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Dwarven forge--how ours went

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

Dwarven forge--how ours went

Postby Jalapenotrellis » Monday December 16th, 2019 6:09am

As usual with my group of smart adult men playing, only one damage was done by the forge itself, luckily the player opening the treasure in that room didn't disarm the chest trap, and most epicly:

The WIZARD was the one who entered, solo, into the room with the fimir with the rust spell. He walks in, sleeps the goblin, and just stood there for all turns until the rest of the party caught up from the forge room, positioned themselves across the table, one shot the fimir before he even got a turn to cast rust on anyone. The wizard just blockaded any retaliation by the monsters just by standing in front of a slept goblin who couldn't wake up (and never did!). It was a slaughter.

It was sad for Zargon.
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Re: Dwarven forge--how ours went

Postby wallydubbs » Tuesday December 17th, 2019 10:50am

That's a creative use of the spell...

You could have always had a disgruntled orc attack and kill the sleeping goblin just so the other monsters could get to the Wizard.
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Re: Dwarven forge--how ours went

Postby lestodante » Tuesday December 17th, 2019 1:45pm

If I was the MAster I made the monsters pass over the table.
When a situation goes too much irrealistic (a sleeping goblin bloking all the monsters)(and the players abuse of normal rules) you HAVE to go for extra rules. :twisted:


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Re: Dwarven forge--how ours went

Postby Jalapenotrellis » Tuesday December 17th, 2019 3:34pm

If I played like that they probably would stop coming because that seems like changing the rules as you go.
They even notice things like, if they draw a pit trap hazard from the treasure deck, I put a pit trap on the board instead of just leaving it as a treasure card.
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Re: Dwarven forge--how ours went

Postby wallydubbs » Wednesday December 18th, 2019 8:26am

I see the point Lesto is making, realism is revoked if the monsters can't attack simply out of a space issue. For me, normally I only let Goblins hop onto tables, they seem nimble enough.

But I sympathize with Jalepeno, in my group my brother's the kind of guy who would walk out of the game if he thinks I'm making up the rules as I go along.

However in the North American version of this very same quest, there's a secret door located behind the chest in Dwarven Forge room.
It was established in Prince Magnus' Gold of the original quest book that chests can be picked up and moved. This could apply to the chest in the Dwarven Forge as well.
It's not quite stated if this applies simply to chests or all furniture, but you'd think the combine efforts of a Fimir and 2 orcs might be able to move the table blocking them.
But I think the simplest approach would be to kill the sleeping goblin with the adjacent orc...
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Re: Dwarven forge--how ours went

Postby Jalapenotrellis » Wednesday December 18th, 2019 5:32pm

Yeah, but where is the precedent monsters can attack other monsters? Nothing on that in the rules. Same for heroes attacking heroes. If the way around sleep is just to kill the slept figure, then the spell is even less powerful.
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Re: Dwarven forge--how ours went

Postby wallydubbs » Thursday December 19th, 2019 9:27am

Jalapenotrellis wrote:Yeah, but where is the precedent monsters can attack other monsters? Nothing on that in the rules. Same for heroes attacking heroes. If the way around sleep is just to kill the slept figure, then the spell is even less powerful.

Well that's kinda the idea for the heroes... any monster they cast Sleep on loses movement, attack and defense (so long as it stays in effect), that's the idea behind it. It becomes much more effective in the later quests when up against monsters with lots of body points and attack dice, but little mind points.

Although the UK rules doesn't say heroes can attack other heroes, it doesn't they can't. The US version does allow this, but this could also be die to the Command Chaos Spell.

Killing the sleeping figure isn't always the way around the sleep spell, it depends on the monster (The Sleep spell once took hold of the Fire Mage). I'd think a monster with 3 or more attack dice could dish out some damage and not worth killing. But in this particular scenario, where the Wizard is alone in the room and the sleeping goblin is the only standing between you and him... that goblin is more use to you dead then alive.
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Re: Dwarven forge--how ours went

Postby cornixt » Thursday December 19th, 2019 10:46am

If you are going to make a ruling to prevent this kind of thing happening again, my preference would be that sleeping monsters and heroes don't block movement. They are essentially acting the same as a dead body during those turns, and bodies do so little in the game that they are completely removed from the board.


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Re: Dwarven forge--how ours went

Postby lestodante » Thursday December 19th, 2019 1:55pm

Jalapenotrellis wrote:If I played like that they probably would stop coming because that seems like changing the rules as you go.
They even notice things like, if they draw a pit trap hazard from the treasure deck, I put a pit trap on the board instead of just leaving it as a treasure card.


It is the same when you play a videogame and you found a bug. You can continue to take advantage of this bug to end the game in a easy way but it is annoying. You are not improving your skills, you are just cheating the CPU.
In your case it is the same, the players found a bug in the game and using against the "CPU" (you).
The only difference is that a machine can't react in real time but you can. :geek:


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Re: Dwarven forge--how ours went

Postby Jalapenotrellis » Thursday December 19th, 2019 5:44pm

Is it really a bug though or just adept situational spell casting? The sleep spell is pretty unremarkable until later quest packs. The main thing I'm commiserating about in this thread is that I never got to cast the rust spell before the fimir died. That could have happened just because they were able to get deep into the room and the crossbow hit.
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