[Let's Play]HeroQuest Adventure Game: The Fellowship of Four

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SGamerz
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[Let's Play]HeroQuest Adventure Game: The Fellowship of Four

Post by SGamerz »

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Welcome to my newest LP! As mentioned in the Poll thread, the "unique" part of this gamebook compared to the rest of the books listed in my poll are that: 1) this was a part-novel book, where more than half the volume consisted of background and story of how 4 heroes met and had their first adventure together, and 2) this book can potentially be played as a multi-player book by having players each playing the role of 1 of the 4 adventurers.

However, as I also mentioned in the other topic, the rules are actually pretty basic and primitive for a multi-player adventure. Pretty much the only thing of note about it is determining the "Battle Order" (basically deciding which of the heroes is going to play the meat-shield), and which character to carry what equipment/quest item. Other than that, there isn't too much difference in having 1 player play all 4 characters simultaneously, so I think that's probably what we'll be going in for this LP (meaning all players vote on the decisions of every character rather than having 1 designated player for each character). Besides, we might not even have 4 players. :tongue:

Anyway, here's a brief summary of the rules:

Stats

There are 4 Stats for each character.

BODY is basically the Hit/Life Point. A hero loses BODY points when he gets injured in combat and regains them when he's healed. When BODY drops to 0, the hero is dead. Of course, being a multi-character gamebook means that when 1 hero is dead the game can still go on as along as there's someone left alive.

MIND is the hero's "mental and psychic resilience". A high score allows him to withstand hostile sorcery better. It's just as important as BODY, because if MIND drops to 0, the hero "dies of shock".

COMBAT is, obviously, a hero's fighting ability. He rolls against this stat to hit opponents in combat. This is the only score that can go down to 0 without leading to Game Over (although that's unlikely in any case). Of course, if a hero's COMBAT is 0, he's basically doomed to lose the next battle he has to fight anyway (since he can't roll under his COMBAT score to hit his opponent), unless he still has companions to save his ass,

SPEED measures dexterity and movement rate. Having SPEED reduced to 0 is technically not lethal, but it's still as good as Game Over, because having SPEED reduced to 0 means that the hero is unable to proceed further for whatever reason (possibly due to getting drunk, or crippled) and must be left behind by his companions.

Combat

As mentioned earlier, in combat a hero basically has to roll under his COMBAT score to hit his opponent every round. Each successful attack causes 1 BODY point's worth of damage. Certain spells or weapon may change this, but we'll get to Spells later (for the Wizard and the Elf only). The enemy will try to hit us in the same way, of course.

In combats involving multiple combatants, this is where the afore-mentioned BATTLE ORDER comes in. Basically, each present enemy will square off against a hero, and the hero at the front of the battle order will get attacked first. So if our 4 heroes run into 2 Orcs, the Orcs will hit at the guys in positions 1 & 2 of the Battle Order, while 3 & 4 will get to strike at them every round without getting attacked themselves. If there are more than 4 opponents, the sequence goes back to the 1st guy in the Battle Order, so 6 enemies fighting our 4 heroes means that 1 & 2 will each have 2 enemies trying to hit them every round while they only get to hit back at one of them. For this reason, a typical formation will probably have the Barbarian and the Dwarf at the front of the Battle Order.

A hero can only attack 1 opponent every round (unless some spell is involved), but he can also choose to PARRY instead of attack. This must be decided at the beginning of the round (before rolling any dice), and the player needs to roll a 1-2. If successful, it negates any one successful attack from his enemy. Personally I never bothered with it since the chances of success seem pretty low and the result doesn't seem accomplish much to be worth the trouble (if you're in danger of getting killed, wouldn't it benefit you more to try to kill the enemy faster instead of just delaying the inevitable?). The only time when I can imagine it might be worth a try is if you're told you only need to last a certain number of rounds and don't actually need to win the fight.

If you with to FLEE from combat, the first 2 guys at the front of the Battle Order must roll under their SPEED score to avoid giving their opponent an automatic free strike. At least, that's how the text in the book seem to imply, although personally I think it makes more sense for any hero that are actually engaged by an opponent to be required to roll (so that against 1 opponent, only No.1 needs to roll, and against 4 opponents everyone needs to roll). Let me know which way, you'd prefer.

Spells

The Wizard has a list of 9 spells, the Elf has 3. Each spell can be uued only once throughout the adventure. Spell-casting is automatic and no dice rolling is required (despite the Wizard and Elf having a default higher Mind score, they are not required to roll under it to successfully cast a spell). Most of the spells are useful in combats, but the Elf and the Wizard each has 1 situational spell that can only be useful specific parts of the book: SLEEP and PASS THROUGH ROCK.

Here are the list of Spells:

For the Wizard

HEAL BODY - restores 4 BODY points. Cannot raise BODY above initial score.

ROCK SKIN - Must be used at the start of battle, halves the number of BODY points the hero loses in the entire battle, rounding fractions down (in the hero's favour).

PASS THROUGH ROCK - this is one of the situational spells mentioned earlier. It is only useful in 3 specific sections of the entire book, but you're not given the option to cast this spell at specific sections. Instead the player is expected to remember which section the spell is useful for (the section numbers are listed in the spells description section) and decide whether he wants to use it when/if he reaches that section. The player can cast the spell at any time, but if he's in the wrong secition, he wastes the spell. The way the book puts it is:

If you are in 108 (when you cast the spell), turn to 17.
If you are in 130, turn to 7.
If you are in 111, turn to 48.

...yeah.

GENIE - A Genie can be summoned at any time, but can basically only do 1 of 3 things: 1) restore 1 Stat point for 1 hero (can be any stat), 2) inflict 1 point of damage on an enemy, or 3) "foretell the future" by allowing the hero to read forward 1 section before making a choice.

SWIFT WIND - Double a hero's SPEED score for a single roll, or allow the entire party to flee from combat with taking damage.

TEMPEST - makes all enemies lose a turn for 1 combat round

FIRE OF WRATH - Burns an enemy in combat for 2 points of damage. The magic fire will seek out the target on its own, which means that the spell can be useful in certain conditions where other spells can't be applied (like when a character is blocked by his own companions in front of him in a cramped tunnel, or stuff like that).

BALL OF FLAME - Hits all enemies for 1 point of damage, but they have the chance to avoid it by rolling 1 or 2 on a die.

COURAGE - increases a hero's COMBAT score by 1 point for a single battle, but makes him incapable of fleeing from said combat.

For the Elf

SLEEP - Another situational spell just like PASS THROUGH ROCK. The sections where it's useful are:

If you are at 16, turn to 64.
If you are at 77, turn to 81.
If you are at 5, turn to 103.

WATER OF HEALING - Almost the same as HEAL BODY, but the text specifically mentions that it can't be cast during combat, which implies that HEAL BODY can. So basically, the Wizard has a slightly more convenient healing spell.

VEIL OF MIST - Cast at the start of a combat, your enemies will automatically miss you on a roll of 1-3 on a die due to partial invisibility.

Equipment and Encumbrance:

WIth 4 characters you might think you'd be able to carry a lot of loot between them.....not so. :( Every character is limited to only being able to carry between 2-3 items, specifically 3 for Barbarian and Dwarf and 2 for Wizard and Elf. And weapons count as 1 item each, so essentially, each guy can only carry 1-2 extra item (the Dwarf has a money pouch, so only Barbarian can carry more than 1 extra), so we gotta be careful of what loot we pick up.

And finally, here are the Starting Adventure Sheets of the 4 heroes:

Asgrim the Barbarian
BODY: 8
MIND: 2
COMBAT: 5
SPEED: 3
Items Carried:
1) Bastard Sword
2) Empty
3) Empty

Anvil the Dwarf
BODY: 7
MIND: 3
COMBAT: 4
SPEED: 2
Items Carried:
1) Battleaxe
2) Money pouch (20 silver)
3) Empty

Fortunato the Wizard
BODY: 4
MIND: 6
COMBAT: 3
SPEED: 3
Items Carried:
1) Dagger
2) Empty

Eildonas the Elf
BODY: 6
MIND: 4
COMBAT: 4
SPEED: 4
Items Carried:
1) Sword
2) Empty

So, that it for the rules. Before I go on, please vote on the starting Battle Order you want for the 4 heroes!
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Post by Darth Rabbitt »

It probably makes most sense to make the party tank (Asgrim the Barbarian) take up the position to tank.
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Post by SlyJohnny »

Asgrim
Eldonas
Anvil
Fortunato

But I'm fine with Anvil being second tank, at least initially.
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Post by Silent Wayfarer »

Assuming nobody backstabs us, I'll echo SlyJohnny.
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Post by SGamerz »

So Asgrim takes up the meatshield position, backed up by Eildonas, then Anvil, with the wizard bringing up the rear....
Your travels have brought the four of you to Knocklor, an eldritch country beyond Blackfire Pass. It was from west of this wild wasteland of fells and fens that, in ancient times, the King of the Dead sent his legion against the living. Fortunately, he was defeated by heroes of that bygone era. There are those who say he lies buried at the heart of one of the granite tors that you can see thrusting up from the barren moorland.

You turn away from the window, preferring the cheery warmth of the inn to the bleak moonlit landscape of the outside. As you sup your ale, however. you cannot help noticing how quiet it is in the taproom. None of the locals seem at all curious about you, even though it must be rare for them to meet people from more than a few miles away. Rather than ask you about your adventures, they just sit in silence staring morosely into their mugs.

The door bangs open and, entering along with the cold and autumn's dead leaves, comes a tall old man in a shag coat. He forces the door closed against the rush of night wind and then crosses the taproom to converse in low whispers with the landlord and some of the elders. From the sighs and grim shakes of the head, you deduce that some very weighty matter is being discussed.

Eventually the tall fellow fetches a cup of mulled ale and brings it over to stand by the fire. He looks chilled to the bine, and deeply worried.

If you ask him what's going on, turn to 4.
If you decide to mind your own business, turn to 15.
Do we want to chat?

Adventure Sheets:
Asgrim the Barbarian
BODY: 8
MIND: 2
COMBAT: 5
SPEED: 3
Battle Order: 1
Items Carried:
1) Bastard Sword
2) Empty
3) Empty

Anvil the Dwarf
BODY: 7
MIND: 3
COMBAT: 4
SPEED: 2
Battle Order: 3
Items Carried:
1) Battleaxe
2) Money pouch (20 silver)
3) Empty

Fortunato the Wizard
BODY: 4
MIND: 6
COMBAT: 3
SPEED: 3
Battle Order: 4
Items Carried:
1) Dagger
2) Empty
Spells: HEAL BODY, ROCK SKIN, PASS THROUGH ROCK, GENIE, SWIFT WIND, TEMPEST, FIRE OF WRATH, BALL OF FLAME, COURAGE

Eildonas the Elf
BODY: 6
MIND: 4
COMBAT: 4
SPEED: 4
Battle Order: 2
Items Carried:
1) Sword
2) Empty
Spells: SLEEP, WATER OF HEALING, VEIL OF MIST
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Post by SlyJohnny »

Ask them what their problem is, and then offer to stab the problem in the face in exchange for coin.
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Post by Darth Rabbitt »

Ask about exposition and/or sidequests.
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Post by Starmaker »

Of course we do.
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Post by SGamerz »

At your invitation, he eases himself on to a stool beside your table and introduces himself as Douse the Glim, a local wise man. "in my younger days, I used to sort out messes o' trouble hereabouts," he tells you. "These days the old bones creak too much, though."

"So," you ask, "what's all the commotion about tonight?"

"Oh, a bad business, and that's the truth..." he says solemnly. He gives his cup a lugubrious look and then adds: "Have you noticed what a poor lonely sight an empty ale-mug makes?"

If you buy him another mug of ale (the Dwarf must agree to this since it's his money), turn to 26.

If not, turn to 37.
The Dwarf starts with 20 silver. Are we interested enough to pay for this guy's booze?
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Post by SlyJohnny »

No guarantee that this old coot has anything useful to say, but we might as well, as the cost is likely to be low.

So the dwarf is the party sugardaddy? The others are kinda just his bodyguards? I'm cool with that.
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Post by Darth Rabbitt »

Kinda odd that we can't ask the price of a mug beforehand. What the hell, buy him a round.
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Post by SGamerz »

"Ah, 'tis true gentlefolk you are," says Douse as you call the landlord over to fill his cup. (The Dwarf should cross off one silver piece.) After he has taken a thirsty swig, he starts to tell you the tale: "It is the poor milk-maid, Perdita, from the village, you see. She's been spirited away, and there's no doubt she'll have been taken to the old manse that lies far out over the moor. It was the home of Grim Dugald, as black hearted a devil as ever wore a man's face, and since his death not a soul has been there and come back to tell of it. Now it's the haunt of goblins and dead things."

"Surely the villagers will band together and attempt a rescue?" you say.

He shakes his head and sighs. "On any other night, perhaps, we might reckon on a handful who are brave enough. But this is Samhain Eve, when the unseen folk go abroad on the moors and work all manner of wild witchery. No-one dares venture out tonight - and in the morning, no doubt, poor Perdita will be found cold and dead in a ditch."

If you resolve to go to the haunted manse and rescue the maid, turn to 49.

If you prefer to keep to the safety of the inn, turn to 15.
Do we want to take up the mission? (yes I have to ask :tongue:)

Adventure Sheet:
Asgrim the Barbarian
BODY: 8
MIND: 2
COMBAT: 5
SPEED: 3
Battle Order: 1
Items Carried:
1) Bastard Sword
2) Empty
3) Empty

Anvil the Dwarf

BODY: 7
MIND: 3
COMBAT: 4
SPEED: 2
Battle Order: 3
Items Carried:
1) Battleaxe
2) Money pouch (19 silver)
3) Empty

Fortunato the Wizard
BODY: 4
MIND: 6
COMBAT: 3
SPEED: 3
Battle Order: 4
Items Carried:
1) Dagger
2) Empty
Spells: HEAL BODY, ROCK SKIN, PASS THROUGH ROCK, GENIE, SWIFT WIND, TEMPEST, FIRE OF WRATH, BALL OF FLAME, COURAGE

Eildonas the Elf
BODY: 6
MIND: 4
COMBAT: 4
SPEED: 4
Battle Order: 2
Items Carried:
1) Sword
2) Empty
Spells: SLEEP, WATER OF HEALING, VEIL OF MIST
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Post by SlyJohnny »

Tcheh, cowards!

Wish we had more intel than "goblins and dead things" and some evil guy called Grim Dugald, and the promise of a actual reward would be nice, but why not. Let's go be heroes.
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Post by Darth Rabbitt »

Take up the sidequest.
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Post by SGamerz »

"We'll do it!" you cry. "We'll go to the old manse this very night!"

Your announcement is greeted by the other villagers with the sort of enthusiasm they might give to someone who had just declared themselves to be carrying the Black Death. They stare at you slack-jawed, then hastily set down their mugs and set off home. As each of them passes your table to get his coat from the pegs by the door, he gives you a grave look and crosses himself before scurrying out.

Just as you are heading out of the inn, you bump into a pedlar who is parking his hand-cart outside.

If you stop to talk to him, turn to 60.
If you hurry up past and head out to the moors, turn to 12.
The difference in the way the quest is presented to us depending on whether we chose to buy the last guy a drink is....interesting. If we choose not to buy him his drink, he doesn't tell us anything about Perdita, but instead just tells us that this Grim Dugald guy has lots of treasure in that haunted manse of his. And in this case, the heroes automatically declares "we'll go rob this Grim Dugald guy" without the players having to make a choice.

Actually, the guy's reaction makes sense. If we show that we're enerous, he tries to appeal to our sense of altruism. If we're shwn to be miserly, he appeals to our greed instead. What's kind of funny is the way the gamebook presents the protagonists more as mercenaries than heroes (there's treasure? Mine! Wait, there's a maid waiting to be rescued? Uh....let's vote on it.)

Rejecting the quest (or not talking to the old guy at all) is an immediate Game Over.
Talk to the pedlar or not?
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Post by SlyJohnny »

We should really get on the trail as quickly as possible, but the pedlar might have rope or an essential plot coupon, so let's see what he has to say.

In the board game, even a spear costs a hundred and fifty gold, though, so we might not be able to afford anything...
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Post by Starmaker »

That's crap-covered peasants for you -- first they want us to rescue a girl, then they think we're crazy for agreeing.
(@SGamerz: it doesn't quite work out, if we're only interested in treasure, there's no reason to go this very night.)

Talk to the guy.
Last edited by Starmaker on Sun Jan 04, 2015 12:43 pm, edited 1 time in total.
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Post by Darth Rabbitt »

Talk some more.
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Post by SGamerz »

@Starmaker: Yeah, the players can choose to be heroic, but the book automatically assumes that the players are doing this for the money because no votes are necessary if he tells us about treasure, whereas it also thinks that we might not want to rescue the girl by giving us an actual option to not do so.

I can sort of picture the scenarios like in a movie: When told about the treasure, the characters just give a unanimous 'Treasure? Let's go!' and rush out. When told about the kidnapped girl, the heroes look at each other nervously and wait for each other to voice their opinion/vote. One by one, they decide to go because they would sound like the cowards compared to those who said yes.
He has just arrived at the inn, having dawdled somewhat in setting out this morning from the last village where he was staying. His route brought him over the moors, and he has spent the last few hours travelling in gathering darkness. He ahs a drawn, pale look about him - like someone who has seen a fearful sight - and is obviously keen to get himself a warm drink. He is reluctant to waste time talking to you, so decide carefully what you will say to him:

If you ask what he saw out on the moors, turn to 72.
If you ask him the best route to the old manse, turn to 84.
If you ask him what he has for sale on his cart, turn to 95.
Exposition? Directions? Shopping? Pick one!
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Post by SlyJohnny »

Shopping.
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Post by Darth Rabbitt »

Might as well see what he has.
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Post by SGamerz »

Here's your shopping list!
At first he's reluctant to waste time talking to you, but then he says, "Ah well, have a look here and see what suits you."

He whisks the canvas off his cart to display a jumble of items. Most are junk, but sorting through, you find some objects that might come in handy:

A length of rope: costs 5 silver
An oak staff: costs 8 silver
A jar of healing salve: costs 14 silver
A sprig of garlic: costs 1 silver
A silver dagger: costs 19 silver
A phial of holy water: costs 7 silver

(The healing salve can be used to restore one lost BODY point; there's enough in the jar for three uses.)

The dwarf should decide what you are buying, if anything, and cross off the appropriate sum. Then, as the pedlar goes to spend his money in the inn, you head out over the barren moor.

Turn to 12.
Thanks to that drink we bought in the inn, the Dwarf has 19 silver left (just enough to buy the most expensive item, the dagger - but then he won't be able to buy anything else.)

Remember also that our inventory space is limited. Decide what to buy, and who to carry those new items!
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Post by SlyJohnny »

Does the staff just function as a basic weapon?

I kind of want the silver dagger as it'll definitely be useful, but it seems risky. As I now suspect Grim Dugald must be a vampire, I suggest the sprig of garlic, the holy water, and the length of rope (because who doesn't need rope). That leaves us with 6 silver.

Asgrim, as the point man, should take the garlic, Eildonas should take the rope, and I'm not sure if Anvil should take the Holy Water or whether we'll be expected to throw it at something (in which case it should go to one of the rear ranks and maybe he takes the rope instead).
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Post by SGamerz »

SlyJohnny wrote:Does the staff just function as a basic weapon?
The game isn't all that clear what constitutes as a weapon item. Of course, there aren't that many other weapon-items in this book beyond the default ones. They are a couple of weapon items that may be found and picked up, and those are clearly weapons because there are special effects/bonuses from them in combats. The book doesn't exactly state whether the staff or the silver dagger are usable as substitute weapons (although the dagger probably should be), so I'm not really sure whether the staff can be used as one.

I'm inclined to rule against that because
there's at least 1 non-combat use of it later in the book, so it seems like it's intended for other purposes.
But speaking of weapons....there's one rule that skipped my mind. If a character loses his weapon, he must deduct 1 from his COMBAT....so that's the penalty if you decide to drop your weapon for some important loot.

Moving on.....

We buy the rope, the garlic and holy water, and distribute them as SlyJohnny suggested (you can vote to re-distribute the items at any time if anyone disagrees).
You make your way out across the moors. The moon shows as a white gleam behind the heavy shutters of cloud. Looking ahead, you can see three possible routes. One is a stone lich-way that passes by a number of ancient burial mounds. The second - used by carts heading to and from market - leads over the moors to the town of Ithyorn; it skirts a ruined castle which many believe is haunted. Alternatively, you could take the path that winds through the misty hollows.

If you take the lich-way, turn to 23.
If you prefer to try the cart-track, turn to 34.
If you plump for the path through the hollows, turn to 45?
Which way?

Adventure Sheet:
Asgrim the Barbarian
BODY: 8
MIND: 2
COMBAT: 5
SPEED: 3
Battle Order: 1
Items Carried:
1) Bastard Sword
2) Garlic
3) Empty

Anvil the Dwarf
BODY: 7
MIND: 3
COMBAT: 4
SPEED: 2
Battle Order: 3
Items Carried:
1) Battleaxe
2) Money pouch (6 silver)
3) Holy Water

Fortunato the Wizard
BODY: 4
MIND: 6
COMBAT: 3
SPEED: 3
Battle Order: 4
Items Carried:
1) Dagger
2) Empty
Spells: HEAL BODY, ROCK SKIN, PASS THROUGH ROCK, GENIE, SWIFT WIND, TEMPEST, FIRE OF WRATH, BALL OF FLAME, COURAGE

Eildonas the Elf
BODY: 6
MIND: 4
COMBAT: 4
SPEED: 4
Battle Order: 2
Items Carried:
1) Sword
2) Rope
Spells: SLEEP, WATER OF HEALING, VEIL OF MIST
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Post by Darth Rabbitt »

I agree with SlyJohnny's distribution plan.

And we should probably take the path that leads to the haunted castle, since that might be the ruined abode of Grim Dugald.
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