This was a beautifully done quest, utilizing every room and different paths that go everywhere. Playing it was even better. The mind point variable makes it much more tense.
The zombies and Skeletons weren't much of consequence, but the Mummies and Gargoyles could mess up the heroes. Luckily they could only lose 1 mind point per turn, if not the Dwarf would've gone into shock.
At first I was thinking of keeping the heroes together on this one,
made a trap search on his first turn,
and
went through the north east door first and made similar searches there. The
only rolled
and couldn't get past his friends so he made the choice to make the best of his turn and take the Southeast door. He didn't have enough movement to attack the
s but he certainly alerted them... so that's how that decision was made.
and
would continue on their set path, and
would go back and aid the
, taking the hallway route.
and
didn't have much problems with the undead down the path of 7 room, 1
did manage to get a lucky hit on
, but for the most part his defense rolls were solid. He and the
made it to the
while
and
were only in the southern corridor. Understandably, the had a longer route to walk and corridors limit attack order.
did use Fire of Wrath on a
and the
finished it off. The
s and
did no damage. I suppose it should be noted that
was beefed up with Borin's Armor, a helmet and a Battle Axe,
did cast Rock Skin on himself, which actually held until the end of the quest.
had a Helmet, shield, chainmail and a longsword,
had a Helmet, chainmail and crossbow.
met the first
in single combat while the
struggled to reopen the door.
was lucky as the Gargoyle's 2 attacks each only resulted in 1 easily blocked
. So
took out the firstc
with little issue and he and
were heading down the southwest door before the
and
got to the 2nd room on their path.
The
was doing very well defensively,
stayed back and maintained diagonal attacks whenever possible. He did Tempest a
down the last corridor of their path.
and
worked quite well together.
would make first attacks and was careful on positioning, enabling the
to get an opening for a clear shot with his crossbow. The
and
on their path were done in a matter of turns, they reached the next
the same time the
and
reached theirs. This time it seemed certain that the
would go through the door first and face the
, as he was only 5 spaces away, but he rolled
, so the
ran in and this fight was a bit more difficult. They had to attack a few times before someone actually got a hit.
did muster one hit, but then
got a hit in, which brought
down to 1 MP. He couldn't risk it and had to use the Potion of Rage, 1 more hit would've sent him into shock. So despite only losing 2 BPs, it brought him up to t
5 attack dice. Rolling
,
defended
. Having already taken 1 damage, was down by 2.
's next attack managed to get 1 in, which would've sent
into shock, but he had the Talisman of Lore, which restored 2 MPs. He finished
on his next turn.
As for the
, his first attack flopped against
, but when
rolled
, things looked uncertain.
managed to blockn1 but took 3BP and 1 MP.
cast Pass Through Rock on himself to gain access to the room and summoned a Genie. Although he rolled 4
,
blocked 2 hits and was still fighting.
's next attack was blocked and
flopped,
did one more point of damage to the
bodily and mentally.
's next attack, however, was enough to finish
and the appeared back in the starting room around the same time as the
and
.
This time the heroes switched up,
traveled with
through the West Door, casting Mind Recovery and Water of Healing on his friend along the way.
accompanied the
taking the North West door.
The
s were easily cut or shot down by the
and
, except in the small room,
couldn't get a distance shot in. Just the same, no damage was done to the heroes.
The
got stuck outside the 3x5 door when he failed to kill the
. The
didn't have patience for all that so he cast Veil of Mist on himself but only rolled
and couldn't make it into the room. But after the
finished off the
he ran in and killed a
with a head shot.
attacked the other
rolling
, but surprising the
defended with
. While the
would be busy with the
took this opportunity to run in the next room and face the
. He still had his Sleep spell, it was useless against the undead, so why not give it a try?
. No luck.
finished the
in the other room and
attacked,but the
managed a formidable defense. On his next turn he'd cast Stone Dust on
and that would be the end of it.
The
and
went Northwest.
took out the first
with Ball of Flame. In the next
, still on his rage killed the
.
attacked the
rolling
,
attacked
,
.
attacked
.
finally got a hit in. The
s in the next room swarmed
but they couldn't penetrate his armor. They were dead again in the next turn order.
Out in the hall,
managed to take out a
on his first attack,
attacked the other from behind the
using a diagonal attack
! But alas, the
rolled 1
in defense. The
didn't get a hit in, but the
managed to take 1 body and mind point from
, he was down to 1 MP.
They just knew there was another
in the central, if
went in to face it, 1 hit and he would be dead. Once they finished off the undead there was a debate over who should go in the room. Although the
was confident that he could end it in one hit with his Rage potion still going,
made it like a Self Sacrificing moment often seen in the movies and cast Swift Wind on himself, shot for the door and as soon as he got in and the door closed he utilized his Wand of Magic and cast Courage on himself.
had first attack and rolled
, but
still had Rock Skin, defending with
, only taking 1 damage but losing the Rock Skin. Losing a mind point was inconsequential to him.
attacked,
,
defends:
. 1 damage.
attacks
;
defends
, down to 2 BP 4 MP.
attacks:
,
blocked it.
attacks:
;
defends with
, 1BP, 3MP.
casts Heal Body on himself, allowing the
to attack again:
.
Strikes Back:
. The
only blocked 1 but the other 2 were enough to kill it.
Quest complete, that one was enjoyable. Though I only have 1 gargoyle figurine, twice in this quest did I need 2 at the same time. That's ok I just a Chaos Warrior instead.