Here is how it went:
I randomly drew Jain Fairwood as a Wildlander, Widow Tarha as a Runemaster, Jonas the Kind as a Disciple, and Trenloe the Strong as a Knight.
I played where when a hero died they were killed they could not stand up.
I played where monsters would attack the closest target and if there was a choice they would attack the character that was nearest death.
I played where after an entire monster group was defeated the last one dropped a treasure. This was brought on because the Kobolds have 3 master monsters and it didn't make sense for them to drop 3 treasures.
Unfortunately, I did not log every Overlord card that was drawn / played. Here is an overall run down of what occurred:
The initial set up was 22 attached to 20 making a long corridor at the end was 9 Kobolds. The heroes advanced cautiously waiting for the Kobolds to get close enough to attack. The Overlord marched the Kobolds down the hall toward the heroes but was not able to make an attack. The red Kobolds were placed in front. At the end of the Overlords first turn Zombies were spawned at the end of the hallway.
The heroes were able to get a few shots in this round on the Kobolds killing 1 master to make a hole and then killing 3 or 4 white ones to try and keep them from using Swarm too much. I also used Jonas' special which was able to kill a few more white ones. I left Trenloe up front to take the beating. The Kobolds moved first and positioned themselves to try and get maximum swarm damage. Trenloe took heavy damage this round and was below half life. The Zombies shambled forward. No monsters were spawned as the maximum number of monsters per area had been spawned.
The heroes had some bad rolls here. They killed 1 Zombie and finished off all but 2 Kobolds. Jonas healed Trenloe for 1 and I failed to position my heroes such that Trenloe would not take the brunt of the attack. Trenloe was killed on the Overlord's turn by a Frenzied Zombie. No additional monsters were spawned this round.
The heroes killed the last two Kobolds and 1 more Zombie. Jonas picked up the treasure and received Chainmail. I decided here that he would not attack much so he could roll 2 greys and a brown on defense and keep him up front. On the Overlord's turn the Zombies attacked Jonas. I decided to put all surges into damage rather than disease since Jonas' will power is 4. Jonas took 3 or 4 hits on the Overlord's turn. No monsters were spawned.
The heroes finished off the Zombies, drew a Health Potion, and moved down tile 20, resting if possible. This triggered another tile to be placed. It was tile 16. At the end of the overlords turn Flesh Moulders spawned.
Since Hallway 20 is so long, the heroes rested / healed waiting for the Moulders to come down the hall. The Overlord moved them down the hall but was unable to make any attacks. No monsters were spawned
Jain and Widow used fatigue to move and attack twice each this round killing 2 of the Moulders. I positioned Jonas in front to take the damage (by now he had healed up to full health). The Overlord whacked at Jonas who took heavy damage this round he had 2 or 3 hits remaining.
The heroes finished off the Moulders and moved to the edge of tile 20 resting and healing what was possible. The Overlord drew a card this round.
The heroes triggered tile 16 to build more map. There was one dead end, Tile 2 and Tile 9. They rested / healed and waited to see where monsters would spawn. The Overlord spawned Cave Spiders on tile 2 on the far end.
The heroes attacked the spiders but were only able to kill the red one. However, they were able to position themselves so the spiders could not attack the next round. The Overlord moved the spiders toward tile 16 and spawned Deep Elves on tile 9.
[Round 11 - 13]
The Deep Elves have some nasty pierce and major defense against range. I decided I would try and kite the spiders down the long corridor of 20 and 22 to see if I could finish off the spiders without getting poisoned and avoid the deep elves for a few rounds. This worked well but the heroes ended up cornered in 22 with two deep elves and 1 spider remaining. Jonas died in this hall. I was trying to stun the Deep Elves and move away but wasn't able to get in the stun. The massive pierce made the chainmail worthless.
[Round 14 & 15]
Widow and Jain were able to kill the Deep Elves during these rounds but Widow took 2 damage. We drew Health and Stamina potions from these two monster groups.
[Round 16 - 17]
Resting / running up through 2 to get room 28. Ogres spawned for the overlord.
[Round 18 - 21]
Kited the ogres down to 22 without taking any damage. We ran back to 28 and tile 13 appeared where Razorwings spawned.
[Round 22 - 24]
Kited these guys to room 16 but they got in a few hits with frenzy and dash. Jain had 3 wounds on her and Widow had 6 now.
[Round 25 - end]
Stepped onto tile 9 and tile 27 showed up. The exit appeared in room 13 and started running the heroes that way. The Overlord spawned two Shadow Dragons but they were not fast enough to catch us and we made it off the map.
Being able to stop and rest without monsters spawning could make it too easy for heroes. Suggest adding in a clause that if no monsters are on the map a group is spawned at one of the edges.
The exit appearing in a way that the heroes could just flee from the monsters was a little lame. Suggest instead having the last room have a monster group plus 1 lieutenant spawn that the heroes must defeat to win.
I like the idea of advancing the heroes levels after each encounter. Maybe give 1 XP to heroes and overlord. Overlord randomly chooses a skill tree (Magus, Warlord, Saboteur) shuffles level 1 universals and skill tree together and buys that one.