Recommend
1 
 Thumb up
 Hide
2833 Posts
1 , 2 , 3 , 4 , 5  Next »  [114] | 

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

Subject: Title - RtL - Duhtch (OL) vs DavideP rss

Your Tags: Add tags
Popular Tags: [View All]
Davide P
Italy
flag msg tools
Hello and welcome to this Descent campaign. This game will include the Road to Legend campaign expansion, dungeon levels from the Sea of Blood campaign, as well as the three main expansions: Well of Darkness, Altar of Despair and Tomb of Ice.

Dramatis personae:

Four brave adventurers have volunteered to brave the dangers of this world, and their evil counterpart also appeared from the shadows, eager to exploit their vices:

Overlord: Duhtch

Heroes: DavideP

Advice/commentary: anyone and everyone!

Moderator - None
Cards - Honor System


Feats used during the OL's activations have been removed from the decks.

House Rules
1) While a hero is asleep, they may not apply an Order through a ready action.
2) OL can use the Sphinx Avatar, that will be described in the thread.
3) Final battle is per standard RtL but the OL may use threat as per encounters.
4) The following props from SoB count as obstacles, and this should be a standardized House rule/interpretation. Everything else (Barrel, Statue, Pipe Organ, Reef, Sandbar, Water (both), Weapon mount (both) and Whirlpool).
5) Encounters and dungeon levels do not get shuffled unless expunged. Locations do get shuffled.Playing SoB and RtL Dungeons as well as applicable SoB rumors.
6) Feat cards will be used but all those which require conditional orders will be removed. Double pack of feats.
7) Skills-
7.1 Holy Aura: works at the beginning of the OL's turn as well as normal timing.
7.2 Shadow Soul: happens before anything else in a hero's turn and the hero counts his start of turn location at whichever location he chose (ignore the FAQ ruling on pg24 that hero can't use a glyph)
8) Rapid Fire is limited to once per attack
9) Nanok will be nerfed to make him a little less dominant. Armor bonus will be applied to ranged and melee attacks with melee dice count. Magic attacks will be spoiled with magic dice. So he starts with 4/4/3 armor.
10) Globe Terrinoth, i.e. there is a water trail between Flametail River and The Gaping Abyss.
11) Boosted weak heroes as per the other thread (see below).

Quote:
Arvel - Keeps 2 skills, not one (buying extra skills will cost her more)
Aurim - Special -> Alchemist
Challara - 2CT
Eliam - +1 melee dice (2/0/2 traits), +1 Combat skill draw (2Com/2Ma/1choice)
Ispher - 2CT
Lindell - 4CT
Lyssa - 2 trait dice each in magic and melee (2/0/2 traits)
Red Scorpion - 2 trait dice everywhere (2/2/2 traits), special can be used two times per turn
Sahla - change ranged dice to magic (0/0/3 traits)
Shiver - 2CT, Willpower
Sir Valadir - +1 magic dice (2/0/2 traits, move Subterfuge skill to combat (2/0/1 skills)
Spiritspeaker Mok - melee dice to magic (0/0/3 traits)
Tetherys - magic dice to range (0/3/0 traits), 1 Subterfuge skill to magic (0/2/1 skills)
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
duhtch
United States
Colorado
flag msg tools
mbmbmb
Table of Contents-1st Try

Week 1
Sir Alric to Vynelvale
Heroes have an Encounter The Red Necromancer at the Haunted Trail. Heroes flee.
Heroes to Starfall Forest
Level 1: D32 Up and Down
The heroes flee the dungeon.

Week 2
Sir Alric to Riverwatch
OL purchases Merick who moves to Vynelvale
Heroes have an Encounter The Wild Hunt at the Haunted Trail. Party Victory.
Heroes to Blackwing Swamp
Level 1: D58 Tomb of Thieves
Level 2: D13 The Summoning
The heroes flee the dungeon.

Week 3
Sir Alric siege Riverwatch (1)
Lord Merick siege Vynvelvale (1)
Heroes to Gardens of Tarn
Level 1: D27 Monastery
Level 2: D28 Fire and Ice
Heroes flee.

Week 4
Sir Alric siege Riverwatch (2)
Lord Merick siege Vynelvale (2)
Heroes have an Encounter The Legionnaire at the Frozen Pass
Heroes to Guardian Hills
Level 1: D46 The Forgotten Cove
Level 2: D11 The Mine
The heroes flee the dungeon.

Week 5
Sir Alric siege Riverwatch (3)
Lord Merick siege Vynelvale (3)
Train Silver Eldritch
Heroes move to Riverwatch but get LOST in an encounter.

Week 6
Sir Alric siege Riverwatch (3)
Lord Merick siege Vynelvale (4)
Heroes have an Encounter Hunting Spiders at Stormy Stream. Heroes Flee
Heroes arrive in Riverwatch and attack Alric at Corrupted Forest. Alric DIES!

Week 7
Sir Alric to Vynelvale
Lord Merick siege Vynelvale (5)
Heroes have an Encounter Tall in Spirit at Hedge Maze. Party Victory
Heroes arrive at Vynvelvale.

Week 8
Lord Merick attacks the Heroes at the Frozen Pass. Total Party Kill.


Table of Contents-2nd Try

Week 1
Sir Alric to Vynelvale
Heroes to Thelsvan Highway
Level 1: D6 The Gauntlet
Level 2: D1 Collapsed Columns
The heroes flee the dungeon.

Week 2
Sir Alric sieges Vynelvale (1)
OL purchases Merick who moves to Vynelvale
Heroes to Starfall Forest
Level 1: D70 The Mausoleum
Level 2: D19 Downward Spiral
The heroes flee the dungeon.

Week 3
Sir Alric siege Vynelvale (2)
Lord Merick siege Vynvelvale (3)


Week 4
Sir Alric siege Riverwatch (4)
Lord Merick siege Vynelvale (5)
Purchase Lady Eliza
Heroes to Vynelvale, but get LOST in an encounter.

Week 5
Sir Alric stays in Vynelvale (5)
Lord Merick move to Riverwatch
Lady Eliza move to Riverwatch
Heroes arrive in Vynelvale and attack Alric at the Frozen Path. Alric flees.

Week 6
Sir Alric moves to Vynelvale
Lord Merick siege Riverwatch (1)
Lady Eliza siege Riverwatch (2)
Landrec trains Leadership

Week 7
Sir Alric moves to Riverwatch
Lord Merick siege Riverwatch (3)
Lady Eliza siege Riverwatch (3)
Heroes arrive in Riverwatch and attack Alric at Secure Clearing. Alric flees.
Attack Merick at Marshy Valley. Merick flees.
Attack Eliza at Corrupted Forest. Eliza flees.

Week 8
Sir Alric moves to Vynelvale
Lord Merick moves to Vynelvale
Lady Eliza moves to Vynelvale
Heroes have an Encounter Silent as the Grave at Swollen Stream. Party Victory.
Level 1: D31 Puppet Master
Level 2: D28 Fire and Ice
Heroes Flee

Week 9
Purchase Silver Eldritch
Sir Alric siege Vynvelvale (1)
Lord Merick siege Vynvelvale (2)
Lady Eliza siege Vynvelvale (3)
Varikas trains 2 black dice (melee), Grey Ker upgrades a silver dice, upgrade to a Bazaar.

Week 10
Purchase Ancient Guardians
Sir Alric moves to Riverwatch
Lord Merick siege Vynvelvale (4)
Lady Eliza siege Vynvelvale (5)
Heroes arrive in Riverwatch and attack Alric at the Corrupted Forest.
Heroes Flee.

Week 11
Vynevale is destroyed
Merick arrives in Riverwatch and attack the Heroes at the Haunted Trail. Merick Flees.
Purchase an Event Treachery. (1)
Sir Alric siege Riverwatch (1)
Lady Eliza moves to Riverwatch
Heroes to Applewood Forest
Level 1: D30 Stuck in the Middle
Level 2: D15 The Crypt
The heroes flee the dungeon.

Week 12
Sir Alric siege Riverwatch (2)
Lady Eliza siege Riverwatch (3)
Merick to Vynelvale
Purchase Event Treachery (2)
Heroes have an Encounter The Sky Darkens at the Snowy Woods. Party Victory.
Heroes to Greyhaven


Week 13
Merick to Riverwatch (3)
Sir Alric to Thelsvan Highway
Lady Eliza to Thelsvan Highway
Purchase Trap Treachery (1)
Jonas trains Wind Pact and 1 black dice (2 magic)
Landrec trains 1 black dice

Week 14
Riverwatch is destroyed
Sir Alric to Tamalir
Lady Eliza to Tamalir
Merick to Thelsvan Highway
Purchase Shifting Sands
Heroes move to Crimson Forest
Level 1: D44 Ice Tunnels
Level 2: D53 The Mortician's Parlor
The heroes flee the dungeon.

Week 15
Merick move to Tamalir
Eliza move to Red Echo River
Alric move to Greyhaven
Heroes move to Hanging Woods
Level 1: D59 Jacob's Lament
Level 2: D20 Two by Two
The heroes flee the dungeon.

Week 16
Eliza arrives in Tamalir to attack the Heroes at the Butterfly Meadows. Eliza Flees.
Merick siege Tamalir (1)
Alric siege Greyhaven (1)
Level 1: D35 The Pull of the Depths
The heroes flee the dungeon.

Week 17
Alric siege Greyhaven (2)
Merick siege Tamalir (2)
Eliza to Forge
Heroes Train Dice

Week 18
Alric siege Greyhaven (3)
Merick siege Tamalir (3)
Eliza to Red Echo River
Heroes attack Merick at the Stormy Stream.
Merick Flees.

Week 19
Alric siege Greyhaven (4)
Eliza to Tamalir
Merick to Forge
Heroes move to Greyhaven to attack Alric at the Butterfly Meadow.
Alric Flees.

Week 20
Alric to Forge
Eliza siege Tamalir (1)
Merick to Red Echo River
Heroes Train Dice

Week 21
Alric to Red Echo River
Merick to Tamalir
Eliza siege Tamalir (2)
Heroes have an Encounter Throg's Bandits at the Hedge Maze. Party Victory.
Heroes to Bog Bator
Level 1: D24 Eternal Prisoner
Level 2: D18 Garden of Grazius
Level 3: D7 The Graveyard
The heroes flee the dungeon.

Week 22 Silver Stage
Upgrade to Silver Beasts
Eliza Siege Tamalir (3)
Merick Siege Tamalir (4)
Alric move to Tamalir
Heroes attack Merick at the Hidden Creek.
Merick Flees.
Heroes attack Alric at the Marshy Valley.
Heroes Flee.
Heroes attack Eliza at the Haunted Trail.
Heroes Flee. Upgrade Walls

Week 23
Alric and Eliza siege Tamalir (5/5)
Merick to Forge.
Upgrade to Gold Beasts
Heroes have an Encounter The Hammer Brothers at the Hedge Maze. Party Victory.
Heroes to The Gate to the North
Level 1: D13 The Summoning


Level 2: D18 Garden of Grazius
Level 3: D7 The Graveyard






 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Davide P
Italy
flag msg tools
Draw from this list of heroes:

1 Andira Runehand
2 Arvel Worldwalker**
3 Aurim**
4 Battlemage Jaes
5 Bogran the Shadow
6 Brother Gherinn
7 Brother Glyr
8 Challara **
9 Corbin
10 Eliam**
11 Grey Ker
12 Hugo the Glorious
13 Ispher**
14 Jonas the Kind
15 Karnon
16 Kirga
17 Krutzbeck
18 Landrec the Wise
19 Laughin Buldar
20 Laurel of Bloodwood
21 Lindel**
22 Lord Hawthorne
23 Lyssa**
24 Mad Carthos
25 Mordrog
26 Nanok of the Blade
27 Nara the Fang
28 Okaluk and Rakash
29 One Fist
30 Red Scorpion**
31 Ronan of the Wild
32 Runemaster Thorn
33 Runewitch Astarra
34 Sahla**
35 Shiver**
36 Silhouette
37 Sir Valadir**
38 Spiritspeaker Mok**
39 Steelhorns
40 Tahlia
41 Tatianna
42 Tetherys**
43 Tobin Farslayer
44 Trenloe the Strong
45 Truthseer Kel
46 Varikas the Dead
47 Vyrah the Falconer
48 Zyla

Roll for heroes draw 50d48 = (47 + 33 + 35 + 19 + 37 + 32 + 38 + 33 + 22 + 39 + 25 + 47 + 7 + 3 + 34 + 37 + 1 + 34 + 5 + 23 + 40 + 40 + 24 + 44 + 27 + 21 + 24 + 39 + 13 + 18 + 26 + 6 + 41 + 47 + 36 + 43 + 3 + 29 + 30 + 30 + 32 + 48 + 42 + 19 + 45 + 41 + 24 + 48 + 12 + 48) = 1491
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
  • [+]
  • 963784. DavideP
  • 50d48 =
  • (47 + 33 + 35 + 19 + 37 + 32 + 38 + 33 + 22 + 39 + 25 + 47 + 7 + 3 + 34 + 37 + 1 + 34 + 5 + 23 + 40 + 40 + 24 + 44 + 27 + 21 + 24 + 39 + 13 + 18 + 26 + 6 + 41 + 47 + 36 + 43 + 3 + 29 + 30 + 30 + 32 + 48 + 42 + 19 + 45 + 41 + 24 + 48 + 12 + 48) =
  • 1491
  • Roll for heroes draw
  • Wed Oct 12, 2016 3:51 pm
Davide P
Italy
flag msg tools
So, the pools are

Vyrah the Falconer
Runewitch Astarra
Shiver**

Laughin Buldar
Sir Valadir**
Runemaster Thorn

Spiritspeaker Mok**
Lord Hawthorne
Steelhorns

Mordrog
Brother Glyr
Aurim**
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Davide P
Italy
flag msg tools
Only one ranged hero, so I'll start with Pool #1, chosing Vyrah the Falconer. Astarra is a top hero, but I am already playing her in my RL campaign, so I am fine with leaving her here.

Second step is finding the wizard. Also here there is not much choice, having discarded Astarra. However, I like Mok and his ability, so that will be my choice for Pool #3. Not going to choose Thorn only because we just had him in the last campaign.

Now I would have two options for the last pools: Laughin Bouldar and Aurim, or Sir Valadir and Brother Glyr. I like a lot the last hero, and Sir Valadir would be a solid second wizard, but I like the idea of having a runner/utiliy hero, plus I never used Aurim and Laughin Bouldar, who might have some nice options going on.

Therefore, my group will be:

Vyrah the Falconer
Laughin Buldar
Spiritspeaker Mok
Aurim
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Davide P
Italy
flag msg tools
I'll start with Vyrah, 1 Fighting and 2 Subterfuge

Fighting 1d18 = (12) = 12
Subterfuge 5d19 = (7 + 10 + 3 + 5 + 12) = 37
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
  • [+]
  • 964026. DavideP
  • 1d18 =
  • (12) =
  • 12
  • Fighting
  • Wed Oct 12, 2016 9:16 pm
  • [+]
  • 964028. DavideP
  • 5d19 =
  • (7 + 10 + 3 + 5 + 12) =
  • 37
  • Subterfuge
  • Wed Oct 12, 2016 9:17 pm
Davide P
Italy
flag msg tools
12 Parry

7 Cautious
10 Eagle Eye


Go on with Aurim, 1 Fighting and 2 Wizardry

Fighting 4d18 = (17 + 6 + 9 + 8) = 40
Wizardry 5d17 = (11 + 8 + 9 + 5 + 6) = 39
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
  • [+]
  • 964029. DavideP
  • 4d18 =
  • (17 + 6 + 9 + 8) =
  • 40
  • Fighting
  • Wed Oct 12, 2016 9:21 pm
  • [+]
  • 964031. DavideP
  • 5d17 =
  • (11 + 8 + 9 + 5 + 6) =
  • 39
  • Wizardry
  • Wed Oct 12, 2016 9:22 pm
Davide P
Italy
flag msg tools
17 Unmovable

11 Quick Casting
8 Mata and Kata


Now Spiritspeaker Mok, 1 Fighting and 2 Wizardry

Fighting 5d18 = (10 + 9 + 10 + 1 + 13) = 43
Wizardry 6d17 = (1 + 5 + 12 + 4 + 8 + 11) = 41
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
  • [+]
  • 964032. DavideP
  • 5d18 =
  • (10 + 9 + 10 + 1 + 13) =
  • 43
  • Fighting
  • Wed Oct 12, 2016 9:26 pm
  • [+]
  • 964033. DavideP
  • 6d17 =
  • (1 + 5 + 12 + 4 + 8 + 11) =
  • 41
  • Wizardry
  • Wed Oct 12, 2016 9:26 pm
Davide P
Italy
flag msg tools
10 Mighty

1 Blessing
5 Fire Pact

Last, Laughin with 3 Fighting

Fighting 10d18 = (8 + 18 + 9 + 16 + 6 + 17 + 4 + 9 + 10 + 11) = 108
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
  • [+]
  • 964034. DavideP
  • 10d18 =
  • (8 + 18 + 9 + 16 + 6 + 17 + 4 + 9 + 10 + 11) =
  • 108
  • Fighting
  • Wed Oct 12, 2016 9:28 pm
Davide P
Italy
flag msg tools
8 Knight
18 Weapon Mastery
9 Leadership

Wow, some of the best skills for a Warrior...

Another Subterfuge Skill for Vyrah

Subterfuge 5d19 = (3 + 6 + 15 + 4 + 5) = 33

Wizardry for Aurim

Wizardry 5d17 = (11 + 12 + 9 + 3 + 14) = 49

Wizardry for Mok

Wizardry 6d17 = (1 + 9 + 11 + 9 + 11 + 3) = 44

Fighting for Laughin

Fighting 6d18 = (2 + 17 + 18 + 4 + 18 + 11) = 70
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
  • [+]
  • 964041. DavideP
  • 5d19 =
  • (3 + 6 + 15 + 4 + 5) =
  • 33
  • Subterfuge
  • Wed Oct 12, 2016 9:41 pm
  • [+]
  • 964044. DavideP
  • 5d17 =
  • (11 + 12 + 9 + 3 + 14) =
  • 49
  • Wizardry
  • Wed Oct 12, 2016 9:44 pm
  • [+]
  • 964046. DavideP
  • 6d17 =
  • (1 + 9 + 11 + 9 + 11 + 3) =
  • 44
  • Wizardry
  • Wed Oct 12, 2016 9:45 pm
  • [+]
  • 964053. DavideP
  • 6d18 =
  • (2 + 17 + 18 + 4 + 18 + 11) =
  • 70
  • Fighting
  • Wed Oct 12, 2016 9:54 pm
Davide P
Italy
flag msg tools
Let's summarise:

Vyrah
Parry
Cautious
Eagle Eye
Ambidextrous

Aurim
Unmovable
Quick Casting
Mata and Kata
Spiritwalker

Spiritspeaker Mok
Mighty
Blessing
Fire Pact
Necromancy

Laughin Bouldar
Knight
Weapon Mastery
Leadership
Battle Cry
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Davide P
Italy
flag msg tools
Well, not so bad after all. Let's start with the easier picks:

Laughin Bouldar has lots of good picks, but I'll go with Knight, also because it's the most difficult to get.

Spirirspeaker Mok has less choice, Blessing is very good especially because it can improve the whole party and give more chances in the first period.

Now we get to the difficult part: for Vyrah, Cautious would create a devastating combo with Mok's ability, while Eagle Eye can make him much more effective since the start. After a lot of thoughts, I think that I'll go with Cautious.

Aurim got really good mage skills, it's a shame that none of them fits with the reason why I took him (being a runner/utility). I have to choose between Spiritwalker and Quick Casting, and I think I'll go with the latter (for very future use ).
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Davide P
Italy
flag msg tools
Let's go shopping:

Vyrah: Crossbow, Iron Shield, Chain Mail
Laughin: Axe, Iron Shield, Dagger, Chain Mail
Mok: Immolation, Leather Armour
Aurim: Hammer, Leather Armour

The remaining gold is spent for 5 Vitality Potions.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
duhtch
United States
Colorado
flag msg tools
mbmbmb
We will be playing the Sphinx an avatar made by Immortal.

The_Immortal's own THE SPHINX.

The Sphinx
Keep Location: Guardian Hills

The Sphinx has the attributes and abilities of a Diamond Master Manticore, in addition to any Avatar upgrades you've purchased (including upgrades that affect Manticores).

Treachery
Monster: 15 (max 3)
Event: 15 (max 3)
Trap: 15 (max 3)

Monster Upgrades
Humanoid: 30
Beast: 30
Eldritch: 25

Perplexing Riddles
At the beginning of each Dungeon Level, choose one hero. That hero skips his first turn.

Lieutenant
The Stone Giant: 14
Power: Dark Armor

The Stone Giant may only be played at the Silver Campaign level or higher. The Stone Giant may not flee from Encounters. If the Stone Giant is killed, leave his Lieutenant marker in place. He may no longer be issued orders, hold Quest Items or maintain sieges. If the Overlord purchases a Plot card during his turn, the Stone Giant is revived in its present location and may immediately be issued Lieutenant orders once again.

Minions:
2 Manticores, 2 Golems

Attributes
Silver: RGGYss, move 3, Armor 8, Wounds 100
Gold: RGGYgg, move 3, Armor 12, Wounds 150

The Stone Giant has Ironskin, Unstoppable, Daze and Knockback.
The Stone Giant may spend 2mp to change an adjacent Water square into a Mud square. He may use this ability as often as he likes during his turn. (new houserule to TSG)


Avatar Upgrades
Beasts of Stone: 10
All of your Manticores gain +1 Armor and Ironskin.

Ancient Guardians
: 16
On the first Level of every dungeon, you may place either a minion Manticore or a minion Golem in addition to your normal monsters.
Ancient Guardians costs 8 less XP if Beast of Stone is in play.

Also if purchased will decrease one set of Treachery of OL's choice by 5xp for the remainder of the game (new houserule for part 2) Changed in part 2 mid-game to decrease one set by 5, but increase another set by 5.



Quote:
after taking a look at Ancient Guardians more in depth, there wasn't a reason to really take this upgrade, especially at such a high cost. It was only for the first level, so I asked Davide to consider 3 options for improving it.

1) reduce the xp cost of one set of treachery by 5. The reason for this is that having all three treachery costs be 15xp is very tough. This would help equal one of them down to 10, but it will still have a manageable cost and it will likely be later on in the game for this to happen.
2) reduce all the xp cost for treachery by 2-3xp. This would still be manageable, but nothing set at 10xp.
3) allow for the Manticore or Golem to also be placed in all outdoor encounters. The upgrade was bad primarily because it was only on the first level. I like the uniqueness of it, but it severely lacks, so I thought of this as another option, which could give the Sphinx a little bit more power in encounters.



Shifting Sands: 5
Immediately move your Keep Location to the Broken Crags.

Black Sphinx
: 10
Your Avatar gains +5 Range, Flying and Stealth.



'Free' Starting upgrades are
Beasts of Stone (10) and Lawlessness (5)


The Ascension plot.



 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
duhtch
United States
Colorado
flag msg tools
mbmbmb
Week 1

+1CT
Alric to Vynelvale
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Davide P
Italy
flag msg tools
Heroes move to Starfall Forest.

Green trail 3custom6{iid:1057245;iid:1057246;iid:1057246;iid:1057243;iid:1057243;iid:1057243} -> ( iid:1057243 iid:1057246 iid:1057245) -> (
) [+]
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
  • [+]
  • 964448. DavideP
  • 3custom6{iid:1057245;iid:1057246;iid:1057246;iid:1057243;iid:1057243;iid:1057243} =
  • ( iid:1057243 iid:1057246 iid:1057245) =
  • ( iid:1057243 iid:1057246 iid:1057245)
  • Green trail
  • Thu Oct 13, 2016 4:03 pm
Davide P
Italy
flag msg tools
first legal 10d35 = (17 + 21 + 18 + 22 + 9 + 17 + 27 + 7 + 10 + 25) = 173
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
  • [+]
  • 964449. DavideP
  • 10d35 =
  • (17 + 21 + 18 + 22 + 9 + 17 + 27 + 7 + 10 + 25) =
  • 173
  • first legal
  • Thu Oct 13, 2016 4:05 pm
Davide P
Italy
flag msg tools
The Red Necromancer.

Location 1d17 = (6) = 6

Ambush? 1custom6{iid:1057245;iid:1057246;iid:1057246;iid:1057243;iid:1057243;iid:1057243} -> ( iid:1057243) -> (
) [+]
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
  • [+]
  • 964456. DavideP
  • 1d17 =
  • (6) =
  • 6
  • Location
  • Thu Oct 13, 2016 4:14 pm
  • [+]
  • 964458. DavideP
  • 1custom6{iid:1057245;iid:1057246;iid:1057246;iid:1057243;iid:1057243;iid:1057243} =
  • ( iid:1057243) =
  • ( iid:1057243)
  • Ambush?
  • Thu Oct 13, 2016 4:14 pm
Reinhard Horst
Germany
flag msg tools
Hello you two,

i hope you don't mind another post of mine right inbetween your game posts. While i was pondering if it could be fun playing the hero side with two persons i think this will slow down the game too much.

So just some comments to the hero selection. Your decisions are plausibel Davide - but i wonder if you didn't let go a lot of power with them.

Group Selection:
I would consider Mordrog, Hawthorne, Thorn and Astarra a lot more powerfull group compared to your selection. What comes to skills - maybe Duhtch will allow a re-selection because things didn't start yet. Aurim has only 3 fatigue - i fear this will turn out quite as a handicap by the cost of 2 fatigue per quick cast. Furthermore Spiritwalker is maybe the most powerfull skill in the whole game. From my point of view it is a MUST pick if you can have it. This skills costs no fatigue or movement, and it allows to protect close heros if the magic user guards and it allows for front-line attacks, even if the magic user is still standing in the back line. And to top it - you have to purchase it at Shika's Tree. Usually you won't have the gold to go there during copper, except the heros got a realy lucky roll going with tons of gold (secret map required, 2500g). And since you already took Knight - i realy would have expected you to take Spiritwalker and therefore eliminate the requirement to visit Shikas Tree later on. Blessings is ok. I guess i would have choosen Weaponmastery instead of Knight for Buldar, because he again has only 3 fatigue with a cost of 2 for the skill.

Anyway how it turns out - i wish you both good luck and a lot of fun in your third campaign.

And if you Davide, on the hero side, would like me to actively comment your options and moves - just let me know. Currently i am often enough without much to do in the evening.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Davide P
Italy
flag msg tools
Hi Tibarius, in the posts I explained why I dropped Astarra and Thorn, the former having the further reason that I had only Vyrah as ranged hero in the four pools.
As of Lord Hawthorne, I was strongly considering him, but that would have implied not taking Mok, who was the only good wizard left (and I like that hero anyway) Not too fond of Mordrog instead, considering the 3/3 in fatigue/speed. But that could have been an option too.

Yes, Spiritwalker is a killer skill, but it would have been a bit wasted on a hero that is supposed to run ahead a few times, and who has anyway 5/5 (not 3/5), while it might be more useful on Mok, if I'll want to take it.

Weapon Mastery is also very strong, but being able to do one more attack is just stronger, I think, even if it costs 2f. It is true that Laughin has only 3f, but after copper training it will be much better.

As for the rest, feel free to comment, even if of course some choices are due to the strategy, and might not be discussed at the very moment they are taken.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Davide P
Italy
flag msg tools

CAMPAIGN STATS
Week 1

Hero Conquest: 0 Humanoid monsters: Copper
Overlord Conquest: 1 used 0 Beast monsters: Copper
Total Conquest: 1 (Copper Campaign) Eldritch monsters: Copper
OL Cards: 0 Threat: 0
Cards in Play:
Eyes are:

Party Location: Haunted Trail (Blood Curse All figures have -1 armor)

HERO STATS

Vyrah the Falconer (3 CT) | Laughin Bouldar (4 CT)
12/12 HP 4/4 Fatigue Armor 3 Speed 4 | 16/16 HP 3/3 Fatigue Armor 3 Speed 4
Traits: 2 Ranged (bb), 1 Magic (b) | Traits: 3 Melee (bbb)
Skills: Cautious | Skills: Knight
Status: | Status:
|
Hand 1: Crossbow | Hand 1: Iron Shield
Hand 2: | Hand 2: Iron Shield
Armor: Chain Mail | Armor: Chain Mail
Other 1: | Other 1:
Other 2: | Other 2:
Other 3: | Other 3:
Other 4: | Other 4:
Potion 1: Vitality | Potion 1: Vitality
Potion 2: | Potion 2: Vitality
Potion 3: | Potion 3:
Backpack 1: | Backpack 1: Axe
Backpack 2: | Backpack 2: Dagger
Backpack 3: | Backpack 3:
|
Used XP: 0 | Used XP: 0
Feats: 1 Fighting, 2 Subterfuge | Feats: 3 Fighting
---------------------------------------------------+-----------------------------------------------
|
Spiritspeaker Mok (2 CT) | Aurim (2 CT)
12/12 HP 4/4 Fatigue Armor 1 Speed 4 | 8/8 HP 5/5 Fatigue Armor 2 Speed 5
Traits: 3 Magic (bbb) | Traits: 1 Melee (b), 1 Ranged (b), 1 Magic (b)
Skills: Blessing | Skills: Quick Casting
Status: | Status:
|
Hand 1: Immolation | Hand 1: Hammer
Hand 2: | Hand 2:
Armor: Leather Armor | Armor: Leather Armor
Other 1: | Other 1:
Other 2: | Other 2:
Other 3: | Other 3:
Other 4: | Other 4:
Potion 1: Vitality | Potion 1: Vitality
Potion 2: | Potion 2:
Potion 3: | Potion 3:
Backpack 1: | Backpack 1:
Backpack 2: | Backpack 2:
Backpack 3: | Backpack 3:
|
Used XP: 0 | Used XP: 0
Feats: 1 Fighting, 2 Wizardry | Feats: 1 Fighting, 2 Wizardry



Party Gold: 0g
Party Items:
Tamalir Upgrade:
Tamalir this week: xx, xx, xx, xx || 0 Potion Purchased

Rumor:
Rumor reward:
Graveyard:

Avatar: Sphinx
Plot: Ascension
Overlord Upgrade: Lawlessness, Stone Beasts
Treachery:
Razed:

Sir Alric Farrow: Vynvelvale

 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
duhtch
United States
Colorado
flag msg tools
mbmbmb


 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Davide P
Italy
flag msg tools
Heroes Turn 1

Laughin equips Axe and Shield, declares Ready, moves to J8 into the Tree, Guard

Mok declares Ready, moves to K7 into the Tree, Guard

Aurim declares Ready, moves to J6 into the Tree, Guard

Vyrah declares Ready, moves to I5 into the Tree, Dodge
Skye moves to H6

End Turn


 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
duhtch
United States
Colorado
flag msg tools
mbmbmb
OL Turn 1

+3t (3t) J11 Skeleton moves to I9 to attack LB.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
duhtch
United States
Colorado
flag msg tools
mbmbmb
LB will use his guard to sneeze on the Skeleton

RG3b 1custom6{iid:1057263;iid:1057256;iid:1057258;iid:1057260;iid:1057262;iid:1057261} + 1custom6{iid:1057252;iid:1057252;iid:1057253;iid:1057253;iid:1057254;iid:1057255} + 3custom6{iid:1057245;iid:1057246;iid:1057246;iid:1057243;iid:1057243;iid:1057243} -> ( iid:1057260) + ( iid:1057252) + ( iid:1057243 iid:1057243 iid:1057243) -> (
)(
)(
) [+]
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
  • [+]
  • 965145. duhtch
  • 1custom6{iid:1057263;iid:1057256;iid:1057258;iid:1057260;iid:1057262;iid:1057261} + 1custom6{iid:1057252;iid:1057252;iid:1057253;iid:1057253;iid:1057254;iid:1057255} + 3custom6{iid:1057245;iid:1057246;iid:1057246;iid:1057243;iid:1057243;iid:1057243} =
  • ( iid:1057260) + ( iid:1057252) + ( iid:1057243 iid:1057243 iid:1057243) =
  • ( iid:1057260)( iid:1057252)( iid:1057243 iid:1057243 iid:1057243)
  • RG3b
  • Fri Oct 14, 2016 4:15 pm
1 , 2 , 3 , 4 , 5  Next »  [114] | 
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.