HeroQuest postmortemQ12: Barak Tor - Barrow of the Witch Lord, part 2Last night we wrapped up the second half of this quest. But we were almost running up against needing to make it have a part 3 because of the players' indecision (and constantly derailing conversations and lack of paying attention). Thankfully though, we were able to avoid that and actually finish on time. While also starting on time;
Amazing!Continuing from last week, our Heroes had about a quarter of the map left to explore, all while staying the heck away from the Witch Lord, who spent much of his time wandering between a couple rooms slowly.
He started to make way to the center room, however, when it became apparent that Elf was on her way back to the same room coming from the corridor on the far bottom right. Once inside, Elf took many turns not doing a whole heck of a lot, waiting for some good rolls to be able to move into and back out of the room without giving the Witch Lord a chance to strike.
Meanwhile, seeing as how none of the Heroes were brave enough to face him, the Witch Lord went on the offensive instead. I cast Summon Undead and rolled a 6 on 1d6, the best possible roll - 2 Mummies and 2 Zombies, whoop whoop! \o/
One Mummy made quick work of Barbarians lowly 2 Mind Points and then continued to block him in the room with no way to escape. Meanwhile, the Zombies and other Mummy went for the rest of the group.
Elf was still waiting for a good roll when they came up with the tactic that she should move down to the very edge of the southern double corridor and wait to get a great movement roll in order to cast
Pass Through Rock Kool Aid Man to move straight up north through all the walls into the trap room, coincidentally where the Barbarian was also trapped. Then on the next turn, Elf would use up the magical artifact Ring of Return and teleport the both of them back to the entrance.
This was, admittedly, quite a clever tactic to try. Before this point, it was looking VERY MUCH like there would be at the very least one dead PC (Barbarian), with the possibility of a TPK increasing with each round.
But then, they went and tried this crazy scheme. And the
worst best part is that it worked!
The misadventures of the Wizard and Barbarian has so far cost the Heroes two artifacts: Ring of Return and Elixir of Life, both of which are one-time-use items. I would say it was used to the greatest benefit this time, and I am a little annoyed that no one died. This quest is supposed to be one of the most killingest quests in the whole pack (second only to Q1).
After all four Heroes managed to narrowly escape the dungeon by the skin of their teeth (I'm still amazed they managed it!), they did a little shopping. They needed to buy a potion to restore Mind Points. And in addition to needing to repair Barbarian's damaged weapon (when he rolled very poorly), they depleted much of their funds. Good times.
2 quests left. Next week, friends!
Another ambitious start to the quest.
The falling rock trap springs magically when the last Hero passes through. Also note the checkerboard room of traps!
Dance party on the table, wooo! \o/
Dwarf is about to get Stunned from that Mummy's attack.
Uh oh! They have awakened the Witch Lord! And then split off separately. This looks pretty bad for them.
Elf was taking a beating from that Gargoyle.
Dwarf, with 1MP, was waffling between hanging out by the stairs and coming to the rescue of his mates. Meanwhile, the Barbarian (Stunned at 0MP and unable to attack) is about to be stuck after the Wizard leaves him to his fate.