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Descent: The Road to Legend» Forums » General

Subject: A close final battle is at hand... rss

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Lanabound
Canada
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Hey all,

We're winding down a campaign here and it's shaping up to be kinda different from the norm. The heroes are over 100 conquest behind the OL and yet the OL just couldn't get a Tamalir rush victory. He had the XP to get treachery and all four lieutenants, but the heroes just kept squeaking his lieutenants off the cities.

So we're approaching what could possibly be a very close final battle... OL is the Sorcerer King with Ascension plot.

Copper
In Copper, the heroes were getting pounded. The OL rapidly gained conquest leads but the heroes played a tricky conquest game where they grabbed just enough CT and gold through dungeoneering to just barely get the conquest short of 200, then drove the lieutenants away from Tamalir before they became Silver LTs. After driving away the LTs (who all fled), they squeaked into the Caverns of Thuul with a few conquest left until Silver. As usual, the OL pummeled the heroes but this blew the conquest way past 200 while they were in the dungeon. The heroes came out with 9000+ coins with Silver halfway done before it even started at about 300 CT. The heroes stayed in Tamalir and loaded up on dice and silver treasure. Without the Caverns of Thuul, the heroes would have lost the game in early Silver to a Tamalir lieutenant rush.

Silver
Now the OL was really putting map pressure on the heroes. All four lieutenants were out. Eliza and Merick were advancing from the south, and the heroes attacked them several times since they were the ones threatening Tamalir. Krieg flew to Frostgate with a Transport Gem and Alric slipped past to Nerekhall while the heroes were busy with the other two. So, Tamalir had both south pressure and north pressure, keeping the heroes pinned near Tamalir and away from the all-important Fool's Rapids and secret training. Siege Engines, of course, were in.

The OL had great success on the map. Five cities were destroyed (except Forge, Vynelvale, and Tamalir), and four dark temples (earth, water, wind, and waves) were built. When Dawnsmoor was destroyed, that was the moment the OL really decided he wanted to pursue the plot victory. He built the Fire Temple on Dawnsmoor which is 3 trails away from the OL keep, and the other three temples on other cities.

The Current State
Because a dark temple is within 3 trails of the OL keep, the heroes would be weakened by the comets during their exploration of the final dungeon, giving the OL more kills and more HP for the final battle. Right now, there is 11 conquest until Gold. The lieutenants are off of Tamalir, but close by. The heroes are at Tamalir.

When the OL plays the Harbinger Approaches, he will throw one comet per week onto Dawnsmoor. The heroes must run as fast as possible to the OL's keep. Every week taken to get to the keep will reduce their max HP and fatigue by 1 in the final dungeon -- and they have no secret training.

Since the heroes are planning to stay at or near Tamalir to protect it, the OL has to make a choice. He can delay The Harbinger Approaches to allow him more weeks to buy more Avatar upgrades, at the cost of allowing the heroes access to gold treasures. Or, he could play it immediately and force the heroes to run to the OL keep so they get as few gold treasures as possible.

The Rush to the OL Keep
Most likely, the OL will play The Harbinger Approaches immediately. The heroes will take 3 weeks to travel to the OL keep using the Staff of the Wild. 3 weeks is not enough time for the OL to destroy Tamalir (it's enough to breach all defenses, but 4 weeks are needed to play Harbinger, breach defenses, and roll once). In the meantime, the campaign will transition to Gold due to the OL's weekly pension, and they will likely be attacked by Gold-level Eliza and Merick while they are in a weakened state from the nearby comets. The heroes will most likely flee, although chances are the LTs will flee first, giving them a free ride to the OL's keep, where they will wait and fortify it.

The heroes will also likely enter a dungeon on the way - they'll have to complete all three levels, although the kills are irrelevant, because no matter how much CT the OL gets, he'll only have one more week to spend it! At least the heroes can visit the Bazaar for some gold treasures and hopefully more in chests. Meanwhile, the OL will be able to purchase two upgrades, most likely Phylactery and Soul Ward.

The Final Battle
We're most likely looking at a final dungeon with -3 HP and -3 fatigue for each hero. So Varikas will be at 13 HP and 1 fatigue, Mok will be at 9 HP and 1 fatigue, Thorn also at 9 HP and 1 fatigue, and Glyr at 5 HP and 3 fatigue. That's pretty sad, and the OL will be getting a lot of kills and +HP. The Sorcerer King will likely have the critical upgrades of Phylactery and Soul Ward, but no other upgrades. Plus, the OL keep will most likely be fortified with Brilliant Commander from Eliza.

On the heroes' side, we have Varikas (melee tank) with SSS in melee, Boggs, and Mighty; Glyr (ranger tank) with SB in ranged and Shadow Soul, Tiger Tattoo, and Wind Pact, Thorn (runner mage) with SSSB in magic and Necromancy and Divine Retribution, and Mok (attacker mage) with SSS in magic and Prodigy and Inner Fire.

It seems like it will be a very interesting final battle...!
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mister mystery
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you don't move to the OL keep, you get there if 600 conquest is reached. So you have to die often enough to trigger it. In case the OL has no Avatar upgrades yet, he probably shouldn't play the approaches right away. He still will wish to have on diamond creature upgrade also before the keep.
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Lanabound
Canada
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Hey there,

If I'm not mistaken, the Ascension plot allows the OL to force the final battle early to give him an edge. Check out the Harbinger card here:
http://www.descentinthedark.com/_p_/plots.php

Playing the Harbinger card puts a 9-week time limit on the game, forcing the heroes to enter the OL keep before then. But, it really hurts if a dark temple is within 3 trails of the OL keep, since the comets will penalize the final dungeon. Then, it's not really a 9-week time limit. It's a "get there ASAP before you are too weak to stand up" time limit! (The farther your keep is from Tamalir, the better this plot is for you.)

The way our OL played it was not to bother with the Ascension plot cards at all unless Dawnsmoor was razed: the only city 3 trails away. For him, a 9-week time limit wasn't worth it. He'd rather spend XP on a Tamalir rush, etc. But once Dawnsmoor went down, he went all-out with the plot cards. In fact, the OL has over 100 unspent XP because it takes a week to buy a temple even though it costs 0. But he feels the investment is worth it; he expects a lot of kills in the final dungeon.
 
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