Given that fact that several threads has posed questions about what OLs play styles are like, how effective they are, and if the game is shifted to favor the Heroes of the Overlord, I thought I would post a log summarizing one of the campaigns I am presently playing (because I don't think anyone cares to read about all four).
First off, the Heroes :
Ashrian, the Spiritspeaker
Avric Albright, the Disciple
Jain Fairwood, the Thief
Widow Tarha, the Necromancer
That's right, there's no Warrior, and interesting choice, no? While I recognize the advantage of having two healers, the lack of a dedicated heavy hitter can be problematic.
First Blood
As is often the case with First Blood, this did not go well for the Overlord. Jain used her Feat to move into the crossroads, kill a Goblin, then continue to place herself near the Search token by the water.
I quickly lost another Goblin to the Reanimate, while Tarha and Avric positioned themselves to start wailing on Ettins.
That very much set the tone of things to come. Goblins double-moved, doing their best to clear the map, but Jain did an excellent job of preventing them from doing so, letting only two slip by her.
The 4-7 attacks a round from the other Heroes made short work of the Minion Ettin, and then Mauler.
Victory: Heroes
Reflections: So, this Quest is very obviously designed to get everyone's feet wet. The differing Victory objectives gives each side of the tables something different to focus on, but without being able to ignore what the other is doing. It introduces the idea of named monsters, and a Master Ettin can dish out some serious hurt.
That being said, I still feel that this adventure is very powerfully geared in favor of the Heroes. All that Heroes have to do is occupy a couple of the spaces in the crossroad tile, and suddenly Mauler (and/or his minion) have very few movement options. I had come into this with the realiziation that if I could get Mauler to block entrance to the water tile, I might win this. Sadly, he never had the opportunity to do so.
XP Spending
Ashrian: Shared Pain
Avric: Armor of Faith
Tarha: Fury of Undeath
Jain: Sneaky
OL: Unholy Ritual
Castle Daerion
(Heroes Choice)
Encounter 1
Monsters: I chose Marriod and Flesh Moulders as my open groups. The Marriod went on the River's Edge, blocking the way to the Search token and beacon, and intending to use their reach and Immobilize to slow down the Heroes. That leaves the Flesh Moulders to start in the Cabin, and use their greater mobility to kill as many villagers as they can, using their Mending and Heal to stay alive.
I note that is impossible for the OL to set up the monsters in the River's Edge to block the door to the Gatehouse completely. Note that, to my understanding, Monsters must be placed on the tile specified in the Quest instructions. There is a small connector tile separating the River's Edge from the Gatehouse, meaning that diagonal movement around a blocker here is always possible before the OL's first turn.
The general strategy of mine as OL was simply to ignore the Heroes as much as possible, and do my best to kill as many Villagers as I could before they lit the beacons.
Now, it's been a little while since we played this, but I seem to recall killing two of them before all the beacons were lit.
Encounter 2
Monsters: For the open group here, I went with Goblin Archers, and placed them bunched up at the top of the stairs as a blockade. The Ettins were both placed as close to the end of the hallway as I could manage, and the Zombies (2 of them) were placed between the squares of blocking rubble.
This actually went very swiftly. On their first turn, the Heroes moved up, attacked Goblins, Searched, and generally cleared a path into the Throne Room. As expected, the Goblins were little more than a speedbump.
However, on my first turn, I was able to get both Ettins into striking range of Sir Palamon, and they began to wail. The Quest then became a case of the Heroes trying desperately to beat on the attackers before they killed him. Sadly, some misses on their part, and some poor defense rolls for Palamon meant that the old man was dead before the end of my 3rd turn. I believe he died with 3 fatigue tokens on him, having successfuly reinforced 3 times.
Victory: Overlord
Reflections: I very much like Encounter 1 of this Quest. It gives the Heroes something new to worry about (bystanders), while making the goal about accomplishing something, rather than killing. Encounter 2, on the other hand, I'm having issues with. I have played this Quest twice now, once as OL, and once as Hero, and I find it horribly in favor of the OL. Despite his 25 health, Palamon dies very quickly when assailed by so many foes, who are under no compulsion to do anything but kill him. However, I think the solution is simple: An eratta that ups his defense from grey+brown to grey+grey. That would do it, I think.
XP Spending
Ashrian: Drain Spirit
Avric: -- (decided to bank XP)
Tarha: --
Jain: --
OL: Dark Fortitude and Word of Pain
Next time: The Cardinal's Plight