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The East Gate

Discuss Quests, Cards, Monsters etc from the Kellar's Keep Quest Pack.

The East Gate

Postby drathe » Sunday June 7th, 2009 12:52am

Played the East Gate (Kellar's Keep, Quest 9) this weekend. It's been a long while since I've had a group play this long. I forgot how cool the Shape Shifter was. So much fun! I would have liked to see MB use more ideas like this in their quests. Thankfully, there's talented and creative members in our community who are able to pick up the slack and introduce new experiences to the game.

One more to go, then off to see the Witch Lord! I'm thinking of picking up a Citadel "Tomb King" from the Warhammer Fantasy Miniature series. I believe I saw one that would fit well as the big baddie.
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Re: The East Gate

Postby Milk » Monday June 8th, 2009 3:11pm

Ah yes, the infamous Fimir shapeshifter. What always irritated me was that my copy of HQ was shorted the Chaos Warrior Monster Card so back in the day this little shapeshifter could never change into the more powerful creature. Drats....

Thank goodness we have these terrific archives and I can now "replace" my missing Chaos Warrior card.
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Re: The East Gate

Postby drathe » Monday June 8th, 2009 6:55pm

They print out really great too! I took a bunch down to my local print shop (out of jealousy :? , as Phoenix took a bunch of cards down to his local shop to get printed). Printed a whole set of GS & expansion cards (so my originals don't get worn out), plus a huge batch of cards I made for my own games. The end result looks even better than the originals. Today's printers are by far superior to the ones MB used.

...got a whole 'nother batch to do now too.
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Re: The East Gate

Postby Phoenix » Monday June 8th, 2009 11:37pm

My original print batch looked like crap. But not my second batch. I'm verrrrry happy with them :D
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Re: The East Gate

Postby Phoenix » Saturday July 4th, 2009 1:17am

Yeah, we played this tonight and boy do I LOVE ROOM 'C'. It was fantastic. Drew in the Elf, straight into the pit trap. Then the Barbarian slowly crawled into to the pit (no damage). The Elf popped out of the pit and right into a Spear Trap!! (man, did that piss him off!!) Then the Barbarian crawled out the other side and WHAMO!! the other Spear Trap. The Elf recovered & searched for Treasure and guess what, NO TREASURE IN THE CHEST!!!! :mrgreen: :twisted: :lol:

Good Times!!!! I definitely need to throw this one in from time-to-time!!!
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Re: The East Gate

Postby drathe » Saturday July 4th, 2009 12:38pm

I agree. There's definitely not enough really thought out trap rooms to bring a bit of glory back to Chaos. But man, am I ever loving RotWL right now (and so are my players). There's something uniquely fantastic in every quest!
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Re: The East Gate

Postby wallydubbs » Wednesday October 24th, 2018 11:48am

Speaking of the East Gate, in the North American version Borokk can attack the heroes mind, bringing down his mind points sufficiently.

Yet the East Gate itself requires mind points to open. Suppose the Elf and Barbarian both drop mind points to 1, yet they need to roll 2 dice to get out... are they stuck there and unable to advance to Grin's Crag?
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Re: The East Gate

Postby Maurice76 » Wednesday October 24th, 2018 12:33pm

Interesting; the wording in the Dutch version is slightly different. It mentions that the gate is locked and in order to open it, the Runes must first be read out. The wording implies that this is a one-time action: once the Runes have been read, the gate is opened and any Hero can pass through. The American version is ambiguous and seems to imply that each Hero needs to do this individually.


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Re: The East Gate

Postby wallydubbs » Thursday October 25th, 2018 8:44am

Maurice76 wrote:Interesting; the wording in the Dutch version is slightly different. It mentions that the gate is locked and in order to open it, the Runes must first be read out. The wording implies that this is a one-time action: once the Runes have been read, the gate is opened and any Hero can pass through. The American version is ambiguous and seems to imply that each Hero needs to do this individually.


Yeah, North American version makes no mention of runes, although I like that idea, it reads:
"The East Gate was locked many years ago by Dwarven Magic. It is not easily opened. When Either the Barabarian, Elf or Wizard try to pass through the gate, tell him to roll 2 red dice. That hero may pass through the gate only if the total number rolled is equal to or less then his current number of mind points. If the hero fails to open the gate his turn ends. The Dwarf needs to only roll 1 red dice as he has some knowledge of the magic used to lock the door.

Considering Borokk's ability to attack the mind this can be very caustic to 3 if the heroes if they survive to the end.
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