centered around the 2 lanes out of the hero start zone, ending in a location diagonally across, where both paths out lead back to.
Round 1 Varikas is able to walk up to the Bane Spider and brutally mangles it with a knight-action. In the other "lane" Steelhorns dispatches the first hellhound and places a dodge order on himself while Thorn manages to kill the second hellhound in the area. Silhuette goes hiding in a tree with a guard order, since she only has 5 wounds left from the prio encounter, and therefore is a very soft target. The OL moves his minions into position, with Steelhorns being the target, however he only loses 2 wounds total, despite +3 damage from the master naga and Eliza Farrow.
Round 2 Steelhorns and Thorn together manage to kill a lone hellhound, mainly due a lot of misses. The OL moves uses Eliza to shoot at Steelhorns before falling back to the space next to exit. Silhuette moves into the group of trees that previously held the Bane spider and places yet another guard order. There is a lone hellhound covering an exit there, while hiding in a tree. Varikas slowly heads towards the action near the center, but with 3 speed and the location limitations, it's slow going. She only inflicts 3 wounds, which the OL clearly isn't satisfied with. The Master Naga (upgraded with brilliant commander) moves up next to Steelhorns to block pursuit and take another 2 wounds of Steelhorns. A lone hellhound is also placed where it will be in between Eliza and Thorn&Steelhorns. Finally the OL spawns a Naga behind Eliza.
Round 3 After some arguing, we decide to go for mainly clearing out the last minions instead of letting Thorn go all Gung-ho charge down at Eliza. With 40 wounds and 7 armor, there is no reason to believe that he can kill Eliza with a single attack and he would be leaving himself open to a retalitory battle action. Steelhorns kill the Master Naga and stays in the nearby tree, so Eliza can't shoot at him from range. Thorn moves into the same board section as Eliza, but hiding in the opposite corner also in a tree. From there he makes a valiant miss at the remaining blocking hellhound. Silhuette remains guarding, while Varikas takes a few steps closer to where the actions is at. The OL goes on the offense with Eliza, moving her up next to Steelhorns and spending 6 threat on dice upgrades. Steelhorns loses another 5 wounds, but remains alive. Eliza then continues past Steelhorns, towards the heroes start-area. Finally he moves the spawned naga into the board.
Round 4 Silhuette doubles back and drinks a powerpotion with a fatigue point, ending next to Eliza and doing 15 damage (32 wounds left), spend 2 fatigue on a rapidfire shot, but even with rerolls the second shot ends up doing a measly 7 damage meaning 0 wounds. Thorn Does a battle action, spending his fatigue to go up and place himself next to Eliza, in a way that blocks her escape route. This mean she will need 6 movement to get off the board. He also blows a power potion and deals a decent 17 damage on the first attack, while missing on the second attack. Eliza goes to 22 wounds. Steelhorns does a ready-action, dropping a dodge order on Silhuette, drinks a powerpotion and attack Eliza before going back to his hiding tree. The attack hits, but only does 11 damage, leaving Eliza with 18 wounds and Steelhorns with only 6 wounds remaining. Finally Varikas continues to the "LT-startarea" killing the spawned naga in the process. He is also within range of where Eliza will end if she tries to run for it to that exit. The OL declares an advance action for Eliza and tries to kill Steelhorns. His crystal shield again saves the day leaving him with 4 wounds, but still standing. Eliza then tries to make a run for it, towards the second set of exits, through the heroes starting area.
Round 5 Silhuette swaps her dodge order for a rest-order and activates. Declares an advance action and runs after Eliza. She also has spare movement to drink a power potion. The initial roll is a miss, with every other die showing maxed damage, Born to the bow means the attack is aimed, but before that, the last 5 fatigue are pumped into a silver and gold power die. Both also come up with power enhancements, the OL is looking miserable as Silhuette picks up the blue die and rolls... another miss... 18 damage lying on the table for no good. Steelhorns does another ready action dropping a rest-order on Thorn, and going up to Eliza for another swing at her, but misses. Thorn does a ready action too, using fatigue to move next to Eliza and dropping an aimorder, drinking a power pot and shooting her for a very decent 19 damage while blowing all remaining fatigue. Eliza is left with just 6 wounds left. Varikas doubles back, trying to cut off Eliza from her new escape route. Eliza does a battle action first killing off Steelhorns, then leaving Silhuette with 2 wounds before spending 4 threat to get 2 spaces up, and further away from Varikas and his deadly knight ability. As a last resort, a hellhound goes up and attacks Silhuette, through Elizas +2 damage he managed to kill her off. Leaving just Varikas and Thorn.
Round 6 Varikas is out of range of Eliza, and will never catch up to her (3 speed vs 5 speed), and Thorn is out of fatigue and potions. Varikas however is loaded still, so he moves up next to Thorn, gives him a fatigue potion. Thorn declares and advance action and drinks the fatigue potion. Moves the 2 spaces requires and attacks... The dice only show a measly 9 damage, menaning we need 4 more in order to kill Eliza. Going all in, Thorn buys 2 gold dice and rolls them, both with success, Eliza join Alric in death.
Week 14 continued: We decide to also encounter Merrick, since he too is missing any upgraded minions, and since our 2 dead partymembers are back, we are technically in a much better position, though a good deal lighter on potions. The OL looks at the drawn encounter and declares that Merrick will be heading home, so we simply roll for coins and let him run off.
Dungeon level #1: Web of lives Again a repeat dungeon, we did the exact same one as first level in week 12. We manage to repeat our mistake of not opening the door to the master bane spider and gold kobolds immediately swarm Varikas to death while leaving Silhuette with just 4 wounds left, despite a dodge order. Other than Steelhorns managing to miss 4 rounds in a row, and Silhuette getting brutalised by traps, there is nothing to report. I had to leave the session a bit early, so i don't know what silver treasures we found on the market, but we did find the one-off stun horn in the first chest.
Thoughts for the coming week: Currently the OL is sitting 47xp, way more than i am comfortable with him holding on to. I'd considering leaving the dungeon early and hoping he spends those xp on upgrading beasts or eldritch while leaving Forge open for some training. I'd also considering completely forgetting about Forge until he is too low on XP, and then run in and train in a bloody hurry. Currently the OL gained 3 CP on us this week. Seeing what type of monsters are hiding on the next dungeon level as well as what treasures we gained from the market will have a large impact on us going deeper in the dungeon or just fleeing to Tamalir to get some training while the OL spends his ill-gotten gains.
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joel cuthbert
United States fort collins Colorado
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Grubsnik wrote:
Round 6 Varikas is out of range of Eliza, and will never catch up to her (3 speed vs 5 speed), and Thorn is out of fatigue and potions. Varikas however is loaded still, so he moves up next to Thorn, gives him a fatigue potion. Thorn declares and advance action and drinks the fatigue potion. Moves the 2 spaces requires and attacks... The dice only show a measly 9 damage, menaning we need 4 more in order to kill Eliza. Going all in, Thorn buys 2 gold dice and rolls them, both with success, Eliza join Alric in death.
i may be wrong, but i think you guys are playing your upgraded dice rolling incorrectly. so if you are rolling with 3 black dice for your initial attack, you can spend 6 fatigue to roll 2 more gold dice? could someone else confirm that this is possible?
i thought you had to upgrade before you rolled.
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Corbon Loughnan
Singapore
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No problem. You must upgrade any particular dice before that dice is rolled, not before the 'entire' roll.
In fact this is basically the same as the specific example given in the rules, except it was done twice instead of once.
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Just got the remaining details from last play session.
The market treasures were: Bow of Bone, Flying Death, Shield of Light and Bracers of Might.
The heroes also managed to leave themselves open to spawning, which got Varikas kill, after that, they went to the next dungeon level, leaving 2 of the prisoners behind. Final Tally is therefore 8 extra CP to the OL. So we're looking at 55 unspent XP right now...
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