Ed Rozmiarek
United States
Liberty Hill
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Previous reports:
Session 1
Session 2
Session 3
Session 4

Avatar: Sorcerer King
Conquest: 54 total / 9 unspent
Upgrades: Snipers. Silver Eldritch, Sir Alric Farrow, Lord Merick Farrow, 1 Event Treachery

Conquest: 36
Money: 400
Upgrades: Bazaar, Enchanted Boat
Nanok of the Blade: 0 XP. 2 additional black power dice, Taunt, Axe, Ring of Protection
Varikas the Dead: 10 XP. 1 silver melee power die upgrade, Leadership, Plate Mail, Iron Shield, Sword, Leviathan
Landrec the Wise: 30 XP. Quick Casting, Ghost Armor, Elven Robe, Immolation, Gauntlets of Power, Staff of the Grave
Grey Ker: 10 XP. 1 silver range power die upgrade, Eagle Eye, Great Bow, Crossbow, Iron Shield

A quick summary: The heroes have recently trained and have camped just outside the Red Echo River dungeon. The overlord has recently buffed up as well with the Silver Eldritch upgrade and a point of event treachery. We pick up our action as the heroes start the dungeon.

(Note: We were missing the player who controls Landrec this week due to a last minute schedule conflict. Landrec was played by the same person that is playing Varikas.)

I’m adopting the format started by PaulGrogan:
Overlord CP gain shown in []
Hero CP gain shown in ()

Week 13:
Red Echo River Level 1: 8 - The Warrens
Since we drew this level at the end of the last session, I was able to think about it before playing today. Being that I just upgraded to silver Eldritch I thought I would be able to do well with the duel sorcerer level leaders. Their special power was that the weaker one healed back up to the same wounds as the stronger one, even if the weaker one had died. That meant that the heroes needed to kill both on the same turn. I figured if I split the sorcerers up it would be much harder for the party to kill them at the same time. And I was right.

I went with the starting minions of 2 beastmen and a golem. The golem was now silver and came with 16 wounds and 6 armor, a decent meat shield for one sorcerer, Onyx. The other sorcerer, Ebon, would be go on the offensive since he took take as much damage as the heroes could dish out as long as I protected the other one.

The heroes realized that they needed to split up to go after the two sorcerers so they sprinted down the entry hall and split up. This left Grey Ker exposed just enough so that Ebon could move up and fire from around the corner. This reminded the heroes why they disliked silver Eldritch as Ebon ripped into Grey Ker for 11 damage. After one of the beastmen got his claws on Grey Ker, he was at less than 50% health. Meanwhile, the sorcerer Onyx set up a defensive position in the treasure room behind the golem and waited for Nanok and Landrec.

The second round Varikas took out the first beastman and took a swing at Ebon. Grey Ker shot at Ebon as well before starting back to the entry glyph to visit the temple. Since Nanok and Landrec could not bring down the golem in one round, Onyx was left unhurt. That meant that Ebon healed right back up to full strength. Leaving Varikas for the second beastman and some newly spawned skeletons, Ebon raced after Grey Ker intending to bring him down before he reached town.

Nanok and Landrec teamed up again on the golem, causing some damage, but he remained standing. During this, the heroes flipped the glyph (+3 CP). The golem had to attack the taunting Nanok and did little damage. However, some newly spawned Shades were able to slip past Nanok to get to Landrec. By now, I was lucky enough to get my new treachery card, the infamous Crushing Blow (more on that in the comments). The first shade made it to Landrec and made a successful attack and out came the crushing blow. The first target, the Gauntlets of Brokenness Power. Meanwhile, Ebon continued running down Grey Ker and was able to kill him as Grey Ker was standing next to the starting glyph [+3 CP].

The golem finally falls to Landrec wielding the Staff of the Grave. Between Nanok hitting Onyx and Varikas getting Ebon, the heroes finally get some damage on the sorcerers that carries over (just 3 hits). Another round later and Ebon is back in the fight. Between him and the last shade, they take out Landrec [+3 CP]. The two remaining skeletons and Onyx combine to take down a cursed Varikas [+5 CP]. With Grey Ker still in town shopping (he gets the Ripper and the Belt of Strength), this leaves Nanok as the last remaining hero in the dungeon.

With the two sorcerers sitting at 9 wounds a piece (out of 19), the party decides to have Nanok grab the treasure and run. This delay allows me to spawn razorwings. Although they cannot hit Nanok and his 7 armor, they can block his way to the glyph. The blocking maneuver forces Varikas to return to the dungeon to help clear a path. Enough monsters survive to continue blocking Nanok’s path to the close glyph, but in protecting Onyx, I left an opening that Nanok uses to make a run to the starting glyph.

The chase was on and a running Nanok is faster than normal speed monsters. However, I was able to spawn a pair of dark priests hoping to give Nanok a few extra points of damage. However, two misses from the priests and a minor hit from Ebon only cause a handful of wounds to the heavily armored Nanok.

The level cleared of treasure and gold, the heroes call it a week, leaving the rest of the Red Echo River dungeon untouched.

CP: Heroes: 40 / OL: 65/20

Week 14:
With the heroes back in Tamalir, the lieutenants continue besieging their cities. Alric adds a second siege engine to Riverwatch and Merick adds his first to Dawnsmoor. The conquest from the last dungeon and this week’s handout point gives me 21 points to spend. I decided to go ahead and buy a second point of event treachery to give me more flexibility. The heroes decide to leave the lieutenants alone and head north to their first rumor dungeon. They have a quiet trip to Greyhaven.

CP: Heroes: 40 / OL: 66/6

Week 15:
A quiet week for the overlord. It’s time to save up conquest for future purchases so I don’t do anything with the 7 points I have after the weekly point. The lieutenants continue their sieges. Riverwatch now has three siege engines so I will start rolling for the city raze during the next week.

The heroes continued with their plans and headed towards the Gate to the North for the Dark Shard rumor there. On the way they have a non combat encounter. They all had bad nightmares where the avatar reached out and burned a mark into their arms. They each took between 2 and 4 points of damage. They then made it to the Gate to the North dungeon and locate the dungeon (+1 CP).

Gate to the North Level 1: 22 - The Citadel
I was not impressed with this level. It came with a sorcerer level leader which was silver for me, but the minions were mostly beastmen which are basically one hit speed bumps right now. I went with the beastmen and ferrox in hoping to at least get bleed damage. Also, the level is very large and open, too much space to cover with too few minions. I had two beastmen hang back to protect the leader and the remaining minions hide out behind the first door.

Grey Ker started out by returning to town and shopping for potions. The rest moved up with guard orders. Super tank Nanok started running for the far end of the level and the glyph. I drew the Dark Priest spawn card so decided to add to my forces before opening the door. Between the guard orders, a knockback from taunting Nanok and some misses, the monsters were ineffective. And that pretty much sums up the whole level for me.

The second round saw Nanok continue running to the glyph. Varikas and Landrec cleared out more of the starting minions. I was happy with what I was able to pull off to slow down Nanok. I drew the Shades spawn card. Since Shades have Ghost and cannot be hit by melee, I spawned the shades around the corner near the glyph. I then moved them to block the hallway leading to the glyph, effectively stopping Nanok from getting to it.

The rout continued the next turn with the minions being cleared. I had a decision to make my next turn as I drew the Evil Genius power card. I usually don’t play power cards as the heroes have not been staying long in the dungeons for the cards to pay off. However, since this is a rumor dungeon I know the heroes will be trying for all three levels. So, I went for the long term plan and decided to get Evil Genius in play. It’s probably the best power card to get out early. However, it would take another turn of conquest plus some card discards to do it. That put a major damper on my ability to spawn.

With the glyph blocked by the shades, the heroes went after Grelius, the level leader. I went in to delay mode, trying to rebuild my threat and hand. Grelius lasted a couple rounds, but finally went down from a blow from Grey Ker. Of course, my luck with undying continued and Grelius stayed dead (+2 CP). I still have had only two undying monsters revive, not that I’m counting. Varikas got the chest that contained 250 gold, a health potion and the Skull Shield (yet another treasure for the group).

Still trying to delay and cause what damage I could, I decided to move the shades up to attack the party. The shades fell to Landrec and the Staff of the Grave. With the way open, Nanok decided to run for the now open glyph (+3 CP). I was now restocked with threat and cards so the heroes were cautious thinking I might spawn. So getting to and from the glyph took another three rounds. I made the decision to just stock up for the next level.

The heroes exited the level with suffering just a few wounds and being up 6-0 in conquest. I finished the level holding a full hand of cards and 42 threat ready for the next level. The special feature of this dungeon never came into play as the heroes would always run through the hallways and never stopped in them.

Gate to the North Level 2: 20 - Two by Two
The second level is Two by Two. Again the hero party will need to split up to complete this level. That’s been painful for them in the past. However, it was getting a little late and the heroes did not want to go much further without Landrec’s player, so we called it a day. We will pick it up here when we restart.

CP: Heroes: 46 / OL: 67/7

So first off, Crushing Blow. Yep, I now have access to it and I’m going to use it. Yes it is powerful, but so is this group of heroes. They are a strong group of characters and they are now loaded up with copper weapons, armor and shields. In fact, I now have two points of event treachery giving me access to two Crushing Blow cards. Will I use both? Sometimes. But there are also some other treachery cards I want to try out. But, I still think this party will have the advantage in the long term. A few crushing blows will slow them down but not stop them.

Now, today’s action; two levels, one goes to the overlord, one goes to the heroes. The first level went how I hoped. Splitting the party up is always good for the OL. Being able to freely use one sorcerer as an offensive weapon was a nice chance of pace. I think the heroes could have pushed through and completed the level, but it would have been costly. I got three kills and the sorcerers still had over 50% health. The party probably did the right thing from their point of view by running out.

The second level was almost too easy on the heroes. I hardly did any damage to them. Between the monster attack misses, the lack of hero misses and me spending the threat on Evil Genius I didn’t have the offensive power to do much. This is balanced by what I have going into the next level. Evil Genius in play, and handful of cards and 42 threat. Looks like a rough time ahead for the heroes if they want to complete the rumor.

More pictures from this session can be found here.

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