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Playing the pack without visiting the armory...

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

Re: Playing the pack without visiting the armory...

Postby Kurgan » Thursday June 16th, 2022 1:32pm

I presume the main reason some GMs are wanting to nix the Alchemist Shop/Armory visits is out of a sense of increased "realism" rather than increasing the difficulty.

In that case to me, the GM should compensate by giving away bonus potions and providing more treasures to find within each quest. So put some extra bottles in those chests and other furnitures. Is there an "empty" chest or a Weapons rack with no markings? Let it contain something good, let the Armory be a case where they can pick a piece of equipment (or draw a random card if you have the deck). Maybe when you kill a big monster he drops something useful, or a group of monsters was protecting some extra treasure, etc.

Gold kind of becomes superfluous if it can't be spent for 10 quests... and be prepared that they could have a lot to spend (on mercs or potions probably) if they triumph. If they're only buying every 10 quests or so... but the quests will be a lot harder if they don't have a way to get the stuff they need between quests under the NA rules.


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Re: Playing the pack without visiting the armory...

Postby wallydubbs » Friday June 17th, 2022 9:23am

I think cutting out trips to the armory and alchemist shop is better for both reasons, realism and increased difficulty, although the former is the primary. At the end of Keller's Keep the heroes are awarded with 500 gold each in preparation for Return of the Witch Lord, however rather then providing the heroes with extra potions along the way, I actually sell them for a much cheaper price so the heroes could stock up on provisions and what they think they'll need rather then make decisions along the way.
I feel the potions in the quest book are way too overpriced anyway.
I also add an extra bonus of gold hidden under the Witch Lord's throne at the end of the original game system so the heroes can also use this in preparation for Keller's Keep.
Also while playing Keller's Keep I add randomized potions and weaoons to any Alchemist Bench and Weapons Rack the heroes find. They roll the dice and it gets decided that way.


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Re: Playing the pack without visiting the armory...

Postby SirRick » Friday June 17th, 2022 7:58pm

You could have one hero make a "supply run", and for one quest the hero is gone.

However, the player whose hero is getting supplies can play as the Orc Bard, who always conveniently appears when the group is missing one of their comrades.

I imagine the Barbarian doing a facepalm while saying "Not THIS guy again...".


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Re: Playing the pack without visiting the armory...

Postby wallydubbs » Saturday June 18th, 2022 5:30pm

With these new and unimproved characters, I'm thinking about doing a trial run just for shits and giggles: using the Mentor figurine as the Wizard, joined by the Bard, Warlock and Druid, and having the 4 of them run through the Game System and see how well or poorly they fair.
On the bright side they'd have multiple healing spells, but at the same time I think they'd all be somewhat limited when it comes to armor. The Wizard and Warlock can't wear normal armor, and I think there's even a few restrictions on the Bard... I don't know the D&D guys didn't really put much thought into adapting these D&D characters into the Hero Quest Game. But I'm willing to just play around with it for comparative purposes.
This is not me saying I like the new characters, but just to playtest their inadequacies.


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Re: Playing the pack without visiting the armory...

Postby Jalapenotrellis » Saturday June 18th, 2022 10:37pm

Off topic, but since this is an active thread and it seems no one posts in the later expansion forum, does anyone have a concise list of anything different with the newly re released heroquest from the originals that does not require me to read a 200 page off the rails forum thread?
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Re: Playing the pack without visiting the armory...

Postby Kurgan » Sunday June 19th, 2022 1:06am

Jalapenotrellis wrote:Off topic, but since this is an active thread and it seems no one posts in the later expansion forum, does anyone have a concise list of anything different with the newly re released heroquest from the originals that does not require me to read a 200 page off the rails forum thread?



The Unboxing thread lists it all on the first page (with links if you want more details). https://forum.yeoldeinn.com/viewtopic.php?f=143&t=5572&hilit=unboxing


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Re: Playing the pack without visiting the armory...

Postby Kurgan » Sunday June 19th, 2022 2:34am

wallydubbs wrote:With these new and unimproved characters, I'm thinking about doing a trial run just for shits and giggles: using the Mentor figurine as the Wizard, joined by the Bard, Warlock and Druid, and having the 4 of them run through the Game System and see how well or poorly they fair.
On the bright side they'd have multiple healing spells, but at the same time I think they'd all be somewhat limited when it comes to armor. The Wizard and Warlock can't wear normal armor, and I think there's even a few restrictions on the Bard... I don't know the D&D guys didn't really put much thought into adapting these D&D characters into the Hero Quest Game. But I'm willing to just play around with it for comparative purposes.
This is not me saying I like the new characters, but just to playtest their inadequacies.


Amalgamash is doing something like this on his youtube channel. Go for it! "Mentor" of course is identical to the Wizard as you mentioned. Not having someone to disarm traps easily will be a starting disadvantage.


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