One of our campaigns finished last night.
A very powerful hero party, but a total thrashing by the OL, and an enormously anticlimactic ending - far, far worse than any RtL ending.
Heroes have worked as fast and hard as they reasonably could throughout the campaign, rarely (only once that I recall) not finishing a dungeon completely (they did exceptionally well in the critical first week and completed the Whispering Woods with the OL only getting 12-13 CT). They bought Elven sails the second week, so were fast around the map.
Nonetheless, with Captain Bones as the OL and the Exploding Skeletons upgrade as his starting upgrade, they were unable to defeat the SIren at any stage and she comfortably completed the Lighthouse Weapon plot by mid-Silver campaign level.
The heroes had two chances to stop it.
They reached one of the keys first but the last level of the dungeon on that island was level 60, The Hideout, where they start in the cage. This level is crippling, and they lost 30CT without gaining any before they fled (going from slightly ahead in CT to just over Divine Favour, which trigger on the last kill or two. That was in mid-copper.
In mid silver, very well prepared, they attacked the siren carrying the last key towards the lighthouse. They drew a favourable map (Becalmed - slow current so they don't have too much time pressure, no sharks IIRC, and a blank map so the siren could not hide and their manoeuvering was as unlimited as possible. They had full potion stocks, good weapons, full wounds and full feat hands (though apparently these were not much use as they never played any).
They made some small tactical errors (focusing on shooting the Master Skeletons before the normals) and one set of attacks fail badly (a breath weapon hitting 3 skeletons on a Battle action rolled very low damage and then missed) and they got savaged. The exploding skeletons brutalised them, particularly as the three ranged/magic heroes were in a tight group (a Soldier, a Blesser and a Defender with twin shields). That was possibly a mistake, though they had it mostly covered except for the bad roll.
They managed to web the Siren, dodging in the corner, but when their fatigue eventually ran out the most important killer hero failed his sirens call and ran out towards the siren. The water didn't kill him, but not being able to attack (and again the following turn) probably saved the Siren's life (or came very close to it). The coup-de-grace was 4 new skeletons reinforcing within explosion reach of the heroes, and only guard orders could stop them (and each order, only stops 1, if any). The heroes were not TPKed as the explosions were ridiculously weak (the first 7 red dice through the encounter did 8 damage in total (though each, to 2-3 heroes)). In the end the melee hero abandoned ship and fled off the side to avoid the CT loss while the last, badly wounded mage limped off the side as well, leaving the Siren still with nearly half her wounds, but finally free of the web tokens and running across to the other side of the board as fast as possible.
Net Result, heroes couldn't stop the Siren from completing the quest, even though they prepared as best they could. They didn't rate their potionless chances in a repeat duel on a probably worse board and had little cash (having just done a training session before attacking the Siren) so with one week to go before the siren reached the lighthouse and placed the Key they tried to sail to a new island and run a undeon there to get cash for a final training (mostly boat upgrades) session teh same weak the Siren fitted the key. They would then sail to the OL's Keep while the OL burned the Cities or Torres Albues and assault him just before he killed the 5th city.
However the OL played Big Trouble on them and the were Becalmed, failing to reach the Island they needed to.
With the Revenge being only a Galley (50W IIRC, though it did have 6 cannons, all but one good ones) the hero player wasn't interested in playing out the final battle vs Captain Bones and the Danse Macabre (113 wounds and 4 cannons per turn firing with 2Au2Ag if Ranged, 4Ag if magic, +2R+1D for both + the special Mists), so there the campaign ended.
It was a most unsatisfactory conclusion!
It is difficult at this stage to see what the heroes could have done differently. They never wasted time blitzing, they were a strong party (mostly ahead of the OL in CT all the way except for one major dungeon level), they never even wasted time getting a treasure map (which they would have had twice over). The OL only had 1 Lt (the Siren) until very late - the only thing the Kraken ever did was hang around the OL's Keep readying Doom for the assault!
They had a relatively strong ship for mid-silver - one size increase, maximum cannons, all but the starting one good cannons, Elven Sails and the figurehead that improves cannon damage IIRC.
They had good personal training as well - at least 4 dice, one or more of which were silver, for everyone except Fealdor. Th Royal Archer had added Precision, Fealdor Defender, and I think the other two also had an extra decent skill.|
They had excellent equipment - they rolled an average of more than 1 treasure per chest, and also scored quite a few treasures from barrels.
They only had 1 melee hero. They did have a runner type who was a slightly weak ranged hero, but he was the main reason they were ahead in CT most of the time. They had one very, very, strong Ranged hero and a Mage that is not a great hero, but not all that bad in the prevailing conditions.
Hero Party:
Custom Hero Durin Dwarflord: 12W 4F 3A 3M, 4CT, 3Me, 1/1/1 skills (starting skill Mighty) Special ability Deadeye (can use a fatigue to reroll a dice with an X during his attacks)
made with the FFG make-hero pdf and a bit overpowered (385BP in Antistone's generator) - would lose one trait dice if remaking dropping him to 358.
Custom Hero Royal Archer: 12W 5F 1A 4M, 3CT, 2Ra1Me, 2/1/0 skills (starting skill Keen Sight) Special Ability Soldier (+2R+2D if adjacent to a friend)
between Keen Sight , Soldier ability and Blessing from Sahla, he usually had +4R and +4D on ranged attacks and ignored Shadowcloak - nasty!
Estimate 362 in A's HeroGen, assuming +20 cost between Soldier 1 and Soldier 2)
Custom Hero Fealor Brightsmith: 8W 4F 2A 4M, 3CT, 3Ra, 1/2/0 skills (starting skill Spry) Special Ability Defender (-1R-1D to all enemies within 3 spaces)
with 5F and 5M and the -1R-1D
, between Heavy Leather,
Skull Shield and Ghost armour
this guy was an incredibly tough runner. Once he got +4W and a +3 silver shield and Defender skill he was insane as a defender of the weaker heroes as well!
Exactly 360 BP in A's HeroGen.
Sahla: starting skill Blessing
short a single black die on the middling mages and without a combat bonus special ability like the really good mages he was a slightly weak starter. OTOH Blessing is a very good skill for an early mage and he never had to suffer the curses associated with the Staff of the Grave, so he was still a fairly reasonable mage very quickly!
Just 319 in A's Hero Gen!
But for all their strengths and abilities, they couldn't stop the Siren (with exploding skeletons). Game over.
Our other campaign is floundering a bit. Basically I am playing with 3 relative noobs as hero partners, and they have made a number of significantly bad choices with their heroes (turned down Thorn )
and upgrades (chose Prodigy and Master Archer over cheap dice upgrades - which can't be used on cannons and in particular can't be used on the powerful Ripper - even though they had to sell
precious
backup magic weapons to pay the extra costs). Combine that with a weak hero draw (well, once you discard Thorn) and the hero party is really struggling. The map pressure is not disastrous yet, as we have kept up our 'speed' fairly well, but the party really struggles to kill tough monsters and with the campaign due to turn into silver after the next dungeon (with attendant double upgrade of monsters) very shortly they will simply be overpowered massively in the dungeons.
Until now 3 heroes have been carried bodily by Astarra with Koll's Mark. She collects all the loot and still kills more monsters than the rest of the party put together, although she does count for 90+% of the OL's kills. However this party is totally inept at finding treasures in chests (last two dungeons came out with the same number as we went in for example - finding just one in three levels and losing 1 to CB) and crippled in the markets by the plot card that doubles weapon costs and closes all alchemists entirely - not to mention drawing just 1 non-ranged treasure in the last 20 market draws (including at least 8-9 shortages). With Astarra now having had her copper Breath rune CBed, it is doubtful whether even she will be able to keep the party going...
I am going to have to grind this campaign forward slowly, in the interests of seeing if there are viable hero strategies in SoB (this party has gone the anti-ship strategy and have no ship upgrades bar the Triton figurehead - and don't intend to get any either! But it is going to be a real grind for a while (and take longer, as we play other things sometimes because this stage of SoB is not fun every week), with even the OL feally disatisfaction due to Divine Favour - the last level we played he killed Astarra 6 times for 7CT (cursed once)!
Has anyone won a SoB campaign as heroes yet?