So this one was pretty decent yet frustrating for the heroes when they have the wrong key or get stunted on movement, which happened many times to ths Barbarian when playing this one.
Ok, we started off with
making a trap search, followed by the
looking for Treasure and getta Potion of Speed. Next the Elf decided to go through the East door, which in turned opened all the other ones. A skeleton with a Chaos Warrior behind it seemed like a good chance to use another one of Lord Lane's quarrels: he rolled
, although it killed the
the
survived with 1BP remaining.
took the opportunity to defend the southern door and killed the
.
But as soon as the 3
s and last
got into the it played out like a severe ambush. The
delt 1 damage to
,
hit
for 1,
hit
for 2 and the other
knocked 3 off the
's body points. The
, not happy about having his beard trimmed, drank his Potion of Counter-Attack and killed the
.
only got 1
but it was blocked,
formally destroyed the
and the
scurried away, firing off a crossbow shot, finishing off the
.
ran to help the
rolling
, but the
blocked both. Hs then attacked
again, doing another point of damage. All heroes made an attack on
the next turn, but he blocked every
rolled his way. It took another turn order to finally end him.
Here is where the heroes started to split up:
went out the east door but found no traps, he forgot to search for secret doors and went to check the southern hall, spotting the Falling block trap, but thought that alcove looked suspicious and wanted to search for secret doors there.
and
all went north, but the
decided to circle the main hall and go down the western corridor, despite not looking for traps there were none. But
and
dis disarm the two spear traps in their hall.
In the Northern most hall the
spotted the
but both were too far to attack eachother that turn, so
took him out with Fire of Wrath.
would collect the key rolling
. Noticing the
Wandering off on his own,
would cast Swift Wind on
so he could catch up to the
on his next turn... however those plans had to change on short notice.
ended his last turn outside the room with the 3 skeletons without opening the door. On this turn, he opened the door, fired the crossbow at one of
, missed and rolled for movement:
.
then maximixed his movement opportunity, went 2 spaces left, alerted the
in that corridor and ran back the way he came towards the central Chamber, all the while loading Lord Lane's quarrel into the crossbow.
Had
ran to assist the
he would ruin his chance to use the quarrel effectively so
chose to follow the
.
had already spotted the traps in the Northern most hall he disarmed the spear trap while
went, now with the
on his heels to disarm the pit trap.
The
played it smart, noticing the undead swarm out of the room to chase down the
decided not to join them (Undead are unpredictable and might even attack hkm).
fired Lord Lane's quarrel taking out all 3
s in one shot!
went back to check on room 2, but he only had they key for Room 1. Failing to open it he decided to go help the
, who after killing all the
s couldn't get distance between himself and the
to fire a shot.
After killing the 2
s in the north eastern 4x4 room
searchex for Treasure but was attacked by a Wandering Monster.
killed it and rolled
for the key. He and the
didn't look for secret doors there either and then proceed to room 3, not knowing they had the wrong key, but annoyingly
kept rolling short on his movement, leaving the
to handle the
in that last hall. He rolled
when picking up the key.
finally got a shot on the
and the
collected the key, rolling
. They went back to Room 2 and neither key worked. So they then headed to the other northern room.
When
got to Room 3 and found that their key didn't work, an unusual thing happened:
cast Pass Through Rock on himself just to check, he rolled
on movement... because of his positioning on the board he found an opportune moment to scout 4 possible rooms, the 1 above and 1 below him as well as the two above and below the
(See picture below). 2 of these rooms were only accessible through secret doors, both of which the heroes failed to search for! Despite using Pass Through Rock the
did not stay in Room 3, he would only be locked in there and can find a better use for his Genie spell, besides one of the
's keys must surely work on it.
So
and
worked their way back being extra careful to search for Secret Doors.
Meanwhile the
entered the room face off against the undead, but upon doing so he immediately fell into a pit trap. Despite being in the pit and having 1 less defense dice he rolled excellent defence against the undead's attack.
rolled short to come to his aid, however when it was hit turn he did manage 1
, but the
had good defense, so the
backed out the door.
I wasn't sure what to do in this situation... there was a pit trap between the undead and the Dwarf... should they try to jump the pit or just fall in take damage or not? I had a mental vision of the undead in Game of Thrones throwing themselves off a cliff and getting back up. This seemed reasonable but I was still going to limit their offense and defense dice. It was too easy for the
, chopping them one at a time. The
finally made it to him. They went off to find Room 1 and open it.
searching for Treasure picked Holy Water from the Treasure deck.
went back down to the room that had the 3
s, he had never gotten to search in there. He drew a Wandering Monster from the deck,
helped him kill it and rolled another
.
gave the
the key to room 3 and the
went off on his own.
and
found the door leading to the
,
cast Courage on
, but
's first attack was a near flop. He also had Rock Skin cast on him earlier, which actually helped keep him from taking any damage in the fight. Eventually
and
cleared the room, he then found 25 gold from the Treasure deck.
While the
went to unlock Room 3,
,
and
went back to find the other secret door and defeat the
,
and
.
was taken down to 1 BP, so
cast Heal Body on him. After a search for Treasure a arrow shot out of the wall hitting the
.
The heroes all regrouped, heading back to the room with the pit trap, the
offered to use his newly found Stone Dust Spell Scroll to avoid trying to jump the pit and just break a wall down, but they all had at least 1 dexterity potion. They made quick work of the undead in Room C and
searched for traps, revealing the secret door.
decided to go in and at first was going to Fire a crossbow but when he saw the Chaos Sorcerer he thought it best to get rid of him first and cast Veil of Mist on the
to get behind the
s and attack the sorcerer before he could cast spells. It was then that they found out spells wouldn't work in the room.
couldn't attack the sorcerer so he attacked Mekis instead, so he drank a Potion of Strength, mightily swing his battle Axe, rolled
. Metis only rolled 1
but had 3 body points, so he died rather quickly. The next few turns were all the other heroes trying to take out the sorcerer while
killed all the
. Despite the Genie not working it was
who beat the sorcerer to death with his staff.
Not a bad quest, a little frustrating at times, though I had a few minute questions along the way:
Suppose a hero searches for traps in Room C but they're standing in front of the Alchemist bench. Yes, yes I'll just move the heroes instead.
So it's possible that some of the lock doors won't be accessible to heroes since it's dependent on die rolls, they may never find the key to room 3?
What do you usually do if an undead falm into pit traps?
Would Stone Dust work on a normal wall and I can just use a Broken Wall tile from Wizards of Morcar?
Could the Wizard cast Rock Skin one monster and then use Rock dust on him?
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