by Kurgan » June 1st, 2021, 9:21 am
Played an in-person game with an old friend (he hadn't played hq in many years, but experienced role player in general, controlled all four heroes) over the holiday weekend. We played my revised version of Prince Magnus' Gold. Trouble is his party found the reinforcement rooms and cleaned them out. The rallying horn (plus some strategic use of pass through rock) helped the process of making it back to the stairs. The quest was just over 3 hours in total (I'm firmly convinced that one player controlling 4 heroes just makes it take that much longer, because you have to manage all that stuff instead of having your actions ready to go more or less when its your turn even if you were to ditch the combat and EW threat cards), no hero deaths.
We did playtest some other unusual house rules like shooting over the dwarf's head (major exploit, why did I agree to that?? I often thought it "made sense" but the Dwarf got to stop doors and the Elf was always close behind with his crossbow, well of course) and rolling doubles three times in a row grants the hero another random combat card (only worked once, for the dwarf... this rule needs some re-thinking though).
Used combat and EW cards, extended treasure deck (70 cards), scrolls, etc (the usual). No bonus potions or starting gold but the Heroes got four random equipment cards (and were able to search the weapons rack they found to get another piece). So new equipment: helmet (rack), crossbow (elf), cloak (wizard), shield (barbarian), warhammer (dwarf). The Heroes only found 50 gold in the whole quest (and would have lost it from the EW card), but did find Potion of Strength, Healing (1d6), Fire of Wrath (Spell Scroll).
All monsters were found and destroyed, spells used:
Wizard used: Fire of Wrath (to finish off a Fimir), Ball of Flame (same), Genie (defeat Chaos Warrior), Pass Through Rock (to make a beeline for the stairs, got half way there at least), Rock Skin (protect the Dwarf who blocked the enemy path), Courage (Barbarian wiped out a room full of Orcs).
Elf used Water of Healing (on Dwarf), Sleep (failed to put a Fimir to sleep), and Fire of Wrath Scroll he found on another monster (probably a fimir).
Essentially Barbarian and Dwarf were used to block doors and take the brunt of damage... Elf used crossbow to great effect (allowing off axis firing and the diagonal touching squares really makes this weapon useful!). Wizard used many spells, but other heroes didn't take much damage they couldn't handle (potion of healing helped the dwarf for 4 lost BP).
I suppose I could make the "reinforcements room" undetectable by the heroes, but since I didn't anticipate it would be found and cleaned out so easily, I let it go. Dwarf found and disarmed one trap, the rest either missed (spear traps except 1) or hit (pit trap), or were easily found and walked around (near the beginning).
The party discovered the first chest but didn't take it until the other two were located.
The way I handled the chest carrying mechanic, is that once a Hero searches for treasure, the chests are identified. He states he's picking it up and then he has to re-roll 1 red die (essentially resetting his movement). Any boosts I allowed (swift wind was not used, but I would have allowed 2 movement dice). Rallying Horn gave alerted heroes 1 extra red die, meaning they would have two with a chest (three without, nobody had plate armor... but even if they had plate, the chests just slow you to 1 normally). Without this it would have been much more of a slog. The Rally Horn did trigger two fimirs for the Dwarf, but he stayed alive with a little help from the others. Much equipment and potions were handed to adjacent heroes (always on the turn of the one handing it over).
A lot of monsters got bad defensive rolls, but the Heroes got their health chipped away by hazards, traps and triggered more than a few Wandering Monsters (also the EW card helped with that!).
This is essentially a very easy quest, it just takes a lot of time. The designers must have wanted to give the young Heroes a bit of a break in between otherwise tough quests (for a beginning party playing in order).
But it was cool to play in person (a local game shop opened up their "game space" for us to play... never did that before, but it was cool, nobody stole our miniatures but a few pathfinder players did compliment us on the game) finally after over a year! Next time though we'll pick a better table (it was around card table so we both hand to stand and do a lot of reaching... I also realized the GM screen I'm using is a bit too tall (or I need taller chairs). Still, a lot of fun! It will be back to zoom games soon until the next time.
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