Irish Wolfhound

Lords of Waterdeep -- Undermountain

Round 1

The Red Sashes deploy an agent to the Builders' Hall and spends 3 gold to build the House of Good Spirits, gaining 1VP.

The Harpers deploy an agent to Waterdeep Harbor and play Crime Wave, gaining 2 rogues.  The Red Sashes gain 1 rogue.

The Knights of the Shield deploy an agent to Cliffwatch Inn, taking the Recruit for City Watch quest and an intrigue card.

The Red Sashes deploy an agent to Waterdeep Harbor and play Tax Collection, gaining 4 gold.  The Harpers pay 4 gold to the Red Sashes to gain 4VP.

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

The Knights of the Shield deploy an agent to Cliffwatch Inn, gaining 2 gold and taking the Survive Arcturia's Transformation quest.

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

The Harpers deploy an agent to Waterdeep Harbor and plays Call for Adventurers, gaining 2 wizards.  Knights of the Shield gain a cleric.  The Red Sashes gain a wizard.

The Knights of the Shield deploy an agent to the Entry Well, taking the Threaten Builders' Guild quest and playing Free Drinks, taking a wizard from the Red Sashes.

The Red Sashes deploy an agent to the House of Good Spirits, gaining a fighter and a wizard, then use 3 fighters and 1 wizard to complete the Train Bladesingers quest, gaining 1 fighter, 1 wizard, and 4VP.

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

The Knights of the Shield deploy an agent to the Hall of Mirrors, gaining 1 fighter and 1 rogue.

The Harpers redeploy an agent from Waterdeep Harbor to the Grim Statue, gaining 2 intrigue cards.

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

The Harpers redeploy an agent from Waterdeep Harbor to The Plinth, gaining 1 cleric.

Round 2

The Harpers deploy an agent to the Builders' Hall and spend 5 gold to build Belkram's Tomb, gaining 2VP.

The Knights of the Shield deploy an agent to Cliffwatch Inn, gain 2 gold, take the Resurrect Dead Wizards quest, and use a wizard and a cleric to complete the Recruit for City Watch quest. spending 10 gold and gaining 8VP, 3 fighters, and 3 rogues.

The Red Sashes deploy an agent to Cliffwatch Inn, gain an intrigue card and take the Prison Break quest.

The Harpers deploy an agent to Waterdeep Harbor and play Special Assignment, looking for a Piety quest.  Quests drawn are:  Ally with House Thann, Boulster City Guard, Defeat Uprsing from Undermountain, and Eliminate Vampire Coven.  The last quest is kept and the others discarded.

The Knights of the Shield deploy an agent to Belkram's Tomb, gaining 5 gold and playing Open Lord, revealing Halaster Blackcloak and becoming immune from attack cards and mandatory quests.  The Harpers gain 2 gold.

The Red Sashes deploy an agent to Waterdeep Harbor and play Bidding War, taking the Produce a Miracle for the Masses quest.  The Harpers take the Root Out Loviatar's Faithful quest.  The Knighs of the Shield get the Convert a Noble to Lathander quest.

The Harpers deploy an agent to Castle Waterdeep, remaining as first player and drawing an intrigue card.

The Knights of the Shield deploy an agent to the Field of Triumph, gaining 2 fighters, then uses 6 fighters and 5 gold to complete the Survive Arcturia's Transformation quest, gaining 6 rogues and 6VP.

The Red Sashes deploy an agent to The Grim Statue, gaining 2 intrigue cards.

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

The Knights of the Shield deploy an agent to the House of Good Spirits, gaining a fighter and a cleric.  The Red Sashes gain a fighter.

The Red Sashes deploy an agent to the Entry Well, take the Procure Stolen Goods quest, play the Call in a Favor intrigue card, gaining 4 gold, and use 3 rogues and 6 gold to complete the Procure Stolen Goods quest, gaining 2 intrigue cards and 8VP.

The Harpers redeploy an agent from Waterdeep Harbor to The Plinth, gaining 1 cleric.

The Red Sashes redeploy an agent from Waterdeep Harbor to the Hall of Mirrors, gaining a wizard.

Round 3

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

The Knights of the Shield deploy an agent to Castle Waterdeep, becoming first player and drawing an intrigue card.

The Red Sashes deploy an agent to The Three Pearls, exchanging 2 fighters for 3 clerics and use 2 clerics and 4 gold to complete the Perform a Miracle for the Masses quest, gaining 5VP.  The Harpers gain 2 gold.

The Harpers deploy an agent to The Plinth, gaining a cleric.

The Knights of the Shield deploy an agent to Belkram's Tomb, gain 5 gold and play the Quell Riots mandatory quest on the Red Sashes.  The Harpers gain 2 gold.

The Red Sashes deploy an agent to the House of Good Spirits, gaining a fighter and a cleric, then use 2 clerics and a fighter to complete the Quell Riots mandatory quest, gaining 4VP.

The Harpers deploy an agent to Cliffwatch Inn, gaining an intrigue card and taking the Sanctify Desecrated Temple quest.

The Knights of the Shield deploy an agent to Cliffwatch Inn, gain 2 gold, take the Loot the Crypt of Chauntea quest, use 2 gold, 1 cleric, and 3 rogues to complete the Loot the Crypt of Chauntea quest, gaining 7VP, an intrigue card, and the Defend the Lanceboard Room quest.

The Red Sashes deploy an agent to Waterdeep Harbor and play Unlikely Assisstance, giving a wizard to the Harpers and gaining 8VP.

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

The Knights of the Shield deploy an agent to Aurora's Realms Shop, gaining 4 gold.

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

The Red Sashes redeploy an agent from Waterdeep Harbor to The Grim Statue, gaining 2 intrigue cards.

Round 4

The Knights of the Shield deploy an agent to the Builders' Hall and spend 4 gold to build the Heroes' Garden, gaining 2VP.

The Red Sashes deploy an agent to Waterdeep Harbor and play Graduation Day, gaining 2 wizards.  The Harpers gain 1 wizard.

The Harpers deploy an agent to the Heroes' Garden, taking the Researh Chronomancy quest, then use 2 wizards and 4 gold to complete the Research Chronomancy quest, gaining 1 wizard, 8VP, and recalling their agent from the Heroes' Garden.  The Knights of the Shield gain 2VP.

The Knights of the Shield deploy an agent to Waterdeep Harbor and play Real Estate Deal, discarding the Heroes' Garden and replacing it with Shadowdusk Hold, gaining 4VP.

The Red Sashes deploy an agent to Waterdeep Harbor and play Special Assignment, looking for a Skullduggery quest.  Quests drawn are: Explore Ahghairon's Tower and Impersonate Tax Collector.  The first quest is discarded and the second kept.

The Harpers deploy an agent to The Three Pearls, exchanging 2 rogues for 3 clerics.

The Knights of the Shield deploy an agent to Belkram's Tomb, gaining 5 gold and playing the Information Broker intrigue card, drawing 3 intrigue cards.  The Red Sashes draw 1 intrigue card.  The Harpers gain 2 gold and draw 1 intrigue card.

The Red Sashes deploy an agent to the Grinning Lion Tavern, gaining 2 rogues and using 2 wizards, 4 rogues, and 2 gold to complete the Prison Break quest, gaining 14VP, 2 fighters, and playing the Bidding War intrigue card and taking the Break into Blackstaff Tower quest.  The Harpers take the Recruit for Blackstaff Academy quest.  The Knights of the Shield gain the Sponsor Bounty Hunters quest.

The Harpers deploy an agent to Cliffwatch Inn, gaining an intrigue card and taking the Repel Seawraiths quest, then use 1 fighter, 1 wizard, and 4 clerics to complete the Root Out Loviatar's Faithful quest, gaining 23VP.

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

The Red Sashes deploy an agent to Shadowdusk Hold, gaining 4 rogues, and placing 1 rogue each on the House of Good Spirits and The Plinth.  The Knights of the Shield gain 2 rogues.

The Harpers deploy an agent to The Plinth, gaining 1 cleric and 1 rogue.

The Harpers deploy an agent to the House of Good Spirits, gaining 1 fighter, 1 cleric, and 1 rogue.  The Red Sashes gain 1 fighter.

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

The Knights of the Shield redeploy an agent from Waterdeep Harbor to Blackstaff Tower, gaining 1 wizard, then use 3 fighters, 6 rogues, 1 wizard, and 10 gold to complete the Defend the Lanceboard Room quest, gaining 12VP, 3 fighters, and 5 clerics.

The Red Sashes redeploy an agent from Waterdeep Harbor to Castle Waterdeep, becoming first player and gaining an intrigue card.

Round 5

The Red Sashes deploy an agent to the Builders' Hall and spend 4 gold to build The Yawning Portal, gaining 1VP.

The Harpers deploy an agent to Waterdeep Harbor and play Lack of Faith, gaining 4VP.

The Knights of the Shield deploy an agent to Belkram's Tomb, gaining 5 gold and playing the Arcane Mishap intrigue card.  The Red Sashes and Harpers each lose 1 wizard.  The Harpers gain 2 gold.  The Knights of the Shield use 2 clerics and 1 fighter to complete the Convert a Noble to Lathander quest, gaining 8VP and the Battle in Muiral's Gauntlet quest.

The Red Sashes deploy an agent to The Yawning Portal, gaining 2 wizards.

The Harpers deploy an agent to Waterdeep Harbor and play Conscription, gaining 2 fighters.  The Red Sashes gain 1 fighter.  The Harpers then use 4 clerics, 2 fighrers, and 5 gold to complete the Sanctify a Desecrated Temple quest, gaining 13VP.

The Knights of the Shield deploy an agent to Waterdeep Harbor and play Honor Among Thieves, giving 2 rogues to the Harpers and gaining 8VP, then use 3 clerics and 5 gold to complete the Resurrect Dead Wizards quest, gaining 6VP and 3 wizards.

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

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

The Knights of the Shield deploy an agent to the Hall of Mirrors, gaining 1 rogue and 1 fighter, then spend 1 fighter, 2 rogues, and 2 wizards to complete the Steal Spellbook from Silverhand quest, gaining 7VP, 4 gold, and 2 intrigue cards.

The Red Sashes deploy an agent to Shadowdusk Hold, gaining 4 rogues, and placing a rogue each on Cliffwatch Inn and the House of Good Spirits.  The Knights of the Shield gain 2 rogues.  The Red Sashes use 1 fighter, 4 rogues, 1 wizard, and 5 gold to complete the Impersonate Tax Collector quest, gaining 9VP.

The Harpers deploy an agent to the House of Good Spirits, gaining a fighter and a cleric.  The Red Sashes gain a fighter.

The Knights of the Shield deploy an agent to Cliffwatch Inn, gaining 2 gold, 1 rogue, and taking the Retrieve Ancient Artifacts quest.

The Red Sashes deploy an agent to The Three Pearls, exchanging 2 fighters for 1 cleric, 1 rogue, and 1 wizard, and converting a fighter to a cleric.

The Harpers deploy an agent to The Plinth, gaining a cleric.

The Knights of the Shield deploy an agent to Blackstaff Tower, gaining a wizard, then use 2 fighters, 1 rogue, and 2 wizards to complete the Retrieve Ancient Artifacts quest, gaining 11VP and 4 gold.

The Harpers redeploy an agent from Waterdeep Harbor to the Field of Triumph, gaining 2 fighters, and use 1 cleric, 4 fighters, and 1 wizard to complete the Repel Seawraiths quest, gaining 15VP and 2 gold.

The Harpers redeploy an agent from Waterdeep Harbor to Cliffwatch Inn, resetting the quests and taking the Quell Mercenary Uprising quest.

The Knights of the Shield redeploy an agent from Waterdeep Harbor to the Grinning Lion Tavern, gaining 2 rogues.

Round 6

The Harpers deploy an agent to Belkram's Tomb, gaining 5 gold and playing the Recall Agent intrigue card, returning that agent to their pool.

The Knights of the Shield deploy an agent to the Builders' Hall and spend 3 gold for The Eye's Lair, gaining 2VP.

The Red Sashes deploy an agent to Belkram's Tomb, gaining 5 gold and playing the Ambush intrigue card, gaining 1 fighter.  The Harpers lose 1 fighter and gain 2 gold.

The Harpers deploy an agent to the Entry Well, taking the Recruit Paladins for Tyr quest, gaining 1 cleric, and playing the Evade Assassins mandatory quest on the Red Sashes.

The Knights of the Shield deploy an agent to The Three Pearls, exchanging 2 rogues for 1 fighter, 1 wizard, and 1 cleric.  The Harpers gain 2 gold.

The Red Sashes deploy an agent to The Yawning Portal, gaining 2 rogues and 1 wizard, then uses 2 rogues and 1 wizard to complete the Evade Assassins mandatory quest, gaining an intrigue card.

The Harpers deploy an agent to Cliffwatch Inn, taking the Defend the Tower of Luck quest and gaining 1 intrigue card and 1 cleric.

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

The Red Sashes deploy an agent to Waterdeep Harbor and play Spread the Wealth, gaining 4 gold.  The Harpers gain 2 gold.  The Red Sashes use 2 fighters and 1 wizard to complete the Fend Off Bandits mandatory quest, gaining 2VP.

The Harpers deploy an agent to Cliffwatch Inn, gaining 2 gold, 1 cleric, and taking the Establish Temple to Ibrandul quest, then use 3 clerics, 4 rogues, and 5 gold to complete that quest, gaining 1 fighter, 1 cleric, 1 rogue, 1 wizard, and taking all face up quests in Cliffwatch Inn.

The Knights of the Shield deploy an agent to Waterdeep Harbor and play Ambush.  The Harpers lose 1 fighter and the Knights of the Shield gain 1 fighter.

The Red Sashes deploy an agent to Shadowdusk Hold, gaining 4 rogues and placing a rogue each on the Entry Well and The Yawning Portal.  The Knights of the Shield gain 2 rogues.

The Harpers deploy an agent to the Field of Triumph and use 2 fighters, 2 clerics, and 1 rogue to complete the Eliminate Vampire Coven quest, gaining 11VP and 4 gold.

The Knights of the Shield deploy an agent to the House of Good Spirits, gaining a fighter and a wizard.  The Red Sashes gain a fighter.

The Red Sashes deploy an agent to the Hall of Mirrors, gaining a wizard, and use 1 cleric, 6 rogues, 2 wizards, and 6 gold to complete the Break into Blackstaff Tower quest, gaining 40VP.

The Harpers deploy an agent to The Eye's Lair, gaining a cleric and playing Conscription, gaining 2 fighters.  The Red Sashes gain 1 fighter and the Knights of the Shield gain 2VP.

The Knights of the Shield redeploy an agent from Waterdeep Harbor to Castle Waterdeep, becomeing first player and drawing an intrigue card.

The Red Sashes redeploy an agent from Waterdeep Harbor to Cliffwatch Inn, discarding the face up quests, drawing 4 new ones, and taking the Raid on Undermountain quest.

The Knights of the Shield redeploy an agent from Waterdeep Harbor to The Plinth, gaining 1 cleric.

Round 7

The Knights of the Shield deploy an agent to The Three Pearls, exchanging 2 rogues for 3 fighters.  The Harpers gain 2 gold.

The Red Sashes deploy an agent to The Yawning Portal, gaining 1 rogue, 1 wizard, and 2 clerics, then use 1 cleric, 2 fighters, 4 rogues, and 1 wizard to complete the Raid on Undermountain quest, gaining 20VP and 2 gold.

The Harpers deploy an agent to the Builders' Hall and spend 4 gold to build The Waymoot, gaining 4VP.  3VP are placed on the Waymoot.

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

The Red Sashes deploy an agent to the Grinning Lion Tavern, gaining 2 rogues, then use 2 rogues, 2 clerics, and 4 gold to complete the Placate the Walking Statue quest, gaining 10VP and placing The Lost Cavern into play under their control.

The Harpers deploy an agent to Belkram's Tomb, gaining 5 gold and playing Recall Agent, recalling the agent in Belkram's Tomb.

The Knights of the Shield deploy an agent to The Lost Cavern, discarding the Sponsor Bounty Hunters quest and gaining 1 fighter, 1 rogue, and 1 cleric.  The Red Sashes gain a wizard.

The Red Sashes deploy an agent to Cliffwatch Inn, resetting the quests and taking the Expose Red Wizards' Spies quest.

The Harpers deploy an agent to The Waymoot, gaining 3VP and taking the Protect the House of Wonder quest, gaining a cleric.

The Knights of the Shield deploy an agent to Cliffwatch Inn, gaining an intrigue card and taking the Plunder the Island Temple quest.

The Red Sashes deploy an agent to Cliffwatch Inn, gaining 2 gold and taking the Install a Spy in Castle Waterdeep quest.

The Harpers use 2 clerics, 1 fighter, and 2 gold to complete the Protect the House of Wonder quest, gaining 10VP, then deploy an agent to The Eye's Lair, gaining a rogue and playing the Good Faith, gaining 2 clerics.  The Red Sashes gain 1 cleric and the Knights of the Shield gain 2VP.

The Knights of the Shield deploy an agent to Waterdeep Harbor and play Information Broker, drawing 3 intrigue cards.  The Red Sashes and Harpers each draw 1 intrigue card.

The Red Sashes deploy an agent to Waterdeep Harbor and play Demolish, removing the House of Good Spirits and replacing it with New Olamn, gaining 2VP.

The Harpers deploy an agent to Waterdeep Harbor and play Organized Crime, gaining 2 rogues and placing 1 rogue each on Blackstaff Tower and the Waymoot.

The Harpers deploy an agent to Blackstaff Tower, gaining 1 rogue and 1 wizard, then use 2 clerics, 1 fighter, 1 wizard, and 1 rogue to complete the Defend the Tower of Luck quest, gaining a fighter.

The Knights of the Shield redeploy an agent from Waterdeep Harbor to Belkram's Tomb, gaining 5 gold and playing Free Drinks, taking a wizard from the Red Sashes.  The Harpers gain 2 gold.

The Red Sashes redeploy an agent from Waterdeep Harbor to New Olamn, gaining 2 rogues and 2 wizards.

The Harpers use 4 rogues, 1 wizard, and 4 gold to complete the Bribe the Shipwrights quest, gaining 10VP and redeploy an agent from Waterdeep Harbor to Waterdeep Castle, becoming first player and gaining an intrigue card.

Round 8

The Harpers gain a wizard, then deploy an agent to Waterdeep Harbor and play Accelerate Plans, returning the agent, deploying an agent to the Field of Triumph, gaining 2 fighters, and deploying another agent to The Lost Cavern, discarding the Establish Wizard Academy quest and gaining 1 fighter, 1 rogue, and 1 cleric.  The Red Sashes gain 1 fighter.

The Knights of the Shield deploy an agent to The Three Pearls, exchanging 2 rogues for 3 clerics.  The Harpers gain 2 gold.

The Red Sashes deploys an agent to Shadowdusk Hold, gaining 4 rogues, placing 1 rogue each on the Hall of Mirrors and The Grim Statue.  The Knights of the Shield gain 2 rogues.  The Red Sashes then use 1 fighter, 2 rogues, 1 cleric, 2 wizards, and 2 gold to complete the Expose Red Wizards' Spies quest, gaining 20VP and 1 intrigue card.

The Harpers deploy an agent to The Plinth, gaining a cleric, then uses 2 clerics, 4 fighters, and 4 gold to complete the Recruit Paladins for Tyr quest, gaining 12VP and 3 clerics.

The Knights of the Shield deploy an agent to The Yawning Portal, gaining 2 clerics.  The Red Sashes gain a wizard.  The Knight sof the Shield use 5 clerics, 2 fighters, 2 rogues, and 1 wizard to completed the Plunder the Island Temple quest, gaining 40VP.

The Red Sashes deploy an agent to Cliffwatch Inn, resetting the quests and taking the Confront the Xanathar quest.

The Harpers deploy an agent to Cliffwatch Inn, gaining 2 gold, takes the Perform the Penance of Duty quest and gains 1 cleric.

The Knights of the Shield deploy an agnet to The Eye's Lair, gaining a wizard and playing Recruit Spies, gaining 2 rogues.  The Harpers give the Knights a rogue, gaining 3VP.

The Red Sashes deploy an agent to Aurora's Realms Shop, gaining 4 gold, then use 4 rogues and 4 gold to complete the Install a Spy in Castle Waterdeep quest, gaining 10VP.

The Harpers deploy an agent to Belkram's Tomb, gaining 5 gold and playing Architectural Innovation, gaining 2 gold and spending 4 gold for The Palace of Waterdeep, gaining 2VP.

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

The Red Sashes deploy an agent to New Olamn, gaining 2 rogues and 2 wizards.

The Knights of the Shield deploy an agent to Waterdeep Harbor and play Change of Plans, discarding Establish Harpers Safe House for 6VP.  The Red Sashes discard the Confront the Xanathar quest, gaining 3VP.  The Harpers discard the Steal from House Adarbrent quest, gaining 3VP.

The Red Sashes deploy an agent to the Hall of Mirrors, gaining 2 rogues and 1 fighter.

The Knights of the Shield redeploy an agent from Waterdeep Harbor to The Waymoot, gaining 3VP and 1 rogue.  The Harpers gain 2VP.

Final Scoring

Leader Bonuses

The Red Sashes reveal that their leader is Nindil Jalbuck, who gains 4VP for every Piety or Skulduggery quest.  They have completed 7 such quests for 28VP.

The Harpers reveal their leader as Piergeiron the Paladinson, who gains 4VP for each Piety or Warfare quest completed.  They completed 8 such quests, gaining 32VP.

The Knights of the Shield have alerady revealed that their leader is Halaster Blackcloak, who gains 4VP for each non-mandatory Undermountain quest completed or Undermountain building owned.  They have 8 such, gaining 32VP.


Tavern

Each player gains 1VP per adventurer in their tavern and 1VP for every 2 gold.  Corruption is worth -5VP each.

Final Score


Red Sashes
Harpers
Knights of the Shield
VPs
161
142
176
Lord Bonus
28
32
32
Adventurers
8
5
7
Gold
0
8
5
Total
197
187
220
Congratulations to Chris on his victory!

End of Game Statements

Chris Geggus (Knights of the Shield):  That was hard fought indeed. I felt that in a 3 player game I might have atracted too many mandatory quests, so opted to reveal my Lord, but keep myself immune. Seemed to work. Bill did some clever blocking moves on me during the middle turns which held me back, but a second 40 pointer made the difference at the end. Always enjoyable and thanks to all as well as Chris.

Christopher Hunt (Harpers):  This is the closest to others I have got so far in all the games I've played.  Congratulations to Chris on his win and thanks to Chris H for his gamemastery.

Bill Scharf (Red Sashes):  Yes, this was a closely fought game. Playing with your character revealed was a revelation, because you can’t use intrigue cards against them!! In future three player games I’ll do that too. The poor third player won’t be able to do much with his cards, while being fully affected by the other two, woah that’ll be ugly…. And yes, you can be subject to having resources/cards taken before you can get them, but I can guarantee* I never purposely blocked Chris. Congratulations to Chris on his win, and thanks Chris for running it.

* - not a guarantee

The Players

Player Name

Faction

Fighters

Rogues

Clerics

Wizards

Gold

Intrigue Cards
VP
Bill Scharf Red Sashes
1
4

3
1
4
161
Christopher Hunt
Harpers


4
1
16
0
142
Chris Geggus
Knights of the Shield

5
1
1
10
3
176

Player in bold is the first player.


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