Managing Hero Power Creep : Gold & Equipment
I am a huge fan of what has been called "Vanilla" HeroQuest and minimalist expansions like Kellar's Keep. In my opinion HQ sets itself apart because it does not have or need character progression like every other RPG and the Wizard is not so broken that a few more minor artifacts cannot not make him the most powerful hero on the board.
As play continues beyond the original 14 base quests the issue of heroes maxing out the armory and having nothing left to buy becomes a concern. Kellar's Keep "solves" this by making ridiculously expensive potions available which have only minor benefits relative to the ones found in the treasure deck which are presumably worth on the order of 45 gold coins.
Theft, the rust spell, an encounter with a rust monster, or attempting to break down a door and having weapons or armor fail... These events can keep the heroes spending and shopping. But I am constantly searching for proactive approaches to rid the heroes of their money BEFORE everyone is walking around with a crossbow and battle axe.
Please contribute your non-conventional ideas here for ways the players can / must spend their money.
My thought is that I should update this first post with the ideas given in this thread. Here is what I have so far:
Special Equipment: One time use items, Rope, lanterns, a map, etc. These are required to initiate the quest.
The Snake Oil Salesman: The exact nature of a powerful adversary is not known. Rumors abound and every rumored weakness requires the heroes buy a piece of otherwise useless equipment... And this traveling salesman is gouging the hell out of you. I have a quest where the heroes roll on a rumor table (each hero hears two) and the undead threat varies from a Vampire, ghost, Banshee, etc. Some requiring very expensive protection and/or exorcism method. The materials purchased are shoddy and useless beyond potential application in this quest.
Weight Lifting : You must flee a dungeon rapidly or ride a rickety old boat. You must leave equipment and/or gold behind (players choose which) to reduce weight.
Information: You encounter an informant in the dungeon. You are advised to pay him for what he knows.
Bribery: You need a guard to look the other way or sever an alarm bell connecting the dungeon to re-enforcements.
Poison: You have been "poisoned" by that final wall dart or spear trap. A harmless paste / sap was placed on several trap weapon tips, you noticed this and are easily convinced it was poison. The thief at the end / exit of the labyrinth sells you the "antidote" for all of your gold and/or gives you a sleeping draft and steals all of your gold after you drink it.
Wishing well: You must throw a coin into a specific location to trigger an event (roll a 12 with 2 red dice). Coins which do not make it are not retrievable (fall into a chasm or are guarded by a water elemental who would drown you instantly, etc)
The Smithy: You must have a custom one-time use weapon or item forged. The players have some freedom to decide what.
Restless Undead: The spirit of a miserly lord cannot be defeated and repeatedly demands during battle that you immediately restore his treasure (taken by a previous adventurer)! The room is sealed and the solution is not "obvious".
Broken Promises: The promised reward for quest completion is beyond the poor villagers' ability to pay.
Pressure Plate Switch: A switch must be held to keep a door open. Leaving behind gold and equipment will work to hold it open. If the heroes return with something (like an Orc corpse) to replace the items left behind, they find their items missing and the trap reset.
You break it, you bought it: You are in debt / indentured to a prominent noble after a fiasco protecting one of his treasures. You might kill the monsters and protect his family, but the odds you protect the "objective" are VERY slim. In the end you owe him a LOT of money after accepting the quest and failing. He argues he could have killed the monsters, you were hired to do that AND protect the treaty, battleplans, spelbook, etc. He appears between quests to take payments (1/2 of all gold?) until a sum of 2000 Gold Pieces is payed back?
As play continues beyond the original 14 base quests the issue of heroes maxing out the armory and having nothing left to buy becomes a concern. Kellar's Keep "solves" this by making ridiculously expensive potions available which have only minor benefits relative to the ones found in the treasure deck which are presumably worth on the order of 45 gold coins.
Theft, the rust spell, an encounter with a rust monster, or attempting to break down a door and having weapons or armor fail... These events can keep the heroes spending and shopping. But I am constantly searching for proactive approaches to rid the heroes of their money BEFORE everyone is walking around with a crossbow and battle axe.
Please contribute your non-conventional ideas here for ways the players can / must spend their money.
My thought is that I should update this first post with the ideas given in this thread. Here is what I have so far:
Special Equipment: One time use items, Rope, lanterns, a map, etc. These are required to initiate the quest.
The Snake Oil Salesman: The exact nature of a powerful adversary is not known. Rumors abound and every rumored weakness requires the heroes buy a piece of otherwise useless equipment... And this traveling salesman is gouging the hell out of you. I have a quest where the heroes roll on a rumor table (each hero hears two) and the undead threat varies from a Vampire, ghost, Banshee, etc. Some requiring very expensive protection and/or exorcism method. The materials purchased are shoddy and useless beyond potential application in this quest.
Weight Lifting : You must flee a dungeon rapidly or ride a rickety old boat. You must leave equipment and/or gold behind (players choose which) to reduce weight.
Information: You encounter an informant in the dungeon. You are advised to pay him for what he knows.
Bribery: You need a guard to look the other way or sever an alarm bell connecting the dungeon to re-enforcements.
Poison: You have been "poisoned" by that final wall dart or spear trap. A harmless paste / sap was placed on several trap weapon tips, you noticed this and are easily convinced it was poison. The thief at the end / exit of the labyrinth sells you the "antidote" for all of your gold and/or gives you a sleeping draft and steals all of your gold after you drink it.
Wishing well: You must throw a coin into a specific location to trigger an event (roll a 12 with 2 red dice). Coins which do not make it are not retrievable (fall into a chasm or are guarded by a water elemental who would drown you instantly, etc)
The Smithy: You must have a custom one-time use weapon or item forged. The players have some freedom to decide what.
Restless Undead: The spirit of a miserly lord cannot be defeated and repeatedly demands during battle that you immediately restore his treasure (taken by a previous adventurer)! The room is sealed and the solution is not "obvious".
Broken Promises: The promised reward for quest completion is beyond the poor villagers' ability to pay.
Pressure Plate Switch: A switch must be held to keep a door open. Leaving behind gold and equipment will work to hold it open. If the heroes return with something (like an Orc corpse) to replace the items left behind, they find their items missing and the trap reset.
You break it, you bought it: You are in debt / indentured to a prominent noble after a fiasco protecting one of his treasures. You might kill the monsters and protect his family, but the odds you protect the "objective" are VERY slim. In the end you owe him a LOT of money after accepting the quest and failing. He argues he could have killed the monsters, you were hired to do that AND protect the treaty, battleplans, spelbook, etc. He appears between quests to take payments (1/2 of all gold?) until a sum of 2000 Gold Pieces is payed back?