by Kurgan » Sunday June 23rd, 2019 9:45pm
My brother's "champion" Barbarian just made it through Quests 1 & 2 of BQP. He was equipped with a Longsword (which, as a champion, rolls 2 black dice, and 1 white die, for every attack), shield, helmet, and cloak (1 extra Defend Die) for a total of 4 defend dice. He had a single D6 healing potion and an Armband of Healing (both carried over from previous quests), plus the Dust of Disappearance artifact (been carrying it a LONG time before finally using it). Now to be fair, I did use the Inn's own "combat cards" (he gets 2 random per quest, I get 4 as Zargon). I also used the "Evil Wizard" Card Deck, which as he pointed out, did make it a lot harder when there were no monsters for large stretches of both quests.
With leftover gold between quests he bought a Potion of Icy Strength, but mainly his potions of dexterity got destroyed by Evil Wizard/Combat cards. He purchased a "Torch" which I had given the ability to let you ignore "Hazard" cards when searching for treasure (for one full quest), but he didn't need it, really.
I did goof up and forget to reveal a few non-essential rooms the second quest (the twin Ice Gremlins, the swinging blade trap room and the spear trap surrounded chest), but had fun "capturing" him (combat card says two monsters can combine their attack and "capture" the hero). So I put him in an ice vault prison and forced him to "pick the lock" of the cell door AND a chest containing his gear, and force open the stone door... the idea being the bad guys sealed him inside, but didn't realize he was protected by the Armband of Ice (and took his weapons, but not his toolkit).
I also started swapping in "elite" monsters but forgot my own rule (I'd said rolling a black die for each game system monster triggers an elite... uses all blue for defense and all black for attack... but for the first few I triggered them on skulls, which was WAY too frequent). As is, the "elite monster" house rule (when all Heroes present are champions in my upgrade system) means a 1 in 6 chance and doesn't apply to wandering monsters OR to special quest (stat) monsters, or to the new BQP monsters.
He also drew a combat card that says "capture an enemy you would otherwise kill and get him for information." He suggested because the crossbowman (who immediately surrenders when attacked) couldn't offer his crossbow (he already had one), the man could "repay his debt" by acting as a mercenary. That worked out pretty well (even after an Ice Gremlin stole his weapon, forcing him to use a broadsword which we assumed he had in reserve).
So the Barbarian made it out of Quest 1 with 1 body point left (potion still left), and Quest 2 he had 2 left (no more healing, even had to use a potion of warmth). He played very conservatively (and ran completely out of gold), as expected, but it was challenging without being overwhelming, and apart from some stalemates with the fighting, it was a fun time.
My "weapons rack card draw" house rule only gave him an extra dagger (hey, that's 12 gold coins sell-back value!).
I DID take the suggestions of people on here and put the "Armband of Ice" (otherwise unused new artifact) into the "Empty" chest in Q2.
For the Yetis, I left them as is, but before the Quest Pack began, I had his character encountered a man in town giving away information who taught him a "wrestling trick." Later I told him he had to do the "test of strength" to avoid the Yeti hug. Both of us rolled 2 red dice, highest roll is the victor. He rolled 2 higher than the Yeti, so I let him break the hold. Otherwise he would have been dead in Quest 2 for certain.
Meanwhile my gaming group continues to play through the Ogre Horde and Japan campaign.