26th September-2nd October   Leave a comment

Wrath of Ashardalon

Elf Paladin and Human Cleric took on the Campaign.
First Clan: Kobolds; Just won with no surges left. Paladin level Two.
Second Clan: Duergar; Much better. No surges lost, both level Two and well equipped.
Third Clan: Orcs: Went pretty smoothly despite being chased by Traps. Upgraded equipment. Elf has +2 Sword, Amulet +1 AC, Bracers of Defence. Cleric has Elven Cloak (very useful), Throwing Shield, Vorpal Sword. Plus other minor items such as rings of shooting stars, potions and lucky amulets.
Fourth: Stables: Rage Drake. Went okay. Gained Staff of Command and Shield +2. Command and Cleric Blade spell really hurts these big monsters.
Fifth: Otuyhugh: Went so fast. Command and Cleric Blade spell really hurts these big monsters. His tentacles and lots of traps though did pose a challenge.
Sixth: Elite Regiment; Too easy as they all seemed to be out, but now we draw two encounter cards per turn when instructed.
Seventh: Gauth; That is always a tricky one with the Evil Eye, high AC and HP. With two encounters per turn and lots of monsters and traps running about the cleric was knocked unconscious by poison ray. Thus the Cleric had to use a Healing Surge after applying the poison damage and they and the Paladin slew Gauth.
Eight: With both short cut and guards bypassed boons the adventures start quicker. This time the heroes raced towards the chamber followed by a few monsters. The cleric found the chamber to find a Prison guard and two villagers. One of the villagers raced towards the exit only to be pounced on by a ferocious cave bear and killed. Only one villager remained. The Palasin dashed into the room and slew the cave bear and then used bravery to advance on the gibbering mouther thus saving the last villager. In time all the guards lay dead and the villager was rescued. Two encounters a turn is nasty but oddly the heroes did not cancel any, saving their cards just in case something devestating appeared. There seems to be no way of saving the villager from the cave bear unless you have the right item or power available.
Nine: Unknown Monster’s Lair. The Rage Drake; The two heroes advanced rapidly towards the chamber. This time the cleric disarmed the rolling ball trap. The Rage Drake and Phalargar’s Lair Event knocked the Paladin unconscious but the Cleric was able to kill the now enraged Drake on their turn using the Throwing Shield and a natural 20.
Ten: Treasure Chamber. The heroes stumbled upon the Treasure Chamber. However due to the Dragon’s Tribute card the chamber was bare with just three 100GP treasure piles. Ironically it turned out to be guarded by Asahardalon. The cleric’s Command spell moved Ashardalon onto a Blade Barrier and out of range of his breath attack. Both heroes were heavily wounded when they managed to kill the Dragon and collect enough treasure to exit. Having collected 1700GP on their way in through killing monsters before the environment card appeared it did not take long to collect the last remaining GP and race for the exit. Luckily the chamber was actually near to the exit, the map having curved round and they were both able to race off map without using any surges.
Eleven: The heroes now have almost every single useful treasure item and potion saved up ready to start the hunt for Ashardalon and the final battle. Also the boon cards which spped up the search. They made short work of the monsters and soon reached the chamber, though the Paladin had taken a fair bit of damage and used up a lot of healing powers and potions by then. Ashardalon’s lair was revealed and the heroes attacked. Having saved up all their xp they cancelled an annoying cave in and then a pit trap. The Kobold and the Legion Devils produced no real threat. Once again the Cleric used his Command power to move the Dragon onto the Blade Barrier and out of range of his breath attack. This allowed the two heroes to then slay the Dragon and complete the campaign.
Campaign Victory for the Cleric and the Paladin. A very powerful duo with lots of healing available and good AC. Not so sure it would be that easy with the weakling wizard or without the healing from the Cleric. Of all the powerful items the Elven Cloak seemed to help the most.

Posted September 27, 2011 by wargamesdiary in Boardgames

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s

Dagger and Brush

Miniature painting, wargaming terrain tutorials, reviews, interviews and painting guides

Winter Gate Games

Weekly tabletop miniatures blog.


Wargaming with the ability of a dull nine year old

Start Your Meeples

A blog about board games, board game strategy, miniature games, and tabletop RPGs. Love the Game.

Colonel Mustard

WW2 Modelling in 1/72 Scale

Olde England Grown New

The Adventures of Sir Thomas Hawksby's Regiment

Scent of a Gamer

From the computer to the tabletop, this is all about games. Updated each week-end.

Flashing Steel

Talk, support and information on Ganesha Games' Flashing Steel

Brooklyn Wargaming

President of Metropolitan Wargamers in Park Slope, Brooklyn, NYC


Thoughts about wargaming, especially 28mm.


Adventures of an historical wargamer in the wilds of Arkansas

%d bloggers like this: