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Re: Friday Night Dungeon (and snacks)

PostPosted: June 19th, 2013, 7:49 pm
by bastianbux
Aha! Thanks so much, Jewels! Although, looking at them, I see that many of them are specific to the Barbarian and Elf quest packs. I think I will edit it to just have the KK/RotWL and the Potion of Restoration for them to purchase. But... it seems a bit silly to have a Potion of Restoration which restores only 1 BP the same price as a Potion of Rejuvenation which can restore up to 6. Hm. I think I'll drop the price of Restoration down to 100.

I just went to the local print shot and printed out the Artifact cards and tiles for KK. Just got to get those cut out before the players arrive. But first I have to finish my work day and then bike to the gym, have my workout, then bike home and get HQ set up. :D

Re: Friday Night Dungeon (and snacks)

PostPosted: June 19th, 2013, 8:16 pm
by chaoticprime
At some point soon I will have edited pdfs of the Equipment: Potion cards, from all sets, with their prices included.

Re: Friday Night Dungeon (and snacks)

PostPosted: June 20th, 2013, 6:40 am
by Sjeng
Jewels wrote:
bastianbux wrote:I will! Also, can anyone point me to an expanded image of the Alchemist's Shop? I thought for sure I saw one somewhere. I KNOW I saw an expanded Armory as well, but now I can't find them anywhere. :(


These?

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Just last week I was thinking why the US alchemists never had the other potions from the base game, the ones you can find as treasure... Only 4 I believe. I think I'll edit my alchemist shop sheet to include all potions that have a price on them.

Re: Friday Night Dungeon (and snacks)

PostPosted: June 20th, 2013, 7:38 pm
by Jewels!
Sjeng wrote:
Jewels wrote:
bastianbux wrote:I will! Also, can anyone point me to an expanded image of the Alchemist's Shop? I thought for sure I saw one somewhere. I KNOW I saw an expanded Armory as well, but now I can't find them anywhere. :(


These?

Image Image

Just last week I was thinking why the US alchemists never had the other potions from the base game, the ones you can find as treasure... Only 4 I believe. I think I'll edit my alchemist shop sheet to include all potions that have a price on them.


Were they available in the EU game? The only Alchemist Shop things we got over here were in the back of the expansion pack Quest Books.

Re: Friday Night Dungeon (and snacks)

PostPosted: June 21st, 2013, 1:02 am
by Sjeng
No they weren't. This is just my fan made reference sheet. I also made EU style cards for all these potions (and US artifacts, spells etc.) and equipment on the chart. Except the sling, Goblin King promised me a sling picture :P

Re: Friday Night Dungeon (and snacks)

PostPosted: June 21st, 2013, 1:22 am
by Goblin-King
Hint taken :lol:

I'll do it this weekend - I promise!

Re: Friday Night Dungeon (and snacks)

PostPosted: June 24th, 2013, 3:22 pm
by bastianbux
Quest 1 of Keller's Keep.

I printed the quest book out at work and then printed the tiles and cards at a local copy shop during my lunch break. Unfortunately they didn't have one of those huge paper cutter things to make perfect straight cuts so I waited until I got home where we have one of those... and only then realized that the cards didn't print correctly. I remember the print shop guy de-selecting "size to page" or something like that which made the front and backs not match up. :/ Looks like I'll have to reprint the Artifact cards before next time (thankfully there were no artifact cards obtained in the first quest).

Also, I explained to them that they should stock up on potions from the Alchemist Shop (the same as is included with Keller's Keep plus the Potion of Rejuvenation) since unlike the base quests, they won't be returning to a town between each quest as opening the door at the end of one quest is opening the door at the beginning of the next, and that their Body Points will not be restored between quests. The Cleric asked if spells were affected the same way, but as I had not yet made my mind up about that, I was evasive. :P They seemed a bit worried about this, but as it turned out, it was fine.

The first quest went pretty well... except that even through I read through the quest notes ahead of time and tried to make myself remember to do the fancy "open the secret doors on Zargon's turn" thing... I totally forgot until they were right up at that section. Then I started opening the doors, one per Zargon turn, closest to furthest. They freaked out with all the monsters (I had to use every single greenskin I had at one point and didn't even have the types left that the map was calling for since I don't actually have the extras that come with the quest pack as I'm using a printed out version.

Due to my warning about no returning Body Points and their worry that spells would also not replenish after quests, they were all a bit more careful and strategic when it came to using magic and such. As it turns out, the Cleric never used a single spell and managed to go on a killing rampage with only his Wizard Staff. This is what I'd worried about they're practically invincible now. I really think that not auto-reviving their Body Points is definitely the right way to go, so long as I make sure to add some extra Potions of Healing found in furniture and such when it looks like they're going to run into a major issue. As for the reviving of spells... I'm still on the fence about it. The Cleric used no spells and the Elf used only a few. I don't want them to conserve their magic which is a major part of their character so much that it ruins the game for them, so I think I'll let them know that their magic does return after each quest.

The only character that nearly died was the Barbarian, but the Cleric gave her one of his Potions of Healing to save her, which I would usually not allow... but they were standing in a line so I couldn't reason away how they couldn't have passed it along. If there was even one square of space between any of them I wouldn't have allowed it. I probably shouldn't have allowed it, since that would have forced the Cleric to use his Resurrection spell on her. Ah well. I need to learn to be a little more strict. :P

I'm looking forward to seeing how KK Quest 2 turns out with them starting with the BP they finished Quest 1 with. This might actually finally start putting them in real jeopardy.

Oh, and also to make up for the fact that I don't have the extra Orcs and Goblins, I will be using Troll figures from my D&D Adventure Board Game with some modified stats I combined from two different fan-made Troll stats. I think I'll include one of those in Quest 2 to shake things up. They regenerate all of their BP during their turn, so the Heroes will have to learn to slay them instantly, but they are also weak to fire which eliminates that regeneration of BP. This appears to be based on Warhammer lore, so I'm fine with it. :D

Re: Friday Night Dungeon (and snacks)

PostPosted: June 25th, 2013, 12:31 pm
by Daedalus
bastianbux wrote:We dropped the Wizard and the Ranger, so now we have only a party of three (Female Barbarian, Elf (using Elf Spells), and a Cleric (using my invented Cleric Spells). ...

How will they mangage fire attacks against a Troll? The Fire spells are out now, right?

Re: Friday Night Dungeon (and snacks)

PostPosted: June 25th, 2013, 1:08 pm
by bastianbux
Daedalus wrote:
bastianbux wrote:We dropped the Wizard and the Ranger, so now we have only a party of three (Female Barbarian, Elf (using Elf Spells), and a Cleric (using my invented Cleric Spells). ...

How will they mangage fire attacks against a Troll? The Fire spells are out now, right?

Haha! Right you are. I had totally forgotten that none of the characters could cast fire magic any longer. Ah well.

The truth is: I had set up a class changing tree... two options for each of the regular Hero types as well as the Cleric and the Ranger. My intention was to allow them to class change after the base game... but since they were basically invincible, I decided to hold off for at least the end of KK if not also the end of RotWL. For instance: the Elf could choose to either go the Swordancer route (attack twice per turn) or the Elf Mage route (choose an element of spells ((three Fire or three Water or three Earth or Three Air)) to go along with his three Elf Spells, or he can choose a total of six Elf Spells instead of three). So I HAD planned that the Elf might have the possibility of gaining those Fire Spells. Ah well.

Also, here are some pics I forgot to include:

The Cleric being Cleric-y
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Secret doors keep opening, revealing rooms full of monsters
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Re: Friday Night Dungeon (and snacks)

PostPosted: July 1st, 2013, 6:01 pm
by bastianbux
We had another session the day before yesterday. Actually, it almost didn't happen. The Elf forgot all about it and had a friend visiting, but they just brought him along. Rather than playing the previous random guest's Dwarf, Colton played the Wizard. I gave him 1000 gold to use on either Armory or Alchemist's Shop stuff.

We then dove into KK Quest 2. For those who don't remember, it's a nearly perfectly symmetrical dungeon that allows you to take either the left or the right path when you enter. On the left side there was a secret door which led to a Weapon's Rack holding 2 Magical Throwing Daggers, which the Cleric found, and I could finally reveal why it was that I had to change the regular Dagger rules mid-way through the base game, because I had been accidentally allowing them to use Daggers as if they were the magic variety. They finally understood and I think the bad blood from that rule change is finally water under the bridge. :D Also, I had penciled in an extra room via secret door on the mirror side from the Weapons Rack secret room, and in it I placed an Alchemist's Desk and a goblin with a note saying that the goblin wasn't interested in battle and was instead an Alchemist willing to sell to make for them any of the potions in the Alchemist's Shop... but they never explored that way.

I finally decided that they should be able to regain their spells between Quests even if I'm not allowing regenerated Body Points, so I advised them that while they had to continue with whatever Body Points they left off with from the previous quest (the Barbarian had only 2 left!) they would start with all of their spells. I didn't let them know this was a house rule. :P And as it works out, I think it helps to perfectly balance their overpowered-ness. Only one of them died (the Barbarian) but she had a Potion of Healing, so that brought her back. The Cleric got down to one BP and had to use one of his three healing spells upon himself.

The guest Wizard played well, but almost never used any of his spells. The one time he did is when he entered the central room all on his own and discovered the four "enchanted suits of armor" (Chaos Warriors) in the corners. I played it out a little more different than the quest book advises--which is to simply tell the players that they're enchanted suits of armor, but treat them as Chaos Warriors. Instead, I read them the bit about those being suits of armor used for the training of Dwarves but let them think they were lifeless. On the next Morcar/Zargon round I left those enemies in their corner and let the Wizard fall into one of the many traps instead. A second Hero entered on that round and so on the Morcar/Zargon turn I told the players that the suits of armor were filled with enchantment and attacked them. The Wizard wisely used Pass Through Rock to get out of there.

The only other thing of note is that I added a brand new enemy--a Troll--to patrol the corridor near the exit door. As many have mentioned on the forums: KK seems a little bland in comparison to some of the other quest packs, due mainly to the lack of introducing new enemy types. So I had decided long ago that I'd add a new type of Greenskin and since Trolls aren't in any of the other HQ packs, yet feature pretty prominently in the Warhammer world, I utilized two different fan-made sets of stats for a HQ Troll for reference:
http://aginsinn.yeoldeinn.com/monsters/troll.html
http://aginsinn.yeoldeinn.com/monsters/troll2.html

And came up with these stats instead:
Attack: 4 Defense: 4 Body: 3 Mind: 2 Movement: 8
-If left with even 1BP by Zargon's turn, it regenerates all BP back.
-If any Fire Spells are used against it, it loses the regen ability.

What I didn't know was that this was standard D&D rules for Trolls? And they are seasoned D&D players... so after their first round of attacking but not killing it, and seeing the "Hit" tokens get removed on Morcar's turn... they immediately knew it was a Troll and the Cleric advised the Wizard to use Fire of Wrath on it. They the made quick work of it and exited the quest.

In summery: while I'm all for following the rules to a "T" in most instances, I'm very glad I added the Troll and the "Heroes don't get their BPs restored between quests in KK" rules because otherwise I think it would have been a sort of bland quest.

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