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HeroQuest Blood Sport!!!

Discuss general topics relating to HeroQuest that don't fit well in the categories below.

Re: HeroQuest Blood Sport!!!

Postby wallydubbs » December 7th, 2024, 9:29 pm

Blackfire
Balur
Vs
Crypt of Darkness
Venim, Kendrick Gilbane & Dread Warrior

Balur stays as far back from the opposing gate as possible, standing in a corner, hoping the arena is too big for the Dragon to cross.

Kedrick Gilbane is the first to run out but can't reach Balur, so casts Fear on him, which Balur easily resisted. Venim glides across the arena but can't reach Balur, so resides to casting a Sleep spell. That too was easily resisted. The Dread Warrior follows them out.

Balur casts Firestorm, hoping to get as much damage in as possible. Fire billows in the arena, 2BPs taken from Gilbane, 3 damage on Venim, and 2BP against the Dread Warrior.

Gilbane gives chase as Balur runs and slashes him across the back with his sword, dealing 2 BP of damage. Venim takes to the skies and swoops down on Balur, biting down on his torso, killing Balur.

It was quick and painful, but Crypt of Darkness stay in the tournament with 3: Venim, Kendrick Gilbane and a Dread Warrior.


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Re: HeroQuest Blood Sport!!!

Postby Daedalus » December 8th, 2024, 7:33 am

:gargoyle: Boo!

Why not have the ref cast Flashback and let Balur cast Summon Orcs like he needed to. Crypt of Darkness got off too light.
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Re: HeroQuest Blood Sport!!!

Postby wallydubbs » December 8th, 2024, 3:19 pm

Daedalus wrote::gargoyle: Boo!

Why not have the ref cast Flashback and let Balur cast Summon Orcs like he needed to. Crypt of Darkness got off too light.


I was thinking that, but Kendrick Gilbane also has the Firestorm Spell, only refused to use it before because it would hurt his teammates. This spell would have no effect on Balur, but would wipe out all the Orcs in one turn. Unless, of course Balur waits for the opponents to run out before casting Summon Orcs. I think I'll take you up on that to boost the entertainment value.

But in previous battles I disabled the Sinestra's Summon Wolves, the Spawn Ability of the Blightcrawler and Serpent, the Witch Lord's Summon Undead and anyone else who could spawn other monsters.

The Frozen Horror starts with 12 spells but I didn't allow Summon Undead or Summon Orcs for the additive monster value. Nor could I allow the Frozen Horror to use Ball of Flame or Firestorm as it seems thematically unreasonable for an ice monster to use Fire spells. So with that the Frozen Horrors spells are Chill, Skate, Soothe, Ice Wall, Mind Freeze, Ice Storm, Fear, Sleep, Command, Cloud of Dread, Rust & Tempest.


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Re: HeroQuest Blood Sport!!!

Postby wallydubbs » December 8th, 2024, 9:43 pm

Back by Popular Demand:

Blackfire
Balur
Vs.
Crypt of Darkness
Part 2!

Venim flies across the arena and chomps down to eat Balur, but just as his teeth go through Balur disappear, activating his Escape spell! No damage taken from Balur. The Dread Warrior out in the middle of the arena charges, with only 1 space too short in reaching Balur.

Balur casts Summon Orcs but only rolls :roll1:, summoning 4 Orcs to his rescue. Venim and Gilbane are at the opposite end of the arena, so the four of them surround the Dread Warrior. First Orc flops his attack, 2nd Orc gets 1 :skull:, but it's blocked. 3rd Orc lands 2 hits on the Dread Warrior, who had previously taken 2 damage from the FireStorm. Balur stands with his entourage of Orcs, mocking Gilbane and Venim. Gilbane can't reach them but targets one Orc with a Command spell. The Orc, surprisingly, resists. Venim casts Cloud of Dread, effecting all enemies, Gilbane is the only one that resists the spell.

Gilbane and Venim both make their attacks, each taking out 2 defenseless Orcs. Both remaining Orcs fail to roll a :roll6: but Balur manages to break free. Before running away he casts Tempest on Venim, hopefully able to save 1 Orc. Gilbane kills 1 Orc while Venim is unable to navigate flight patterns in a whirlwind.

The Remaining Orc is still unable to break free from the Cloud of Dread. Balur casts Fear on the Dragon, which has no effect. Venim flies after Balur, who at this point, is on the opposite end of the Arena and falls 1 space short of reaching Balur. Gilbane whiffs on his attack against the final Orc.

Irrelevant, though, the Orc still can't escape the paralysing effects of the Dread Cloud. Balur tries to flee the Dragon and casts his last Spell: Ball of Flame. The Dragon was already down to 2BP from the FireStorm, the Ball of Flame finishes him off as Venim rolls :roll3: :roll3:.

Gilbane, upset about this, kills the final Orc, only rolling 1 :skull:, which was enough. Gilbane is unable to reach Balur, but Balur is able to reach Gilbane, left with no other option but to physically attack, Balur only manages 1 :skull:, which Gilbane blocks. Gilbane rolls 4 :skull:s in his attack and Balur fails to block any. Gilbane strikes his head off and is the only one left alive for his team.

Crypt of Darkness is still victorious, but only Kendrick Gilbane has fight left in him.


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Re: HeroQuest Blood Sport!!!

Postby wallydubbs » December 9th, 2024, 4:09 pm

United Heroes
Bard, Druid, Monk & Wizard
Vs.
Heart of Ice
Frozen Horror, Polar Warbear, Ice Gremlin & Yeti

In this match the Wizard has Air, Fire and Water Spells. The Druid & Bard have their same spells while the Frozen Horror has his lot of 12: Ice Storm, Ice Wall, Sleep, Chill, Mind Freeze, Soothe, Rust, Tempest, Skate, Cloud of Dread, Command & Fear.

Unusual but the Frozen Horror's team is the first to match out first. Frozen Horror sends his followers to the South side of the arena and casts Ice Wall on the northern front to bottle neck the heroes.

Through the opposing gate the Druid is the first to come out and takes refuge behind the Ice Wall to cast Shapeshift on herself. The Bard casts Inspirational Tale on the Monk as he comes out while Wizard casts Courage on the Monk. The Monk rolled :roll3: :roll6:, just high enough to reach the Polar Warbear and unleashed an insane attack with Strength of Mountain, Courage and Inspirational Tale: :skull: :skull: :skull: :skull: :whiteshield: :whiteshield: :whiteshield:. With no :blackshield:s in defense the Polar Warbear takes 4 damage.

The Frozen Horror negates most of that damage, casting Soothe on the Polar Warbear. The Polar Warbear's counterattack on the Monk deals only 1 damage, his 2nd attack was blocked. The Yeti & Ice Gremlin move to attack the Bard & Wizard: the Bard's extra defense dice comes on handy as he avoids any damage from the Yeti. The Wizard, however, gets stabbed by the Ice Gremlin and takes 2 damage.

The Wizard runs from the Ice Gremlin and in passing the Polar Warbear, casts Sleep, which takes hold. The Monk circles the Sleeping Polar Warbear and flops his attack. The Bard trips up on his roll but barely manages to reach the Polar Warbear with his diagonal attack, flopping as well. The Druid comes out of hiding and makes it to the Polar Warbear getting in 2 free hits.

The Frozen Horror casts Rust on the Bard's Rapier. The Polar Warbear remains asleep while the Ice Gremlin runs after the Wizard, dealing another damage. Wizard is down to 1BP. The Yeti grabs the Bard from behind and puts him in the bearhug. The Druid deals 1 damage on the Yeti, who can't defend while hugging the Bard. The Wizard instead of fighting back against the Ice Gremlin casts Genie against the sleeping Polar Warbear, dealing 2 damage, hoping for the best that the Ice Gremlin doesn't kill him. The Bard, whilst caught in the Yeti hug takes another BP of damage. The Monk sneaks between the Polar Warbear and Yeti, neither can defend and uses Eye of the Storm, rolling against the Yeti, dealing 1 damage and 1 on the Sleeping Polar Warbear, finally killing the great beast.

The Ice Gremlin, thankfully flops his attack against the Wizard, the Frozen Horror casts Tempest on the Monk, so he's unable to help the Bard, still stuck in the hug.

Bard is stuck in the hug, losing health so he can't do anything. The Monk is under the effects of Tempest so the Druid deals 1 damage to the Yeti. The Wizard runs away from the Ice Gremlin and casts Water of Healing on himself.

The Ice Gremlin runs to attack the Druid and sticks her with the Icicle, dealing 2 damage and she loses Shapeshift. Due to their close proximity the Frozen Horror casts Ice Storm over the Monk, Wizard and Bard... Unfortunately the Yeti is also stuck in the storm too. The Monk takes 1 Damage, the Wizard takes 2, the Bard and the Yeti are subsequently killed in the storm.

The Druid used her Dagger to stab the Ice Gremlin in the knee as she was getting up. The Wizard Cast Ball of Flame to finish off the Ice Gremlin but it rolled :roll5: :roll5:, taking no damage. The Monk attacked the Ice Gremlin too, but he blocked it.

The Frozen Horror casts Sleep on the Monk, which takes hold and the Ice Gremlin attacks for 1 damage.

The Wizard shot a Tempest spell on the Frozen Horror while the Druid attacked the Ice Gremlin and failed. But the Monk woke up and kicked the Ice Gremlin in the head, dealing 1 damage.

The Ice Gremlin failed his next attack.

The Druid managed to get a :skull: in her attack, but it was blocked, so the Wizard came over, sticking his dagger into the Ice Gremlin's head, killing it. The Monk charged the Frozen Horror, hitting it with a Shoriuken uppercut, dealing 2 damage.

Frozen Horror casts Command on the Monk and it takes effect. He goes after the Wizard but his attack was blocked.

The Druid cast Pixie on herself to reclaim the Shapeshift spell. The Monk breaks Command and goes after the Frozen Horror again, but his attack was blocked. Wizard cast Fire of Wrath on the Frozen Horror, but a :roll5: was rolled, no effect.

The Frozen Horror casts Mind Freeze on the Wizard, who rolls: :blackshield: :skull: :whiteshield: :skull: :skull: :skull:, the Wizard drops to 1MP.

Druid casts Shapeshift on herself while the Monk goes on the attack. 1 Damage dealt. The Wizard flops on approach.

Frozen Horror breathes a Cloud of Dread into the Arena. The Wizard and Druid become paralyzed but the Monk resists the spell. The Monk tries to attack but it's blocked. The Frozen Horror finally attacks back, despite rolling 3 :skull:s, the Monk blocked 2, takes 1 damage.

The Wizard and Druid stay paralyzed while the Monk ducks under the Frozen Horror's mammoth axe, climbs up his back, grabs a horn and jumps forward, snapping off one of the Frozen Horror's horn.

The Frozen Horror goes into a frenzy, nearly stepping on the Monk, but stumbles to the Paralyzed Wizard and sliced him in half with his Axe. Killing the Wizard.

The Monk tries to keep up with the attack but the Frozen Horror is too erratic to get a hit in, blocking his blows. But the Druid finally breaks free from the spell and attacks the Frozen Horror, landing 1 :skull:. The Frozen Horror is down to 2BP.

The Frozen Horror smashes his Battle Axe down that will kill the Monk, but he exhausts his Twisting Torrent to avoid damage.

The Druid goes after the Frozen Horror but her attack was blocked, the Monk, however goes for the Touch of Endless Inferno, giving the Frozen Horror 1 final attack before certain death! The Frozen Horror tries to take out the Monk with him, getting 3 :skull:s, but the Monk shows fantastic defense. The Frozen Horror feels his insides burning and falls forward onto the Monk. The Shapeshifted Druid uses her strength to barely lift the Frozen Horror so the Monk could crawl out.

Today's winners are the United Heroes, Druid and Monk!
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Re: HeroQuest Blood Sport!!!

Postby Daedalus » December 9th, 2024, 9:02 pm

That was quite a fight! If you want to let the mob rule, you can go with the alternate Blackfire/Crypt of Darkness ending, otherwise please feel free to use the first match instead. This is your tourney, after all. Whichever is best, I say.
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Re: HeroQuest Blood Sport!!!

Postby wallydubbs » December 10th, 2024, 9:21 am

Daedalus wrote:That was quite a fight! If you want to let the mob rule, you can go with the alternate Blackfire/Crypt of Darkness ending, otherwise please feel free to use the first match instead. This is your tourney, after all. Whichever is best, I say.


Yeah, Gilbane seems to be at a disadvantage but I also feel Gilbane with Venim and a Dread Warrior would give that team an advantage.


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Re: HeroQuest Blood Sport!!!

Postby wallydubbs » December 13th, 2024, 5:58 pm

Final Round

Crypt of Darkness
Kendrick Gilbane
Vs.
United Heroes
Monk & Druid

Gilbane is the first to be released from the gate but he does seem to be any hurt to get to the other end of the arena.

The Druid is next out, quickly going into Shapeshift. The Monk follows out and is unable to to reach Gilbane.

Kendrick Gilbane sets off Firestorm throughout the arena. The Druid loses 2BP and her Shapeshift while the Monk takes no damage, adopting the water technique Twisting Torrent.

The Druid stays back and casts Pixie to reclaim Shapeshift while the Monk heads over to Gilbane, but rolls too short to reach him.

Gilbane circles the Monk and goes for an attack, yielding 4 :skull:s, and the Monk fails to roll a shield, immediately dropping to 2BP. The Druid remedies this, casting Lifeforce on the Monk, restoring him to full health. The Monk uses his Strength of Mountain technique but only gets 1 damage on Gilbane.

Gilbane goes for another attack before fleeing and only gets 1 hit on the Monk. The Druid recasts Shapeshift while the Monk hunts down Gilbane, but his attack was blocked.

Gilbane casts Cloud of Dread, which takes hold on the Monk, but the Druid resists the spell. Druid goes in for an attack, which was blocked.

Gilbane attacks the defenseless Monk for 3BP. The Druid hits Gilbane for 1BP, taking him down to 2BP. The Monk also breaks free from the paralysis and attacks, activating Eye of the Storm, but he failed to roll a :whiteshield:.

Kendrick Gilbane slices the Monk's head off before he can use Touch of Endless Inferno, leaving only the Druid.

The Druid chases Gilbane but her attacks were blocked. Gilbane fights back and slashes the Druid across the chest for 3BP, she's down to 3BP and loses Shapeshift.

With her dagger she lunges in on Gilbane, taking him down to 1BP. But Gilbane stabs her back too, rolling 3 :skull:s, and she managed 1 :whiteshield:.

The Druid chases him down hoping to deliver a final blow, but only a :whiteshield: shows on the dice. Gilbane retaliates rolling 3 :skull:s yet again, slaying the Druid in the arena. Kedrick Gilbane with a surprising win!

Gilbane 5AD and 5DD was key to his success. His attacks were overpowered, breaking their defense each time. Their attack was small, but he had enough defense dice to hold on. Had the Monk activated his Touch of Endless Inferno it would've gone down differently.


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Re: HeroQuest Blood Sport!!!

Postby Daedalus » December 14th, 2024, 12:05 am

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Re: HeroQuest Blood Sport!!!

Postby wallydubbs » December 25th, 2024, 1:31 am

Taking it back to the arena I've decided to run a round-table tournament on the heroes. As combat is the most common action heroes take in Hero Quest. So by taking them back to the arena we'd find the best fighter when including starting statistics, spells and skills. Obviously some heroes start off with an offset disadvantage such as the Explorer, who excels at detecting and disarming traps, but are at a loss when it comes to combat and spells. Clearly at the start she probably isn't going to win, but I'm looking forward to seeing who comes out on top.

I've already completed half the tournament with surprising results. In the very first match the Bard defeated the Barbarian thanks to his Sleep spell and 3 defense dice. Lullaby held for 4 turns, but the Barbarian did launch a comeback, but thanks the the Bard's extra defense and healing song he outlasted the Barbarian's 8BP.
The Elf is showing some exceptional prowess as her Slow spell gave her a hage advantage over the Berserker, Druid and Knight. Double Image gave her the win over the Monk & Bard. Surprisingly the Dwarf was the only one to beat her thusfar, as he was the only one who broke Double Image by hiding behind a pillar to force line of sight to break.

The Explorer only picked up 1 win so far and it was against the Dwarf, as that just came down to lucky rolls.

There was an astonishing match between the Rogue and Knight where the Rogue built up a hage comeback at 1BP, started blocking all the Knight's offense and getting some lucky dagger throws. He took the Knight down to 0BP and would have won if not for the Knight's Stalwart Skill. The Rogue would've won this and other matches if I didn't let his opponents defend against his Ambidextrous attack.

The Wizard has lost all matches except for his fight with the Bard, where the Wizard's Sleep spell took hold and rolled a massive :skull: :skull: :skull: :skull: :skull: attack with Genie for the win. I honestly feel the Wizard would be doing a lot better is Courage would last longer then 1 turn.

So far there has only been 1 outcome of a draw where both heroes died: the Warlock ran around the arena shooting her wand at the Monk constantly. The Monk had trouble reaching her most of the time as Dark Wings carried her to safety across the arena. But he finally built up the Touch of Endless Inferno. The Warlock managed to get her last shot in, defeating the Monk just before her insides burned up.

The Barbarian had a good win over the Berserker and had a very close fight with the Monk, where he barely lost, mainly due to the Monk's 3 defense dice.

I've also noticed how terrible the Druid is doing, she only won 2 battles. Her Shapeshift dies very quickly, I can see this hero bc wing the most improved after gaining all her equipment.

For the most part the Wizard has settled for Air, Fire and Water spells, only once choosing Earth in his fight with the Knight, but it didn't help overall.
The Elf spells I've separated into 3 sets: Illusion, Nature and Time. Overall they're all somewhat helpful except maybe Nature, which she used in her victory over the Explorer. I still have half the battle to go through, but currently things are looking good for the Elf and Monk. Arena mode seems to favor the Monk.


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