Saturday, December 9, 2023

Quest Three, with a "Druid" Guest

New weekend, new HeroQuest game!

[Links to quest 1 and quest 2]

For the second time, my son Federico joins the game, and he says he doesn't want to play the elf from the other game: he wants to use the cool alterante "druid" mini & accompanying "pet" I got a couple weeks ago, so goodbye elf, welcome "Fenril the druid"....

Except I don't like the official druid at all: I don't like the mini, and I don't like the hero's skill. So you know what? It's a great chance to test a couple skills I had been working on for a while.

The Heroes

So our guest druid has a fairly standard 2 AD and 2 DD, but only 4 BP and 3 MP. To compensate that, he is accompanied by a monstrous animal companion (M 10, 3 AD with diagonal attack, 2 DD, 5 BP, 1 MP) and has a skill that allows him, once per game, at any time, to heal all heroes and allies of 1 BP and 1 MP.

Before we head into a new adventure, the dwarf spends some of his hard-earned loot and gets a shield, so he now has helmet and shield, and a broadsword he found on his first quest.

The Quest

With the heroes ready, we draw a quest card to see how we can stop Skagor's nefarious plan to transform the population of the Axian kingdom into goblins.

For this game, we use a new, winter-themed neoprene mat, that seems to fit the duird's yeti-like companion.

Federico draws the Quest and Side Quest cards. Somewhere inside this ruined, snow-covered fort, Skagor's servitors guard an unholy idol that empowers all the monsters at his command. We must find it and destroy it. The side quest: inside the ruins, there seems to be a forgotten tomb containing a lost treasure. We'll see if it's really there...

ABOUT THE CARDS IN THE PICS: For this game I've used the Italian version of the decks, but they are available in English too, of course.


Federico proceeds to roll the die for the dungeon deck and we get 11 cards, + 5 more, + the 4 usual clue cards. He rolled 5, so we get 20 cards total, meaning this will be a longer quest than the first two.



We proceed to identify, on the new battlemat, which areas might be equivalent to the lager room and the two smaller rooms from the standard board, and roll the dice to see if they have cards. We choose the two large outdoor areas to be equivalent to the central room, because they are cool.


And this is the board after placing all the cards (and the starting room in the bottom left corner).


Federico also agrees that for this game we use both the Furniture and Dungeon Events decks, so we place them at hand and we are ready to go!


On the very first turn, the dwarf (played by me) enters the first room on the left, which had only received one card because it was the last one left from the dungeon deck, and all he finds is a cozy fireplace, perfect for the frozen climate of the area...


I decide to investigate it with the Furniture card, and the result is that evil-possessed flames burn the dwarf for 2 BP. A great start...

The druid moves on along the corridor but decides to wait for the dwarf before opening the closed door.

We've both played our turn and there are no monsters on the board, which means we must check for a Dungeon Event. I roll a die and it's a 5, so we draw an event!


A goblin thief scampers around, with his bag full of stolen loot. We both roll to kick him and make him drop something but, as you can see, we fail and the little pest is gone.

The dwarf opens the new door and finds a summoning rune trap! Disarming runic traps is different from the standard HeroQuest "mechanical" traps, as it requires the hero to roll less than his current MP (and the dwarf skill doesn't help with this). I'm lucky and I roll a 1, deactivating the rune before it casts its summoning spell, but that ends my turn, and the room hosts an orc and a GARGOYLE.



So I'm stuck in front of the door and druid and the beast cannot pass through as the orc hits me...


...then we realize the yeti companion can attack diagonally, so we deal with the orc quickly... and then with the gargoyle too.


We proceed to explore the small room to the north, where we find a table the first clue - I forgot to take a pic with that.

Federico examines the clue and reveals the 2 cards on the large outdoor: an abomination and another clue. We need to find four clues to complete the quest, so we head there. There are no face-down cards left, so I boldly enter the area and try to smash the tuna-boy.... to no avail.


After three or four rounds of combat, the three of us finally defeat it... and that's when the die commands that we draw a new event. We get the goblin assassins card!

So 4 goblins appear at the starting room, and they are equipped with throwing daggers. Funny little guys. Must be Skagor's vanguard team...


So they play immediately and of course goblins are fast, so they get close enough to us to throw their daggers, and they manage to wound our yeti pet. On our turn, we only manage to kill one.


So it's their turn again. As per the Infinite Dungeon rulesheet, monsters with ranged attacks, who have a clear line of sight to a target, attack it immediately, and then move as far away as possible, and this is what the goblins do. With their nasty 10 squares movement. So they get to hide quite far away, ready to ambush us again, the little pests.


On our turn, we agree that we don't want to go after them, so Federico examines the clue in the middle of the area, and decides to turn face-up the lonely card in the top right corner: it's the third clue!

I position to "welcome" the goblins because they'll come back at us, and then Federico asks me how can we get into the top right corner room with the clue, since there is no door to it. This is covered by the rulesheet: if there is no way to access a room, it means you can search a secret passage, and it will be there.

So as i fight the goblins and kill another one, you can see the druid approaching the secret passage and collecting the third clue. The next one will be the Idol we must destroy.





The second small room on the left only contains a table, and none of us decides to further inspect it, so we head back to the previously explored section... and we get another event card: Dungeon Panic. The druid loses 1 MP, nothing to worry about (so far, at least).



So the dwarf opens the door closed door in the table room, and we decide that the bridge and the 1 square hallway after it is equivalent to a corridor, so we place 2 doors, and must roll for a chance to have patrols at the doors. The dice determine that the nearest door has some monster guarding it, so we draw one monster card from the discard pile, and OF COURSE it's the gargoyle!


So My dwarf has already lost some 4 or 5 BP, and there's the worst monster we could have found.... So we bravely decide to send the yeti/animal companion to soften it a bit first.

It doesn't work exactly as planned, with the yeti inflicting zero damage and loosing 2 BP.



We believe in him and leave him there for another round while we reposition, and he manages to score 2 hits in this epic bridge battle! Good boy!


The yeti then retreats, and the heroes finish the monster... After using the druid's healing skill.


We hurry to the next room, but the Idol is not there. Three skeletons guard a chest, we take them out quickly, and inspect the chest...


So I roll on the furniture card and inside the chest I find 150 coins. Not bad!



Moving on to the room on the left, we finally find the evil idol we must destroy. The quest card says it is guarded by 1 orc per hero, and they have +1 AD and +1 DD until we destroy the Idol. It has 2 BP and doesn't roll to defend.

The room also has a zombie and a chest. Nice!


Federico and I decide to dispatch the monsters first, and our plan works out smoothly. After that, we destroy the idol in a few rolls. It was important to roll because, with no monsters on the board, we have to check for Dungeon Events).

We also find 150 more coins in the chest. Yay!


The quest is complete, the heroes are in bad shape and have used their only healing skill, so it's time to retreat quickly, before a dungeon event kills us!

As the druid is one square from the exit, we must draw another event! Fortunately, it's the mystery potion.

The dwarf finds it and drinks it: it's just a quickening potion that increases his movement for the reminder of the quest... which just means he gets out in one turn instead of two. Phew!



So we reach the stairs and the quest is done. The dwarf had 3 BP left; the druid was unscathed, but his animal companion only had 1 BP left, and the druid's healing skill was used up.

We roll for the reward, and get 80 coins each. Thank mr king!


Conclusion (?)

Ok this game was super fun, with the second gargoyle almost killing us, and the tactical problem of the hit and run goblin assassins.

The heroes got heavily wounded and used their only healing skill, so the game kept us on our toes till the end.

We also found 300 coins, plus the reward, so one of the heroes is very close to being able to train their first Heroic Skill.

If you've read this far, I think I can assume you've enjoyed the report as much as Federico and I have enjoyed the game.

Again and again and again, I forgot to take a pic of the whole board at the end... 

Quest #3 is gone, 5 more quests to go to stop Skagor's goblinization ritual.

I hope to play quest #4 next Saturday!

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