Spoiled Brat
- 14 March 2008: Overlord Win
- Tactics
On 14
March 2008 we had our monthly Descent game at Game Kastle in Santa
Clara, California.
Players
Lisa M. - Nanok of the Blade: Rapid Fire, Enduring, Knight
Cande M. - Sir Valadir: Tough, Alertness, Wind Pact
Rob R. - Laurel of the Bloodwood: Marksman, Deflect Arrows, Able
Warrior
We played Quest #4 from Journeys in the Dark, "Spoiled Brat." In this
quest the heroes are supposed to rescue the princess from the dungeon.
She has been knocked unconscious, so one of the heroes will have to
carry her throughout the quest. For every turn she is not in the
possession of a hero, the Overlord gets to draw an additional Overlord
Card and gets 2 Threat Tokens.
On turn 2, Laurel had the princess but she zoomed away from the other
heroes to grab some treasure. That was the party's first mistake,
around the corner a Beastman Party spawned and killed Laurel during the
Overlord's turn. The princess was dropped on the floor. The Overlord
gets and extra card and 2 Threat! Nanok looked at the map and suggested
going out the northeast door, away from the Runelocked door and towards
the big room in the northeast. Most likely, he thought, the Red Runekey
would be in that room.
The Overlord got the Evil Genius Overlord card into play! He now draws
3 Overlord cards per turn. The clock is ticking faster...
On turn 5, Sir Valadir is killed by 2 Ogres in Area 5. They did find
the Red Runekey in this room.
Turn 6, Scott E. joined the game, playing Runemaster Thorn.
Turn 7: Laurel was killed again and dropped the Princess again. The
heroes never picked her up again during this game. The Overlord is now
drawing 4 cards per turn and getting 2 extra Threat! The heroes only
have 3 Conquest tokens now and the Overlord deck is almost gone--that
will remove those last 3 Conquest tokens, ending the game.
Turn 8: The heroes discussed a new plan and fled back to town, leaving
the King's daughter alone in the dungeon. Well, not quite alone. She
had lots of company from some Dark Priests, Sorcerors, and worse.
Turn 10: The heroes returned and, leaving the Princess on the other
side of the dungeon, tried to get into the southeast room behind the
Red Runelocked door. They almost made it, but it wouldn't have made any
difference. A boulder trap was rolling towards the heroes, they
wouldn't have made it to the next glyph, and the Overlord drew the last
card in the deck... Time to go home. That poor princess.
Tactics
As the Overlord I constantly targeted the hero carrying the princess. I
wanted them to drop her as often as possible. The heroes made this easy
by not protecting the hero carrying the princess.
The heroes need to stay in a tighter group and protect the hero
carrying the princess. They also cannot leave the princess on the
floor... ever!