One thing I'd say after my experience above is not to bunch up in the final battle. Howl can hit hard so if you keep your heroes separated enough that not everyone is affected by the howls then you might be alright. This may have been the reason I had such a hard time, that and I only had two heroes, so once one of them went down I was in trouble.
Rise of Urthko in Heirs of Blood
One thing I'd say after my experience above is not to bunch up in the final battle. Howl can hit hard so if you keep your heroes separated enough that not everyone is affected by the howls then you might be alright. This may have been the reason I had such a hard time, that and I only had two heroes, so once one of them went down I was in trouble.
True enough. The heroes lost - got severely messed up by the skeleton archers and Sir Alric in the second room. The OL had a nearly full hand of cards - By the Book helped, but not enough. The fire flask failed to surge on the clustered skeleton archers, and along with some untimely misses by the heroes and no misses at all by the archers, 3 heroes were downed - Alys twice, Tetherys and Serena once each. Challara was spared because she was too slow to keep up... and was busy rubbing the varnish off that djinn lamp as much as possible. On the plus side though, by turn 6 we managed to kill everything (incl Sir Alric!) except for Urthko - but he was pretty much untouchable by that point. We were somewhat fortunate the OL did not get the white token (free howl) until turn 5. We got all the search tokens too - so for the entire encounter combined, we amassed 225 gold, plus that Elm Greatbow. The OL got his extra xp and 5 threat... not looking forward to dealing with Uthuk Demon Trap.
Interlude is next for us - Saradyn in Flames. Wish us luck!
Guys, I'm just wondering about the quest rules and the rules of adjacency.
The quest rules on encounter I explicitly states that the locked door does not block movement and LOS to Merick, but is it does not mention about adjacency.
Quest rules: "Lord Merick Farrow may move and attack through the locked door as if it were not on the map".
So my question is: Can Merick move and stays behind the closed door to throw a villager on the pit? Assuming the shared corner separated by the locked door is adjacent to a pit space?
Im assuming that Merick must move out of his hideout to get adjacent to a pit space. That seems correct?
Thank you in advance!
Edited by DommusI would say no, because the clause stating "as if the door were not on the map" specifically refers to move and attack actions. Any other action would not ignore the door, therefore adjacency is not established for the purpose of grabbing a villager, as per standard rules regarding doors separating two spaces.
I'll let you know when it ends but it's looking like a Hero victory in my session.
Encounter one, Open group Skeleton Archers.
Heroes;
Ispher the bard
Astarra the Hexer
Sir Valadir the Runemaster/Battlemange
Roganna the Shade as ShadowWalker
First round, Roganna and Valadir move up into the first room, killing the Master Ettin. Ispher grabs the search token (stamina potion), Astarra misses horribly and does little of value.
Merric picks up the furthest villager, and moves closer to the door.
Archers move up across the pit behind the door, one opens the door, the rest shoot Astarra, then close the door.
Ettin takes one hit at Astarra and brings her down to 1hp.
Second round, Sir Valadir kills the Minion Ettin in the cave room, Ispher and Roganna kill the Master Ettin. Astarra moves towards the door, slips in a Grease Trap, hits the wall, and dies. (Hilariously).
Skeletons open the door, miss a LOT, dealing 3 damage to Sir Valadir, then close the door and move back across the pit. Merric dumps his captive in the pit, moves back through the door grabbing another captive, then moves back through the door and throws him in the pit (Leaving Merric on the Heroes side of the door; Remember the door to the pit room is closed with one hero dead... must be safe right?).
Third round, Heroes ignore the Master Ettin, Ispher moves and opens the door tossing Valadir the stamina potion on the way, also raising Astarra with his end of turn heal. Roganna throws the shadow soul down next to Merric and kills one skeleton that was blocking LoS. Astarra attacks another skeleton, sucking horribly and dealing no damage (skeletons regenerate) but putting 3 hexes on Merric. Sir Valadir chugs a stamina potion, fatigues into range, pops his heroic, and completely obliterates Merric from the map.
Encounter 2;
Urthko has +8 life: total 14.
Open Groups (Ettins, Skeleton Archers).
Heroes kill both Ettins in the first room round one.
OL uses Shifting Earth to move Valadir to the corner of the elbow bend, and moves every other hero back 2 spaces towards the entrance. Archers open the door, Killing Valadir with arrows, then closing the door. Alric and barghests move up closer to the square room at the bottom of the map.
Heroes raise Valadir and move up/back till they are all clumped in the first cave room just before the elbow.
OL uses shifting earth again, all heroes except Astarra pass, Astarra is moved 2 spaces forward.
Skeletons open the door, shoot, move back, and close the door.
Barghests are moved into the room at the bottom of the map, Urthko is kept back behind the far elbow. Meric moves closer to the door.
Heroes move Astarra to the door and open it, Explosive Runes.... Astarra dies... (hilariously).
Other heroes move up, dropping shadow soul in the room and kill 4 Skeletons.
OL uses shifting earth again, all heroes fail. Valadir and Roganna are moved back, Ispher and Astarra are moved into the square room and eaten by barghests. One remaing skeleton shoots Valadir and closes the door.
Heroes stand up Ispher and Astarra (both roll 6 hearts), Roganna moves to open the door but steps in a Web Trap and is immobilized. Valadir fatigues, opens the door, and kills the master skeleton archer.
OL uses shifting earth (again), moves Roganna further back into the middle of the first cave room, moves Valadir closer to the (open) door. Alric attacks Valadir twice (
Blazing Rage), then moves around him a bit using Overpower to move him into the room and kill him. Barghests kill Ispher and Astarra (again), but Urthko had to help this time.
And so here we are;
Still only 4 rounds in, and I (the OL) am severely depleted, having spent all but 1 threat token now (one hero actually has 2 fortune tokens)... really not sure if I can last another 4 hero turns.
On 11/3/2015 at 1:04 AM, ManiacalRaven said:Thanks. (I actually saw you browsing some other thread and was going to tell you come read this)
believe me Zaltyre will get to anything. usually when i have a question, he is the first person to respond.