Hey everyone.
So! We RtL'ed it up tonight and started afresh in honour of my recent WoD and AoD expansion aquisitions! New heroes were selected, the frontlines were drawn, the Sorcerer King was randomly pulled and, to top it off, I selected 'Obsidian Shackles' as my evil and undoubtedly nefarious plot!
Now enter the first dungeon...
Is it me, or are just one or two of the opening dungeons an absolute ***** for the heroes to wade through? Take this for instance:
Dungeon 17. Bag of Bones.
I can safely say the heroes got absolutely pummelled. Yes! I admit that I kind of skele-swarmed them and picked on the easy targets. But frankly, when I can pull 20 conquest practically out of my back side, and they get away with a shoddy four (one for finding the dungeon, and three for a lousy portal activation) where does that leave the players?
I mean aside from one small dice throwing incident they took it in pretty good part. But they were forced to retreat after having their tender areas handed to them on a silver platter.
And speaking of which, a question for those in the know! It says on the card that good Old King Janius is turned in to a nice bone heap when he dies, forgoing the undying ability. This is fine! So in essence, the players pick up this bone heap, relay it to the sarcophagous (spelling?) and dump him inside to lay old kingy to eternal slumber. But then it goes on to say that in the very next Overlord turn, king-face revives (I'm assuming on full health as per the undying ability unless I'm mistaken about that) and simply runs off five spaces in the other direction cackling like a skeletal loon.
Of course the heroes could have surrounded him, set up guard action and given him a thorough twatting in a malicious series of interrupts before carting him off at a leisurely pace after my thorough defeat. But to be honest, this whole set up seems a little harsh for a copper level party just starting out with zero treasures.
After tucking their tails between their legs and fleeing, the heroes then decided to try another dungeon. This turned out to be :
22. The Citadel.
So they've got to kill a fairly weak sorcerer to get the red rune key, and move on. Now bear in mind I have the Sorcerer King as my Avatar, so I get 10 free threat at the start, with +1 every OL turn which comes out as a constant stream of five. But low and behold, I also have the dark prist spawn in my hand. What was I to do?
As you might expect, mage-pants flees north through the doors and I spawn my dark priests. The heroes have a couple of turns cautiously approaching the first 'yellow' area so as not to get twerped by a ghostly giant's fist doing their faces in. Then I simply flip my spawn counter back open, and spawn some Ferrox to further reinforce my position.
Now... Had they attempted to fight, again they would have been totalled. In the end, I left the southern area a bit exposed so they nicked the gold pile, activated a portal and scarpered. Another measly four conquest to them.
Now, is this typical of all copper level RtL dungeons? Or did I simply draw two particularly bad dungeon levels to get under way with? Their notable lack of a ranged party member caned them somewhat, but still... I don't have the experience to draw from to know whether this was a defining factor, or whether they were simply unlucky. (Yes they had magic, but no ranged support)
I'd be very interested to know what you all think, and some clarification about the Dark Relic cards in AoD would be most welcome too. Cheers! - Chrome.