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Descent: Journeys in the Dark» Forums » Play By Forum

Subject: RtL AC: Tibarius Solo Play rss

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Reinhard Horst
Germany
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Hello and welcome,

this thread hosts an Advanced Campaign - Road to Legend Solo Game.

Comments and remarks are welcomed, either via Forum Mail or as post in this thread.

I think the original game is quite unbalanced and of course not tuned to be
played via PBF. So i play with a heavily cutomed version.

- custom heros to prevent super-strong 2CT heros (see later post)
- cusom feats to take out any interrupt (including disarm, see later post)
- no crushing blow for OL (this is just too strong and unenjoying)
- beastman lord without Kratz the Plague (BEASTman lord not dragonlord)
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Reinhard Horst
Germany
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Table of Content:

End-of-Week-Status Overview:

W01: OL=, Heros=, Gold=

========================================================================================================

Game Actions:

W01: Alric=>Vynelvale, Heros=>Starfall Forest on G2(ok)
L01: What lies beneath? (16)

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Reinhard Horst
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Custom Heros:

01 Andira Runehand 3 CV, 12-4-1-4, 0-0-3, 0-0-3, pierce 2 vs adjacent enemies
02 Arvel Worldwalker 3 CV, 12-4-1-4, 1-2-0, 2-3-0, 2 skills, feats: max 6, 2 per glyph
03 Aurim 2 CV, 8-5-1-5, 1-0-2, 1-0-2, may exchange potions
04 Battlemage Jaes 4 CV, 12-4-2-4, 1-0-2, 1-0-2, use runes when wearing armor
05 Bogran the Shadow 2 CV, 8-4-1-5, 1-2-0, 1-2-0, +2 dam if no LoS at start of turn
06 Brother Gherinn 3 CV, 12-3-2-3, 0-0-3, 1-0-2, 1w to aim for attack
07 Brother Glyr 3 CV, 8-5-2-3, 2-1-0, 2-1-0, dwarf resistance: +2 armor vs magic attacks
08 Challara 3 CV, 12-5-0-4, 0-0-3, 0-0-3, brightblaze breath attack WG ignoring armor
09 Corbin 3 CV, 8-5-2-3, 2-1-0, 1-2-0, -1w each time he is wounded
10 Eliam 3 CV, 12-3-0-5, 2-1-0, 2-1-0, 1f for extra attack with offhand-weapon once per turn
11 Grey Ker 4 CV, 12-5-1-4, 0-3-0, 0-2-0, always shadowcloaked
12 Hugo the Glorious *** 4 CV, 18-3-2-3, 3-0-0, 3-0-0, only melee attacks
13 Ispher 3 CV, 12-4-0-5, 1-2-0, 1-2-0, regeneration 3
14 Jonas the Kind * 4 CV, 16-4-0-4, 2-0-2, 2-0-1, equip indestructible, enemies surrender on 1w
15 Karnon 4 CV, 16-4-1-4, 4-0-0, 2-0-0, ignores ice, frost & fear
16 Kirga 3 CV, 16-3-1-4, 0-3-0, 0-3-0, no monster spawn in range 5
17 Krutzbeck *** 2 CV, 8-4-2-4, 3-0-0, 3-0-0, w<=4 => +2dam +2armor
18 Landrec the Wise 4 CV, 12-5-0-3, 0-0-3, 0-1-2, ~~ on every attack roll
19 Laughin Buldar 4 CV, 16-3-1-4, 3-0-0, 3-0-0, use one 2h weapon in 1h
20 Laurel of Bloodwood 3 CV, 8-4-1-5, 0-3-0, 1-2-0, 1f to convert extra range to damage
21 Lindel *** 4 CV, 16-5-1-5, 2-2-2, 1-1-1, can exchange a skill once per area
22 Lord Hawthorne 4 CV, 16-4-1-4, 3-0-0, 3-0-0, reach +1
23 Lyssa 2 CV, 8-5-1-5, 1-1-0, 1-2-0, attacks with 1h weapons cause bleed damage vs non-undead
24 Mad Carthos 2 CV, 8-4-1-4, 0-0-3, 0-0-3, +2 dam on all magic attacks
25 Mordrog 4 CV, 16-3-2-3, 3-0-0, 3-0-0, +1f when wounded
26 Nanok of the Blade 4 CV, 16-4-*-4, 2-0-1, 2-1-0, *=melee dice+2 vs melee+ranged, magic dice+2 else
27 Nara the Fang ** 4 CV, 12-4-2-4, 3-0-0, 2-1-0, extra damage vs big targets (+1 per extra space)
28 Okaluk and Rakash 3 CV, 16-3-0-4, 1-2-0, 1-2-0, gains 4 free moves per turn
29 One Fist 3 CV, 12-3-2-4, 2-1-0, 2-1-0, 1h for items, extra melee attack RG
30 Red Scorpion 3 CV, 12-5-1-4, 1-1-1, 1-1-1, exchange 2w <=> 2f at start of own turn
31 Ronan of the Wild 4 CV, 12-4-1-5, 1-2-0, 1-2-0, pico companion
32 Runemaster Thorn 3 CV, 12-4-0-5, 0-0-3, 0-0-3, teleport once per turn for 5mp
33 Runewitch Astarra 3 CV, 12-5-0-5, 0-0-3, 0-0-3, activates glyphs in range 3
34 Sahla 2 CV, 12-4-0-4, 0-0-2, 0-0-3, discard one effect for 2f
35 Shiver 3 CV, 12-4-0-4, 0-0-3, 0-0-3, aura 4 during overlord's turn
36 Silhouette 3 CV, 12-5-1-5, 0-3-0, 0-3-0, exchange readied order for 2f
37 Sir Valadir 4 CV, 16-4-1-4, 2-0-1, 2-0-1, 1f boosts 2 extra dice upgrades
38 Spiritspeaker Mok 4 CV, 12-4-0-4, 0-0-2, 0-0-2, can choose spiritwalker as skill
39 Steelhorns 4 CV, 16-3-1-4, 3-0-0, 3-0-0, one melee attack after run action (any move direction ok)
40 Tahlia 4 CV, 16-3-2-3, 3-0-0, 3-0-0, extra moves when discarding guard order
41 Tatianna *** 3 CV, 12-4-1-5, 0-3-0, 0-3-0, once per area: return to town at OL turn
42 Tetherys 3 CV, 12-4-1-4, 0-2-1, 0-3-0, elven grace (=stealth)
43 Tobin Farslayer* 4 CV, 16-3-2-3, 0-3-0, 0-3-0, range = +damage, cannot range attack adjacent
44 Trenloe the Strong 4 CV, 16-3-2-3, 2-1-0, 2-0-0, can choose ambidextrous as skill
45 Truthseer Kel 3 CV, 12-4-1-4, 0-0-3, 0-0-3, ignores shadowcloak, nothing blocks LoS
46 Varikas the Dead 4 CV, 16-4-2-3, 2-0-1, 2-0-1, recover 1f at start of turn
47 Vyrah the Falconer 3 CV, 12-4-1-4, 1-2-0, 1-2-0, skye as familiar
48 Zyla 1 CV, 8-5-0-4, 1-1-1, 1-1-1, fly & ghost
 
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Reinhard Horst
Germany
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Pile 1:
45 Truthseer Kel
26 Nanok of the Blade
36 Silhouette

Pile 2:
18 Landrec the Wise
31 Ronan of the Wild
28 Okaluk & Rakash

Pile 3:
30 Red Scorpion
37 Sir Valadir
06 Brother Gherinn

Pile 4:
12 Hugo the Glorious
03 Aurim
02 Arvel Worldwalker
 
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Reinhard Horst
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Hmm, a tough choice. First thought is of course to take Nanok from pile 1 because he is super-awesome and mega-cool . And Landrec as mage from pile 2, even tho Ronan could lend pico to Nanok boosting him with another melee dice right from the start. Interesting from pile 1 is as well Truthseer Kel, another strong mace for outdoor encounters (ignoring shadowcloak).

Pile 3 and Pile 4 are no real highlights ... well, Hugo the Glorious from pile 4 could be a great tank as well. But what about Nanok then? Still taking him and going for mage route? Hmm, just 1 magic dice at the start, that's not much. Even tho he would be well armored.

Pile 3 hmmm ... Red Scorpion is versatile but only 1 dice in all traits. So she lacks combat power, but has 5f to compensate for that. Sir Valadir? He's boosted to 4f but then basically another mage is required. Of course 16w is always welcomed. Brother Gherinn is quite ok mage, but only 3f and 3speed - leaves me uneasy.

I tend to Hugo, Landrec, Red Scorpion and Truthseer Kel. But that leaves Nanok out, can i realy do that??? *hmm*

Nah, i just can let him pass by ... so maybe i see if i can make him a wizard this game eventually, just 1 magic dice short compared to melee trait dice.

Pile 1:
Nanok of the Blade

Pile 2:
Landrec the Wise

Pile 3:
Red Scorpion

Pile 4:
Hugo the Glorious
 
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Reinhard Horst
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Skills:
F04 Brawler
F12 Parry
F07 Furr the Spirit Wolf
extra:
F03 ** Berserker **

Equipment:
100 Chainmail
100 Axe
050 Power
050 Power (to Landrec)
300 total
 
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Skills:
F18 Weapon Mastery
F05 Cleaving
S02 Alertness
extra:
F14 ** Taunt **

Equipment:
100 Axe
150 Ghost Armor Rune (to Landrec)
050 Vitality
300 total (600)
 
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Skills:
F17 Unmoveable
S10 ** Eagle Eye **
W08 Mata & Kata
extra:
F15 Tiger Tattoo

Equipment:
100 Hammer
100 Chainmail
100 2xVitality
300 total (900)
 
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Skills:
S03 Ambidextrous
W09 Necromancy
W15 Wild Talent
extra:
W14 ** Water Pact **

Equipment:
175 Sunburst
075 Wizard's Robe
050 Vitality
300 total (1200)
 
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Reinhard Horst
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Plot: Obsidian Shackles
Free Upgrade: Siege Engines
 
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All feats to be played during turns are removed (including disarm). This makes the game much deadlier, in return
some adjustments (like foiled plans) to compensate hero side for this.

Feats Fighting: Feats Subterfuge: Feats Wizardry:
F01 Follow Through: +2 damage S01 Hustle: +3 moves W01 We are not Afraid: -4 Threat
F02 Follow Through: +2 damage S02 Hustle: +3 moves W02 We are not Afraid: -4 Threat
F03 Follow Through: +2 damage S03 Hustle: +3 moves W03 We are not Afraid: -4 Threat
F04 Hurry: 1 extra melee attack S04 Foiled Plans: pick 2, discard 1 W04 Focus: ~~
F05 Hurry: 1 extra melee attack S05 Foiled Plans: pick 2, discard 1 W05 Focus: ~~
F06 Hurry: 1 extra melee attack S06 Foiled Plans: pick 2, discard 1 W06 Focus: ~~
F07 Lunge: +1 reach S07 2nd wind: full fatigue W07 Protection: +2 armor, range 3
F08 Lunge: +1 reach S08 2nd wind: full fatigue W08 Protection: +2 armor, range 3
F09 Sweeping Blow S09 Aim W09 Carried by Air: +2 speed, fly
F10 Sweeping Blow S10 Aim W10 Carried by Air: +2 speed, fly
F11 Killing Blow S11 Shadowcloak W11 Magi Madness: +3 sorcery
F12 Killing Blow S12 Shadowcloak W12 Magi Madness: +3 sorcery
F13 Follow Through: +2 damage S13 Hustle: +3 moves W13 We are not Afraid: -4 Threat
F14 Follow Through: +2 damage S14 Hustle: +3 moves W14 We are not Afraid: -4 Threat
F15 Follow Through: +2 damage S15 Hustle: +3 moves W15 We are not Afraid: -4 Threat
F16 Hurry: 1 extra melee attack S16 Foiled Plans: pick 2, discard 1 W16 Focus: ~~
F17 Hurry: 1 extra melee attack S17 Foiled Plans: pick 2, discard 1 W17 Focus: ~~
F18 Hurry: 1 extra melee attack S18 Foiled Plans: pick 2, discard 1 W18 Focus: ~~
F19 Lunge: +1 reach S19 2nd wind: full fatigue W19 Protection: +2 armor, range 3
F20 Lunge: +1 reach S20 2nd wind: full fatigue W20 Protection: +2 armor, range 3
F21 Sweeping Blow S21 Aim W21 Carried by Air: +2 speed, fly
F22 Sweeping Blow S22 Aim W22 Carried by Air: +2 speed, fly
F23 Killing Blow S23 Shadowcloak W23 Magi Madness: +3 sorcery
F24 Killing Blow S24 Shadowcloak W24 Magi Madness: +3 sorcery

Killing Blow: play after any attack, turn all but attack dice like hero want.
Foiled Plans: play at start of OL turn, hero player draws 2 cards and chooses which one to discard for no threat
Aim : play before any attack, all attacks on this target are aimed attacks during the hero players turn
Shadowcloak : play at start of OL turn, hero player has shadowcloak during OL turn
Protection : play at start of OL turn, hero player and all players within range 3 have +2 armor during OL turn
 
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CAMPAIGN STATS - Lords of War

Conquest Token (CTs) | OL: Beastman Lord, Obsidian Shackles
-------------------- | ------------------------------------
Overlord Time: 1 | Siege Engines free
Overlord Heros: 0 |
Overlord Curse: 0 |
Overlord Shuffle: 0 |
Overlord Other: 0 1 |
|
Hero Dungeon: 1 |
Hero Glyph: 0 |
Hero Leader: 0 |
Hero Chests: 0 |
Hero Other: 0 2 |
|
TOTAL 2 (Copper) | TOTAL 0
|

Monster Status
--------------
Humanoid: Copper
Beasts: Copper
Eldritch: Copper

OL Threat : 0

OL Cards in Hand: 3
OL Cards in Deck: 45
OL Cards in Play:
OL cards on pile:

Eyes are: open


HERO STATS

Hugo the Glorious (4 CT) | Nanok of the Blade (4 CT)
18/18 HP 3/3 Fatigue Armor 4 Speed 3 | 16/16 HP 4/4 Fatigue Armor 4/4/3 Speed 4
Traits: 3 Melee (bbb) | Traits: 2 Melee (bb), 1 Magic (b)
Skills: Berserker | Skills: Taunt
Status: | Status:
|
H1: Axe (RG, ~=+1d) | H1: Axe (RG, ~=+1d)
H2: (two-handed) | H2: (two-handed)
Ar: Chainmail (+2 armor, no runes) | Ar: special
O1: | O1:
O2: | O2:
P1: P | P1: V
P2: | P2:
P3: | P3:
B1: | B1:
B2: | B2:
B3: | B3:
|
F1: F04 Hurry: 1 extra melee attack | F1: F13 Follow Through: +2 damage
F2: F21 Sweeping Blow | F2: F11 Killing Blow
F3: F07 Lunge: +1 reach | F3: S13 Hustle: +3 moves
F4: | F4:
|
Death-Count: 0 | Death-Count: 0
XP used: 0 | XP used: 0
================================================+===============================================
|
Red Scorpion (3 CT) | Landrec the Wise (4 CT)
12/12 HP 5/5 Fatigue Armor 3 Speed 4 | 12/12 HP 5/5 Fatigue Armor 0/2/2 Speed 3
Traits: 1 Melee (b), 1 Ranged (b), 1 Magic (b) | Traits: 3 Magic (bbb)
Skills: Eagle Eye | Skills: Water Pact
Status: | Status:
|
H1: Hammer (RG, ~~=+1d, knockback) | H1: Sunburst (WG, ~~~=+1d or blast 1)
H2: (two-handed) | H2: (two-handed)
Ar: Chainmail (+2 armor, no runes) | Ar: Wizard's Robe (+0/2/2 armor, +1 item)
O1: | O1: Ghost Armor Rune (absorb 1w for 1f)
O2: | O2:
O3: --- | O3:
P1: V | P1: V
P2: V | P2: P
P3: | P3:
B1: | B1:
B2: | B2:
B3: | B3:
|
F1: F10 Sweeping Blow | F1: S03 Hustle: +3 moves
F2: S18 Foiled Plans: pick 2, discard 1 | F2: W04 Focus: ~~
F3: W01 We are not Afraid: -4 Threat | F3: W05 Focus: ~~
F4: | F4:
|
Death-Count: 0 | Death-Count: 0
XP used: 0 | XP used: 0

Party Gold : 25
Party Items:
Town Items:
Pack Items:

Rumor :
Discarded :

Fighting : (4),(7),(10),(11),(13),(21)
Subterfuge: (13),(18)
Wizardry : (1),(4),(5)

Potions :
Market :
Copper(42):
 
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