Right, after a few stop starts and testing of various situations We've got a 3 player (soon to be four player) game of Sea of Blood rolling.
I'm on the hero side, tactically and strategically I probably have the most experience and one of the other guys wanted to be Overlord so I was happy to pass.
First up here's the party:
Silhouette with Evasion AV2 plus Shield
Battlemage Jaes with Prodigy AV4 or 5 depending on who has the RoP
Vaikas the Dead with Tiger Tattoo (seriously that's the best choice we had on him) - he now also has the Defender skill, which we picked up early because we don't intend on returning to Gafford all game, the Lighthouse is too near to it. AV4 or 5
Tethrys with Master Archer AV3
We're up against Captain Bones who has Lawlessness and some other stuff I can't quite remember, he's saving for Elridch Skeletons. I'm hoping to squeeze in two more dungeons before they turn up and make things wretched. The plot is the lighthouse one. The lighthouse is located between the 3 and 4 green trails I forget the name of the place, but it's the only way to sail north without using the compass.
Honestly it's a pretty great group of heroes. But I would be very happy if people had some advice on developing them.
We're on our third dungeon and leading with around 20 something points against mid teens, the first dungeon went better than we could have hoped, we went through all three levels and only suffered one death (Tethrys) on the final level. But the second session was just awful, we started with a sea encounter that was in essence a giant waste of time. It was about an hour of us just sailing towards the side of the map (with awful rolls) while beastmen battered The Revenge. We escaped and made it to Orris, but it was a complete waste of our time. Unfortunately the Overlord didn't see it that way, he enjoyed pounding the ship (for a whole 100 coins worth of damage. Oooo, that was really worth an hour of play).
We're now crawling the dungeons near Orris, because neither of us hero players want to go back to sea for a while as the encounters seem exceptionally boring.
First Orris land dungeon was a nightmare. It went OK until the undying webbing razorwing passed his undying roll (after the master sorceror passed three) and then got a flukey position on Sil to web her while she was waiting to glyph back to town. What followed was forty five minutes of being unable to roll a surge while the Overlord's deck gradually dwindled. The damage being landed on Sil was pathetic, she's almost completely immune to stuff like Bane Spiders at the moment (all the Overlord had to spawn), but the lousy undying boss was whittling her one point at a time. We could have kept her alive indefinitely if I'd wanted to, we had the tools for it (Guarding double shield Varikas). But the deck was getting close to being exhausted and I was concerned that someone else might get webbed. So we let her die (was going to kill her directly in the following turn to avoid the deck CPs) and abandoned the dungeon. 3 to 6 - OL's favour.
Anyhow, that's the background. We're now at the point where we have 3 land dungeons (thus no encounters) to roll with, and I think we can hit two of them before Silver Skeletons turn up and start making things miserable.
I'm thinking what we should do is blitz these dungeons and then upgrade the boat for mobility. A size upgrade plus elven sails means we can dodge the lamer sea encounters and get back to the more profitable exercise of dungeon delving (and getting maps, so we can hope for the Revenge bonus treasure).
Considering that we're going up against Captain Bones, how would you upgrade the heroes and The Revenge? What priorities would you assign to various things. Our plotted course is to head out from Orris across to Garrott, then across land and finally up into the more dangerous part of the map. The classic counter clockwise sweep of the SoB map really, so that might be relevant when picking the order of the skills.
Thanks in advance, any more details required and I can supply them.