Yesterday we started our first RtL campaign and I have to say, it is brilliant. I love the small dungeon maps and the flair of the Terrinoth map. And writing a campaign diary seems a good way to learn about the rule mistakes which we certainly do. I appreciate all comments from the community and wish you much fun reading the diary.
The Heroes & The Overlord:
We have a very nice party draw. And we skills seem to match our wish list
Thorn - Inner Fire
Kirga - Alertness
Jaes - Knight
Tahlia - Leadership
So we start the game very optimistic and are quite certain that we will win the campaign. The Overlord plays the Sorcerer King Avatar and his abilities are amazing. 10 Threat to start the dungeon will give us a hard start in the game, Lawlessnes will also add some damage. We will see.
Week 1:
Sir Alrik moves to Bitter Downs and the overlord tells us that his evil master plan requires to raze some cities (and of course he adds the abilities of his lieutenant to show us that we can not avoid this. Definitly a strong monster, so we will need better weapons and travel towards Thelsvan highway. The plan is easy: We have great heroes, take the CQ lead, earn a lot of money and move to the large market of Riverwatch.
But everything goes wrong in this week. While we walk peacefully through the Snowy Woods (movement reduced) Throg and his bandits attack us. Our weapons are not good enough to beat the Ogre, so we decide to run... which on this map means walk away... so we start to avoid the ogre, it is good that the trees slow him and we walked out on the other side, killed his minions and escaped with a lot of lost wounds. And reviewing the encounter we decided to be very lucky that it was not an ambush
We decided to enter the Dungeon and our luck continued: The Throne room with a master giant, which we considered unbeatable for the moment. But two glyphs, two chests, 800 gold and another cooper treasure when you walk on the throne was very attractive. So the plan was to take down the minions, steal as much as we can and then run away. Jaes had sword & shield, because we considered the starting magic weapons too expensiv. And so Jaes and Tahlia took the lead as armor-4 tanks, after Kirga opened the door. Kirga missed, Thorn killed one skeleton on the throne and at the start of the overlords turn Tahlia jumped on the bones of the dead skeleton (got Belt of Strength) and attacked the master sorcerer who was standing behind. A good roll, but the undying ability brought him back.
We had good line of sight against spawns and Kirgas ability did the rest. If the sorcerer would have been dead there would have been no good span location. But now the overlord could send us a beastman war party right behing the throne. Kirga was doomed, but the damage done to our tanks did not kill them.
We put up a good fight, killed the minions, lured the giant out of doorway allowing him an attack on Jaes & Thalia, what allowed Thalia to move with guard around him and head for the last chest and the glyph. Still the overlord scored two more kills and we ended the week with:
Heroes 7 - 10 Overlord
(We did get the Staff of Punishment for Thorn and landed back in the capitel)
Week 2:
The overlord moved Sir Alrik towards Riverwatch and let Lord Merik follow him. The heroes on the other hand want to find an easier dungeon and walk to Starfall Forest (with no encounter) and enter the Dungeon of the Puppet MAster. Just a master sorcerer! and we start to celebrate until we read that there is another master giant. We take the rule book from the overlord and check if there are easier dungeons and see a couple of master beastman, master bane spiders... so we are just unlucky and we did not forget to tell the overlord again and again, that he must be playing bad if he does not win the campaign early.
We thought about not entering the dungeon, but this would the second dungeon close to our home city which would be closed. So we decided to fetch the gold at least and have a look how dangerous it will be to stay. We headed in, carefully with guard orders and the overlord decided to just block the corridor with the giant and wait. 5 Threat each round are a good reason to do so. But he let his Deep elf enter with the intention to kill, but was interrupted by Thalias Guard order. This ability is so brilliant and I think from now on the overlord will have a closer look at her range (can't wait to learn Swift). But the Deep Elf was not dead and he damaged Thalia a bit and gave her a frost token.
So our only problem was to kill the giant, a job for Thalia and her axe. She approached the giant, took all her power hit the giant for a couple of wounds ...and shattered her axe. Great Jaes gave he sword and shield and headed to town to buy a new axe, while Thalia hold position with a dodge order. We were ready to run away if the overlord adds strong spawns behind the giant. Our back was save from spawns, beastman would not reach us. But one of the spawns from the expansion (Dark Priests) did and took down Jaes.
He was damaged at the start of the dungeon and healing seemed to time consuming. Do you some times send the major part of your party to town for healing in the first round of a dungeon? Or does it pay off to stay a whole weak in town to heal 6 wounds for two party members?
We prepared to leave the dungeon, letting Kirga cover our back. And we just wanted to stay until we have to leave.But the overlord did not spawn, but played Evil Genius. We took down the giant to 4 wounds. And in his next turn, the OL spawned a beastman war party and attacked Thalia with everything. She had a dodge, 12 hit points and the giant shattered her chain mail... yes, I still had the one single frost token since 6 rounds. The beastman war party killed Thalia and the next round we killed all minions, Thalia came back to kill the giant and the sorcerer was no problem. We took the treasures and killed the sorcerer for our first dungeon victory. (and the overlord deck was cycled once early in this dungeon.
Well, not really a victory as the overlord was now in the lead with 26 to 13.
The next dungeon level was "Two by Two" - just a Master Naga. But we had to be careful. The overlord had 21 unspent CQs and 4 more would allow him to upgrade his eldritch monsters. We played carefully with some guard orders, healing in town and blocking every spawning point. But if your guard orders miss the weak minions can do some damage... and a charging master skeleton on rage running through half the map is able to kill Thalia (who had a new armor) and give the overlord the 4 CQs he needed. But the dungeon was quite simple, Thorns teleport saved a lot of time and we ended:
Heroes 18- 34 Overlord
We just wanted to look at the last dungeon and the first time, we had a real weak master monster. King of the Mountain, a Master skeleton with two undying rolls. We had to think carefully if we start the level, because the overlord deck was almost empty the second time. But we thought it could be as Kirga blocks all the spawn points which would have made the map difficult. And it was brilliant. We just took one early loss, from the master skeleton (using command from a beastman war party) and his high level to damage Thorn from really high range. and a beastman on charge finishing the job. But everythin else was killed without problem - and what was really fun, we pointed out at least three times that the overlord can not spawn at point where he wanted to spawn (yes, it was 2:30 a.m. ) because of Kirga or Line of Sight from far away . We took everyting, also the cooper chest at the end, which I thought would take to much time. And left the dungeon through the glyph to start in the capitel, what saved us the week which we would have needed to travel back.
Heroes 25- 36 Overlord
We ended the session for this day... but discussed the game...
Future plans:
For the overlord it is very simple, upgrade his Eldritch monsters and purchase a third lieutenant in one of the next rounds. He just was not sure which lieutenant is better. The third Farrow or the undying one. We discussed a lot how the battles against lieutenants work and if the hero party will win the battle or not... what is your experience?
The heores have a lot of nice options, basically because we have 3000 gold in our treasure and 25 XP for each hero. So we had acloser look at the skills which are available in each town - in particular in the north where his lieutenats are not.
To reach Forge we need the boat, but Unmovable for Jaes seems a good addition to his Knight Skill (2 fatigue for 3 attacks, 2 movement points, +1 armor and a guard token). Skilled is nice, but maybe it is better to buy fatigue at a secret training. Cautious is a nice skill as well, but improving our damage and number of attacks seems more important for the moment.
Frostgate is maybe the better choice for now. Tiger Tattoo and Swift are two very fitting skills. Maybe the Tiger Tattoo for Thalia, she is always a little low in fatigue because she needs one point for leadership every round And speed 4 is already good. And she is moving so much, that avoiding the damage from pit traps is a nice add-on. Jaes can make good use of the 2 points speed. So even with a better armor his speed would still be 5, which makes 3 for a battle action as Knight. Thorn and Kirga will maybe learn a new trait or we give MAster Archer @Forge a thought.
Questions:
I think we made one error with the market place. Each time a hero used a glyph to move to town we revealed two items for the market. Do I assume right that they are only refilled/changed at the start of each week?
Comments about the plans of course highly welcome
The next session will start in 4 hours