[Vanilla JITD only]
Yesterday the Heroes broke into my homely Dungeon again, but this time they brought company!
With all force i managed to smash them, down in adventure 3, where they failed between the Nagas and the Guard room afterwards for the altogether third time. [Nasty deathtrap that is]
Yet, it was a very hard fight, and i earned the usual 5 threads [as with 4 heroes +1 for the aditional player] and we raised the health of each monster by 1 point, as its the usual health improvement with more players. [still they killed almost everythign with just 1 blow]
So, "with one hero more to slaughter, and monsters still not being tough enough, and the overlord not gaining much more threat, how did they loose?" is the question that comes in mind.
And sadly the answer is easy.. even with 5 heroes AND Boggs they left me spaces to spawn my skeletal patrols sorcerercircles, Razorwings and beastmen. which they could have easily avoided [sporting 1 archer 2 mages and Boggs to cover the far away corners.][i must admit that the stone-Nagas helped, claiming them to be "still a stonepile that blocks line of sight for spawning purposes" until they are awakened]
As Overlord i now fear them more then ever, as they aren't the dumb barbarian-kind of heroes, but the brooding ones that won't give up, and reflect every error until they find a solution to finally beat that quest to move on to the next.
So now the "out of character" question: how to solve that impossible threat of them hindering me to ever spawn anything with that number of players? [i have given up hopeing for any monster to survive them entering a room with 2 melee and 6 rangeattacks.]
More threat? More Handcards? Limited vision-range for them to hinder me from spawning? More than 1 spawncard per round, so i can spawn he ones i collect while unable to place at least 1 monster? Or just 4 ore Health to all so the ogres have a chance to survive a single blow, and i can actually use 1/3 of the room-monsters they encounter?