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The Tyrant's Tomb - a solo quest pack

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Re: The Tyrant's Tomb - a solo quest pack

Postby lestodante » April 16th, 2020, 5:39 pm

Weltenlaeufer wrote:Very cool drawings lestodante!


I wish I could draw like this, but they are not my drawings.
Artist of the images is Luis Octavio NB.
He draws, then I fix them a bit to match the game style better and create the card.
Some new WIP here:

Luis sketches 1.jpg
You do not have the required permissions to view the files attached to this post.


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Re: The Tyrant's Tomb - a solo quest pack

Postby Pancho » April 17th, 2020, 2:23 am

These are looking fantastic


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Playtest Quest 4: The Treasure of Chungor Chan

Postby wallydubbs » April 18th, 2020, 4:33 pm

Just before leaving the tavern/inn the :dwarf: does one last search for treasure, finding a Potion of Defense. When he, Grinch and Grivois makeout to the market he buys Warm Furs, a lantern and a wooden stake.

Fast forward to the point where the :dwarf: is eating his last meal in jail and tries to carve his way through the wall: :skull: :blackshield: :skull:... he's gonna have to fight the guards:
The two guards come to collect him when he suddenly springs into action: :skull:!
Guard's defense: :skull: :skull:, the :dwarf: knocks him out with a headbutt.
The other guard retaliates: :skull: :whiteshield:
:skull: :whiteshield:, the :dwarf: catches the handle of the halberd, swinging with guards movement to throw him into the wall, :blackshield:, but fails to keep his hands on the wespon.
The guard pushes off the wall striking with the Halberd again: :whiteshield: :blackshield:, but the :dwarf: easily sidesteps.
The :dwarf: lunges with another strong headbutt: :skull:.
:whiteshield: :whiteshield:, the guard collapses to the ground.
So the :dwarf: takes their keys and locks them in his cell. Looking around the Torture rack he finds a bag of 25 gold.
An elderly man in the adjacent cell beckons to the :dwarf:, asking to be released. The :dwarf: oblidges and is notified of the dangers in ths other 2 rooms and where to find his equipment... :roll5: :roll4: into that room he sees no traps, but spots a well hidden door. Once grabbing his equipment he starts out, only to find another guard just outside that door. He uses the blunt end of his pick axe to strike the guard it the face: :skull: :skull:.
:skull: :whiteshield: he's out cold...

The :dwarf: cautiously searches the hallway before starting down it... :roll4: :roll4:.
He stops noting anoth hall and does a thorough check before approaching the door... :roll5: :roll2:. He stops before entering and hesitates, preparing to barge in and attack: :roll4: :roll1:, he kicks the door open and heads towards the guard: :blackshield: :blackshield:, but he stumbles, giving the guard a chance to dodge a blow.
The guard swings his short sword down: :skull: :blackshield: but the :dwarf: raised his pickaxe to avoid the blow (:skull: :whiteshield:).
He lunges the pickaxe towards to guards' face: :whiteshield: :whiteshield:, who managed to move his head away.
The guard swings his sword :blackshield: :blackshield: franticly, but was to far to strike anything. So the :dwarf: jabbed forward with his pick axe: :skull: :skull:, the guard raised his sword defensively :skull: :blackshield:, but the :dwarf:'s lunge was too powerful that it pushed past the sword catching the guard in the windpipe, he falls to the ground unable to breathe...
While the guard gasps for air the :dwarf: looks around the room, finding a vile of Holy Water on the bookcase. He also notices the secret door and heads out that way... :roll6: :roll3:. The :dwarf: heads out the secret door and turns the corner, but as he turns the corner a guard at the end of the hall spots him.
"You there, Stop!" The :dwarf: tries to backtrack but the guard catches up to him, and swings his sword: :skull: :whiteshield:. But the :dwarf: deflected the blow with his pickaxe (:skull: :whiteshield:)
Noticing how tall the guard is the :dwarf: pivots and swings low: :skull: :whiteshield:, driving his pickaxe into the guard's gut.
The guard :skull: :whiteshield: doubles over the pickaxe and vomits blood.
The :dwarf: drops him to the floor and moves on: :roll4: :roll1:. He spots the one door, but then searches the hall before continuing and notes another hidden door into a secret room.
:roll5: :roll3:, he heads over to the obvious door first, bursting through, prepared to attack, but finds it is empty... but when he does a more thorough search he finds a small box filled with 25 gold coins. :roll6: :roll2: the :dwarf: heads across the hall to check the secret room. He found no traps of any kind and discovered a Potion of Healing on the Alchemist's bench.

The :dwarf: heads back out and down the hall into a connected corridor :roll4: :roll4:...
There's a guard down at the end of the hall, quite a distance... the :dwarf: waits as the guard runs closer before springing to action: :roll6: :roll3: :skull: :whiteshield:, jabbing with the pick Axe, but the guard left himself wide open: :skull: :whiteshield: and the pickaxe went buried itself in the guard's stomach...
"You were supposed to block", the :dwarf: said, pulling his pickaxe free. "I shall name you Gut Gouger," talking to the pick axe...

There were 2 doors down on opposite ends of the hall... thinking mors about plunder then escape, he heads back towards the direction the guard had come :roll4: :roll2:, he assumed this room be empty, otherwise the guard would've called for assistance...
The :dwarf: entered and started searching, but a loose stone gave way and he fell into a spike-filled pit, only barely catching himself, but a spike did impale his foot.
'Bad idea,' the :dwarf: realised and started limping back down the hall :roll4: :roll1:... :roll2: :roll1:... :roll3: :roll1:..
Walking off the pain... :roll4: :roll3:. He stopped before entering the door and took a moment to breathe.
:roll1: :roll2:. The Sergeant-at-Arms was brandishing a broadsword and appeared to be waiting for him. The :dwarf: hobbled over and swung Gut Gouger: :skull: :whiteshield:.
The Sergeant-at-arms simply deflected the blow: :whiteshield: :whiteshield: :blackshield:.
The Sargeant thruster forward :skull: :whiteshield: :blackshield:, but the :dwarf: (:skull: :whiteshield:) managed to turn his body away from the attack and swing Gut Gouger up :skull: :skull: into the Sergeant's crotch. :skull: :skull: :skull: the sergeant screamed in pain, underestimating the :dwarf:'s abilities.

As the Sergeant-at-arms lay on the floor bleeding, the :dwarf: calmly grabbed a shield and hand-made off the weapons rack and headed out the door... :roll1: :roll2:... still limping, apparently.
:roll3: :roll1: he walked out the hall, but there was a guard already on his way. He must've heard the sergeant's screams. He charged with his sword: :skull: :skull:
The :dwarf: raised his shield: :skull: :blackshield: :whiteshield: but the guard slammed into him and the :dwarf: fell back, hitting his head on the floor.
Both the :dwarf: and guard scrambled to their feet, but the :dwarf: was quicker, swinging Gut Gouger in an upward manner. The guard had only readjusted his sword: :skull: :skull: :skull: and the pickaxe stabbed him from under his jaw.
The :dwarf: headed down the hall :roll6: :roll1:, :roll5: :roll1:, :roll3: :roll1:, he turned the corner and saw the 3 guards that had arrested him. They were quite a distance away, so he put away Gut Gouger and took out his Hand Axe. He threw it at the first guard: :skull: :skull:!
:whiteshield: :whiteshield: the guard took it in the chest and died.
He only had enough time to pull Gut Gouger back out when the next guard reached him: :skull: :skull:
The :dwarf: barely got his shield up: :whiteshield: :skull: :blackshield: to deflect the blow, but when the collided the guard stomped on his injured foot. But the :dwarf: managed to swing Gut Gouger down: :skull: :whiteshield:
The guard was already off balance :skull: :skull: and Gut Gouger stabbed him in the back.

The :dwarf: tried to pull Gut Gouger out but the 3rd guard was upon him and swung his sword down: :skull: :skull:,but the :dwarf: raised the shield over his head::skull: :whiteshield: :whiteshield:, absorbing the blow.
The :dwarf: pushed back with the shield, throwing the guard off balance: :skull: :blackshield:
He waffled the guard across the head with the shield (:skull: :whiteshield:) knocking him out.
The :dwarf: limped over the bodies :roll3: :roll1:, headed over to the gate :roll3: :roll2:, opened the gate and walked out :roll4: :roll2:.


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Re: The Tyrant's Tomb - a solo quest pack

Postby Pancho » April 18th, 2020, 5:38 pm

Very entertaining, thanks for that great report.
That’s one tough Dwarf. Let’s hope him and Gut Gouger can fight their way out of the even greater challenges to come.


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Playtest Quest 5: The Tower of the Cabiri Lords

Postby wallydubbs » April 24th, 2020, 10:22 pm

Carrying on from the last quest theWizard has 130 gold and 1 Potion of Strength on him. The Elf was left behind in an inescapable room, so the Wizard will start off solo.

:wizard: starts off doing his casual searches and finds a Potion of Strength from the treasure deck in the room. So now he has 2.
As his turns are consecutive he searches each hall carefully for traps and secret doors, finding none...
The :wizard: goes down the steps and into the door and is surprised to meet the :elf:.
:wizard::"How did you get out of that room?"
:elf: : "It was vicious, but I managed to dig my way through the rubble. I'm pleased to have a friend again. I still have no weapons. But I have a specific set of skills... a magical kind."
:wizard:: "As do I", showing off the Staff of Galimatias."
:elf:: "Yes, yours are elemental, mine are Illusionary."
:wizard:: "Nice. Have you searched this room yet?"
:elf:: "No."
The :elf: searched for treasure, finding a Potion of Healing in the room.
:elf:: "It's our lucky day."

The :wizard: rolled :roll6: :roll6: and continued on his way, running up to the :goblin: in the hall :skull: stabbing it with his dagger... the :elf: was a little slower, rolling :roll1: :roll1:. So he took the opportunity to search for secret doors.
:wizard:: Do I have to cast Swift Wind on you?" He rolled :roll4: :roll3: on movement, which only got him to the middle hall, with not enough space to attack either of the :goblin:s he just ran into, so Swift Wind wasn't really a bad idea. But he also needed to be defensive, luckily he had the Wand of Recall and cast both Swift Wind (on the :elf:) and Rock Skin (on himself).
The :elf: rolled :roll1: :roll2: :roll6: :roll1: on movement, which allowed him to reach the :wizard:, but not enough to challenge any :goblin:. Although he had 3 spells he didn't feel like using them so early in the quest.
The first :goblin: attacked with :skull: :skull:
To which the :wizard: defended with :blackshield: :skull: :blackshield:, losing 2 BP and his Rock Skin.
The other :goblin: rolled :skull: :blackshield:
:wizard: defends: :whiteshield: :blackshield:
:wizard: attacks: :skull:
:goblin: defends: :whiteshield:
:wizard: steps back behind the :elf:, :elf: moves forward and attacks :goblin:: :whiteshield:
:goblin: attacks: :skull: :whiteshield:
:elf: defends: :skull: :skull:, losing 1BP.
:wizard: runs past the :elf:, flanks the :goblin:, rolling :skull:, getting another kill.
:elf: searches for traps, finds none.
:wizard: goes to the first door, runs in and attacks the :goblin: for: :whiteshield:. :elf: follows and manages a :skull:.
:goblin: defends: :whiteshield:.
:wizard: search for traps
:elf: search for secret doors, Bingo!
:wizard: search for treasure, finds 25 gold.
:wizard: trades a Potion of Strength for the :elf:'s Potion of Healing.
:elf: goes through the secret door and checks for traps... none. :wizard: follows and searches for treasure, finding the :elf:'s equipment: lantern, warm furs, wooden stake, helmet, dagger, Woa, a short bow and a new sheild... he graciously passes these back to the :elf:, who decides to go with the short bow instead of Woa and a sheild. The :elf: also chooses Flashback as his additional spell.

The :elf: searches for secret doors and finds yet another one! :wizard: follows and checks for traps, leaving the :elf: to discover the Scrying Glass and a Potion of Healing.
The :wizard: checks for secret doors before following the :elf: out.
The :elf: heads out of the rooms and down the hall, checking around the corner, suspiciously seeing a stairway that leads into a wall. He uses the Scrying Glass and checks for traps, finding none.
The :wizard: follows him into the hall and searches for Secret doors, spotting the one at the bottom of the stairs. Before proceeding they decide to go back and check the other room... which was empty except for an old boot with a gem tucked in it...
The :elf: was first to go down the stairs and through the secret door, stepping into the corner, firing a shot from his bow: :skull: :whiteshield: :blackshield:, which killed a :goblin:.
The other :goblin: ran at him for an attack: :blackshield:.
:wizard: runs in and attacks the :goblin:: :whiteshield:.
:elf: steps back outside the door to get some distance for a shot: :whiteshield: :whiteshield: :blackshield:, missing his shot.
:goblin: attacks the :wizard:: :whiteshield: :blackshield:
:wizard: tries to stab the :goblin:: :whiteshield:.
:elf: fires another shot: :skull: :whiteshield: :whiteshield:
:goblin: defends: :whiteshield: and dies.
:wizard: found no traps
:elf: draws a Potion of Defense from the treasure deck.
:wizard: searches for secret doors, finds none and then peeks out the door, finding another stairway leading up.
:elf: goes out and checks for traps.
The :wizard: rolled just enough to make it to the door... as much as he wanted to check around the corner he didn't want to end his turn yet, knowing he had a full arsenal of spells and an Elf set to move next he opened the door and was startled to see the 4 Cabiri lords. He used his Wand of Recall to cast Ball of Flame on the Earth Cabiri and Tempest on the Fire Cabiri.
Earth Cabiri rolled :roll4: :roll1:, taking 2 damage.
:elf: runs into the room and takes a shot at the Air Cabiri: :skull: :blackshield: :whiteshield:
Air Cabiri defence: :blackshield: :blackshield:
Air Cabiri casts Tempest on the :wizard: and runs away.
Water Cabiri casts Sleep on the :elf:, who rolls :roll4: :roll2: :roll5: :roll5: and falls asleep.
Earth takes advantage and physically attacks the sleeping :elf: for :whiteshield:.
Fire Cabiri loses a turn.

:wizard: loses a turn.
:elf: rolls :roll5: :roll5: :roll6: :roll2: to wake up. He dances away from the Earth Caniri Lord and fires an arrow: :skull: :skull: :whiteshield:
Earth Cabiri defends: :whiteshield: :blackshield: and is down to 1BP.
Air Cabiri casts Swift Wind on Earth Cabiri as he continues running down the hall.
Earth Cabiri casts Rock Skin on Water Cabiri and benefits from Swift Wind to run out of the room.
Fire Cabiri casts Courage on Water Cabiri but stays put.
Water Cabiri runs over to the :elf: and attacks: :skull: :skull: :blackshield:
:elf: defends: :skull: :whiteshield: :blackshield:, losing 1BP.

The :wizard: enters the room and casts Courage on himself and Genie against the Fire Cabiri. :blackshield: :skull: :skull: :whiteshield: :whiteshield:
Fire Cabiri defends: :blackshield: :blackshield: and laughs it off.
:elf: casts Double Image on the :wizard: and rolls :roll5: :roll6: for movement and runs around the Water Cabiri and past the table to a space out the door blocking it so neither Fire nor Water can escape the room.

Earth Cabiri casts Heal Body on himself and runs into the 3x5 room, notifying the :goblin:, and opens the secret door.
:goblin: runs out and attacks the :elf:, rolling :whiteshield: :blackshield:
Despite having Courage, Water Cabiri saw that this would be the only time he could use Veil of Mist, cating it on Fire Cabiri to escape the room.
Fire Cabiri blasts the :wizard: with Ball of Flame before running past the :elf: and :goblin: and into the secret door that leads into the small room.
:wizard: defends from the Fireball: :roll1: :roll1:, dropping to 0BP. Double Image fails him as he rolls :roll4:. He drinks his Potion of Healing, rolling :roll6:, regaining 4BP.
Air Cabiri, still in view down the hall casts Genie against the :elf:: :skull: :skull: :blackshield: :skull: :whiteshield: before turning down the next corridor.
:elf: defends: :blackshield: :blackshield: :whiteshield:, losing 1BP.

:wizard: rolled just enough to reach the Water Cabiri, attacking with Courage: :whiteshield: :skull: :skull:
Cabiri defence: :skull: :blackshield: :whiteshield: 1 damage and loses Rock Skin.
:elf: rolls :roll1: :roll3:, knowing he won't be able to catch the Air Cabiri, backs away from the :goblin: and fires an arrow: :skull: :skull: :whiteshield:
Water Cabiri attacks :wizard: : :blackshield: :blackshield: :skull: and moves away.
:wizard: defends with :skull: :whiteshield:
Earth and Fire Cabiri continue fleeing into rooms I and K. The Earth Cabiri grabs the spell scroll from the bookcase and the Fire Cabiri does not yet create a Wall of Flame.

:wizard: runs and attacks Water Cabiri: :whiteshield: :whiteshield: :skull:
Who defends with: :skull: :blackshield:, blocking the attack.
:elf: finding himself just outside of Room G decides to peek inside before cashing after the Cabiri. Seeing no monsters he rolls :roll4: :roll3: and runs down the hall, into the small room and can see the Fire Cabiri through the door, he fires an arrow: :whiteshield: :skull: :blackshield:
Defence: :skull: :skull: taking 1 damage.

Water Cabiri attacks the :wizard:: :blackshield: :skull: :skull: and then runs 6 spaces away, making it just out the door, keeping the :wizard: in line if sight.
:wizard: defends: :skull: :skull: 2 damage. Double Image fails again with :roll5:
Earth Cabiri runs back the way he came into the 3x5 room and casts Wall of Stone in the hall next to the secret door, trapping the :elf: in the small room.
Fire Cabiri sets off the Fire Burst trap in the little room right in front of the :elf: : :skull: :blackshield: :blackshield:, dealing 1 damage. He then baits the :elf: as he steps besides the fireplace, next to the door.

:wizard: only rolls :roll2: :roll3: on movement, can't catch the Water Cabiri, so he keeps the Table between himself and the Water Cabiri and casts Fire of Wrath against him
Water Cabiri rolls :roll3:, taking 1 damage.
:elf: fires another arrow at Fire Cabiri: :blackshield: :blackshield: :whiteshield:, missed. He senses a trap in the Fireplace room, as the Fire Cabiri would have fled, so he refuses to enter.

Fire Cabiri casts Wall of Flame and walks out the door, cutting off any exit for the :elf:.
Earth Cabiri heads back to the Library.
Water Cabiri is out of offensive spells and is too far to reach the :wizard:, but he does not wish to lose his Courage either so he just doesn't move and casts Water of Healing on himself.

:wizard: senses that he and the Water Cabiri are at an impasse, so he'll need to try something. Rolling :roll6: :roll1:, just enough to reach the Water Cabiri and attack: :skull: :whiteshield: :whiteshield:
Water defends: :skull: :whiteshield:, down to 3BP.

Water Cabiri attacks: :whiteshield: :whiteshield: :skull: and runs 6 spaces down the hall.
:wizard: defends: :whiteshield: :whiteshield:
Earth Cabiri runs through the 3x4 room and out the door.
Fire Cabiri casts Fire of Wrath against the :elf:, he rolls :roll6: and takes no damage.

:wizard: rolls :roll2: :roll4:, just enough to reach the Water Cabiri... if no for the pit trap he falls in, losing 1BP, down to 1, so he casts Water of Healing on himself.
:elf: attacks the stone wall: :whiteshield: :whiteshield: :blackshield:

Water Cabiri attacks the :wizard:, who is in a pit: :skull: :blackshield: :skull:
:wizard: defends: :whiteshield:, takes 1 damage.
Fire and Earth Cabiri walk towards eachother in the southern hall.

Wizard tests his movement, :roll3: :roll5:, he casts Veil of Mist on himself, and passes the Water Cabiri, taking 6 spaces to get to the end of the hall, spotting both the Air Cabiri and a :goblin: on opposite ends of the corridor, he goes South, after the Air Cabiri, although he cannot reach him or attack, this removes himself from the Water Cabiri's line of sight, breaking Courage on the Water Cabiri, but keeping his own. He also uses the Wand of Recall to Cast Sleep on the :goblin:, who rolls :roll1: and falls asleep.
:elf: attacks the stone wall: :skull: :skull: :whiteshield:
But it holds strong with :blackshield: :whiteshield: :whiteshield: :skull: :whiteshield: :skull:

The Air Cabiri backs up as far as he can and activates the Hurricane trap, pushing the :wizard: down towards him and into the pit trap.
:goblin: rolls :roll2: and stays asleep.
Water Cabiri attempts to jump the pit trap, but rolls :skull: and falls in, losing 1BP. He then fills up the :wizard:'s pit with Water. The :wizard: gets rid of all his gold to prevent from drowning.
Earth Cabiri continues down the hall.
Fire Cabiri sits beside the :goblin: in the nook of the corridor.

:wizard: springs from the pit, :roll2: :roll1:, just enough movement to reach the Air Cabiri and attack... but before attacking he mingles the Courage with a Potion of Strength: :whiteshield: :skull: :skull: :skull: :whiteshield:
Air Cabiri defends: :whiteshield: :whiteshield:, losing 3BP.
:elf: ops out to search for treasure instead of breaking down the and finds a Potion of Magic Resistance from the deck.

Air Cabiri attacks :wizard:: :skull: and runs into the room with 2 :goblin:s.
:wizard: defends: :whiteshield: :blackshield:
1 :goblin: attacks the :wizard:: :skull: :whiteshield:
:wizard: fails to defend, but rolls :roll1: from Double Imageand takes no damage.
Sleeping :goblin: rolls :roll3:, stays asleep.
Water Cabiri heads to the Sorcerer's table.
Earth Cabiri joins the :goblin:s making their assault on the :wizard:.

:wizard: kills a :goblin: with :skull: :skull: :blackshield:
:elf: runs into the Fireplace room, searching for secret doors.

Fire Cabiri sets off the Fireburst trap in that room, but the :elf: drinks the Potion of Magic Resistance.
:goblin: attacks the :wizard:: :skull: :blackshield:
:wizard: fails to roll a :whiteshield: again, but does roll :roll1: for Double Image.

Earth Cabiri casts Pass Through Rock on Air Cabiri, who runs through the wall into the room with the Table and out the door.
Sleeping :goblin: rolls :roll6: and finally wakes up, runs down the hall and stops just before the pit.

:wizard: kills the other :goblin: he's fighting
:elf: tries to beat out the Wall of Flame but fails.

Earth Cabiri attacks the :wizard: for :skull:
:wizard: defends with :blackshield: :blackshield: :roll5:, losing 1 BP.
Air Cabiri runs up the hall.
:goblin: decides not to try jumping the pit, so I had him lose a turn just to carefully climb down and out of it.

:wizard: attacks Air Cabiri: :skull: :whiteshield: :skull:, who fails to defend and loses 2BP.
:elf: beats at the Wall of Flame with :skull: :skull: :whiteshield:
The Wall of Flame's defense was :skull: :skull: :skull: :skull: :skull: :skull:... I kid you not.
He rolls :roll5: :roll4: on movement and runs to pin the Earth Cabiri between himself and the :wizard:, but steps on the spear trap! :skull:, is stabbed in the foot!

Earth Cabiri takes the opportunity to run into the adjacent room and summon the rolling boulder, which I rolled :roll6: :roll6: on movement!
The :goblin: climbs out of the pit and attacks the :wizard:, :skull: :skull:
:wizard: defends with :skull: :skull:, but rolls a :roll1: and is saved again by Double Image. However, as the Boulder gets closer all exits from the hall are closed off.

:wizard: attacks the :goblin: with :whiteshield: :skull: :blackshield:
But the :goblin: miraculously defended :blackshield:.
:elf: cast Flashback
This time :wizard: rolled :skull: :skull: :whiteshield:, killing the :goblin: and giving them an escape. :wizard: rolled :roll1: :roll1: for movement and :elf: followed with :roll1: :roll2:, which only got him to the corner.

Luckily the boulder only moved :roll2: :roll1: as well.
No bad guys moved.

The :wizard: eyes the Air Cabiri down the hall suspiciously... "I do believe he's trying to lure me into a trap..." he turns to the :elf:, "Give your Potion of Healing and Potion of Defense, I'll cast Heal Body on you." He cast Heal Body on the :elf: and Pass Through Rock on himself, but waits until next turn to move.
The :elf: moves out of the way if the boulder and hands the :wizard: his 2 potions.

Realizing the ruse won't work the Air Cabiri runs forward and then down the center hall.

:wizard: Passes through the wall into the adjacent room and attacks the Earth Cabiri: :skull: :skull: :whiteshield:, who defends with :skull: :blackshield:, down to 1BP.
:elf: casts Disappear on himself, rolls :roll2: :roll2: and walks over the sprung pit trap.

Earth Cabiri runs down the center all, but hesitates as he gets to the pit trap.
Earth Cabiri attacks :wizard: for :skull:
:wizard: blocks
Earth Cabiri runs away, robbing the :wizard: of Courage and Double Image.
The :goblin: in the little nook with the Fire Cabiri runs down to help.

:wizard: gives chase out in the hall, runs into the :goblin: and stabs with his dagger, :skull:.
:goblin: defends with :whiteshield: and dies.
:elf: slowly stalks the Air Cabiri, :roll1: :roll4: still under Disappear.

Air Cabiri loses a turn to climb down and out of the sprung pit trap.
Earth Cabiri takes a chance to attack the :wizard: rolling :skull:
:whiteshield: :whiteshield: , :wizard: blocks.
Fire Cabiri walks down to help.

:wizard: attacks: :skull:
Earth Cabiri defends: :blackshield: :skull:
:elf: continues the low rolls, just behind the Air Cabiri.

Air Cabiri just makes it to the door outside of the sorcerer's table room, where Water Cabiri is waiting.
Earth Cabiri rolls :skull: but :wizard: blocks it. HD runs away as the Fire Cabiri runs forward and attacks the :wizard: with :whiteshield:.

:wizard: drinks a Potion of Strength as he attacks: :skull: :skull: :skull:,
Fire Cabiri defends :blackshield: :skull:, down to 2BP.
:elf: rolls :roll6: :roll1:, walks over the pit trap and turns Disappear off when he gets to the end of the hall, he fires an arrow into the back of the Air Cabiri: :skull: :skull: :skull:, killing him.

Fire and Earth Cabiri take turns attacking the :wizard:, both roll :whiteshield:.
Water Cabiri casts an Ice Wall against the entrance, preventing the :elf: from entering.

:wizard: attacks the Earth Cabiri but only rolls :whiteshield:.
:elf: can't get distance on the Ice wall to attack so he switches to Woa and hacks away at it... unsuccessfully.

Earth and Fire Cabiri take turns again. Earth rolled :blackshield:, Fire got a :skull:, but the :wizard: blocked it.

:wizard: flopped on his attack, as did the :elf:.

:wizard: managed to block both attacks by each Cabiri and then managed to stab and kill the Earth Cabiri.
:elf: gave up on the Ice Wall and switched to his arrow, targeting the stone wall, but failed to get a hit.

Fire Cabiri failed.
:wizard: flopped.
:elf: managed 1 hit on the Stone Wall
(I'm not gonna lie, it started getting boring around this point)

The fire Cabiri eventually got a hit on the :wizard:, the :wizard: then got 1 on him, both were down to 1BP.
:elf: failed to break down the stone wall for 5 additional turns, but the :wizard: finally got the killing blow on the Fire Cabiri, went into the 3x4 room and searched for treasure, finding a Heroic Brew. In Room L the :wizard: searched for traps, found the staff and 50 gold in the chest. Heading to the 3x5 room he stumbled into a pit trap on the other side of the door and was forced to use the last Potion of Healing (worth 4BP). A search if that room brought up a Hazard, so he was down to 2BP. It was around this time that the :elf: finally broke through.

16 turns later they broke down the Ice Wall and the Water Cabiri fled into the other room and used the Teleport Trap.
The :wizard: searched for traps.
:elf: found a Potion of Warmth from the treasure deck, :wizard: found no secret doors.
In the next room :elf: didn't find any traps, but the :wizard: drew another Hazard, being struck by an arrow. The :elf: gave the Wizard the Potion of Warmth, just in case.

Meanwhile the Water Cabiri was making his way back towards the starting room, down the tower. There was a :goblin: back down the hall that was never placed on the board. However the :elf: eventually caught up to him and took him down with :skull: :skull: :blackshield:.
He failed to defend.
Last edited by wallydubbs on April 26th, 2020, 8:49 am, edited 1 time in total.


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Re: The Tyrant's Tomb - a solo quest pack

Postby lestodante » April 25th, 2020, 5:56 am

Good, we had another epic battle here, Wally!!
Was it played by 1 or 2 players using the 2 Heroes or by a single player using both of them? And how long it takes to finish the quest?
Also I would like to ask how you manage to take track of your quests, do you take notes at every step while playing or do you record an audio or a video and then use it to write your quest report?

@Pancho, are the quests finished or still missing the final quests? I don't remember.

Also.. a preview of the new backs for the Elf Spells (work in progress, still have to fix a lot of things, especially for "Illusion").
Artwork by Luis Octavio NB
elf spells preview.jpg
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Re: The Tyrant's Tomb - a solo quest pack

Postby wallydubbs » April 25th, 2020, 7:33 am

lestodante wrote:Good, we had another epic battle here, Wally!!
Was it played by 1 or 2 players using the 2 Heroes or by a single player using both of them? And how long it takes to finish the quest?
Also I would like to ask how you manage to take track of your quests, do you take notes at every step while playing or do you record an audio or a video and then use it to write your quest report?


Actually I did things a bit differently this time around. This time I started writing my report during the quest... as you can tell it went on for far too long and got kinda boring towards the end.

Sorry to disappoint you Lesto, but my area is under quarantine right now so I haven't been able to get any actual groups together in months. I played both sides of the quest. This may seem slightly unfair in context as I (as the heroes) know what's behind each door and what's to come. But I'm able to disassociate myself from each character in turn phase. It's like an author writing a book, he can swap mind frames while writing each character even though he knows where the overall story is leading to. But since dice rolling is involved a lot of it is led by chance and adaptation.


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Re: The Tyrant's Tomb - a solo quest pack

Postby Anderas » April 25th, 2020, 8:24 am

lestodante wrote:
Weltenlaeufer wrote:Very cool drawings lestodante!


I wish I could draw like this, but they are not my drawings.
Artist of the images is Luis Octavio NB.
He draws, then I fix them a bit to match the game style better and create the card.
Some new WIP here:

Luis sketches 1.jpg

They're really amazing!


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Re: The Tyrant's Tomb - a solo quest pack

Postby Pancho » April 25th, 2020, 10:09 am

Sorry guys, I haven’t got much free time at the moment.

Lestodante those card backs are fantastic and it really, really, really, really makes me glad that we decided long ago to split the Elf spells up into 3 decks :D :D :D
There is one more quest for me to post, quest 12 or the epilogue quest. It’s a solo quest for any one surviving Hero that the player chooses to use. It will tie up one or two loose ends.

Wallydubs thanks so much for the report, it must have taken you a while so I am grateful for this, and all the others you have done. I read through the first few rooms but going to safe the rest for later when I have more time. Looking forward to it! :)


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Re: The Tyrant's Tomb - a solo quest pack

Postby Pancho » April 27th, 2020, 8:37 am

Final Quest is here, very much a WIP.


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