We played Legend of Drizzt. It's one in the D&D series of a board games (the ones with the Encounter cards that very much mess with any strategy you make have formulated).
Tuna selected a scenario that mitigated the encounter card issue by introducing another issue: narrow passageways and few dungeon expansion options. We were now more like to get cornered and swarmed.
However, that just never happened. In fact, we won without taking much damage or ever running into trouble. Two trolls spawned but we had them pinned in a -4 AC hallway.
Was it just Al's presence that doomed us in this game in the past?
Since the first one was so quick and we had it all set up, we randomly selected another scenario. This one involved 4 fissures in the dungeon where monsters would spawn each turn based on the roll of the die. It took a total of 4 actions to seal one and you only get two actions. Meanwhile, those awesome encounter cards are drawn each round as well.
We were doing fairly well when we were faced with a decision. After you close the second fissure, the boss appears. So while we still had some monsters, we had to keep moving. Anthony summons the boss by closing the second fissure. We then draw new monsters to appear (right where we just spawned the boss) and Anthony draws the 'hunting party' card, which means that two monsters appear instead. He draws two monster cards. One is another hunting party. We now have A LOT of monsters on the board and most of use are already down between some to a lot of health.
And the boss, if you're not near her, will make you draw encounter cards. Hooray!
I can hear Al rage quitting the game from miles away.
We manage some good maneuvers, clearing a trap, taking out some enemies, and then Anthony charged the boss. And then lost all of his health. Thankfully, when the boss attacks at close range, she moves away afterwards, which was towards me and my dual swords of extra attack rolls.
Tuna ended up in the monster mix too and lost all of his health. Valerie and I took care of the boss. We used our two healing surges to revive the near-dead and quickly beat the remaining monsters down. Closing the last two fissures was fairly anti-climactic.
Valerie had to leave, so the three of us played a quick game of Forbidden Island. We made a bad move and went for the win when we should have played it safe a bit longer. The island sank and we all died. The end.
Set up for Legend of Drizzt |
The first game, which was too easy |
The second game, which was just hard enough |
Note the reduction of Peanut M&M's to Tuna's left in the photos. Its like still frame photography! And yes I sensed that you were all playing that damned game from my dungeon at work and had wee fit of rage. So I guess you could say I rage quit work.
ReplyDeleteOh, crap I just noticed the M&M's!!! :)
ReplyDeleteGood recap Mike. The day was a bit shorter than our normal sessions, but still fun. The D&D games didn't go as smooth as they had in the past but it's been a long time since I've played them and I'm a bit out of practice.
Another great re-cap!
ReplyDeleteYou know, I've always thought a dice box like yours, but with a strong magnetic plate under a thin felt bottom, and steel dice, would create a very ominous die-"rolling" experience... no second-chance, lucky roll possibilities: you toss, *bang* they stick; read 'em and weep.
Jon, charge the box and the metal dice the same i.e. negative and then you could have a floating dice tray. The energy would hold the die above the board no? That would be pretty cool.
ReplyDelete