I posted a video of my introduction to Jaipur for those of you who prefer that format.
I posted a video of my introduction to Jaipur for those of you who prefer that format.
Here’s a video playthrough of the 2nd scenario from the PACG Skull and Shackles base game. Forgive the goof in editing at the beginning — it takes so long to compile the video that I chose to leave it in. Hope you enjoy!
Thought we’d try something new today — here’s an instructional video for a casual/gateway card game called Havok and Hijinks:
And here’s a link to the Havok and Hijinks website:
Thanks for watching!
Note: This is a continuation of the Intro To the Pathfinder Adventure Cardgame post. If you have not read that post, please refer back to it for an understanding of the setup of the game.
Further Note: I use italics to indicate a story moment; I have invented these moments, and included them as a window into the way the game might allow players to think dramatically–at least to themselves–about what is transpiring. If this does not seem like part of the enjoyment you would derive from gameplay, please feel free to pass over these sections.
I occasionally set apart easy-to-miss rules information in boxes such as this one.
Let’s look at a turn or two of gameplay:
Kyra hastened to the farmhouse, sensing the presence of the gods willing her onward. The farmer at her side seemed determined, as well.
“If I can,” he said, “I’ll help,” he said, ushering her inside the home.
She nodded, appreciatively. He had some armor and a blade at his house, but, in her appraisal, he’d make a better scout than a soldier. Still, help was help.
“I cannot promise your safety,” she told him. He waved his hand, dismissing her remark–too casually, she thought.
“If I’d wanted safety, I’d live in Sandpoint.” He paused. “Well, til this, anyway.”
He motioned for her to come outside.
“The bandits come from beyond the hills, just on the edge of my land.” The farmer indicated a westward knoll, as he stood in the steady lantern light.
“Then, that is where we will go.”
Sajan, meanwhile, rushes toward his ally, a troubadour he met at The Rusty Dragon; together, they had scouted the area around Sandpoint. Always they had the worst luck, showing up where bandits had been too late to make a difference. The man seemed dogged, however, and perhaps persistence had finally paid off.
“Hail. What news?” Sajan asked, regarding the man crossing the bridge, and glancing at the wood beyond it.
“One hears many things,” the troubadour answered; “not all of them are for your ears. Mind your business.”
Sajan shrugged. The bandits had planned well, but now well enough, if this troubadour was all they sent against him.
Sajan paced toward his onetime ally on the old bridge, and waited for the man to move…
Starting the Game
At the start of the game, each character must draw his or her hand.
Kyra’s starting hand is pictured above. Each character has a favored type of card. If the starting hand for any character does not contain that favored type, then the player controlling the character must redraw until a hand contains the favored card type.
For Kyra, I must have a blessing in my starting hand. Since I do, even though I would have preferred to have a weapon as well, I must keep this hand.
Sajan’s favored card type is an item.
His starting hand is much more promising, than Kyra’s, offensively, because he has the Amulet of Mighty Fists and a blessing. Weapons don’t mean much to Sajan; Kyra relies much more on them.
Sajan’s special abilities allow him to recharge blessings (put them on the bottom of his deck rather than discarding them), as well as using as many as he would like on a combat check.
His ally, the Troubadour, would allow him to explore again (normally, on a turn, you can only explore once, unless you have a card that allows you to do otherwise).
The potion of glibness, while a one-time use item, would possibly allow Sajan to acquire a powerful ally.
Turn 1: Sajan
To begin a turn, you must flip over a card from the blessings deck; this is the countdown timer until you either win or lose.
Sajan starts his turn by flipping a blessing. He then may flip the top card of the location he is at, although he is not required to do so. Since it is my first turn of the game, there is no compelling reason to leave a location unexplored. Unfortunately, rather than encountering a helpful card, I encounter an enemy. Let’s see how I deal with it.
As we saw in the short narrative above, Sajan has run into some trouble at the bridge. The Traitor enemy he encounters forces him to discard a random ally from his hand; seeing as he only has the Troubadour, he will not be able to use this ally to explore again on his turn.
Even though Sajan can roll his dexterity die (a d10 with a plus 2 bonus), I feared this would fall short of the 11 (this info is located on the right-hand side of the enemy card) I needed to defeat the Traitor.
As much as I would have liked to save the blessing to explore again, I played it on my combat check.
I was worried that Sajan could still roll badly enough to fail, and so I used one of Kyra’s blessings, as well, allowing him to roll a third D10. I have summarized the rule for playing cards on another character’s check below.
Each character may play one card of each type on a check, unless a card effect states otherwise.
This rule means that Kyra cannot play two blessings, for example, on Sajan’s combat check.
Note that Sajan can only add his bonus of plus 2 to one roll with the D10, not to each roll a blessing allows him to make. Still, I roll an 8, a 7, and another 7, plus the bonus 2, for a total of 24, far above what I need to have.
Note that Sajan can only add his bonus of plus 2 to one roll with the D10, not to each roll a blessing allows him to make.
Adding the third die via Kyra’s blessing was probably not necessary, but hindsight is always 20/20.
Feeling confident, Sajan dodges beneath a sword swing, and chops the man’s wrist with his hand. The sword clatters over the edge. Sajan sees the fear in the man’s eyes, but this does not slow the two kicks that send the traitor over the edge after his weapon. He has dispatched with two instruments of evil, but many more are doubtless present this night.
Sajan must now end his turn, seeing as he has no means to keep exploring.
At the end of a turn, you reset your hand. This means that you take cards from your deck up to your current hand size (which is listed on your character card). If you have too many cards, you must discard down to the correct number.
Turn 1: Kyra
Kyra’s exploration is very good for her. After she flips a blessing, she encounters a large chest. The large chest is considered a “barrier” card, and if undefeated (i.e. if you don’t roll high enough), many barriers have an effect on you and are removed. Some of the nastier ones stay on top of the deck until defeated.
She can either use her Strength or Melee stat (her melee stat is a D6 plus 2) or her dexterity or disable stat (an abysmal d4).
Let’s take a minute to talk stats. Have a look at Kyra’s card:
There are basic stats, such as Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. If a character is especially skilled in a particular area, he or she may have an added category, such as Kyra’s melee attack.
If a character is not skilled in an area (i.e. a particular skill is not listed), then that character can roll a d4 to attempt a check using a skill they do not possess; however his or her chances of success are very low.
So, that’s a summary of the character card. There is one more important note about skills:
If a card would effect a “Strength” check, it would also effect Kyra’s melee check, since her melee skill is based on her strength.
If you learn this rule now, it can save you a lot of headaches later.
In any case, the Large Chest is smashed apart by Kyra, who plays a blessing on her melee check to defeat it.
When defeated, I roll a d4 to see how many random weapons I acquire. Since this role is not a check, even if I had any blessings left in my hand, I could not play them to influence the outcome.
However, Kyra finds quite the stash!
Kyra draws four random weapons from the box; it just so happens that they are all useful for her. A ranged weapon, for example, would use her horrible dexterity skill.
Most of these weapons have penalties to use if a character is not proficient in weapons; Kyra is not, although she may become so after a later adventure. Nonetheless, the bonuses for using these weapons generally offset the added difficulty, so this is a winning turn for Kyra.
I reset her hand and prepare for more adventures…
Kyra and the farmer cautiously approach the hill; they creep up it. A cold wind under cold stars, sets them both on edge. Perhaps the farmer longed for the warmth of his hearth and home. She could not fault him, if so. Better than being in this place on this night, not knowing what lurked.
Still, the gods had sheltered her this far. She prayed to Saranae that it would continue to be so. The goddess was as silent as the night around them. No matter; it did not mean she was not watching. Perhaps, Kyra would find a sign.
A glint of metal in the darkness. An unguarded chest. She pointed, fearful that it was a piece of cunning to lure the unwary. When nothing stirred about the chest, Kyra walked up.
“You’ll be wanting a key” the man said. Kyra fixed him with a stare, and pried the lid with a grunt. Inside were weapons, such that Kyra had not seen; better by far than the training swords that she had left with.
She pulled out three weapons and strapped them on; there in the bottom, she saw it: the sort of weak blade that she had sparred with. She laughed and strapped it on to. The goddess had not forgotten her; she accepted the rebuke the sword represented. Her faith, too, must develop from humble beginnings, or she would fail.
Tonight, she could not afford to.
I hope you found this instructive. As you can see, the length of writing these turns involve is substantial. As a result, I will only highlight events that touch on rules or points of strategy we have not already covered.
Stay tuned for the conclusion of Brigandoom!
Hey, all. Announcement time: we’re excited to add the Pathfinder Adventure Card Game to Playthrough Board Games!
I, Dave, have the Rise of the Runelords set, and Joseph has the Skulls and Shackles set.
My adventures begin with the Brigandoom! scenario, where my fledgling heroes, Sajan the monk and Kyra the Cleric seek to prove themselves.
Kyra is bumming around Sandpoint, looking for work. While sitting in the local tavern, the Rusty Dragon, Kyra listens to the ebb and flow of talk, hoping to hear something.
The barkeep and a regular chat back and forth–something about the dank atmosphere of the place. Kyra wonders again why the goddess brought her here. Patience, she reminds herself.
Then, she hears it: the monk in the corner talks to a townsman. Bandits in the hills. She moves closer.
“Jubral Vhiski,” the man whispers, casting a furtive glance at the door.
The monk glances at her as she approaches. When she says nothing, he turns back to his talk.
“Trouble?” She asks. The monk shrugs as though it’s nothing he can’t handle.
“I’ll help.” Kyra offers.
The monk shrugs again. She fixes him with a cold stare.
“Come along then. Just stay close,” he says.
Kyra snorted. As if she needed protection. The monk had no armor or weapons, but some help was better than none. The farmer followed them out.
They didn’t get far, before they heard the roar of monsters near the waterfront amidst the din of traders.
“In town?” The man sputtered.
Ignoring his outburst, she strode off. Monsters would assure no one noticed thievery in the marketplace–a sure sign of deeply laid plans, now set in motion.
“Where are you going?” The farmer called.
“To look for Jubral,” she said.
The farmer stood between her and the monk, apparently puzzled as to whom he should follow.
Without preamble, the monk ran toward the old wooden bridge. Had he seen something she had not?
No matter. For Kyra’s part, her vows would not have her abandon the farmer to the danger around them. Plus, he was the only witness she had at the moment to the man behind the crimes around her.
“Show me where the bandits raided,” she ordered.
The farmer ran to her side. “They hit my farm this morning, and my neighbor’s the day before. By the gods. This has to stop.”
Kyra nodded, and they headed to the farmhouse.
A few notes about the game mechanics:
Typically, each scenario has a deck of cards (called the blessings deck); once the thirty cards in this deck have been flipped, if the heroes have not achieved their objectives for the scenario, they must start again.
In other words, the gods can/will only bestow so much favor on your heroes, so don’t put them to the test.
The gods will only bestow so much favor on your heroes…
Each hero has his or her own unique set of cards that he or she can use. These cards are limited in number by hero-specific guidelines that represent the type of hero.
For example, as a monk, Sajan relies on blessings and eschews weapons. Initially, he cannot have any weapon cards in his deck. Likewise, he cannot initially have spells, as he prefers to rely on his strength and dexterity while fighting.
When a hero’s deck runs out of cards, that hero has died, which is–of course–bad.
Each location a character can visit has a similar set of cards that represents its unique nature. In addition, each location can have special rules that will help or hinder heroes as they go about their quest.
In most scenarios, a location will have a villain or a villain’s henchman present, wreaking havoc. When either a villain or henchmen is defeated, a location may close (more on this in playthroughs), preventing more evil-doing at that place.
Finally, there may be rewards and challenges associated with the scenario. The more difficult the scenario, the better the rewards typically are.
For this basic scenario, the rewards are not great, but all heroes have to start somewhere…
Following their defeat at the cathedral, the heroes return to Arhynn. Avric states sadly, “I must mediate on our recent defeat. I will return.” Leoric nods, “Aye, I will spend time in the library studying the Overlord’s tactics in hopes of assuring our victory in the next conflict.” Grisban looks at his two companions, “I don’t really care what you two do, but I’m hittin the bar,” and he walks away.
The bar Grisban chooses is surprisingly clean. Two lovely waitresses serve drinks to a small crowd. A group of adventurers sit near the center of the room at a large table laughing merrily. Grisban pulls up an isolated stool and calls out to the barman, “Five shots of brandy. And keep the bottle unstoppered.”
Grisban spends some time working through the group’s failure. As he nears the edge of consciousness, a short, lean man walks up and sits beside him on a nearby stool. “Looks like you’ve had a rough day, mate,” the man acknowledges, taking a drink from a dark brown mug.
“Not interesttteddd in companish,” Grisban mutters, the man swimming in his vision.
“I can see that, and I’m not here to waste your time. I know what you’re up against, and I know a secret that can help.”
Grisban eyes open, and focus as much as possible, “Speak. I’m listhsenings.”
“I know a man who can forge the strongest armor you’ve ever seen. He’s not in town right now – he’s out with an expedition that’s just discovered a vein of naturally enchanted metal,” the stranger pulls out a map, and with it, a brightly gleaming stone that radiates with power. “Such armor would greatly help you against the Overlord. And, I fear, this rumor has become more widespread in the days since your companions have left. I’d advise you to make all haste to the mines — for I’m sure the Overlord is already on the way.”
Grisban stood on wobbly legs, “We wilsh find thish fellow!” Grisban wobbles towards the door.
“Aye, I believe you will. I know one of your companions, Avric, well — let me take you to him.”
With that the stranger leads the drunken Grisban to the temple. Leoric soon joins, and the adventurers agree to search out this smith and save him from the clutches of the Overlord.
Learning of this new chance, the heroes are filled with determination and strength:
This is an expansion quest from the Lair of the Wyrm. The Overlord has a deck of rumor cards that give the heroes a chance to attempt a separate set of adventures. Here’s the rumor card for the Gold Digger, one of 3 possible starting quests:
Note that the companions travel to the new location using the travel icons at the top of the rumor card instead of using a map.
The reward for this quest is quite tantalizing (though a bit better for the heroes):
The journey to the mines is mostly uneventful (2 cards listed no events) but, as the heroes near the entrance, it becomes more difficult to hide their presence from the Overlord:
The road icon at the top of the travel cards forces each hero to test their knowledge or the Overlord. For each hero that fails, the Overlord may draw 1 additional card.
The Overlord’s spies are everywhere!
The heroes roll their knowledge (book icon — need to get equal or less than the value listed – 3 for Avric, 2 for Grisban, 5 for Leoric):
Grisban and Avric fail their attribute tests. The Overlord knows that the heroes are on their way (+2 additional Overlord cards). “That Overlord, how foul!” Grisban shouts:
Avric nods, “We must stop him. We must!”
As the heroes approach the mines, they hear panicked cries for help from the distance. From above, a gout of flame burns through the nearby trees. A massive red dragon fills the sky. “Foolish heroes! You’d be well advised to mind your own business this day!” The dragon disappears over the trees.
From the distance, the heroes hear shouts of panic, “Hide the armor! Don’t let her find Jorem’s discovery!” Grisban, Avric, and Leoric rush towards the shouts. “I fear we may be too late!” Leoric shouts, brandishing his rune in anticipation of a tough battle.
Here’s the initial board set-up:
The heroes enter the map from the south. The overlord has chosen two open minion groups: the merriod (near the south entrance), who can immobilize the heroes, and a batch of fire imps (new expansion monsters — near the river at the north of the board) who throw balls of flame and explode when destroyed. The miners are split between two tiles: the northern, western most tile and the tile that currently has the fire imps. A pair of boulders (grey question marks) block the heroes way north but can be removed with a successful strength roll. Fiery terrain blocks the heroes to the west, and passage to the east is slow due to its length. When all of the miners are destroyed, Jorem’s discovery will be placed on the board (white objective piece). The Overlord’s minions must then carry this token off of the board to win the game. Valyndra is the red dragon, a lieutenant from the expansion. Currently, she’s represented as a single red token (center of the board) flying above the fray and attacking anything near her (5 movement, can attack adjacent targets before or after moving). When a hero enters the river at the northern portion of the board, Valyndra will land near the stream.
“And then devour the heroes!” the Overlord laughs. “Valyndra, destroy the fools!”
“Worry not, Overlord,” roars Valyndra, “I will devour their bones!” She flies higher above the battlefield and shrieks towards the sky.
“Let’s dance, dragon!” Grisban raises his sword towards the air, and quickly rushes the waiting Merriod, slicing into it’s tentacled face (5 total damage):
“I’ll take a piece of that monstrosity as well, Grisban — move over!” Alric mutters, and nimbly leaps over a carefully placed tripwire:
And then lightly bashes the beast in the head (1 damage, 6 total):
“Let me in on the fun as well” Leoric whines, moving quickly behind Avric and Grisban and letting loose a burst of energy. The Merriod howls and falls to the ground, defeated:
“Ha, you’re next, Overlord. We’re comin’ fer you!” Grisband shouts to the winds.
“Indeed, little dwarf? Feel the power of my awesome!” The Overlord gathers his energy, focusing on the power of evil (unholy ritual — fire imps are targeted (4 additional Overlord cards drawn — keep only 2 cards per most recent Fantasy Flight faq: http://www.fantasyflightgames.com/ffg_content/descent-second-ed/support/faq/Descent%20Second%20Edition%20FAQ_v1.2.pdf):
The Overlord kept the following cards:
“Why don’t you take some of that anger out on the mage, dwarf?” The Overlord’s chants befuddle Grisban (needed 3 or less):
Grisban looks confused. With a jerk, he turns towards Leoric. “Ah, Overlord, so now you take the guise of my friend, eh?” Leoric looks startled and fails to react as Grisban swings his sword (4 damage, 4 health remaining):
“Grisban, what the hell?” Avric shouts. Grisban shakes his head, his eyes refocusing, “Leoric, forgive me!”
“Twasn’t you, Grisban. The Overlord is once again muddling our thoughts. Look, over there, he’s sent more monsters to distract us!” Another merriod surges from the brush, knocking into Leoric (3 more damage with dark might, 1 hp remaining — editor’s note — this should have been 4 damage, and Leoric should have been knocked out. This won’t be our last mistake).
Meanwhile, the miners cringe before the horde of fiery imps (note that miners can’t acquire any conditions — we realized this later in the game, and the condition didn’t affect the outcome):
Valyndra flies closer to the heroes “Feel my fire, puny mortals!”
Grisban shouts “Move! We can rush past the damn thing!” The heroes run towards the nearby canyon pass, while Valyndra shrieks into the clear sky:
Leoric stumbles, grimacing from deep wounds. “Father, bless Leoric in our hour of need,” Avric mutters, and a beam of light extends from his hand, enveloping Leoric. The pain in Leoric side lessens. “Thanks, Avric. You might make a believer out of me yet!” (2 hp healed)
“FINISH THE MINERS! I MUST KNOW THEIR SECRET!” the Overlord shouts, pushing his minions onward. Blasts of fire spring from the fire imps, incinerating the 2 closest miners:
“Ehh heheheheheh!” the imps laugh in delight and stalk steadily towards the final 2 miners:
Valyndra, meanwhile, catches up to the heroes and chokes on a burst of flame. “GAAAHHHHH!”:
“Heh, stupid dragon,” Grisban laughs. He looks closely at the large boulders blocking their path. “Let me clear these pebbles for ya, ya pansies,” and he shoves aside the closest boulder (needs 5 or less):
Avric and Leoric glance at each other. “You know, we coulda helped. What if you’d pulled a muscle or something?” Avric shook his head. “Think, Grisban — we don’t want you in a sick bed while the Overlord is wrecking havok.”
“Didn’t ye just heal a deep cut in Leoric’s side? Can ya not heal a pulled muscle if needed? Stop your whinin’.”
“That reminds me — hey, deity — send some more healing juice Leoric’s way”:
The heroes move closer to the imps, with Leoric getting just close enough to attack the nearest figure, who explodes in a quiet burst of fire:
“Nice shot, Leoric,” Avric states plainly. Leoric holds up two fingers and blows on the tips.
Avric rushes towards the stream. “RRRRARRRRRRRRRRR!” Valyndra crashes to the ground, and the world shakes beneath the dragon’s massive bulk. “You will taste my wrath, mortals! My prize will not be so easily taken!”
With a roar, Valyndra jumps between the 2 groups of heroes, blocking their path to the miners. She swings towards Avric, smashing him with her large, spiky tail and a small burst of fire (Avric is now on fire, and must waste a turn to remove his fiery condition):
The imps continue after the miners, with more limited success:
“Help, heroes, we can’t stand this heat much longer!” the miners yell from the nearby campground.
“Move your heavy body outta the way, lizard!” Grisban shouts as he swings his sword at the dragon’s torso and connects:
“No, I won’t have it. You won’t defeat her that easily! The Overlord stretches his newly acquired staff of power and changes the course of events (a little) (note that the Overlord should have discarded a card to use the staff but didn’t read the card carefully enough):
Grisban cuts into the dragon (2 damage), pivots, and strikes again, hitting for 3 more damage (5 total, 9 remaining):
Avric uses Grisban’s distraction to pray away the pain and to pat out his fiery clothes:
Finally, he raises his mace and swings. The weapons bounces harmlessly off of Valyndra’s hyde:
Leoric lets loose 2 blasts of power, but the dragon seems nigh impenetrable (1 damage):
“Ah hahahaha. Puny mortals. Burn in my fire!” Valyndra rapidly let’s loose 2 blasts of fire, which sear our Grisban and Leoric (note that the meriod moved north to block the heroes even more; also, the Overlord played Frenzy to give Valyndra 2 attacks):
Leoric is feeling the pain, but holds his ground:
Meanwhile, the miners are being served extra crispy:
“Ah, we must stop this!” Grisban shouts. He swings his sword twice, chopping through Valyndra’s scales on the upswing, but his sword bounces off during his 2nd attack:
Taking a swig from his whiskey pouch, Grisban summons the demons within (uses his heroic feat). “You may have a thick hide, Valyndra, but mine is thicker,” and he cuts into her once more:
“I’ll finish this!” shouts Avric, who swings his mace with all his fury, hitting Valyndra twice:
Valyndra crumples to the ground. “Aaaahhhhh, what have you done? My beautiful evil!” She struggles to her feet. “You’ve won this day, mortals, but I will return!” With that, she stretches her wings and leaps into the air. The fire imps fade away, the Overlord’s power spent.
The last young miner runs up to the heroes: “She almost got it! Jorem Tolk sent me to bring this to the barons. Please, take it. He’s staying at the Brickwater Inn. Help our people!”
The heroes nod, and begin their journey back to Arhynn.
The good news is that we are out of “Matrix” sequels to borrow titles from; the better news is that we actually won! And no one had to pull off a (spoiler alert) Neo-esque self-sacrifice off to do so.
Here’s a brief rundown of what we changed in order to win.
But, we changed to the “Hammer and Anvil” approach suggested here, because it incorporated two decks.
Basically, we found the two major factors in our victory were Eleanor and Glóin.
Here’s her rule text:
Exhaust Eleanor to cancel the “when revealed” effects of a treachery card just revealed by the encounter deck.
Then, discard that card, and replace it with [a] new card from the encounter deck.
So, treacheries like this miserable one didn’t affect us:
Now, let’s look at Glóin.
Glóin basically let me get allies out faster and enabled me to take on trolls and other big enemies on my own terms, not when they came down due to our threat getting too high.
Deep Overlord thoughts: Why must the heroes be such a nuisance, constantly trying to disrupt my delightfully evil designs? I long for a world where children wander around in constant fear, preyed on by the beasts and half-bred monsters I create. Why can’t the heroes see the utopia I’m trying to build? And they’re nigh impenetrable! Even on my best days, the most I can do is knock them down for a round. They just stand back up and continue to beat on my beautiful monsters! Even my fire-breathing dragon barely singes their little eyebrows! Why do they persist so? I will make them rue this day — my zombies should be munching on the Cardinal as we speak, but the heroes just had to prevent that little victory, didn’t they? You will pay, heroes, you will pay…
As the heroes enter the cathedral, they glance upward at the main doorway. Carved above are the words: The Righteous Have Nothing to Fear From the Faithless. Avric looks worried as a deep moan echoes through the hallway. “The Overlord may still triumph — I fear that other undead creatures roam these halls.”
Our heroes begin the 2nd encounter with their fatigue restored, but maintain any wounds from the previous encounter:
Note the map — the heroes are at the far north, blocked by a pack of barghests immediately to the south. The cardinal is located in the eastern room which also with 1 master zombie (who will be wailing on him in a few turns). This map contains 3 closed doors — the heroes need to find a key to the cardinal’s room.
Here’s a picture showing the Overlord’s monster groups. Shadow dragons are quite fun 🙂
And here are our unfortunate heroes. Look at their dread-filled eyes!
“Barghests!” Grisban shouts. “That’s some good eating!” and he strolls forward and swings his sword at the nearest beast:
Grisban sweeps his sword towards the barghest’s head. Quick as a snake, the barghest ducks underneath the blade. Avric steps up beside the barghest and slams his mace down on its skull (2 hearts worth of damage). It bares its teeth: “HOOWWWWWWLLLLL.”
Leoric runs up beside Grisban. “Let’s blast these things to smithereens!” He holds his rune aloft and the ground beneath the group of barghests shatters in a fiery explosion.
Here’s the aftermath — 1 barghest down, 2 remaining:
The barghests howl in fury, their brothers body still burning from Leoric’s flames. The master barghest bounds up to Leoric, teeth slashing like tiny daggers:
The master barghest’s teeth sink into Leoric’s ankle (5 damage, -1 for shield, -1 for Leoric’s damage reduction = 3 damage — 6 total damage). Meanwhile, the minion barghest sneaks behind Leoric and leaps onto his back:
Leoric falls underneath the weight of the barghest, out of the fight (3 damage, [3 hp from last encounter, 3 from the master barghest, 3 from the minion — 9 total]).
The Overlord cackles, “Let’s see how well the heroes fare without their sorcerer! I can smell their doom! Go, my minions, destroy the cardinal while the heroes waste their precious time on triviality!”
Meanwhile, in the Cardinal’s chamber, the master zombie moves towards the cowering Cardinal and attacks!
The Cardinal ducks under the zombie’s arms, managing to stall for more time as the heroes continue to fight their way through the cathedrals dark corridors.
“Damnable beasts, get away from Leo!” Grisban shouts. His sword slices into the minion barghest:
The minion barghest falls to the ground, defeated. Grisban quickly pivots and slices through the master barghest:
Avric kneels beside Leoric, placing his hands on Leoric’s wounds. “Heavenly bugblatter beast, hear my prayer — restore my companion Leoric so that we may continue the fight.” (Note — no action required, just a fatigue).
Leoric breathes deep. “Thanks, Avric.” Avric nods and heads down the hall, following the deep moaning sound. “Ah, snap! The door to the Cardinal’s chamber is locked! Let’s find that key!” Avric moves and waits beside the closest door.
Leoric, still sore from the Barghest attack, breathes deep and looks around. “Ah, what’s that I see over there? Maybe a little somethin somethin for our team….” He scuttles up to the nearby cabinet and quickly grabs a potion that’s hidden in its interior:
“Hurry up, guys!” Avric shouts. “Coming!” Leoric continues towards the closed door and hands the stamina potion to Avric.
The Overlord is not permitted to bring fresh recruits onto the board until the door to the Cardinal’s chambers (the library) is open. As no monsters have been revealed, the Overlord is somewhat limited in his play options.
The Cardinal continues to try and evade the zombies. “Uhhhhhh…..” the master zombie scratches the cardinal across the chest with a withered hand:
And the fight continues…..
“On my way, Avric!” Grisban shouts. He steps towards Avric, and quickly falls on his face.
“Ah hahahahaha! That stopped the ugly dwarf in his tracks!” the Overlord cackles in delight.
Grisban stands back up and continues to move towards the door. “Stupid traps….”
Avric, tired of waiting, fatigue moves and flings open the nearby door. “Ah, nuts!” A master shadow dragon stands glowering, blocking the path into the room. Avric groans and tentatively swings his mace at the dragon:
This attack would normally cause 3 damage (1 valor + 2 damage – 1 shield), but the shadow dragon has the skill shadow — heroes must spend a surge with when they attack adjacent to the dragon or the attack misses).
Avric whispers a quiet prayer and energy floods into Leoric (note — we originally allowed Avric to heal Leoric from 2 spaces away — remember, you have to be within one space!):
Leoric grins happily at his ill-gotten health surge. “I’ll take this guy, Avric.” He raises his rune and 2 blasts of power burst forth in rapid succession:
No damage on the first roll (note that he doesn’t need a surge because he’s not adjacent). On the second roll, his range is ok without a surge due to his scorpion helm (+1 range). Leoric pierces 2 and spends a fatigue to gain 2 additional damage for a total of 3 damage (6 remaining).
“Ha ha, foul beast. Feel my mystic anger!” Leoric readies himself for another attack.
Meanwhile, the zombie continues to ineffectively attack the Cardinal:
The dragon tries to take a chunk out of Avric, who deftly blocks (4 possible damage, not shown, 4 block [1 valor, shield item, and 2 shields rolled]):
Grisban runs up to the shadow dragon. “You’re mighty big, so you’ll make a mighty big sandwich when I’m finished with you!” Grisban swings his sword:
1 additional damage (4 total).
Avric attacks twice, ineffectively:
“Are you getting too old for this, Avric? Watch how it’s done!” Leoric attacks twice, missing once:
and hitting the dragon for 1 damage the second time (5 total).
Avric smirks. “That was impressive, Leoric. Thanks for edu-ma-cating me. You barely scratched him!”
The zombie’s fist smashes into the Cardinal with unexpected force (+3 from the Overlord’s critical blow — 5 total damage on the Cardinal, 11 health remaining). “Help! I’m not a huge fan of zombies and apparently I’m too scared to try and destroy him myself!”
The dragon, meanwhile, lets loose a breath of fire:
6 possible damage to all 4 heroes (firebreath can move any which way 4 spaces from the dragon), -1 damage due to Leoric’s ability, large defense rolls keep our heroes alive (particularly Leoric).
“Time to die, dragon,” Grisban shouts. He uses a valor token to add 1 damage to his attack and lays into the dragon:
The dragon falls over, defeated. “That’s the way you smash these things,” Grisban says confidently, and begins moving back down the hall.
Leoric says, “I’ll go check out that cabinet over there — maybe the key is in there!” Leoric moves and then searches:
He finds a secret passage which he immediately enters! “Hey, guys, I found something over here.” Note that he’s found the armory. Upon entering this room, Leoric can test his might to attempt to discard 1 challenge token. This particular skill isn’t Leoric’s strong point and he fails handily (Needs 1 or less shields, rolled 3).
Avric ignores the secret room and follows Grisban around the corner:
Not much happening here — the zombie continues to attack and smacks the cardinal for 3 more damage (8 total, 8 health remaining):
Grisban moves around and opens the southern door — 3 flesh moulders appear! “Better than a dragon,” Grisban states as he readies his sword.
Avric moves (using a stamina potion and fatigue) and searches behind the standing suit of armor. “I’ve found the key!” he shouts. “Let’s rescue the cardinal!”
He then moves to the north:
Leoric, meanwhile, attempts 1 more strength check (failure) and mutters, “Not doing much good in here, am I?” He leaves the secret room and begins moving towards the Cardinal’s room.
The Overlord feels the need for more options and so he uses his cunning to gain more overlord cards (3 cards drawn and, per the errata, one has to be discarded — flesh moulders lose 1 action):
The overlord plays dash (twice!) and the master flesh moulder and 1 minion move up and surround Avric. One flesh moulder ends its turn next to Grisban.
The zombie attacks the Cardinal 1 additional time and misses:
Leoric moves closer to the Cardinal’s door (2 move actions)
Grisban rushes towards the flesh moulders that have surrounded Avric, trips over another trap, and falls on his face:
“I hate you so much, Overlord.” Grisban stands, fatigues himself next to the nearest flesh moulder, and attacks for 3 damage (not enough to remove him from the board):
Avric, following Grisban’s lead, attacks the same minion flesh moulder and misses:
“I swear I’m a good adventurer!” Avric yells defensively as he fatigues one space north next to Leoric and attacks the master flesh moulder for 2 points of damage (and a stun token). “Coulda fooled me,” Leoric mutters, “that’s only a flesh wound.”
Not much excitement once again. The flesh moulder (the 2nd minion moving next to Grisban) and the zombies attack and miss. “Incompetent fools!” shouts the Overlord.
Grisban begins his turn and slashes through, defeating the nearest flesh moulder:
His 2nd attack misses the flesh moulder minion. Leoric attacks both the master flesh moulder and the minion with devasating effect:
“That’s how you defeat bad guys, Avric.” Suddenly, a moan sounds from the Cardinal’s room. “Quit your yapping and open that door!” Grisban yells. Avric moves and then uses an action to open the door.
“Ah, thanks for taking care of that meddlesome door for me,” Lord Merick Farrow says as he emerges from the Cathedrals entrance. “Now it’s time to take what the Overlord wants, but first I’ll deal with you meddlesome creatures.”
The Overlord summons a minion zombie and attacks the Cardinal (master and minion) for 4 total points of damage (12 damage total). Merick moves next to Grisban and prepares himself.
“Not this time, Merick — tell your master that he cannot defeat the forces of good!” Avric moves next to the Cardinal and smashes the master zombie to the floor:
“I got this zombie, show Farrow your blade, Grisban!” Leoric lets loose a blast of energy that destroys the minion zombie, turns and shoots a quick charge at Merick (2 damage).
“I got him,” Grisban says. He begins by laying his hand on the nearby altar and muttering a quick prayer (passed his willpower test [2 shields, needed 3 or less] — per scenario, the Cardinal is healed by a red die roll amount of health [2 health — 10 total]). Grisban then cuts into Merick for 4 points of damage (5 hit points remaining).
The cardinal moves 4 spaces towards the exit of the cathedral. “Let’s get out of here!”
“You’ll never escape us, priest!” Merick yells, as the overlord summons another master zombie directly beside the Cardinal. Merick shifts between the heroes and uses his ignite power (-1 health to him, blast attack) attacks all of the heroes and the Cardinal (2 damage on Grisban, 1 damage on Leoric, no damage on the Cardinal). Note: Merick couldn’t actually damage the Cardinal anyway, per the scenario instructions. But the zombie can!
“UUUnnnngnnhhhh!!” the zombie yells at it lashes out at the Cardinal:
Damage calculation: -1 for being near Leoric, -2 for shields, +3 for hearts, +3 for critical blow, +1 for other surge = 4 total damage, 2 hit points left.
“Argh! Help, heroes, for I fear I will soon be no more!”
Grisban attacks Merick and hits for 4 points of damage, knocking Merick from the fight. He then tries to heal the cardinal but fails. Leoric blasts the master zombie into oblivion and moves towards the exit. Avric moves next to the altar. The Cardinal continues to move and enters the Chapel, just steps away from freedom.
“Arise, my minion!” The overlord shouts! A master zombie leaps from the entrance towards the Cardinal.
“Stop that zombie!” the heroes shout. Leoric and Grisban manage to deal a combined 3 damage to the zombie, but the monster still stands. Avric attempts to heal the Cardinal twice with the altar, but fails both rolls.
“Unnnhhhhh……” the zombie leaps onto the Cardinal, it’s teeth biting into his jugular:
“AAhh haha hahahaha!” the Overlord screams in triumph.
Lord Merick Farrow stands, dusts himself off, and grabs the staff of light as the heroes look on in disbelief. “I’ll be taking that – yoink!” He raps the butt of his new staff against the floor and vanishes in a flash of smoke.
The heroes look at each other in sadness and despair:
“Let us return to Arhynn. The Overlord has won this day, but we will triumph. His darkness cannot prevail,” Avric says solemnly. “Aye, lad, my sword, your mace, and Leoric’s magic will see to that,” Grisban says thoughtfully. Leoric nods sadly , and the heroes leave the cathedral.
Don’t let the title fool you; this time, the sequel was better than the original.
Joseph and I retried the Conflict at Carrock over the weekend and wanted to post an update.
In short: we lost; but we lost better than we did the last time (this post will make more sense in the context of the last post on Carrock).
Three important elements of our strategy that went off well.
First, Joseph managed to save enough resources to recruit Grimbeorn to our cause. Grimbeorn is a big ally, who doesn’t need to tap/exhaust when defending against trolls.
In addition, Grimbeorn has three defense and four attack, which makes him formidable as a blocker and attacker.
Second, I managed to beef up Gimli by equipping him with armor so he could take more damage. For each point of damage Gimli takes, he can deal an extra point of damage as an attacker. Coupled with his ax that gives him plus two attack, he is potentially able to deal 11 damage on a turn. This strategy, however, leaves him close to death.
Third, Forest Snare allowed Joseph to trap a troll, thus neutralizing it:
Attach to an enemy engaged with a player.
Attached enemy cannot attack.
Frightened Beast and the troll effect: “While Louis is engaged with a player, all Troll enemies gain, ‘Forced: After this enemy attacks, the defending player must raise his threat by 3.'”
These two effects caused Joseph to raise his threat by enough that he was knocked out of the game with two trolls left to kill.
At that point, my heroes were so close to death (Gimli intentionally so) that I couldn’t handle the enemies that once were engaged with Joseph’s heroes. Even though we killed many foes, we still came up short in the end.
And so, we lower the curtain on the second attempt. Maybe the third time will be the charm.
This is the first part of a 2 part series:
The heroes are searching for the Staff of Light, a mighty healing artifact:
Cardinal Koth has the staff of light in his possession. If the heroes fail to save him from the Overlord, the staff will turn to darkness:
The heroes begin their journey (and all the rest of their journeys from the base set) in Arhynn, 4 travel spaces away from the cathedral (denoted as the Cardinal’s Plight in the following image.
Before the heroes even begin their journey, they can feel the power of the overlord hanging over them. They’re filled with horror and trepidation!
The Overlord plays the rumor card A Dangerous Path before the heroes leave Arhynn:
This rumor card allows the Overlord to look through the travel deck and place the cards into any order he chooses.
A black raven flies into the Overlord’s tower. “CAAWWW!” it screeches. “Ahhhh,” says the Overlord, “So that’s what they plan. Well, we’ll prepare a little welcome party, shan’t we?”
The Overlord re-organizes the top three cards, placing zombies and brigands in the heroes path.
The heroes leave Arhynn and travel to the cathedral on a brush-covered, secret path, rumors of the Overlord filling them with dread. Surely the Overlord will miss their passing. The first day’s journey is uneventful. “Looks like we’ve outwitted the slime!” Grisban laughs with glee as the heroes set up camp for the night beside a lake near an old graveyard. Sleep comes quickly — the road ahead will require all of their strength, and the heroes need rest. Loud moans awaken the heroes from their slumber: “ZOMBIES!” shouts Leoric, hurtling a magic blast at the nearest shambling shape.
The heroes first travel card showed no event (bottom row of icons on the left card). Zombies were called forth by the second event card (see below, 3rd row of icons) — let’s see how the heroes fare.
“Die, accursed beasts!” Avric shouts as he smashes the zombies aside with his mace. A multitude fall before him, as he clears a path to Grisban, who has just lopped the heads off the three closest zombies.
Avric and Brisban both passed their willpower tests and avoided the zombies nefarious teeth (Grisban needed a roll of 3 or less on 1 gray and 1 black defense die [2 shields were rolled] and Avric needed 4 or less [4 shields were rolled). Let’s check on Leoric.
Leoric blasts away another zombie and breathes a sigh of relief. The camp site is empty. “Thanks the gods.” Leoric sits on a nearby boulder, rubbing his face, while Grisban and Avric continue looking for signs of evil in the nearby graveyard. Avric lets out a yell: ” Leoric, look out!” A zombie torso (including head) has managed to crawl up next to the unsuspecting Leoric and sink its teeth into his leg! (Leoric rolled 4 shields, well above his listed 2 willpower)
“AHHHHH!” Leoric shouts, as Grisban jumps forward and dismembers the horrid thing. The zombie bite reddens quickly. “I think I’m going to be sick,” Leoric states sadly. (Leoric will begin the adventure diseased — at the beginning of each turn he must test his willpower again, succeed and discard the card, or fail, suffer 1 fatigue, and keep the card until the next turn).
Breaking up the camp, the heroes begin their adventuring day, helping Leoric along as best as possible. As the sun sets, the adventurers approach an open field near the base of Mount Crag, whose winding path leads to the cathedral. Shadows move in the darkness. Out steps one of the largest men the adventurers have ever seen. “That’s nice looking equipment you have there, mateys. Why don’t you hand that over to Ole Hammer here?”
The adventurers have stumbled upon a band of brigands (left card, 1st icon):
Grisban steps forward, pulling his sword from it’s sheath. “You’d like to see my sword, would ya? How’d ya like to see it up close?” With that, Grisban swings his sword directly through a 15 foot pine, which collapses 5 feet from the brigand leader. The brigand’s eyes widen, and the leader shouts, “Forgive me, kind dwarf. May you journey safely.” The leader and the others shadows disappear into the fading light. Grisban succeeded at his strength role (he rolled a 4 and needed 5 or less):
The final travel step is also listed above — 2nd row of icons. The heroes come upon a dark, deep cave. Leoric hobbles forward, “I sense some object of power deep within the earth. Should we take the time to look for it? It may help us defeat the overlord, but surely the delay will be costly!”
Avric shrugs, “What matter the delay if the Overlord defeats us? I say we spend a few hours searching.”
“Agreed,” Grisban nods. “Who knows? Maybe we’ll even find something stronger to drink than this watered down flask of whiskey.” Grisban shakes his water satchel.
The heroes have chosen to search — they receive one search card, and the Overlord is allowed to draw an additional Overlord card:
Deep within the cave, Leoric notices a child’s doll. “Ah, what’s this?” Leoric asks. Avric walks over. “I sense great good in this stuffed figure — either whoever left this here knew of our need, or the gods have provided for us even during this dark time.” The doll will allow the heroes to remove one condition. Since Leoric is already diseased, he pockets the doll in case he needs to use it.
The Overlord hasn’t been idle during the heroes exploration. “Well, I’ve concocted one of my most powerful incantations yet — with this, I can control the mind of any hero. Just wait, adventurers. You will fall before the might of the Overlord! Ah hahahahaha!” Dark charm allows the Overlord to force the hero to take a particular action, even attacking themselves!
The heroes arrive at the gates of the cathedral. What is the fate of Cardinal Koth? Have the heroes arrived in time?
A young man calls from behind a rock, “Please, faithful! The Cathedral is beseiged. The Cardinal invoked the Ward of Flame, but that Lord Merick was already inside! Lord Merick knows that the Cardinal can only be harmed by a faithful man, so he’s raising undead from our own parishoner’s graves to destroy the Cardinal. Only the Relic of Dawn will allow you to get through the ward and stop Lord Merick before the zombies consume Cardinal Koth!”
The heroes enter into the Cathedrals outer courtyard. They’re ready for adventure:
The heroes must find the Relic of Dawn and defeat Lord Merick in order to win the encounter. If no zombies and no gravestones are on the board, the overlord wins the encounter. Note that zombies that escape off the map will increase the Overlord’s chances of winning the next encounter).
Heroes are located at the bottom right of the map. The Relic of Dawn is hidden under a search token, several of which are protected by flesh moulders (1 master, 2 minions). Sir Merick Farrow , who is located to the west (cardboard figure) may try, once a turn, to raise a zombie from the cathedral graveyard — he must test his knowledge to succeed (4 shields or less on a black and gray die). If he fails, he may summon re-inforcements from his monster group (spiders):
And without further adieu, let’s begin the adventure!
Grisban growls, “I’ll split some skulls, you search for that relic!” With that, the dwarf runs off to the west (first sounding his horn — 1 valor to Avric).
Grisban uses 2 fatigue and 1 movement to get next to the flesh moulders. “RRRRRRAAAHHHH!” Grisban shouts as he rushes up to the closest flesh moulder and plunges his sword in the monster’s chest. Grisban rolled 4 hearts, 1 surge (1 extra damage), and the flesh moulder rolled 1 shield = 4 total damage = 1 dead minion flesh moulder.
Following closely behind Grisban, Avric sprints towards the nearest flesh moulder (3 fatigue, full movement). The ground collapses under Avric’s feet! The Overlord played a pit trap card. Avric nimbly leaps over the cunning trap (0 shields) and continues on, swinging his mace with wild abandon at the master flesh moulder (3 hearts, 1 surge, 1 shield = 2 damage to master flesh moulder + stun [monster must use his 1st action to remove stun token]).
Leoric who, as we recalled, still suffered from a zombie bite (disease) feels much better (2 shields vs 2 fortitude = successful save!). With renewed energy, Leoric sprints into the fray (3 fatigue, 1 movement) and blasts the master flesh moulder with an explosive arcane bolt (2 hearts, 1 surge, 1 shield — used fatigue + surge for 2 extra hearts on master flesh moulder — master flesh moulder is defeated!). The master flesh moulder melts away, defeated.
The Overlord sends his thoughts to Lord Merick: “Quickly, raise up the hallowed dead! They will destroy their own cardinal and the staff of light will be ours! What lovely irony!”
The Overlord begins by drawing 1 overlord card (dark charm) and activating Lord Merick.
Lord Merick steps up to the closest grave stone. “Arise, ye who were dead and is now reborn with unholy light!” Lord Merick tests his knowledge — he rolls a 3 and needs 4 or less. The zombie pushes up through the dirt, moaning in response to the will of its new master. Note that the zombie can not take an action this turn — it’s too busy forcing it’s way out of the earth.
The remaining flesh moulder, noting the deaths of his 2 brothers, howls in fury. “Weaklings, feel the Overlord’s wrath!” The flesh moulder swings his semi-clawed hands straight at Leoric’s face.
4 damage + 1 surge (1 extra damage) – 3 shields -1 damage due to Leoric’s hero ability = 1 total damage to Leoric. Leoric dodges to the side and the creature’s claws nick his left arm.
Grisban cries out, “What’s wrong with you? Afraid to swing at someone smaller than you are? What’re ya? Prejudice?” With that, Grisban slices the flesh moulder down with 2 swift attacks (5 hearts, 3 shields, then 3 hearts, 1 shield = defeated minion). “Feel that, boys! That’s glory!” Grisban, Leoric, and Avric each gain 1 valor token (Glory of battle and valor of heroes).
Avric says, “I can feel the evil emanating from the cathedral. We must stop this foul darkness before it completely soils this holy place (1 move, then a search). “Ah, the relic of dawn is hidden here, neath these bushes!”
The evil magical gate blocking the entrance to the cathedral melts away as Avric grabs the holy relic. “Let’s tear into some zombies!” Grisban shouts gleefully.
Leoric nods and moves closer, aiming a magical attack at the nearest zombie (5 range, 3 hearts, 1 surge, 1 shield = 1 dead zombie). The zombie crumples to the ground in a heap.
“Faster, Merick, we must destroy the cardian!” the Overlord’s voice fills the air as Merric raises yet another zombie (4 shields). Merick points his staff towards Leoric, “Give me a minute to remove this small nuisance, master.” Light blasts towards Leoric, who swiftly dodges to the side (3 damage 3 range, 3 shields. “Blast it, stand still!” The Overlord plays frenzy, giving Merick 1 additional attack. A second blast follows the 1st, striking Leoric directly in the chest (4 damage, 1 surge, 2 shields = 2 total damage with Leoric’s damage reduction ability).
From back at the entrance, a chittering, scuttling sound emanates (the Overlord places a master spider at the entrance).
“Time to die, meat pie!” Grisban shouts, and moves up to Lord Merick (2 fatigue, 1 movement) and wallops him upside the head with the flat of his blade (1 valor [+1 damage], 5 hearts, 1 surge, 2 shields — 5 total damage, 6 health remaining):
Avric says to himself, “They got this. Let’s find some loot!” With that, he begins searching through the brush, looking for a little something something…… It’s a treasure chest! Inside is a scorpion helm! Clutching his new prize, he moves, hoping to search some more next round.
Leoric mutters to himself, “That jerk! Why isn’t he helping here?” He channels his annoyance through his rune and pops Merick with a blast of energy (3 damage + 1 valor, 3 shields = 1 damage [6 total]). He then takes aim at the 2nd zombie and lets loose another blast (2 damage, 1 surge, 5 range, 0 shields, suffered 1 fatigue and used the surge for runic knowledge — 4 total damage = zombie is defeated).
The Overlord drew dash and then played word of misery — each time a player is damaged, that player loses 1 fatigue. The Overlord then played dark charm on Grisban (reminder image):
Grisban rolled 1 shield, handily defeating the dark charm (needed 3 or less).
Lord Merick moved up to the next set of gravestones (1 movement) and raised another zombie (3 shields)!
The master spider moved twice, and a minion spider entered onto the board.
Avric, once again not fully understanding the situation, searched for more treasure and found a warding talisman:
Grisban moved and attacked Lord Merick once again, but his sword bounced off Lord Merick’s steel fist:
Pulling deep from within himself, Grisban used his heroic feat to attack Lord Merick a second time, this time rolling 5 hearts and a surge (only a single shield for Lord Merick = 1 hit point remaining. Lord Merick falters, looking into the face of his doom. “I MUST NOT FAIL!” he shouts.
“But fail you will!” shouts Leoric, who blasts Lord Merick with his rune for 4 damage, 4 range (1 shield):
Lord Merick is defeated! He disappears in a puff of smoke, “I will deal with you later,” his voice echoes through the graveyard.
The heroes have survived the encounter and have prevented the zombies from entering the cathedral. Let’s see how the heroes are feeling:
And how about the Overlord?
Tune in next week when our heroes battle the Overlord in a race against time to rescue the Cardinal! The heroes have the advantage, but anything can happen in the Overlord’s greasy presence.