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Descent: The Road to Legend» Forums » Sessions

Subject: The great wyrm vs the blitz masters rss

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Martin Buller
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The beginning is going to be a bid cloudly, since we are already a good bit into the campaign having played 3 sessions... However this campaign shows how the heroes can take control against a strong OL.

To begin, let my explain our story... This is actually our 5th or so campaign. We have changed OL's a few times but we have had a very hard time getting the balance right. One of the OL's werent tough enough and the heroes dominated the game and won pretty easy, but this guy was playing with all the nasty tricks. He likes to use Eldritch hit and run as well as beastmen. As a matter of fact, the ONLY thing he ever spawns is skeletons, sorcerers, beastmen and dark priest, which can be a bit boring but hey, it works for him, so we lost every single time he was OL.

The heroes have earlier on used the traditional setup (If you dont know any better that is) of 1 mage, 1 ranged/runner, 1 melee dam and 1 tank. They have also so far ignored stamina potions totally and used only power and health potions... Well not anymore.

The setup was:

OL
The great Wyrm
with: Siege engines.

Heroes
Landrec
Skills: Marksman
Gear: Immolation, 2 stamina potions, 1 invisibillity potion.

Sir Valadir
Skills:Leadership
Gear: Axe, Chainmail and 1 stamina potions

Okaluk and Rakash
Skills: Lucky
Gear: Bow, leather armor.

Battlemage Jaes
Skills: Inner Fire
Gear: Immolation, Ghost armor, chainmail

This turned out to be a great group at blitzing... Landrec must be the abosolute top damage dealer in the game. Not only do he get 2 free surges, but he also start with 5 fatique! The heroes started by doing the 3 nearest dungeons that they could travel to in 1 turn. In the two first dungeons, they would do the first 2 levels and then using the runner to take the goods on the 3rd level before splitting. Landrec would battle and then use all his fatique incl. a potion to move 9 spaces kill whatever was in sight, afterwards Sir Valadir would take his move and put a guard on Landrec. On the final level he would put a dodge on Okaluk meaning the OL had to reroll the stealth dice if he ever hit. This worked very well, and we were even a bit lucky with treasures, getting staff of the grave for landrec as well as mana weave, meaning that if he got only 1 surge on his roll, he would deal 6 damage only using his free surge and that 1 he rolled adding any other damage from the other dices afterwards... Needless to say he was now insane.

The OL was now on his way to dawnsmoor to raze it, but the heroes had allot of money and XP now to everyone got a silver dice and tamalir got a market upgrade. I dont remember the exact point total but the heroes had a 10 point lead or something like that. The OL used his xp to buy Merick farrow and started to move him towards riverwatch.

The heroes, now stronger than before and with potions restocked moved towards Aldric who was 2 turns from rolling to raze dawnsmoor. The decided to stop by the blackwing swamp first tho, as they needed the money for the boat. Might seem like a risky strategy since they had to complete all 3 levels... Not at all, not with this group, so blitzing like explained earlier they completed the dungeon still ahead in conquest and now with gold enough to buy the boat while they were down in the dungeon. Aldric who saw the pumped up heroes comming for him decided to flee then and there so there was never an actual fight. The heroes then moved on to the misty plains dungeon where they had the +1 HP rumour and did all 3 levels although the OL at this point cathed up a bit and the hereos were now only leading 5 points or so(We did however make the mistake of playing the rumour as a 4th level, giving the OL more time to build up threat but then again, also giving the heroes more gold and xp so we decided it evened itself out even though the OL scored allof of points on that last level.). After the dungeon the hereos decided to rerturn to tamalir where they bought staff of the wild and guide and with their now faster movement of 2 the reached Merick just in time before he could raze Riverwatch, however the OL had now also upgraded again and had silver Eldricth now (I told you he likes those). From there, the heroes moved west doing 2 dungeons all the way through before buying Keraks Map so we now had ALL party upgrades and we werent even in silver yet. We also had enough gold and xp to go to Olmrics hut and buy Rapid Fire for Okaluk as well as Quick Casting for Landrec. We also bought a fatique upgrade to everyone in the party, giving us an edge before silver. The OL got an event treachery giving him that darn chrushing blow!.

On our way back we took bitter downs and after taking the goods on the 3rd level teleported back to tamalir and ended our turn, it had a high price tho, as the OL chrused the staff of the grave which seriously hurt the hero strategy. The heroes now had 97 conquest and the OL 95. Just enough to do an upgrade and still catch the legendary just as the OL pass us in xp. So we move to forge and upgrade Sir Valadir with Tough and Jaes with Unmoveable (Yes he can use that as he can pick fighting skills and it dosnt require melee weapon!), the OL buys focus. On our way back from forge we got an encounter though, rolling a blank on a single dice, which pushed to 99 and the legendary would now be impossible... No matter, because we got the best rumour in the game in my opinion Hunting the wyrm which was placed at shadow peaks. We moved towards the rumour location but only after losing Riwerwatch to Aldric and watching in despair as the OL bought a 2nd event treachery... On a happier note, with our last treasure draw of the copper level, we got our staff of the grave back.

The first two levels were over before they started with the OL getting a single kill on a low HP hero. The rumour level however was another matter. The OL start the level by trying to chrush staff of the grave again, but Landrec uses his prevent evil to deny him. The OL then uses frost spell which hits all the heroes... This turned out to be a huge curse, as only one of them got rid of it the first turn (Jaes) the rest had it for AT LEAST 3 turns, Landrec being worse of with 6 turns... Thats our best damage dealer out of the game unless we wanna risk staff of the grave. We also have trouble with the ice loosing turns and Jaes being knowcked back by chrusing blocks when he finally as the first hero gets past the ice, putting the rubble at a point which means all the other heroes have to travel 1 ice path further. Needless to say, the OL scored allot of points on that, since he could spawn while we could only attack with 1 of our heroes for a few turns and were without our main damage dealer for 6 turns. We got through it though and finally got to the wyrms room which included the master frost wyrm with ekstra armor and hp as well as a normal frost wyrm, as we entered the OL had cyckled through his deck and from the new cards he draws are frost spell AGAIN, he also shortly after drew chrushing blow AGAIN, imagine the luck!!! sigh fortunately for us, Landrc had also drawn prevent evil again and once more prevented the evil deed... The master wyrm was now 1 good attack from dying but within a turn of being able to swallow Landrec and with no backup near due to the ice. Landrec HAD to roll a surge to get rid of the frost, and ofcourse, he didnt... So he chanced it and attacked... Phew, ice wyrm dead and weapon still intact, huge sigh of relief for the players there... The OL started this rumour dungeon by getting left behind for conquest, but by the time it ended it was about even because of that last level. Still, Sir Valadir has ironskin now, and should come to use once we get him taunt.

This is as far as we have reached, and total conquest are now at 256. I realize that its not very detailed, but i have done it from memory with some sessions being a while back. Future sessions will be more detailed, i promise ...

Future plans for the heroes... With the heroes able to break even with the OL for conquest there should be enough xp for them on silver to get 2 more skills each before the go to the legendary and get the 5th and most expensive skill for free. There will also be enough xp for either 4 more HP to each hero OR 2 dices and with 2 fatique left, 1 hero can get a fatique upgrade (Will probably be Okaluk). I tink the mages will get ekstra dices with the tank getting the 4 hp.
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Bryce K. Nielsen
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Elk Ridge
Utah
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The syntax you are looking for is (URL=http://www.descentinthedark.com/_t_/the_great_wyrm.php)The great Wyrm(/URL) but replace the ( with [ like this:

The great Wyrm

-shnar
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Martin Buller
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Thanks mate... I forgot to mention that we are doing the obsidian shackles plot
 
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