Lords of Waterdeep -- Undermountain and Skullport
Round 1
The City Guard deploy an agent to the Field of Triumph, gaining 2 fighters.
The Red Sashes deploy an agent to Cliffwatch Inn, taking the Recover the Magister's Orb quest and an Intrigue card.
The Harpers deploy an agent to Cliffwatch Inn, taking the Obtain Builders' Plans quest and gaining 2 gold.
The Knights of the Shield deploy an agent to Waterdeep Harbor and play Tax Collection, gaining 4 gold. All other players pass.
The City Guard deploy an agent to Aurora's Realms Shop, gaining 4 gold.
The Red Sashes deploy an agent to Waterdeep Harbor and play Lack of Faith, gaining 6VP.
The Harpers deploy an agent to the Builders' Hall and spend 7 gold for the Librarium, gaining 1VP.
The Knights of the Shield deploy an agent to the Librarium, gaining 2 wizards and placing a wizard on the Cliffwatch Inn space that provides an intrigue card. The Harpers gain a wizard.
The City Guard deploy an agent to Waterdeep Harbor, playing Information Broker and drawing 3 intrigue cards. Each other player draws 1 intrigue card.
The Red Sashes deploy an agent to the Grinning Lion Tavern, gaining 2 rogues.
The Harpers deploy an agernt to the Slavers' Market, gaining 2 fighters, 2 rogues, and 1 corruption.
The Knights of the Shield 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 Hall of Mirrors, gaining 1 fighter and 1 rogue.
The Red Sashes redeploy an agent from Waterdeep Harbor to Blackstaff Tower, gaining a wizard.
The City Guard
redeploy an agent from Waterdeep Harbor to The Plinth, gaining 1 cleric
and using 2 fighters, 1 cleric, and 2 gold to complete the Destroy a
Temple of Selvetarm quest, gaining 10VP.
Round 2
The Knights of the Shield deploy an agent to the Cliffwatch Inn, gaining the Infiltrate Builder's Hall quest, an intrigue card, and a wizard.
The City Guard deploy an agent to Cliffwatch Inn, gaining the Discover Hidden Temple of Lolth quest and 2 gold.
The Red Sashes deploy an agent to the Grinning Lion Tavern, gaining 2 rogues.
The Harpers deploy an agent to Aurora's Realms Shop, gaining 4 gold.
The Knights of the Shield deploy an agent to the Builders' Hall and spend 4 gold for the Three Pearls, gaining 2VP.
The City Guard deploy an agent to the Hall of the Voice, gaining the Establish Shadow Thieves' Guild quest, an intrigue card, 5 gold, and 1 corruption.
The Red Sashes deploy an agent to the Librarium, gaining 2 wizards and placing a wizard on the Hall of the Voice, then uses 3 rogues and 2 wizards to complete the Recover Magister's Orb quest, gaining 6VP.
The Harpers 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 plays Expose Corruption. The City Guard and Harpers each gain 1 corruption.
The City Watch deploy an agent to Waterdeep Harbor and plays Bribe the Watch, paying 2 gold to return 2 corruption to the Corruption Track. The Harpers spend 4 gold to return 1 corruption to the Corruption Track.
The Red Sashes deploy an agent to Waterdeep Harbor and play Proselytize, gaining a cleric and placing a cleric on Skull Island.
The Harpers deploy an agent to Skull Island, gaining 3 clerics and 1 corruption.
The Knights of the Shield redeploy an agent from Waterdeep Harbor to the Hall of Mirrors, gaining 1 fighter and 1 rogue.
The City Guard redeploy an agent from Waterdeep Harbor to the Field of Triumph, gaining 2 fighters.
The Red Sashes redeploy an agent from Waterdeep Harbor to Blackstaff Tower, gaining 1 wizard.
Round 3
The Knights of the Shield deploy an agent to the Cliffwatch Inn, gaining the Investigate Thayan Vessel quest and an intrigue card.
The City Guard deploy an agent to the Builders' Hall and spend 4 gold to build the Golden Horn, gaining 1VP.
The Red Sashes deploy an agent to the Slavers' Market, gaining 2 fighters, 2 rogues, and 1 corruption.
The Harpers deploy an agent to Cliffwatch Inn, gaining the Raid Orc Stronghold quest and 2 gold.
The Knights of the Shield deploy an agent to Waterdeep Harbor and play Inevitable Betrayal, taking 2 gold and 1 cleric from the Red Sashes, who also gain the Inevitable Betrayal card, then use 2 gold, 1 cleric, 2 fighters, 2 rogues, and 2 wizards to complete the Investigate Thayan Vessel quest, gaining 2 clerics, 2 intrigue cards, and 13VP.
The City Guard deploy an agent to the Grinning Lion Tavern, gaining 2 rogues.
The Red Sashes deploy an agent to Aurora's Realms Shop, gaining 4 gold.
The Harpers use 4 fighters and 2 rogues to complete the Raid Orc Stronghold quest, gaining 4 gold and 8VP and deploy an agent to The Golden Horn, gaining 4 gold. The City Guard gain 2 gold.
The Knights of the Shield deploy an agent to Waterdeep Harbor and play Call For Assistance, taking 2 fighters from the City Guard, then using 2 fighters, 4 gold, and 1 cleric to complete the Establish New Merchant Guild quest, gaining 8VP.
The City Guard deploy an agent to Waterdeep Harbor and play Recall Agent, returning the agent from the Grinning Lion Tavern to their tavern.
The Red Sashes deploy an agent to the Grinning Lion Tavern, gaining 2 rogues.
The Harpers deploy an agent to the Field of Triumph, gaining 2 fighters, then use 2 fighters, 2 rogues, 1 wizard, and 10 gold to complete the Obtain Builders' Plans quest, gaining 13VP.
The City Guard deploy an agent to the Entry Well, take the Perform the Penance of Duty quest and play Bidding War, drawing 4 quests and keeping the Steal Spellbook from Silverhand quest. The quests are passed to the Red Sashes who keep Send Aid to the Harpers. The quests are passsed to the Harpers to keep Improve Prison Security. The Knights of the Shield get Recruit for City Watch.
The Knights of the Shield redeploy an agent from Waterdeep Harbor to the Hall of the Voice, gaining the Thin the City Watch quest, an intrigue card, 5 gold, 1 wizard, and 1 corruption.
The Knights of the Shield redeploy an agent from Waterdeep Harbor to the Hall of Mirrors, gaining 1 fighter and 1 rogue.
The City Guard
redeploy an agent from Waterdeep Harbor to Skull Island, gaining 1
cleric and 1 fighter, and using 1 cleric, 1 fighter, 1 rogue, and 2
gold to compelete the Lure Artisans of Mirabar quest, placing the Tower
of Luck into play under their control and gaining 4VP.
Round 4
The Knights of the Shield deploy an agent to the Cliffwatch Inn, gaining the Investigate Aberrent Infestation quest and and 2 gold then uses 1 cleric, 1 fighter, and 2 wizards to complete that quest, gaining 13VP and an intrigue card.
The City Guard deploy an agent to the Builders' Hall and spend 4 gold to build the Smugglers' Dock, gaining 1VP.
The Red Sashes deploy an agent to Cliffwatch Inn, discarding the 4 face up quests and drawing 4 new ones, then taking the Fund Pilgrimage of Waukeen quest.
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 the Deal with the Black Viper quest and an intrigue card.
The City Guard deploy an agent to Skull Island, gaining 2 clerics and 1 corruption.
The Red Sashes deploy an agent to the Golden Horn, gaining 4 gold. The City Guard gain 2 gold. The Red Sashes then use 2 fighters, 4 rogues, 2 wizards, and 10 gold to complete the Threaten Builders' Guilds quest, gaining 13VP and placing Delver's Folly, The Yawning Portal, and Monsters Made to Order into play under their control, gaining 7VP.
The Harpers deploy an agent to Trobriand's Graveyard, draw 2 intrigue cards, gain 4 gold, and discard 2 intrigue cards.
The Knights of the Shield deploy an agent to Waterdeep Harbor and play Doppelganger, allowing them to use the Harper Agent in Trobriand's Graveyard, gaining 2 intrigue cards and 4 gold, and discarding 2 intrigue cards.
The City Guard deploy an agent to the Slavers' Market, gaining 2 fighters, 2 rogues, and 1 corruption then use 1 fighter, 1 rogue, and 2 clerics to complete the Discover Hidden Temple of Lolth quest, gaining 10VP and the Heal Fallen Gray Hand Soldiers quest.
The Red Sashes deploy an agent to the Field of Triumph, gaining 2 fighters.
The Harpers deploy an agent to the Smugglers' Dock, paying to gold to the City Guard and gaining 2 fighters and 2 rogues.
The Knights of the Shield
redeploy an agent from Waterdeep Harbor to The Yawning Portal, gaining
1 cleric and 1 wizard, then using 1 cleric and 1 wizard to complete the
Recruit of City Watch quest, gaining 10VP and spending 10 gold to gain
3 fighters and 3 rogues. The Red Sashes gain a wizard.
Round 5
The Knights of the Shield deploy an agent to the Builders' Hall and spend 4 gold to build The Stone House, gaining 1VP.
The City Guard deploy an agent to Cliffwatch Inn, take the Sanctify Temple to Oghma quest and 2 gold.
The Red Sashes deploy an agent to Waterdeep Harbor and play the Mandatory Quest Clear Rust Monster Nest on the Knights of the Shield.
The Harpers deploy an agent to the Field of Triumph, gaining 2 fighters then using 1 cleric, 4 fighters, 2 rogues, and 4 gold to complete the Improve Prison Security quest, gaining 8VP and returning 3 corruption to the Corruption Track.
The Knights of the Shield deploy an agent to The Stone House, gaining 9 gold.
The City Guard deploy an agent to the Librarium, gaining 2 wizards and placing 1 wizard on the Sugglers' Dock. The Harpers gain 1 wizard. The City Guard use 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 The Yawning Poral, gaining 2 clerics.
The Harpers deploy an agent to Cliffwatch Inn, taking the Establish Wizard Academy quest and an intrigue card.
The Knights of the Shield deploy an agent to Waterdeep Harbor, play Sponsor Apprentices, gaining 1 wizard and placing a wizard on The Three Pearls, then using 1 fighter, 1 wizard, and 2 gold to complete the Clear Rust Monster Mandatory Quest, gaining 2VP.
The City Guard deploy an agent to Waterdeep Harbor and play Repent, returning 1 corruption to the Corruption Track.
The Red Sashes deploy an agent to the Tower of Luck, gaining 2 rogues and 1 cleric. The City Guard gain 1 cleric.
The Harpers deploy an agent to the Hall of Many Pillars and play 3 intrigue cards. The first is Change of Plan, discarding Expose Cult Corruption and gaining 6VP. No other players discard any quests. The second is Unlikely Assistance, in which they give the Red Sashes a wizard and gain 8VP. The third is Call for Adventurers, gaining 2 fighters. The Knights of the Shield gain a cleric. The City Guard gain a cleric. The Red Sashes gain a cleric.
The Knights of the Shield deploy an agent to The Three Pearls, turn in 2 rogues in exchange for 2 fighters and 2 wizards, then use 1 cleric, 1 fighter, 1 rogue, and 4 gold to complete the Thin the City Watch quest, gaining 9VP and 4 rogues.
The City Guard deploy an agent to the Smugglers' Dock, paying 2 gold for 4 rogues and 1 wizard, then using 2 clerics, 1 wizard, and 4 gold to complete the Heal Fallen Gray Hand Soldiers quest, gaining 6VP and 6 fighters.
The Red Sashes deploy an agent to The Stone House, gaining 9 gold. The Knights of the Shield gain 2 gold. The Red Sashes then use 1 cleric, 1 fighter, 2 rogues and 5 gold to complete the Fund Pilgrimage of Waukeen quest, gaining 16VP.
The Harpers deploy an agent to Blackstaff Tower, gaining a wizard.
The Red Sashes redeploy an agent from Waterdeep Harbor to the Hall of Mirrors and gain a cleric, then use 1 fighter, 1 rogue, 1 cleric, and 4 gold to complete the Send Aid to the Harpers quest, gaining 15VP. The Harpers gain 4 gold.
The Knights of the Shield redeploy an agent to Aurora'a Realms Shop, gaining 4 gold, and use 1 fighter, 4 rogues, 2 wizards, and 5 gold to complete the Deal with the Black Viper quest, gaining 10VP and 4 intrigue cards. They do not play the first card, plays Blackmail on City Guard, taking 2 gold and looking at the Lord card, plays Tax Rebellion, gaining 5 gold and 2 gold each on Cliffwatch Inn and The Three Pearls, and Bidding War, drawing 4 quests and keeping Demesticate Owlbears. The City Guard select Install Spy in Castle Waterdeep. The Red Sashes select Safeguard Eltorchul Mage quest. The Harpers get the Renew Guards and Wards quest.
The City Guard redeploy from Waterdeep Harbor to Castle Waterdeep, becoming first player and gaining an intrigue card.
Round 6
The City Guard deploy an agent to the Skull Island, gain 2 clerics and 1 corruption, and use 2 clerics, 2 fighters, and 4 gold to complete the Perform Penance of Duty quest, gaining 12VP, 1 cleric, and 1 fighter.
The Red Sashes deploy an agent to The Golden Horn, gaining 8 gold. The City Guard gain 2 gold.
The Harpers deploy an agent to the Grinning Lion Tavern, gaining 2 rogues, then uses 2 fighters, 1 rogue, and 2 wizards to complete the Retrieve Ancient Artifacts quest, gaining 11VP and 4 gold.
The Knights of the Shield deploy an agent to the Tower of Luck, gaining 2 rogues and 1 cleric. The City Guard gain a cleric. The Knights use 2 fighters, 2 rogues, and 4 gold to complete the Infiltrate Builders' Guild quest, gaining 8VP.
The City Guard deploy an agent to Waterdeep Harbor and play Repent, returning 1 corruption to the Corruption Track.
The Red Sashes deploy an agent to Cliffwatch Inn, gains 2 gold, discards the 4 face-up quests, draws new ones and takes the Ransack Whitehelm's Tomb quest.
The Harpers deploy an agent to the Slavers' Market, gaining 2 fighters, 2 rogues, and 1 corruption.
The Knights of the Shield deploy an agent to the Builders' Hall and spend 5 gold to build the Hall of Many Pillars, gaining 6VP.
The City Guard deploy an agent to the Smugglers' Dock, paying 2 gold for 4 rogues.
The Red Sashes deploy an agent to the Smugglers' Dock, paying 2 gold to the City Guard for 4 rogues.
The Harpers deploy an agent to the Librarium, gaining 2 wizards and placing a wizard on the Slavers' Market.
The Knights of the Shield deploy an agent to the Hall of Many Pillars and play Recruit Spies, gaining 2 rogues. The Harpers give the Knights 1 rogue to gain 3VP. The Knights play Conscription gaining 2 fighters. The Harpers gain 1 fighter. The Knights play Summon the Faithful, gaining 1 cleric. The Harpers and the City Guard each give the Knights 1 cleric to gain 5VP.
The City Guard deploy an agent to Blackstaff Tower, gaining 1 wizard, then use 1 fighter, 8 rogues, and 1 wizard to complete the Establish Shadow Thieves' Guild quest, gaining 25VP.
The Red Sashes deploy an agent to the Field of Triumph, gaining 2 fighters.
The Harpers deploy an agent to The Yawning Portal, gaining 1 rogue and 1 wizard. The Red Sashes gain 1 fighter. The Harpers use 1 cleric, 1 fighter, 3 rogues, and 3 wizards to complete the Establish Wizard Academy quest, gaining 12VP.
The Knights of the Shield deploy an agent to The Stone House, gaining 10 gold.
The City Guard redeploy an agent from Waterdeep Harbor to Aurora's Realms Shop, gaining 4 gold.
Round 7
The City Guard deploy an agent to The Three Pearls, turning in 2 fighters to gain 1 cleric, 2 wizards, and 2 gold. The Knights of the Shield gain 2 gold. The City Guard use 2 clerics, 1 wizard, and 5 gold to complete the Sanctify Temple to Oghma quest, gaining 18VP.
The Red Sashes deploy an agent to the Stone House, gaining 10 gold. The Knights of the Shield gain 2 gold. The Red Sashes use 2 clerics, 3 fighters, 4 rogues, and 10 gold to complete the Ransack Whitehelm's Tomb quest, gaining 40VP.
The Harpers deploy an agent to the Slavers' Market, gaining 2 fighters, 2 rogues, 1 wizard, and 1 corruption.
The Knights of the Shield deploy an agent to the Builders' Hall, spend 4 gold to build The Waymoot, gaining 6VP, then using 2 fighters, 3 rogues, and 2 gold to complete the Establish Harpers Safe House quest, gaining 16VP.
The City Guard deploy an agent to Cliffwatch Inn, gaining 2 gold and taking the Banish Evil Spirits quest.
The Red Sashes deploy an agent to the Smugglers' Dock, pay 2 gold to the City Guard, and gain 3 fighters and 1 rogue.
The Harpers deploy an agent to Fetlock Court, gaining 2 fighters and 1 wizard.
The Knights of the Shield deploy an agent to The Waymoot, gaining 3VP and the Ally with House Thann quest.
The City Guard deploy an agent to The Yawning Portal and gain 2 clerics. The Red Sashes gain a wizard. The City Guard then use 2 clerics, 2 fitghters and 1 wizard to complete the Banish Evil Spirits quest, gaining 5VP, 1 rogue, and returning 2 corruption to the Corruption Track.
The Red Sashes deploy an agent to The Three Pearls and turn in 2 wizards to gain 3 clerics. The Knights of the Shield gain 2 gold. The Red Sashes then use 4 clerics, 2 fighters, and 5 gold to complete the Sanctify a Desecrated Temple quest, gaining 13VP.
The Harpers deploy an agent to The Plinth, gaining a cleric, and 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 Knights of the Shield deploy an agent to Waterdeep Harbor, playing Bribe Agent, paying 2 gold and using The Three Pearls to exchange 2 clerics for 2 rogues and 1 wizard, and using 1 cleric, 3 rogues, 1 wizard, and 8 gold to complete the Ally With House Thann quest, gaining 27VP.
The City Guard deploy an agent to The Tower of Luck, gaining 2 rogues and 1 cleric.
The Red Sashes deploy an agent to Aurora's Realms Shop, gaining 4 gold, then use 1 fighter, 1 rogue, and 1 wizard to complete the Safeguard Eltorchul Mage quest, gaining 4VP and 2 wizards.
The Harpers deploy an agent to Cliffwatch Inn, discard the face-up quests, and take Explore Ahghairon's Tower and a wizard.
The Knights of the Shield deploy an agent to Waterdeep Harbor and play Real Estate Deal, removing the Hall of Many Pillars and placing Trobriand's Graveyard into play under their control, gaining 3VP.
The Knights of the Shield redeploy an agent from Waterdeep Harbor to the Hall of the Voice, gaining 5 gold, an intrigue card, the Seal Gate to Cyric's Realm quest, and 1 corruption.
The Knights of the Shield redeploy an agent from Waterdeep Harbor to Waterdeep Castle, becoming first player and gaining an intrigue card.
Round 8
Final Scoring
Leader Bonuses
The City Guard reveal that their leader is Nindal Jalbuck, who gains 4VP per each Skulduggery or Piety quest. They have completed 5 Piety and 2 Skulduggery quests, gaining 28VP.
The Red Sashes reveal their leader as Sammereza Sulphontis , who gains 4VP for Arcana or Commerce quest completed. They have completed 5 Commerce and 1 Arcana quests for 24VP.
The Harpers reveal that their leader is Rhelben Arundsun, the Blackstaff, who gains 4VP per Arcana or Warfare quest completed. They have completed 5 Arcana and 2 Warfare quests, for 28VP.
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 3 Arcana and 2 Piety quests for 20VP.
Tavern
Each player gains 1VP per adventurer in their tavern and
1VP for every 2 gold. Nobody had any corruption.
End of Game Statements
Kevin Wilson (City Guard): Ugh, that mandatory quest slam right at the end threw a monkey wrench in 22 more VP. Still not enough to catch up with the Knights but held me back. I should have finished that quest earlier, when I could, rather than try for the measly 2 extra VP by going in a different order. Fun though. Congrats to Chris on a nice win, thanks to the others for another fun game and to Chris H for running the game. As to the new layout, didn’t seem to make that much difference. If easier then keep it. If harder, then go back to the easier layout. The main thing from the old layout we had already implemented was showing the available quests separately.
Christopher Hunt (Harpers):
Congratulations to Chris on his win and to Chris H for his running of
the game. Much prefer the new layout as I can read the quests
easily. Don't remember no corruption at the end before.
Bill Scharf (Red Sashes): Congratulations to He Who Mist Not Be Named for winning the game, and to Chris for running it. Kevin, yes, it’s important not to wait until the last minute to play the big stuff, otherwise some jerk can mess you up!
Chris Geggus (Knights of the Shield):
Another enjoyable game. I do like LoW. I think there are certain routes
that need to be followed to optimise outcome, but I'm not saying what
or which. But I will say that I was surprised that everyone still had
Intrigue cards in hand at the end. Free turns surely? Thanks Chris for
your usual competent GM'ing which makes our game play so much easier.
Roll on the next one.
Final Score
City Guard |
Red Sashes |
Harpers |
Knights of the Shield | |
VPs |
114 |
131 |
109 |
170 |
Lord Bonus |
28 |
24 |
28 |
20 |
Adventurers |
6 |
2 |
5 |
0 |
Gold |
3 |
2 |
1 |
0 |
Corruption |
0 |
0 |
0 |
0 |
Total |
151 |
159 |
143 |
190 |
The Players
Player Name |
Faction |
Fighters |
Rogues |
Clerics |
Wizards |
Gold |
Corruption |
Intrigue
Cards |
VP |
Kevin Wilson |
City Guard |
3 |
3 |
6 |
0 |
2 |
114 |
||
Bill Scharf | Red Sashes |
2 |
2 |
4 |
0 |
1 |
131 |
||
Christopher
Hunt |
Harpers |
2 |
2 |
1 |
3 |
0 |
3 |
109 |
|
Chris Geggus |
Knights of the Shield |
1 |
0 |
1 |
170 |
Player in bold is the first player.
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