Witch Lord 1 shot
My group just did quest 14. This is the farthest I've been in HeroQuest and never played it before.
I had one turn as the witch Lord. I moved the zombie out of the way, cast command, and it didn't even land on the barbarian who has the talisman of more on for 3 mind points. He rolled a 6 the first time. I then moved two mummies in front of the witch lord.
Then the heroes killed one and walked around the other, used heroic brew and potion of strength (5 attack die against the witch lord, then 3 attack dice). They rolled 3 skulls and then one skull. I rolled 6 defend dice twice and got 0 black shields/bunnies.
Dead.
Everyone was kinda speechless it ended that fast after a 3 quest build up.
I didn't want to cast summon undead immediately because I had two mummies out, and if I roll a 5 or 6 I wouldn't have any more mummies to place and would have had to place some crappy skeletons, which they sneeze and kill at this point since they are as weak as goblins.
So yeah, should I just make up a rule at that point like "oh he has a potion" or "oh he can sacrifice a zombie for full health" or I dunno. Both of those would have let me cast his other 5 spells. Getting 1 spell off as the Big Bad Boss is saddening.
But the heroes had saved up enough potions and "were like if we aren't going to use them, then when will we?" And I didn't want to suddenly change the rules.
I mean, I already did by not disclosing the witch lord stats until he was dead. Previous games I let them know monster stats for special monsters, but figured I shouldn't be doing that at this point. They found out about the body point number after he died and found out how many defense dice he had after the first attack.
They rolled really well, and I rolled very poorly. They got out of command and landed two good attack rolls, and I rolled poorly twice and could have chosen to summon undead immediately rather than cast command.
--Depressed Zargon
I had one turn as the witch Lord. I moved the zombie out of the way, cast command, and it didn't even land on the barbarian who has the talisman of more on for 3 mind points. He rolled a 6 the first time. I then moved two mummies in front of the witch lord.
Then the heroes killed one and walked around the other, used heroic brew and potion of strength (5 attack die against the witch lord, then 3 attack dice). They rolled 3 skulls and then one skull. I rolled 6 defend dice twice and got 0 black shields/bunnies.
Dead.
Everyone was kinda speechless it ended that fast after a 3 quest build up.
I didn't want to cast summon undead immediately because I had two mummies out, and if I roll a 5 or 6 I wouldn't have any more mummies to place and would have had to place some crappy skeletons, which they sneeze and kill at this point since they are as weak as goblins.
So yeah, should I just make up a rule at that point like "oh he has a potion" or "oh he can sacrifice a zombie for full health" or I dunno. Both of those would have let me cast his other 5 spells. Getting 1 spell off as the Big Bad Boss is saddening.
But the heroes had saved up enough potions and "were like if we aren't going to use them, then when will we?" And I didn't want to suddenly change the rules.
I mean, I already did by not disclosing the witch lord stats until he was dead. Previous games I let them know monster stats for special monsters, but figured I shouldn't be doing that at this point. They found out about the body point number after he died and found out how many defense dice he had after the first attack.
They rolled really well, and I rolled very poorly. They got out of command and landed two good attack rolls, and I rolled poorly twice and could have chosen to summon undead immediately rather than cast command.
--Depressed Zargon