We're running throug our new RtL campaign, and the battles inside the dungeons and in the open fields of Terrinoth seem to be very epic (expecially since we applied in the dungeons the "Threat-as-Fatigue" house rule...).
But what is stunning me (as OL) is the party: very strong! We're still in copper (six weeks in the game time, so far) and I'm still able to beat some characters for now... but, really, I fear that in the next future they'll kick my ass for good!!
So, they are:
Karnon with Leadership (and two good one-hand melee weapons): he crushes EVERY.SINGLE.TIME.HE.HITS. (do you ever think what does it mean to receive 3 massive attacks from Karnon in the same turn, when he chooses to do a "battle action"?? Well....I really hope you'll never have to meet him with Leadership in your Descent adventures...)
Kel (a "bonus" character with 3 power d. in mage trait, who ignores obstacles for the purpose of the LoS and the shadowcloack ability), with a magic staff that ignores undying (and with "2 surges= + 3 damages"), along with the "Fire Pact" skill.
Shiver, with "Spiritwalker" skill and a very good copper Rune (with "1 surge=Pierce 2"). The most powerful hero in the group, so far: he always stays in the backline, 6 or more squares behind the rest of the party, and with his Aura 4 ability is hardly ever possible to reach him with a good melee monster (ranged attacks against him are very difficult too, 'cause he ofetn hides himself behind the corners). And also the "spawn from the back" is often impossible to do: he covers well the LoS at the back of the group!! The only hope I got against him (as OL) are the traps....
Tobin Farslayer (another "bonus" hero, with 3 power d. in range trait, who adds the number of squares from his target to the damage he deals, whenever he hits) with a skill that increases his speed up to 5 squares (not so great, actually..), but with two notable ranged weapon (one of them is the "falcon's claw", with "web"...).