OMG - this new forum is terrible. My carefully formatted text which worked fine in the old forum doesnt work. Anyone any ideas how to now do colour?
Tell you what, I would suggest not reading what is below and instead going to BGG to read it instead!
The BGG link for this is: http://www.boardgamegeek.com/article/2919183
Previous Session 4: http://www.boardgamegeek.com/thread/356149
Descent Road to Legend Campaign Diary - Session 5 - 12th December 2008
Blue for comments and red for rules questions
Lord Hawthorne.
Skill: Tough. Equipment: Shadowblade, Plate Mail, Crystal of Tival, Crystal Shield. XP: 52
Vyrah the Falconer.
Skill: Tiger Tattoo. Equipment: Great Bow, Magic Bow. Chainmail. Traits: +1 Black Ranged. XP: 37
Andira Runebound.
Skill: Blessing, Prodigy . Equipment: Heavy Leather Armour, Sunburst, Cone of Fire, Mana Weave. XP: 32
Landrec the Wise.
Skill: Spiritwalker. Equipment: Wizard's Robe, Staff of the Grave, Ghost Armour, Ring of Protection. XP: 52
Party Equipment: Guide
Party Cash: 3500
Overlord Avatar:
The Titan
Plot:
Ascension
Overlord Upgrade:
Siege Engines, Sir Alric Fallow, Lady Eliza Fallow
WEEK 12
OL gains 1 more XP putting the total to 20. After advice from my last post, I decided not to spend this and save up for a monster upgrade. Sir Alric places 1 more siege token on Greyhaven, making the total there to 3 which means because of my siege engines I get to roll next week. Lady Eliza moves to Forge.
The heroes stayed in Tamalir and trained. Lord Hawthorne acquired the Mighty skill and Vyrah learnt Inner Fire . Andira increased her magic trait by 2 (now rolling 5 power dice) and Landrec increased his by 1. An expensive week for the heroes, spending 3500 coins.
CONQUEST: Heroes: 52, Overlord: 20/33, Total: 85
WEEK 13
Having failed to raze Greyhaven on my last few attempts, and the general way the campaign was going, I figured I was in for a bit of luck. However, I failed my roll yet again. Lady Eliza however starts to raze Forge. If I were to do this whole campaign again, I might try and raze Greyhaven straight away. Due to the heroes being very lucky right at the start, they were able to take on my Lt's from week 3, so I probably should have realised this and moved them as far away as possible
The heroes decided to head to Greyhaven to break the siege once more. Because they can, they chose to use the guide to roll an extra dice. This is actually after advice I gave them back in Session 2 where I knew they were already easily able to take on encounters, which basically means free XP and coins They encounter Patch and his raiders at a quiet pond. The combat went as expected. They got 350 coins and 2XP. I managed to score 1 hit on a hero and do a couple of wounds, which is about all I can hope for at this stage
They arrive at Greyhaven to take on Sir Alric, but the location drawn was 'Dark Taint', meaning they lose 2 wounds each time they place an order. Since the heroes use guard orders 90% of the time, this was going to make things a bit tricky for them. This encounter went ok for me. I was very careful and used my threat wisely (I thought), and I actually managed to get enough people attacking Vyrah that I killed him. After this, the heroes fought back and got rid of all my minions, so it was just 3 of them vs the Lt, but a few of them were wounded so they decided to flee into the city.
One question that came up: What happens to a familiar if the owner is killed when doing an outdoor encounter?
Lord Hawthorne, Landrec and Andira went to the temple, whilst Vyrah visited the alchemist and bought 5 potions - some of which were used up straight away for more healing.
CONQUEST: Heroes: 54, Overlord: 24/37, Total: 91
WEEK 14
This was a crucial week. For the first time since the campaign started, something had gone my way. I'd also now got 25XP, which I promptly spent on upgrading my humanoids to silver. In my mind, I'd been given a lifeline - and all I needed to do now was to raze Greyhaven. The party are low on potions, and having them able to buy another 5 was going to hurt me. And surely by now I should be able to roll a surge - so much depended on it....
I failed my roll as usual so the heroes chose to fight the Lt again, this time finding him at a 'Narrow Path'. My improved beastmen were nearly as useless as the copper ones, since they are still usually getting killed in one attack, and without too much trouble, the heroes had wiped out all of my minions and were left with just the Lt. At one point, I realised that if I had kept another 2 threat back, I could have moved Sir Alric, attacked once and then used the rest of the threat to give him extra MP to flee off the board. Although this wouldnt have killed anyone, just done a few wounds. The heroes gained 275 coins from the battle
So, yet again, Greyhaven is saved, and my Lt flees right back to the Overlords Keep. The heroes visited Greyhaven, 3 of them visiting the temple to heal up and another to buy 4 more potions.
CONQUEST: Heroes: 54, Overlord: 0/38, Total: 92
WEEK 15
Sir Alric heads south to the Hanging Woods. Lady Eliza places 1 siege token on Forge bringing the total there to 3. The heroes head to the Gate of the North, but despite their guide blowing his horn to increase the chance of some more easy cash and XP (aka an encounter), none are found. They find the dungeon location and the first level of the dungeon is decided - Level 27: The Monastery.
We then pack up because it is late although I'm already looking ahead to this dungeon level, and something strikes me as being wrong. I cant see how I could ever kill all 6 villagers to summon Lord Aktar. I think the heroes could easily clear this dungeon level without any difficulty whatsoever and get a whole bunch of XP from it - Has anyone played this level at all and got any advice for me?
CONQUEST: Heroes: 55, Overlord: 1/39, Total: 94