Author Topic: OLD CAMPAIGN - HeroQuest  (Read 2480 times)

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February 19, 2013, 11:08:32 am
--- OLD CAMPAIGN ---



The Gathering Storm
1x00 - The Maze
1x01 - The Trial
1x02 - ?
1x03 - ?
1x04 - ?
1x05 - ?
1x06 - ?
1x07 - ?
1x08 - ?
1x09 - ?
1x10 - ?
1x11 - ?
1x12 - ?
1x13 - ?
1x14 - ?
« Last Edit: May 13, 2014, 02:31:51 pm by Pringle »
Benji-kun

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February 19, 2013, 11:08:54 am
Heroes

Barbie
Class: Barbarian
Player: Jargon
Status: Alive
Kills: ?
Quests Completed: The Maze
Equipment: Broadsword (3 attack), Helmet (+1 defence)
Gold: 75

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.
« Last Edit: February 22, 2013, 12:05:01 pm by Pringle »
Benji-kun

  • **
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.
« Last Edit: February 19, 2013, 08:16:00 pm by Pringle »
Benji-kun

  • **
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.

Characters
  • Barbarian (BP: 8; MP: 2; Equipment: Broadsword; Special: None)
  • Dwarf (BP: 7; MP: 3; Equipment: Shortsword; Special: Disarm Trap)
  • Elf (BP: 6; MP: 4; Equipment: Shortsword; Special: Spell Group x 1)
  • Wizard (BP: 4; MP: 6; Equipment: Dagger; Special: Spell Group x 3)
  • Knight (BP: 7; MP 3; Equipment: Shortsword; Special: Guard)
  • Rogue (BP: 6; MP: 4; Equipment: Dagger; Special: Treasure Hunter)
  • Ranger (BP: 6; MP: 4; Equipment: Short Sword; Special: Peek)
  • Hobbit (BP: 4; MP: 6; Equipment: Dagger; Special: Observant)
  • Druid (BP: 4; MP: 6; Equipment: Dagger; Special: Herb Lore)
  • Cleric (BP: 6; MP: 4; Equipment: Dagger; Special: Turn Undead)
Special Abilities
  • 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.
« Last Edit: February 21, 2013, 11:21:14 am by Pringle »
Benji-kun

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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.

http://www.youtube.com/watch?v=XVWYZec_aFM
Benji-kun