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The Spiral Passage

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

The Spiral Passage

Postby Phunky Phantom » Tuesday March 13th, 2018 10:40am

My group has started playing Heroquest again after reacquiring it during the holidays as a gift. We have been playing 2 quests a night once a week pretty steadily. I have personally never gone past the original book and have been enjoying every minute of it.

We have made a few house rules in the game to help play and griping. We allow players to search the first square outside a door for traps. We treat chests as separate from the rooms for traps and treasure searches. We allow players to slide into pit traps without taking damage on a single non-black shield roll. We decided also to keep corridor searches limited to 2xmind points away from the heroes. After reading a bit on Kellars Keep and since my group is armed to the teeth with armor, longswords and crossbows I have decided to have a no Armory policy while going through this quest set as the Champions never come up for air. Additionally I have stairs block line of sight-the last stair end can be seen and see out of.

I have been waiting excitingly to use the stone bolder trap. After the heroes decide they didn't want to rush into traps I rolled an 11 on the bolder it ran them all over. Next turn it rolls 12 and slams home into the opposite corner. The group is now all half dead and starting to sweat. As they clear the set of corner rooms they enter the hallway still leery of the boulder.

I then decide it will keep moving. I decide to make it more ominous then dangerous due to it already exceeding my hopes with damage. I had it start to move again when the last player clears the eastern staircase and once it hit a corner it becomes stopped. Then had it travel that way until they clear the last outer staircase. I made note that next to the exit is a 1 square spot just past the last door where it will finally stop. Once the bolder clears the outer edge it will go unchecked until it reached it final spot.

This was a great mechanism during the "C" wooden door fight as they had to fight their way into the room so they would not get run over by the bolder. It slammed to a stop right next to our elf who started to scream "we need to get in there now!" They managed to evade it the rest of the quest but it did keep the tension up.

Overall it was a good quest and 5 times the heroes had to use potions or spells to survive. Never had so many last minute saves and potion tossing.
Last edited by Phunky Phantom on Tuesday March 13th, 2018 2:26pm, edited 1 time in total.
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Re: The Spiral Passage

Postby The Admiral » Tuesday March 13th, 2018 11:13am

Welcome! :D
Sounds like you are having fun. I played Kellars Keep (UK version) many, many years ago. Got back into HQ when I discovered the NA version. I have actually just played Against the Ogre Horde in its NA version, and plan to do the same with Wizards of Morcar. I might just have to give the other two classics a whirl now, in the NA format.
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Re: The Spiral Passage

Postby Pancho » Tuesday March 13th, 2018 4:40pm

The no armoury policy during Kellars Keep, and the expansions in general, is a very good one. The Heroes are battling through one long connected dungeon, they have no access to a village where they can buy supplies.
I did allow one trip to the armoury about half way through KK, as the group stumbled on a group of Dwarves deep within the mines. The Dwarves, knowing that they held all the cards, did however charge an extra 50 gold coins per item. They were Dwarves after all.
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Re: The Spiral Passage

Postby Spookyhappyfun » Tuesday March 13th, 2018 11:01pm

Pancho wrote:The Dwarves, knowing that they held all the cards, did however charge an extra 50 gold coins per item. They were Dwarves after all.


I like this idea very much! I'll be adding this to mine!


Rewards:
Killed a mighty Fimir! Destroyed a Zombie! Encountered a menacing Chaos Warlock!
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