This is an AAR for a game of Descent we started with a few guys. I'll update this as the campaign progresses. ############# First session The Overlord was a somewhat experienced player, 3 new players. We had the maps set up for 4 players, but one player couldn't make it so we played the fourth character as a party. We had: Me: Warrior / Beastmaster as Grisban the Thirsty Person 1: Mage / Necromancer as Shiver Person 2: Scout / Wildlander as Laurel of Bloodwood Person 3: Healer / Apothecary as * (absent) We were playing the base game and Labyrinth of Ruin + Shadow of Nerekhal + Oath of the Outcast (H&M) expansions Tutorial mission Objective: Don't let Overlord's goblins escape the map, kill Mauler the Ettin This went about as it was intended: The players learned the mechanics, got a tiny bit of loot, defeated the Overlord. Nothing to write home about. Mostly, as new players we learned to fear the goblins amazing ability to pass through ourselves, and took this lesson to heart. With the loot we bought new boots for the Wildlander (Elven Boots). First encounter of Fat goblin Objective: Rescue 5 pumpkins! A little known fact is that the creator of this map also worked on World of Warcraft quests We continued to the first encounter of the Fat Goblin with 4 characters / 3 players + Overlord. We got pretty severely beaten here. The overlord used merriods and goblins: Merriods spawned right in front of us, blocking the path to the pumpkins. Our strategy involved doing anything to get the fastest characters in our party to hold the pumpkins as fast as possible, sacrificing the positioning on the slower characters. We managed to kill one of the merriods on our first turn and two of the characters managed to get to the farm. Due to a mistake in remembering that large monsters occupy only one tile while moving and then expand, we did a big mistake as the players: We figured we'll use the beastmaster's wolf + the necromancer's zombie to block the reinforcements at the entrance, but as the enemies were able to move diagonally, we ended up locking the beastmaster + necromancer at the entrance area. This essentially meant the faster and weaker characters had to fight the goblins alone at the farm. At least we lucked out and got a treasure chest from a loot, and from that the Light Hammer. The Overlord was pretty ruthless and farmed a ton of cards by killing us. Eventually we managed to get all the characters to the farm, and cut our losses by getting some loot and rescuing one pumpkin. RIP. ############## Second session We played with 3 heroes as the healer was absent again. Second encounter of Fat Goblin Objective: Kill Splig, the Fat Goblin, before he can escape The Overlord selected the Shadow Dragon, spiders and goblins. The shadow dragon was placed in the room behind the spiders. Due to the pumpkin mess, the fat gobbo had 18 health. The game ended up being a pretty close call. The shadow dragon moved in to join the spiders and all of the map was essentially fought in the first room of the map as the shadow dragon utilized the now-feared tactic of blocking tiles and passage. The shadow dragon got some pretty nasty fire damage on us. As the beastmaster my mistake was being adjacent to the dragon, which forced me to get shock on my rolls, which didn't happen. Most of the damage to the dragon happened by ranged attacks. The Overlord found the objective token on the 3rd interrogation and got the gobbos to the room with the shadow dragon, which finally had the courtesy to die after an extended struggle. The Overlord had demonstrated to us in the past two encounters that the most powerful tactic in the game is to block passage, and we used this against the Overlord. The scout did some amazing damage with the once-per-encounter and killed the smaller gobbos as the fat one used the meatshield ability. The Overlord hit the beastmaster with a knockback, and pushed the beastmaster in the room where the shadow dragon starts in. After a while, with some ruthless path blocking, the fat gobbo was alone and the mission was almost certainly ours, so we decided to use the knockback from earlier to our advantage and looted some stuff with the beastmaster. We killed the Fat Gobbo and won the encounter. Overall the Overlord was going for a pretty risky play, but RNG wasn't in favor. For example, he used a double move with the fat Gobbo intending to run past our roadblock, but RNG decided the roadblock remains. With the loot we bought Immolation for the Necromancer. Masquerade Objective: Check the masked party-goers and find non-monsters to increase your chances of finding Lord what'shisname after the encounter finishes. The moment this mission was explained to us, we figured this was a bull RNG mission. Holy ****. The Overlord chose a shadow dragon and Razorwings. Our strategy was to kill as many of the enemies as fast as possible to minimize the number of objective tokens the Overlord can check. However, fearing shadow dragon, we figured to nuke the shadow dragon as fast possible, mostly made possible with some new skills and items we got. On turn 1, with some pretty good rolls, the dragon died, however not before 2/3 of the heroes were immobilized by one of the million cards the Overlord farmed on us in the previous mission. The only one capable of movement was the beastmaster with his fantastic 3 movement. Due to a misunderstanding with the rules the wolf moved twice and reached the razorwings. Apparently familiars can only move and attack once, not twice. On the Overlord's first turn he found 2 of the 3 objectives and started heading for the escape. We attempted to block the passage, but since only the slowest of our characters were available we had a hard time achieving this. With not much else going for the encounter, the overlord escaped with the vampire lady and ended the mission as all monsters were dead. We resued 1/3 of the objectives by default. The die roll had a 50% chance of succeeding, and it landed in our favor. ############# Third session Wildlander was absent, but apothecary was present. The game was played with 3 heroes. The second encounter of the Masquerade Objective: Kill Serena before she can escape. In the second part of RNG Quest, the Overlord placed spiders to block the initial door. On turn 1, we cleared out the spiders with some pretty good dice rolls and opened the first door using the Beastmaster, as he had 5 strength and was the best character for the job. In the second room the Overlord placed yet another ******* Shadowdragon. We initially got some good damage in, but couldn't kill it on turn 1. The enemy hero (lieutenant?) Serena opened the 4 first doors on first try, out of 6 total. As a post-game discussion it was agreed that in this map if the Overlord didn't successfully open the first door on his first turn, the heroes would have easily won. In a way this was the previous map's RNG bias reversed for the first turn, but with some unlikely dice rolls, the Overlord ran away. The game ended up being largely the heroes attempting to carry the fat beastmaster with his 3 movement to the next door, but unfortunately we had no way of regaining stamina for those extra moves. The Overlord failed one attempt to open the doors, that being the 2nd last one. After Serena got through the first 3 or 4 doors, we were about ready to cut our losses and simply loot as much as we can. With some luck we got the valuable loot items. Disregarding all this, the map was a pretty close call: After having split the party in the second room where the Overlord can spawn enemies (Ettin!), the beastmaster got to the final door and would have been able to hit Serena on the next turn. Unfortunately, Serena opened the last door and got away. With the loot we bought a shield for the apothecary. The first encounter of Castle Daerion Objective: Light bacons on fire, don't let the Overlord kill civilians The Overlord selected yet another Merriod in the area near the hero entrance, and a pack of beastmen. As heroes we intended to barricade ourselves in the house in middle of the map and use the heroes to block enemy entrance in there. This is the map where we really learned that even though we spend 20 minutes planning a turn the Overlord can still play a card that we didn't predict and the whole plan falls in shambles. In this case we opened the house and move the civilian in there, blocking the Merriod using our characters. We were feeling pretty good about this plan until the Overlord played one of those mind control cards and casually walked one of the characters acting as a barrier away. After this the merriod strolled in the house and started butchering the civilians. The game developed into a situation where 2 civilians were dead and the rest were wounded in the central house. The merriod was at the center of the room keeping all the heroes at the southern end while the beastmen were at the northern end. In this situation we were pretty certain of defeat, but after a way too long thinking phase we found a way to get out of this situation and kill all the enemies with a pretty complicated series of moves with all the characters. We split the party, advancing to the bacons in the other half of the map while keeping the last wounded civilian safe in the house by blocking the other entrance in there. We managed to save one of the civilians and got two bits of loot. Due to the map having been going for such a long time, the Overlord had somehow gathered a fearsome hand of Overlord cards. The next session will probably be a pretty hard one due to the 3 lost civilians and these cards. ############## Fourth session It should be noted that this session was played on a tuesday evening and people were rather restless towards the end. It was decided Descent is better for weekends when people don't have early mornings. We also had a full complement for 4 players this time. The second encounter of Castle Daerion Objective: Rescue lord what'shisname This map seemed pretty hard in the beginning. Perhaps if we had rescued a few more villagers we could have done a better job, but let's say that even then it would have been unlikely for us to win this map. As heroes there was little strategy involved in our play - our goal was to breach through the initial wall of monster (2x shadow dragons) and quickly reach the target. This started in a way that pretty much doomed the rest of the map, considering we rolled 4 critical failures in a row. This was kinda bs. We dealt some damage to the first shadow dragon, but ultimately the wall of enemy prevented us from moving at all. We also used the apothecary's heroic feat early on to browse through the Overlord's impressively sizable deck, and removed one of the scary ones. We left a particularly nasty one in the deck: The card that removes all stamina from one hero and all heroes adjacent to him, upon moving in a new tile. The Overlord used this on the beastmaster (did he?) as we moved in to attack against the shadow dragons, preventing the wolf spawn. After an extended struggle the heroes were still stuck in the starting area while the Overlord was mauling the lord what'shisname with shadow dragons, ettins and zombies. We lost the map fair and square without coming even close to winning it. This was about as one-sided as any map we've had so far. The massive 4 and 6 tile sized figures blocked our passage for the entire game. The intermission Objective: close 3 portals, don't allow Overlord to capture the objective. This map was pretty large and our mistake was playing it after we noticed how large it was. It got pretty late and the heroes simply wanted to go home and lost interest in the game. The Overlord selected shadow dragons, bane spiders and carrion drakes. Our initial plan was to split the party in two and close two of the portals at the same time, but we abandoned this plan when we learned the carrion drakes fly and can pass through us. We instead decided to send two heroes closing one of the portals while two heroes protected the objective. We decided to first close the portal at the western side of the map with the beastmaster as that had the highest chance of success with 5 strength. However, we also wanted to block the shadow dragons with their 6 tile figures from blocking us, so the defending heroes moved on to handle this problem. With some luck, one of the shadow dragons died and the apothecary managed to close the portal. This resulted, surprisingly, in a new enemy lieutenant spawning and butchering the apothecary. Meanwhile in the south the necromancer's skeleton had been lost, and the wolf in the west had been killed while the bane spiders blocked passage. The wildlander had moved south and managed to quickly close the portal. Ultimately, the game developed into a situation where carrion drakes were sitting on the objective and only the beastmaster and wildlander were capable of acting at all. With some lucky rolls we managed to post-pone the end a bit by killing both the carrion drake and bane spider masters, but this only prolonged the game as the Overlord killed the beastmaster with an overwhelming force and prevented us from grabbing the final objective. Of note in this session is that one of the players forgot he had a shield purchased. Essentially he rolled all defence rolls with only half the dice he could have used. Derp. We discussed the game at length with the Overlord and other players. Something that we fail to understand is how OP the large monsters are. In what scenario would the Overlord ever choose any monsters except the massive ones that have tons of HP and expansion? There is a ridiculously broken tactic with the large monsters where the Overlord starts a move action, moves so that he remains outside the adjacent tiles to a hero, then expands from that tile so he's next to the hero (but not considered adjacent), then attacks. This allows the Overlord to avoid such hero traits as Shiver's extra move cost. The only case where small monsters would be more useful is missions like the Fat Goblin 1 where multiple enemies zipping through heroes have more use than blocking passage. Another issue is that our party is not all that great: The necromancer is, bluntly put, next to useless. As we didn't really know the game when we built our party we made some bad choices. The corpse explosion on the necromancer hasn't ever been useful as the Overlord only uses the large monsters which don't give adjacency tiles. With the beastmaster I wasted my experience on the wolf giving the brown defence die for adjacent heroes, even though that brown die is all but awful. My beastmaster character is also so slow that most of the times he manages to reach the enemies the battle is already over. The apohecary might be useful if the Overlord ever actually dealt damage to us. Most maps tend to be damage races to the objective tokens and heroes are ignored. The only character that tends to be overall useful is the Wildlander. We'll see how things change in the second act!Edited by SirDifferential