Chris J Davis
United Kingdom
London
flag msg tools
designer
badge
Overtext pending moderation...
Avatar
mbmbmbmbmb
We're going to start our first "proper" campaign on Sunday (we've just played a few stand-alones so far), and was wondering if there are any encounters that *really* require some adjustment when playing, and whether anyone has any suggestions for them...?

The main one I'm thinking of is Castle Daerion, Encounter 2. Most reports seem to indicate that this is almost impossible to win for the heroes. I could just give Sir Paladin extra health, but I'd rather something a bit more interesting (like allowing him to move, or something).

The other one I've heard is just silly is The Man Who Would Be King, Encounter 1, where the heroes can typically kill Splig on the first turn. The simplest solution to this seems to be to just start him off on the other side of the door...

Are there any others that need tweaking? I remember reading something about one of the Wyrm quests, but can't remember what it was now...
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Matt Albritton
United States
Tupelo
Mississippi
flag msg tools
Avatar
mbmbmbmbmb
I wouldn't change anything about Castle Daerion, encounter 2. It's tough, but I won it with just two heroes on a solo play through. (Maybe it was enough that the Ettin is just a minion with two?) Also, playing with a Knight I was able to Defend Sir Palamon against the nastiest attacks.

I only have one play of The Man Who Would Be King, encounter 1, but Splig was dead before he got to the second door. This may be intentional though, as you only pick this finale if the overlord is winning.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Alex Sz
Canada
Waterloo
Ontario
flag msg tools
mbmbmbmbmb
The scenario felt a little boring, but it did go out with a tight finish. The heros where one turn from completing the quest successfully.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Chris J Davis
United Kingdom
London
flag msg tools
designer
badge
Overtext pending moderation...
Avatar
mbmbmbmbmb
Kubigaruma wrote:
I wouldn't change anything about Castle Daerion, encounter 2. It's tough, but I won it with just two heroes on a solo play through. (Maybe it was enough that the Ettin is just a minion with two?) Also, playing with a Knight I was able to Defend Sir Palamon against the nastiest attacks.


I think most of the complaints come from 4-hero teams though, and that's what we're going to be on Sunday.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
R N
United States
California
flag msg tools
Avatar
mbmbmb
It is hard to say because of the many choices available to the party and OL. All feedback is based on a 3 hero party with 3XP and 150 gold in gear. I do not have the conversion kit, so I'd imagine that would change the balance.

IMO Castle Daerion encounter 2 will almost always go to the OL if the heroes aren't properly equipped and leveled. I have never seen this encounter go to 5 rounds, and I think it requires a lot of meta-strategy on the hero's part to complete successfully due to the reinforcements. That said, it is usually a close game. Encounter 1 is pretty easy for the heroes, generally losing only 1 villager. I have about 6 runs on this quest. It should be noted that I play with Sir Palamon being immovable, so he cannot be moved by a Master Ettin or Sir Alric Farrow.

With an equipped and leveled party A Fat Goblin seems pretty slanted towards the heroes. I generally lose about 1 crop and usually kill Splig by the Cave or earlier. I have about 4 runs with this quest. My first run with an unleveled/equipped party was heavily favored toward the OL due to Shadow Dragons. The OL should definitely save up his Dark Charm, Dark Might, Frenzy, and Dash cards to help Splig escape...

I don't have many runs on The Cardinal's Plight, encounter 1 seems easy and encounter 2 seems fair. Mainly encounter 1 is made trivial by the fact that the heroes can kill the raised zombies. Encounter 2 seems odd in that the zombies attacking the cardinal can be buffed by OL cards so the cardinal can die very quickly indeed.

A Masquerade Ball encounter 1 is very slanted for the heroes if they know what they are doing. My first run of this the heroes got hung up attacking monsters in the Chapel which resulted in a couple nobles being carried off. With experienced players I think this encounter will almost always go to the heroes with no nobles lost.

 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Brian M
United States
Thornton
Colorado
flag msg tools
designer
badge
Avatar
mbmbmbmbmb
Problematic scenarios that I know of:

Castle Daerion - I'd probably make lord Palamon completely immovable. Partly because it seems more balanced, partly because having him able to be tossed off his throne but never able to move back on is just strange.

The Wyrm Turns - can be broken by continual use of the 'air' ability on an elemental (this has been discussed at length).

The Monster's Hoard - a pair of Heroes sitting on the start tile can make this both exceedingly dull and exceedingly hard on the OL since the OL will only be able to reinforce behind the heroes, while the other heroes accompany the escorted NPC out.

The OL also has to be sure to pick 1 square monsters as the open group or the party can potentially block of reinforcements completely and still send heroes forward to kill the remaining monsters. This is much easier for the heroes to do if they have a necro. (Hint to the OL: Goblins so they can run through blockading heroes...though they may have a hard time surviving long enough to do any damage)

I think it might be possible, through clever use of the NPC and a little planning, to block it up so even 1 square monsters can't spawn, but I haven't figured it out conclusively.

Gryvorn Rises - dull scenario, potentially very dull if the heroes have good ranged immobilize.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jim Patching
United Kingdom
Newport, Wales
flag msg tools
badge
If you notice this notice you wil notice that this notice was not worth noticing
Avatar
mbmbmbmbmb
I've played Castle Daerion twice - heroes won the first, Overlord won the second. Both games were close and could have gone either way. Doesn't need fixing as far as I can see. I quite liked the design of the scenario too.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Brian M
United States
Thornton
Colorado
flag msg tools
designer
badge
Avatar
mbmbmbmbmb
Quote:
Doesn't need fixing as far as I can see. I quite liked the design of the scenario too.

I also thought it was one of the better scenarios. The only issue people are having with it is whether or not you can throw Lord Palamon. This never came up when we played it - it just never occurred to us that you could do it.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Brian M
United States
Thornton
Colorado
flag msg tools
designer
badge
Avatar
mbmbmbmbmb
I've seen it pointed out that the Icy Spire (I think I'm getting the quest right) can be broken by the Reinforcement Overlord card.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Brian M
United States
Thornton
Colorado
flag msg tools
designer
badge
Avatar
mbmbmbmbmb
In The Dawnblade, first encounter, if the OL draws the Dark Charm card, no matter what the heroes do* the OL wins if the Dark Charm succeeds.

* Ok, technically you might be able to, on the last turn, hit a monster that is standing next to the hero on the glyph with a blast effect that immobilizes, thereby immobilizing the key hero and making sure Dark Charm won't just move them off. But that barely seems worth consdiering
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Maciej Krok
Poland
flag msg tools
StormKnight wrote:
In The Dawnblade, first encounter, if the OL draws the Dark Charm card, no matter what the heroes do* the OL wins if the Dark Charm succeeds.


I don't really see how's that possible if you move sunray first, and play Dark Charm later. Although rules doesn't say expressis verbis which one comes first, I would say you position map parts first, and begin your turn later.

bleached_lizard wrote:
Are there any others that need tweaking?


For me, it was Act I Belthir quest (Winged Death? Death on Wings?). If OL loses the first encounter, during second encounter heroes have a big chance of killing Belthir outright, especially when they have Ashrian/stun/immobilize, or any combination of those. In my game, OL was one die roll of losing before he could react, which makes this otherwise interesting quest a little unfair.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Sean Houston
United States
Tulsa
Oklahoma
flag msg tools
Avatar
mbmb
I came across an interesting issue with Cardinal's Plight E2. Basically that encounter can go on forever if Koth never succeeds a Might roll against Grab (with a Might of 2). Obviously it requires an OL who is willing to be obnoxious, but since worst case scenario (from heroes' perspective) a single master zombie can outdamage the altar's healing, you can't really fault an OL for trying.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Brian M
United States
Thornton
Colorado
flag msg tools
designer
badge
Avatar
mbmbmbmbmb
Quote:
I don't really see how's that possible if you move sunray first, and play Dark Charm later. Although rules doesn't say expressis verbis which one comes first, I would say you position map parts first, and begin your turn later.

They are both 'start of turn' effects on the Overlord's turn, so it would be up to the OL which one goes first. But always making the sunray go first is an eminently sensible and simple tweak for the scenario.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Maciej Krok
Poland
flag msg tools
StormKnight wrote:
it would be up to the OL which one goes first


Now I got it ;-)
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
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.