Beaglier

Lords of Waterdeep -- Undermountain and Skullport


Round 1

The Red Sashes deploys an agent to Aurora's Realms Shop, gaining 4 gold.

The Knights of the Shield deploy an agent to Cliffwatch Inn, taking the Rescue Clerics of Tymora quest and gaining an intrigue card.

The Harpers deploy an agent to Cliffwatch Inn, taking the Recover Magister's Orb quest and gaining 2 gold.

The City Guard deploy an agent to the Hall of the Voice, and take 5 gold, 1 intrigue card, 1 corruption, and the Domesticate Owlbears quest.

The Red Sashes deploy an agent to the Builders' Hall and spend 7 gold for the Librarium, gaining 1VP.

The Knights of the Shield deploy and agent to Waterdeep Harbor, playing Tax Collection and gaining 4 gold.  The Harpers and City Guard each give the Knights 4 gold to gain 4VP.

The Harpers deploy an agent to Waterdeep Harbor, playing Call In a Favor, gaining 4 gold.

The City Guard deploy an agent to the Librarium, gaining 2 wizards and placing a wizard on Castle Waterdeep.  The Red Sashes gain 1 wizard.

The Red Sashes deploy an agent to Waterdeep Harbor and play Arcane Mishap, gaining 2 intrigue cards.  The City Guard lose 1 wizard.

The Knights of the Shield deploy an agent to the Entry Well, taking the Placate the Walking Statue quest and playing Ambush, gaining 3 fighters.

The Harpers deploy an agent to Castle Waterdeep, becoming first player and gaining 1 wizard and 1 intrigue card.

The City Guard deploy an agent to the Field of Triumph, gaining 2 fighters.

The Knights of the Shield redeploy an agent from Waterdeep Harbor to the Slavers' Market, gaining 2 fighters, 2 rogues, and 1 corruption.

The Harpers redeploy an agent from Waterdeep Harbor to Blackstaff Tower, gaining 1 wizard.

The Red Sashes redeploy an agent from Waterdeep Harbor to the Hall of Mirrors, gaining 1 fighter and 1 rogue.

Round 2

The Harpers deploys an agent to the Builders' Hall, spending 6 gold for Delver's Folly and gaining 1VP.

The City Guard deploy an agent to Waterdeep Harbor, playing Call in a Favor, gaining 2 rogues, then using 2 fighters, 2 rogues, and 4 gold to complete the Infiltrate the Builders' Hall quest, gaining 6VP.

The Red Sashes deploy an agent to the Hall of the Voice, gaining 5 gold, 1 intrigue card, 1 corruption, and the Fund Pilgrimage of Waukeen quest.

The Knights of the Shield deploy an agent to Cliffwatch Inn, gaining an intrigue cards and gaining the Deal with the Black Viper quest.

The Harpers deploy an agent to Waterdeep Harbor and play Bidding War, taking the Uncover Forbidden Lore quest.  The City Guard take the Loot the Crypt of Chautea quest.  The Red Sashes take the Deliver Weapons to Selūne's Temple quest.  The Knights of the Shield gain the Produce a Miracle for the Masses quest.

The City Guard deploy an agent to Aurora's Realms Shop, gaining 4 gold.

The Red Sashes deploy an agent to the Slavers' Market, gaining 2 fighters, 2 rogues, and 1 corruption.

The Knights of the Shield deploy an agent to Waterdeep Harbor and play Recall Agent, returning the agent in Cliffwatch Inn to their tavern.

The Harpers deploy an agent to the Grinning Lion Tavern, gaining 2 rogues.

The City Guard deploy an agent to The Plinth, gaining 1 cleric.

The Red Sashes deploy an agent to the Hall of Mirrors, gaining 1 cleric, then use 1 cleric, 3 fighters, 1 rogue, and 2 gold to complete the Defeat Uprising from Undermountain quest, gaining 11VP and 2 fighters.

The Knights of the Shield deploy an agent to the Librarium, gaining 2 wizards and placing a wizard on the Builders' Hall.  The Red Sashes gain 1 wizard.

The Knights of the Shield deploy an agent to the Field of Triumph, gaining 2 fighters and using 6 fighters and 2 wizards to complete the Rescue Clerics of Tymora quest, gaining 10VP and 3 clerics.

The City Guard redeploy an agent from Waterdeep Harbor to Blackstaff Tower, gaining 1 wizard and using 2 wizards and 1 cleric to complete the Study the Illusk Arch quest, gaining 8VP.

The Harpers redeploy an agent from Waterdeep Harbor to Cliffwatch Inn, taking the Establish Wizard Academy quest and 2 gold.

The Knights of the Shield redeploy an agent from Waterdeep Harbor to Castle Waterdeep, becoming first player and drawing an intrigue card, then uses 2 rogues, 2 clerics, and 4 gold to complete the Placate the Walking Statue quest, gaining 10VP and the building Shadowdusk Hold.

Round 3

The Knights of the Shield deploy an agent to the Builders' Hall, spending 8 gold for the Thrown Gauntlet and gaining 3VP and a wizard.

The Harpers deploy an agent to the Grinning Lion Tavern, gaining 2 rogues and using 3 rogues and 2 wizards to complete the Recover the Magister's Orb quest, gaining 6VP.

The City Guard deploy an agent to the Librarium, gaining 2 wizards and placing a wizard on Delver's Folly.  The Red Sashes gain a wizard.

The Red Sashes deploy an agent to Skull Island, gaining 2 clerics and 1 corruption, and using 1 cleric, 2 fighters, and 4 gold to complete the Establish a New Merchant Guild quest, gaining 8VP.

The Knights of the Shield deploy an agent to The Thrown Gauntlet, gaining 3 fighters, 3 rogues, and 1 corruption.

The Harpers deploy an agent to Waterdeep Harbor and play Change of Plans, discarding Safeguard Eltorchul Mage to gain 6VP.  The Red Sashes discard Deliver Weapons to Selūne's Temple quest for 3VP.  The Knights of the Shield discard the Extort Aurora quest for 3VP.

The City Guard deploy an agent to The Plinth, gaining a cleric and use 1 cleric and 2 wizards to complete the Domesticate Owlbears quest, gaining 10VP, 1 fighter, and 2 gold.

The Red Sashes deploy an agent to Cliffwatch Inn, gaining 2 gold and the Pay Fines quest.

The Knights of the Shield deploy an agent to Waterdeep Harbor and play Crime Wave, gaining 2 rogues.  The City Guard gain 1 rogue.

The Harpers deploy an agent to Cliffwatch Inn, gaining an intrigue card and the Destroy a Temple of Selvetarm quest.

The City Guard deploy an agent to the Field of Triumph, gaining 2 fighters.

The Red Sashes deploy an agent to Waterdeep Harbor and play Bidding War, taking the Battle in Muiral's Gauntlet quest.  The Knights of the Shield take the Eliminate Vampire Coven quest.  The Harpers take the Host Festival for Sune quest.  The City Guard gain the Spy on the House of Light quest.

The Harpers redeploy an agent from Waterdeep Harbor to the Builders' Hall and spend 4 gold for Jesters' Court, placing 2 rogues on the building.

The Knights of the Shield redeploy an agent from Waterdeep Harbor to Delver's Folly, gaining a wizard, and placing a corruption on Jester's Court.  The Harpers gain 2VP.  The Knights of the Shield use 1 fighter, 4 rogues, 2 wizards, and 5 gold complete the Deal with the Black Viper quest, gaining 10VP and 4 intrigue cards.  Does not play the first or second cards, plays Recruit Spies, gaining 2 rogues.  The Harpers, City Guard, and Red Sashes each give him a rogue and gain 3VP.  The Knights play Good Faith, gaining 2 clerics.  The Harpers gain 1 cleric.

The Red Sashes redeploy an agent from Waterdeep Harbor to Aurora's Realms Shop, gaining 4 gold.

Round 4

The Knights of the Shield deploy an agent to Waterdeep Harbor, playing Lack of Faith.  The Red Sashes and Harpers each lose 1 cleric and the Knights of the Shield gain 2VP.  The Knights then use 2 clerics, 2 fighters, and 1 rogue to complete the Eliminate Vampire Coven quest, gaining 11VP and 4 gold.

The Harpers deploy an agent to the Librarium, gaining 2 wizards and placing a wizard on Jester's Court.  The Red Sashes gain a wizard.

The City Guard deploy an agent to Shadowdusk Hold, gaining 4 rogues and placing 1 rogue each on the Field of Triumph and Blackstaff Tower.  The Knights of the Shield gain 2 rogues.  The City Guard use 3 fighters, 2 rogues, and 2 gold to complete the Spy on the House of Light quest, gaining 6VP and 6 gold.

The Red Sashes deploy an agent to the Builders' Hall and spend 4 gold for The Three Pearls, gaining 4VP.

The Knights of the Shield deploy an agent to Cliffwatch Inn, gaining an intrigue card and the Steal Gems from the Bone Throne quest.

The Harpers deploy an agent to Blackstaff Tower, gaining 1 wizard and 1 rogue.

The City Guard deploy an agent to the Field of Triumph, gaining 2 fighters and 1 rogue.

The Red Sashes deploy an agent to The Thrown Gauntlet, gaining 3 fighters, 3 rogues, and 1 corruption.  The Knights of the Shield gain 1 fighter and 1 rogue.

The Knights of the Shield deploy an agent to The Three Pearls, exchanging 2 rogues for 2 wizards and 1 cleric.  The Red Sashes gain 2 gold.  The Knights then use 4 rogues and 2 wizards to complete the Steal Gems from the Bone Throne quest, gaining 7VP and 10 gold.

The Harpers deploy an agent to Jester's Court, gaining 1 wizard, 4 rogues, and 1 corruption, and use 3 wizards and 2 rogues to complete the Uncover Forbidden Lore quest, gaining 17VP.

The City Guard deploy an agent to Cliffwatch Inn, gaining 2 gold and the Deliver an Ultimatum quest.

The Red Sashes deploy an agent to Waterdeep Harbor, playing Conscription and gaining 2 fighters.  The Knights of the Shield gain 1 fighter.

The Knights of the Shield redeploy an agent from Waterdeep Harbor to the Hall of the Voice, gaining 5 gold, 1 intrigue card, 1 corruption, and the Procure Stolen Goods quest, then use 2 clerics and 4 gold to complete the Produce a Miracle for the Masses quest, gaining 5VP.

The Red Sashes redeploy an agent from Waterdeep Harbor to Skull Island, gaining 2 clerics and 1 corruption.

Round 5

The Knights of the Shield deploy an agent to the Hall of the Voice, gaining 5 gold, 1 intrigue card, 1 corruption, and the Donate to the City quest.

The Harpers deploy an agent to Aurora's Realms Shop, gaining 4 gold.

The City Guard deploy an agent to The Plinth, gaining a cleric and using 3 rogues, 1 cleric, and 2 gold to complete the Loot the Crypt of Chantea quest, gaining 7VP, 1 intrigue card, and the Give Honor to Mask quest.

The Red Sashes deploy an agent to the Field of Triumph, gaining 2 fighters, and use 2 wizards, 7 fighters, 2 clerics, and 2 gold to complete the Battle in Muiral's Gauntlet quest, gaining 40VP.

The Knights of the Shield deploy an agent to Cliffwatch Inn, gain an intrigue card and the Enter the Tower of Seven Woes quest.

The Harpers deploy an agent to the Builders' Hall and spend 4 gold to build the Spires of Morning, gaining 2VP.

The City Guard deploy an agent to Waterdeep Harbor and play Call for Assistance, taking 2 fighters from the Knights of the Shield.

The Red Sashes deploy an agent to Cliffwatch Inn, gaining 2 gold and the Ally with House Thann quest.

The Knights of the Shield deploy an agent to Waterdeep Harbor and play Sample Wares, deploying another agent to Deepfires, taking a cleric, 5 gold, 1 corruption, and the Investigate Thayan Vessel quest.

The Harpers deploy an agent to the Hall of the Voice, gainnig 5 gold, 1 intrigue card, 1 corruption, and the Train Bladesingers quest.

The City Guard deploy an agent to Shadowdusk Hold, gaining 4 rogues and placing 1 rogue each at Blackstaff Tower and Castle Waterdeep.  The Knights of the Shield gain 2 rogues.

The Red Sashes deploy an agent to the Grinning Lion Tavern, gaining 2 rogues.

The Harpers deploy an agent to the Librarium, gaining 2 wizards and placing a wizard on Jester's Court.  The Red Sashes gain a wizard.

The City Guard deploy an agent to The Three Pearls, returning 2 rogues and gaining 1 wizard and 2 clerics, then uses 4 fighters, 1 rogue, and 1 wizard to complete the Deliver an Ultimatum quest, gaining 11VP and 4 gold.

The Red Sashes deploy an agent to Castle Waterdeep, gaining 1 rogue, 1 intrigue card, and becoming first player.

The City Guard redeploy an agent from Waterdeep Harbor to The Thrown Gauntlet, gaining 3 fighters, 3 rogues, and 1 corruption.  The Knights of the Shield gain 1 fighter and 1 rogue.  The City Guard use 1 rogue, 1 cleric, and 2 gold to complete the Give Honor to Mask quest, gaining 8VP.

The Knights of the Shield redeploy an agent from Waterdeep Harbor to The Entry Well, taking the Ransack Whitehelm's Tomb quest and playing Sponsor Apprentices, gaining a wizard and placing a wizard on the frist space of Waterdeep Harbor.

Round 6

The Red Sashes deploy an agent to Aurora's Realms Shop, gaining 4 gold.

The Knights of the Shield deploy an agent to Waterdeep Harbor, gaining a wizard and playing Free Drinks, taking a cleric from the City Guard, then using 1 cleric, 2 fighters, 2 rogues, 2 wizards, and 2 gold to complete the Investigate the Thayan Vessel quest, gaining a cleric, a wizard, 2 intrigue cards, and 13VP.

The Harpers deploy an agent to Skull Island, gaining 1 fighter, 1 cleric, and 1 corruption, and use 3 rogues, 3 wizards, 1 fighter, and 1 cleric to complete the Establish Wizard Academy quest, gaining 12VP.

The City Guard deploy an agent to Cliffwatch Inn, gaining an intrigue card and the Fix Champions Games quest, using 3 fighters and 2 gold to complete it, gaining 8VP.

The Red Sashes deploy an agent to The Three Pearls, trading 2 rogues for 3 clerics, and uses 1 wizard, 1 cleric, 3 rogues, and 8 gold to complete the Ally with House Thann quest, gaining 27VP.

The Knights of the Shield deploy an agent to The Thrown Gauntlet, gaining 3 fighters, 3 rogues, and 1 corruption, then use 4 rogues, 2 clerics, 3 fighters, and 10 gold to complete the Ransack Whitehelm's Tomb quest, gaining 40VP.

The Harpers deploy an agent to Delver's Folly, placing a corruption from their tavern in Shadowdusk Hold.

The City Guard deploy an agent to the Builders' Hall and spend 7 gold for the Citadel of the Bloody Hand, gaining 8VP.

The Red Sashes deploy an agent to Cliffwatch Inn and gain 2 gold and the Bribe Shipwrights quest.

The Knights of the Shield deploy an agent to the Spires of the Morning, gaining 2 clerics and exchanging a rogue for a cleric.  The Harpers gain 2VP.  The Knights of the Shield use 2 clerics, 1 wizard, and 10 gold to complete the Donate to the City quest, gaining 13VP and returning 3 corruption to the Corruption Track.

The Harpers deploy an agent to the Citadel of the Bloody Hand, gaining 4 fighters and placing fighters on Delver's Folly and Spires of the Morning.  The City Guard gain 2 fighters.

The City Guard deploy an agent to Jester's Court, gaining 4 rogues and 1 wizard.  The Harpers gain 1 rogue.

The Red Sashes deploy an agent to Waterdeep Harbor and play Scapegoat, discarding a wizard to return 2 corruption to the Corruption Track.  No other players take avail of the opportunity.

The Knights of the Shield deploy an agent to the Entry Well, taking the Renew Guards and Wards quest and playing Tax Revolt, gaining 5 gold and placing 2 gold each on the Cliffwatch Inn reset space and Shadowdusk Hold.

The Harpers deploy an agent to the Field of Triumph, gaining 2 fighters.

The City Guard deploy an agent to Castle Waterdeep, becoming first player and gaining an intrigue card.

The Knights of the Shield redeploy an agent from Waterdeep Harbor to the Librarium, gaining 2 wizards and placing a wizard on Shadowdusk Hold.  The Red Sashes gain a wizard.  The Knights of the Shield use 1 cleric, 1 fighter, 2 wizards, and 2 gold to complete the Renew Guards and Wards quest, gaining 9VP and returning 2 corruption to the Corruption Track.

The Red Sashes redeploy an agent from Waterdeep Harbor to the Grinning Lion Tavern, gaining 2 rogues and using 4 rogues, 1 wizard, and 4 gold to complete the Bribe the Shipwrights quest, gaining 12VP.

Round 7

The City Guard deploy an agent to Cliffwatch Inn, gaining 2 gold and taking the Defend the Lanceboard Room quest.

The Red Sashes deploy an agent to Aurora's Realms Shop, gaining 4 gold and 1 rogue.

The Knights of the Shield deploy an agent to Shadowdusk Hold, gaining 4 rogues, 1 wizard, 2 gold, and 1 corruption, and placing rogues on The Thrown Gauntlet and the Cliffwatch Inn reset space, then uses 3 rogues and 6 gold to complete the Procure Stolen Goods quest, gaining 8VP and 2 intrigue cards.

The Hapers deploy an agent to The Plinth, gaining 1 cleric, then using 1 cleric, 2 fighters, and 2 gold to complete the Destroy a Temple of Selvetarm, gaining 10VP and using 4 fighters to gain an additional 10VP.

The City Guard deploy an agent to the Field of Triumph, gaining 2 fighters.

The Red Sashes deploys an agent to Cliffwatch Inn, gaining an intrigue card and taking the Break into Blackstaff Tower quest.

The Knights of the Shield deploy an agent to The Thrown Gauntlet, gaining 4 rogues, 3 fighters, and 1 corruption, then uses 5 rogues, 1 wizard, and 1 fighter to complete the Enter Tower of Seven Woes quest, gaining 3 clerics and 4 corruption, and exchaning 1 fighter for 1 cleric.

The Harpers deploy an agent to the Citadel of the Bloody Hand, gaining 4 fighters and placing fighters on Delver's Folly and the Spires of the Morning.  The City Guard gain 2 fighters.

The City Guard deploy an agent to Cliffwatch Inn, gaining 1 rogue and 2 gold, discard all face up quests and replace them, take the Infiltrate Halaster's Circle quest, then use 3 fighters, 6 rogues, 1 wizard, and 10 gold to complete the Defend the Lanceboard Room quest, gaining 12VP, 6 wizards, and 2 clerics.

The Red Sashes deploy an agent to the Grinning Lion Tavern, gaining 2 rogues.

The Knights of the Shield deploy an agent to Waterdeep Harbor and play the mandatory quest Fend Off Bandits on the Red Sashes.

The Harpers deploy an agent to Delver's Folly, gaining 2 fighters and placing a corruption from their tavern on The Three Pearls.

The City Guard deploy an agent to the Hall of the Voice, gaining 5 gold, 1 intrigue card, 1 corruption, and the Protect Converts to Elistraee quest, then uses 5 wizards and 2 gold to complete the Infiltrate Halaster's Circle quest, gaining 25VP.

The Red Sashes deploy an agent to the Slavers' Market, gaining 2 fighters, 2 rogues, and 1 corruption and using 2 fighters and 1 wizard to complete the Fend Off Bandits mandatory quest, gaining 2VP.

The Knights of the Shield deploy an agent to Waterdeep Harbor and play Bidding War, taking the Expose Red Wizards' Spies quest.  The Harpers take the Thin the City Watch quest.  The City Guard take the Threaten the Builders' Guild quest.  The Red Sashes gain the Bury the Bodies quest.  The Knights of the Shield use 1 fighter, 1 rogue, 4 clerics, and 2 gold to complete the Institute Reforms quest, gaining 13VP and returning 3 corruption to the Corruption track.

The Harpers deploy an agent to Blackstaff Tower, gaining 1 wizard and 1 rogue, and use 3 fighters and 1 wizard to complete the Train Bladesingers quest, gaining 1 fighter, 1 wizard, and 4VP.

The Knights of the Shield redeploy an agent from Waterdeep Harbor to the Librarium, gaining 2 wizards and placing a wizard on the Entry Well.  The Red Sashes gain 1 wizard.

The Knights of the Shield redeploy an agent from Waterdeep Harbor to the Entry Well, gaining 1 wizard, taking the Establish Cult Cell quest, and playing Repent, returning 1 corruption to the Corruption Track.

Round 8

The City Guard deploy an agent to the Spires of Morning, gaining 2 fighters and 2 clerics.  The Harpers gain 2VP.  The City Guard use 3 clerics, 2 fighters, and 1 wizard to complete the Protect Converts to Elistraee quest, gaining 10VP.

The Red Sashes deploy an agent to Jester's Court, gaining 4 rogues.  The Harpers gain 1 rogue.

The Knights of the Shield deploy an agent to Waterdeep Harbor and play Manipulate, moving the City Guard agent from Spires of Morning to Shadowdusk Hold.  The City Guard gain 4 rogues and place 1 rogue each on The Three Pearls and The Plinth.  The Knights of the Shield gain 2 rogues and deploys an agent to the Hall of the Voice, gaining 5 gold, 1 intrigue card, 1 corruption, and taking the Seal an Entrance to Skullport quest.

The Harpers deploy an agent to the Hall of the Voice, gaining 5 gold, 1 intrigue card, 1 corruption, and taking the Study in the Librarium quest, gaining 1 wizard.

The City Guard deply an agent to Waterdeep Harbor, playing Accelerate Plans, redeloys the agent to Aurora's Realms Shop, gaining 4 gold, and deploys another agent to the Librarium, gaining 2 wizards and placing a wizard on Delver's Folly.  The Red Sashes gain 1 wizard.

The Red Sashes deploy an agent to Waterdeep Harbor and play Inevitable Betrayal on the Knights of the Shield, giving them the card and taking 1 rogue and 2 gold, then using 1 cleric, 7 rogues, 2 wizards, and 6 gold to complete the Break into Blackstaff Tower quest, gaining 40VP.

The Knights of the Shield deploy an agent to Waterdeep Harbor and play Inevitable Betrayal on the Red Sashes, giving them the card and taking 1 cleric.

The Harpers deploy an agent to Blackstaff Tower, gaining 1 wizard.

The City Guard deploy an agent to Cliffwatch Inn, draw an intrigue card, take the Prison Break quest, then use 4 rogues, 2 wizards, and 2 gold to complete the Prison Break quest, gaining 2 fighters, 14VP, and playing Allied Faiths, giving a cleric to the Red Sashes and gaining 8VP.

The Red Sashes deploy an agent to Cliffwatch Inn, gain 2 gold and take the Expand Guild Activities quest.

The Knights of the Shield deploy an agent to The Thrown Gauntlet, gaining 3 fighters, 3 rogues, and 1 corruption, and use 1 cleric, 2 fighters, 2 rogues, and 2 wizards to complete the Seal and Entrance to Skullport quest, gaining 10VP and returning 3 corruption to the Corruption Track.

The Harpers deploy an agent to Skull Island, gaining 2 wizards and 1 corruption, then uses 2 rogues, 5 wizards, and 5 gold to complete the Study in the Librarium quest, gaining 11VP.

The Red Sashes deploy an agent to the Entry Well, take the Confront the Xanathar quest and play Inevitable Betrayal on the Knights of the Shield, giving them the card and taking 1 fighter and 2 gold, then using 3 rogues, 1 cleric, and 4 gold to complete the Pay Fines quest, gaining 4VP and returning 2 corruption to the Corruption Track.

The Harpers deploy an agent to Delver's Folly, gainng 1 wizard and placing a corruption from their tavern on the Citadel of the Bloody Hand.

The Knights of the Shield redeploy an agent from Waterdeep Harbor to Cliffwatch Inn, discarding all face up quests, drawing 4 new ones, and taking the Recruit for Blackstaff Academy quest.

The Red Sashes redeploy an agent from Waterdeep Harbor to the Grinning Lion Tavern, gaining 2 rogues.

The Knights of the Shield redeploy an agent from Waterdeep Harbor to the Field of Triumph, gaining 2 fighters.

Final Scoring

Leader Bonuses

The Red Sashes reveal their leader as Larissa Neathai, who gains 6VP for each building owned.  They have 2 owned buildings quests for 12VP.

The Knights of the Shield reveal that their leader is Kyriani Agrivar, who gains 4VP for every Arcana or Piety quest completed.  They have completed 4 Arcana and 5 Piety quests for 36VP.

The Harpers reveal that their leader is Rhelben Arundsun, the Blackstaff, who gains 4VP per Arcana or Warfare quest completed.  They have completed 4 Arcana and 2 Warfare quests, for 24VP.

The City Guard reveal that their leader is Danilo Thann, who gains 3VP per each non-manditory quest.  They have completed 12 non-mandatory quests, gaining 36VP.

Tavern

Each player gains 1VP per adventurer in their tavern and 1VP for every 2 gold.  Corruption is worth -4VP each.

Final Score


Red Sashes
Knights of the Shield
Harpers
City Guard
VPs
160
186
103
138
Lord Bonus
12
36
24
36
Adventurers
3
5
6
7
Gold
0
0
1
0
Corruption
-8
-4
-8
-12
Total
167
223
126
171
Congratulations to Chris on his desicive victory!

End of Game Statements

Chris Geggus (Knights of the Shield):  Do enjoy LoW. Probably one of my top 3 favourite games and it's always nice when it flows smoothly and everything comes together. I didn't quite get that here, especially as Bill really slowed me on the last turn. Fortunately I already had enough points in my locker, so missing an extra quest and not clearing all my corruption didn't matter too much. Thanks to all and Chris for his GM'ing.

Kevin Wilson (City Guard):  Catching up on some old stuff.  I just couldn’t get the cubes rolling and came up short, again. But, as Geggs says, loads of fun.  Thanks to all for playing and to Chris for running the game.  I’ll keep trying!

The Players

Player Name

Faction

Fighters

Rogues

Clerics

Wizards

Gold

Corruption

Intrigue Cards
VP
Bill Scharf Red Sashes
1
2


0
2
2
155
Chris Geggus
Knights of the Shield
2
2

1
3
1
4
186
Christopher Hunt
Harpers
4
1

1
3
2
3
103
Kevin Wilson
City Guard
5
2


7
3
4
138

Player in bold is the first player.


Beaglier Main Board


Undermountain Board

Skullport Board

Corruption Track

Red Sashes

Knights of the Shield

Harpers


City Guard