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

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SGamerz
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Post by SGamerz »

SlyJohnny wrote:What's the penalty for fighting unarmed? Maybe the wizard should ditch his weapon.
SGamerz wrote: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.
Also, please vote whether you want any of the heroes to drink from the lake.
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Post by Darth Rabbitt »

I highly doubt drinking the lake water is a good idea.
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Post by SGamerz »

Darth, maybe you can also break the tie on whether the barbarian or the wizard should drop their weapon for the torch?
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Post by SlyJohnny »

Changing my vote to ditching the barbarian's weapon to break the tie :)
Last edited by SlyJohnny on Thu Jan 15, 2015 3:45 pm, edited 2 times in total.
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Post by Darth Rabbitt »

Oh, my vote would've been to drop the wizard's weapon, since his combat isn't going to mean shit either way.
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Post by SGamerz »

Due to Slyjohnny's vote change, the barbarian drops his sword and picks up the torch (unfortunately I doubt using it as a weapon to torch his enemies is an option). The heroes maintain that they're not thirsty and move on.
Drinking from the lake can be good or bad depending on whether the heroes are injured. In this case, not drinking is the right choice, since none of them are injured, and it'll only weaken them. It would actually restore a BODY point if the hero drinking is injured, though.
The oars fall almost without sound into the opaque waters. You drift out from the quay surrounded by an eerie hush.

You have not been rowing for long when a landing-stage comes in sight. This is also of white stone, like the quay you set out from. It is completely surrounded by water. In the middle you can see a small shrine, like the shrines of pagan times, consisting of a marble dome supported by pillars carved into the shapes of human figures. As a tasteless and gruesome embellishment, the figures are depicted bound in shackles, as though being stretched on a rack.

You cannot clearly see into the shrine, except to tell there is something large resting on the altar stone.

If you dock at the landing stage, turn to 99.
If you row past in search of the far shore of the lake, turn to 111.
Stop to investigate the landing-stage?
Last edited by SGamerz on Fri Jan 16, 2015 3:49 am, edited 1 time in total.
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SlyJohnny
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Post by SlyJohnny »

Investigate.
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Your hairs stand on end as you walk towards the shrine. You do not need any sixth sense to tell this is a place of great wickedness.

Stepping between the pillars, you see a grey stone coffin lying on the altar stone. Unlike the rest of the shrine, the coffin is very crudely worked - and deeply weathered, as if it had been exposed to the elements for years.

Before you can move towards the coffin, there is a ghastly bubbling growl and four figures shamble from behind the altar to attack you. They are women, chalk-white of flesh and listless of gaze, whose black hair and robes hang lankly, as though damp.

First UNDEAD BRIDE: COMBAT 3 BODY 1
Second UNDEAD BRIDE: COMBAT 3 BODY 1
Third UNDEAD BRIDE: COMBAT 3 BODY 1
Fourth UNDEAD BRIDE: COMBAT 3 BODY 1

There is enough room in the shrine for all players to get into melee.

Survivors of the battle, turn to 42.
If you flee back to the boat, turn to 111.
Finally, our first combat! There are 4 of them so all 4 heroes can be attacked. They're also pretty fragile, so we shouldn't have too much problems with them.

Any particular strategies/spells that you wish to use before I start rolling for combat?
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Post by SlyJohnny »

If the first few are killed, do they move up in the battle order so that they're squaring off against the first heroes? If so, everyone just attack until everything is dead.

If not, the wizard or elf should parry if their opponent survive the first round, as their comrades will probably finish the fight and parrying might block the damage.
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Post by Darth Rabbitt »

Johnny's plan sounds good to me.
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Post by SGamerz »

SlyJohnny wrote:If the first few are killed, do they move up in the battle order so that they're squaring off against the first heroes?
Yes, that's how I'm going to run it.

Another point that was clearly stated by the book is whether the heroes get to strike first. Since that's not explicitly stated, I'm going to rule that everybody gets to attack simultaneously, even in the round they get killed (unless all the enemies are dead).

COMBAT!
Round 1:

Asgrim rolls a 5 (loss of his sword hurts him here) and misses.

Eildonas rolls a 1 and hits, killing the Second Undead Bride.

Anvil rolls a 1 and hits killing the Third Undead Bride.

Fortunato rolls a 2 and hits, killing the Fourth Undead Bride.

(Yeah, our Tank and best fighter did the worst here.)

Undead Bride #1 rolls a 2 and hits! Asgrim rolls a 3 and fails to be protected by his shiny breastplate, BODY point down to 7.

Undead Bride #2 rolls a 6 and misses, right before she gets decapitated by Eildonas's sword.

Undead Bride #3 rolls a 2 and hits, taking Anvil's BODY down to 6. Anvil's counterstroke cuts her in half, however.

Undead Bride #4 rolls a 4 and misses, and the Wizard stabs her in the face (who needs magic!).

Round 2:

Asgrim rolls a 3, and rips off the last Undead Bride's head with his bare hands.

Undead Bride #1 rolls a 5 and misses her last attempt to strike at the heroes before she's put down.
VICTORY!
Even as you approach the coffin, you smell the slaughterhouse stench rising from it. It is filled with blood - and you can only pray it is not human blood. What vile monster would keep such a grisly thing here? With a shudder, you at last begin to guess the truth.

On the altar at the base of the coffin is a large bronze key. You decide that this is certainly worth taking: record it on someone's character sheet, even if something else must be discarded in order to carry it.

If you have a phial of holy water and want to use it now, turn to 54.
If you set out in the boat again, turn to 111.
If we use up the holy water here, we should be able to free up a slot for the key....but do we want to? I'm leaving this up to vote, because certain items in this book are useful in more than 1 location, so you may decide you want to save the holy water and drop something else.

1) Do we use the water?
2) If not, what do we drop for the key (text indicates we must take the key)?

Adventure Sheet:
Asgrim the Barbarian
BODY: 8 7
MIND: 2
COMBAT: 5
SPEED: 3 2
Battle Order: 1
Items Carried:
1) Torch
2) Garlic
3) Jewelled Breastplate (wearer takes no damage on a roll of 1 or 2 in combat, -1 SPEED)

Anvil the Dwarf
BODY: 7 6
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) Bottle of Wine
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 SlyJohnny »

Use it, we need the space and this might be important.
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Post by Darth Rabbitt »

Use Holy Water, get key.
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Post by SGamerz »

You empty he contents of the phial into the thick red mass. There is no perceptible effect, but you are convinced that this will make things difficult for the coffin's owner, whom you suspect of having an aversion to holy water. (Remember to cross the item off the character sheet no that you have used it.)

All players should record the codeword CARFAX on their character sheets.

There is nothing else for you to do here, so you return to the boat and continue across the underground lake.

Turn to 111.
The dwarf picks up the bronze key now that he has an empty slot.
Eventually you reach the far side of the lake. Unlike the quay you set out from, this is not a man-made landing-place but shore of white pebbles. Dragging the boat up on to the beach so that it will not drift off, you commence a search of the area.

Quite soon, you find a locked door in the back wall of the cave. It is of stout, bronze-bound oak. Pressing your ear to the door, you can just make out a sound like muffled sobs.

If you have the bronze key and wish to use it, turn to 77.
If not, turn to 66.
What to do here?

Adventure Sheet:
Asgrim the Barbarian
BODY: 8 7
MIND: 2
COMBAT: 5
SPEED: 3 2
Battle Order: 1
Items Carried:
1) Torch
2) Garlic
3) Jewelled Breastplate (wearer takes no damage on a roll of 1 or 2 in combat, -1 SPEED)

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

Fortunato the Wizard
BODY: 4
MIND: 6
COMBAT: 3
SPEED: 3
Battle Order: 4
Items Carried:
1) Dagger
2) Bottle of Wine
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

Codewords: CARFAX
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Post by Darth Rabbitt »

I'm thinking we should open the door.
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Post by SGamerz »

A host of large white bats drop down out of the darkness. They will fight to the death to prevent you opening the door - proof, if proof you needed, that something of priceless importance lies behind it.

First BAT: COMBAT 2 BODY 1
Second BAT: COMBAT 2 BODY 1
Third BAT: COMBAT 2 BODY 1
Fourth BAT: COMBAT 2 BODY 1
Fifth BAT: COMBAT 2 BODY 1

There is enough room for every player to get into the fight.

There is no point in fleeing; they would just pursue your boat.

Survivors of the fight, turn to 100.
Again, any particular strategies? Do our spell-casters want to do anything besides stabbing?
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Post by Omegonthesane »

Unless we're going to fight more than 5 enemies at the same time later in the book, this seems like a good time to cast Ball of Flame.
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Post by SlyJohnny »

I'd save it and just fight normally, at combat 2 we can possibly wipe these guys out without even taking a hit. We should save the spells for really dangerous enemies.
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Post by SGamerz »

If there's no tiebreaker by tomorrow I'll random-generatorize this shit.
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Post by Darth Rabbitt »

I don't know how frequently we'll come across horde enemies, though.

What the hell, let's melee the suckers.
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Post by SGamerz »

We go ahead a fight without spells.
A simple Sleep spell from the Elf would have put them all back to sleep and skipped this combat. That's why I have been keeping all the section numbers in the text, to give players a chance to use the situational spells without being prompted.
COMBAT:
Round 1:

Asgrim rolls a 5 and misses his target (he's really not used to fighting with his bare hands).

Eildonas rolls a 1 and hits, killing the Second Bat.

Anvil rolls a 2 and hits killing the Bat.

Fortunato rolls a 1 and hits, killing the Fourth Bat.

(Again, our best fighter is the only one that misses!)

Bat #1 rolls a 1 and hits. Asgrim's BODY point is down to 6 after rolling a 3 as his breastplate doesn't protect him.

Bat #2 rolls a 1 and hits, bringing Eildonas's BODY down to 5 before the latter riposte kills it.

Bat #3 rolls a 5 and misses, and the dwarf cut it in half.

Bat #4 rolls a 1 and hits, and the Wizard is down to 3 BODY points.

Bat #5 rolls a 2 and hits, Asgrim rolls a 6 and his BODY is down to 5.

Round 2:

Asgrim rolls a 1 and finally hits. killing Bat #1.

Eildonas rolls a 4 and just manages to hit, killing Bat #5.

Bat #1 rolls a 4 and misses, and that's its last shot.

Bat #5 rolls a 3 and misses, and that's all she wrote.
Pretty nasty fight considering how weak the opponents are supposed to be.
You unlock the door. It opens with a gravid creak to reveal a young girl cowering inside a small bare cell.

"My name is Perdita, and I am from the village a few miles across the moor," she tells you.

"How do you come to be here?" you ask.

"I'm not sure. On my way home I was overtaken by dusk. Since this is Samhain Eve, I quickened my step, but just then I saw a tall shadow of a figure lurking among the trees by the side of the road. I crossed over and hurried by on the other side, but I hadn't gone far before I saw the figure again - somehow ahead of me still. I began to feel very frightened then. I lost sight of the figure as I backed away down the road. Then suddenly I bumped into something large behind me, and I was seized. That's the last I remember."

Realizing this is no place to hang around, you take Perdita to the boat and row back across the lake. Ascending through the cellar, you emerge into the entrance hall of the manse once more. If you were going to breathe a sigh of relief, however, then it was premature: someone is here waiting for you.

Turn to 89.
Uh oh....
Grim Dugald stands in the gloom of the hall. He has been waiting for you.

His flesh is the colour of candlelight, and other-world energies have swollen his already huge frame until his head almost scrapes the rafters. His eyes - two icy pebbles in the mistletoe-bush of his beard and hair - roll horribly, and as he sees you his growl of hate is like the howl of a hanged man.

Do you have an item you want to use?

If so, turn to 112.
Otherwise, turn to 123.
I'll just go ahead and see what we have to use to save time:
Which of the following will you try:

A phial of holy water and the bottle of win? (You need to have both items.) Turn to 133.
A phial of holy water on its own? Turn to 10.
A sprig of garlic? Turn to 21.
Unfortunately, we used up the holy water, and the wine's no good on its own. But we do have the garlic. This is the Big Boss so there's no point saving any items for later, so I'll go ahead and use it:
You had heard that Grim Dugald died thirty years ago. Is he now a vampire? Who can say - the realm of the supernatural spurns such glib classifications. But certainly he seems to shrink back from the garlic flowers as you thrust them towards him.

Turn to 123, but note that when you fight Grim Dugald you can subtract 1 from his COMBAT score to represent the distraction caused by the garlic.
Do you have the codeword CARFAX written on your character sheets?

If so, turn to 43.
If not, turn to 55.
We do.
Grim Dugald towers up over you, more monstrous even than in life. He will kill you if you can for trespassing his manse, and you must fight now as never before.

GRIM DUGALD: COMBAT 5 4 BODY 10

There is room for up to three players to fight him at one time ( a fourth player could of course cast spells at him, if any). The sword Wraithreaver, if you have it, will inflict double damage on him - i.e. two points per blow instead of one.

If you flee out of the manse, turn to 67.
If you succeed in overcoming him, turn to 78.
Without CARFAX his default score would have been COMBAT 6/BODY 18.
Yes, fleeing is an actual option here.

How do we want to do this? Does the Elf fight as normal or use a spell? Does the wizard want to use a spell, play cheerleader, or take a nap?

Adventure Sheet:
Asgrim the Barbarian
BODY: 5/8
MIND: 2/2
COMBAT: 4/5
SPEED: 2/3
Battle Order: 1
Items Carried:
1) Torch
2) Garlic
3) Jewelled Breastplate (wearer takes no damage on a roll of 1 or 2 in combat, -1 SPEED)

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

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

Eildonas the Elf
BODY: 5/6
MIND: 4/4
COMBAT: 4/4
SPEED: 4/4
Battle Order: 2
Items Carried:
1) Sword
2) Rope
Spells: SLEEP, WATER OF HEALING, VEIL OF MIST

Codewords: CARFAX
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Darth Rabbitt
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Post by Darth Rabbitt »

Wizard should cast Fire of Wrath, everyone else should gang-bang Grim.
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Post by SGamerz »

Note that each spell can be used once, and it'll definitely take more than 1 round to kill Grim Dugald, so you might want to list 2-3 spells so that the Wizard has something to do every round.
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Post by Darth Rabbitt »

In that case I'd cast Tempest on the second round, and Courage on the Barbarian on the third.
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Post by SlyJohnny »

Question! Can we change the Combat Order at any point outside of combat or was it locked in at the beginning of the adventure? And can we trade items? If so, I'd like to pass the breastplate to the elf, and put him in first position.

COURAGE on someone, TEMPEST, then FIRE OF WRATH for the Wizard if it seems appropriate (like it'll finish the fight a round early). HEAL BODY if/when needed.

VEIL OF MIST on the elf.

With the breastplate and the Veil of Mist, the elf can tank really well, I think. This fight is going to last a while, so I think it's worth doing it this way to minimise the large amount of incoming damage.
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