Killn, Crunk Slayer (The vengeful Crunk-Slayer Killn Boldwin, son of Maaku Boldwin, rightful heir of the Oahei Clan) Class: Dwarf Player: Zeis Status: Alive Kills: 5 Quests Completed: The Maze Equipment: Shortsword (2 attack), Helmet (+1 defence) Gold: 22
Graveyard
Chair'ease, the Slow (CheeseMeistro, Elf, 3 Kills, 0 Quests) - Killed by a wandering orc.
Nameless Wizard, the Worthless (Jargon, Wizard, 0.5 Kills, 0 Quests) - Killed by the mighty Crunk.
Title: Re: HeroQuest
Post by: Pringle on February 19, 2013, 11:09:16 am
Armoury / Alchemists
Items can be purchased from the armoury between sessions; items can also be sold to the armoury at half of their listed value (rounded down).
Dagger (25 gold); 1 attack dice, can be thrown.
Hand Axe (150 gold); 2 attack dice, can be thrown, cannot be used by the wizard.
Shortsword (150 gold); 2 attack dice, cannot be used by the wizard.
Spear (150 gold); 2 attack dice, can attack diagonally, cannot be used by the wizard.
Broadsword (250 gold); 3 attack dice, cannot be used by the wizard.
Longsword (350 gold); 3 attack dice, can attack diagonally, cannot be used by the wizard.
Battle Axe (450 gold); 4 attack dice, cannot be used with a shield, cannot be used by the wizard.
Staff (100 gold); 1 attack dice, can attack diagonally.
Crossbow (350 gold); 3 attack dice, can attack anyone you can see, cannot attack adjacent targets, cannot be used by the wizard.
Chain Mail (500 gold); +1 defence dice, cannot be used with plate mail, cannot be used by the wizard.
Plate Mail (850 gold); +2 defence dice, only roll 1 dice for movement, cannot be used with chain mail, cannot be used by the wizard.
Helmet (125 gold); +1 defence dice, cannot be used by the wizard.
Shield (150 gold); +1 defence dice, cannot be used by the wizard.
Bracers (200 gold); +1 defence dice, can only be used by the wizard.
Cloak of Protection (350 gold); +1 defence dice, can only be used by the wizard.
Toolkit (250 gold); gives a 50% chance to disarm a discovered but unsprung trap.
Potion of Restoration (500 gold); restore 1 body point and 1 mind point.
Potion of Dexterity (100 gold); grants +5 to your movement for one turn or guarantees a successful pit jump.
Venom Antidote (300 gold); heals 2 body points lost to poison.
Potion of Battle (200 gold); allows you to reroll a single attack dice.
Potion of Rejuvenation (500 gold); restores 1d6 body points.
Potion of Restoration (800 gold); fully restores all body and mind points, cures lycanthropy.
Potion of Rage (400 gold); grants two attacks per turn, lasts until no enemies are visible, can only be used by the barbarian.
Potion of Icy Strength (200 gold); for 1 turn every skull rolled on a combat dice causes 2 hits, can only be used by the barbarian.
Potion of Frost Skin (300 gold); roll 2 extra defence dice, lasts until no enemies are visible, can only be used by the barbarian.
Potion of Recall (400 gold); restores a spell that has already been cast during this quest, can only be used by the elf.
Potion of Speed (500 gold); grants a movement rate of 12 (no dice are rolled), grants two attacks per turn, lasts until a body point is lost, can only be used by the elf.
Potion of Vision (500 gold); grants the ability to automatically reveal all secret doors and 'normally' concealed traps, lasts until a body point is lost, can only be used by the elf.
Mercenaries You are not well known enough for any mercenaries to enter your employ.
Title: Re: HeroQuest
Post by: Pringle on February 19, 2013, 11:09:34 am
House Rules No Weapons: A hero with no weapons rolls a single combat dice when attack, a hit is scored only on a result of a white shield (black shields and skulls are a miss). Treasure Chests: Searching a room for traps will reveal any normal traps on a chest; in order to open a chest a hero must move adjacent to it and 'search for treasure' specifying the chest.
Guard: Any time an adjacent hero would lose a body point the knight may chose to suffer the damage instead.
Disarm Trap: Announce you are disarming a trap and move onto a trap square; roll a single combat dice, on a skull or a white shield the trap is successfully disarmed, on a black shield the trap is sprung.
Treasure Hunter: Whenever drawing from the treasure deck the rogue may draw two cards and select which one to keep; the other card is returned to the bottom of the deck.
Observant: The hobbit is able to search for traps and secret passages simultaneously as a single action.
Peek: As an action the scout may 'peek' through a closed door; Morcar must reveal exactly what monsters are within the room but he does not place them on the board and they do not become active.
Herb Lore: The druid begins each quest with three medicinal herbs, these can be used as an action to restore 4 BP to himself or an adjacent hero.
Turn Undead: As an action the cleric may attempt to 'turn' all undead within his line of site; he rolls a single combat dice for each undead - on a black shield they lose 1 BP, on a white shield they miss their next turn.
Title: Re: HeroQuest
Post by: Pringle on February 19, 2013, 11:11:39 am
Session 1x00 - The Maze
The four heroes are sent into a maze by Mentor as a part of their training, there they encounter a number of orcs and alas only the barbarian and the dwarf return to the surface.