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We played Into the Sewers, using the Quest map provided by Mortis. We added a few twists of our own, but stuck to the basic concept.
On the GM turn, I got one of the Heroes to roll a D6 1-2 Nothing 3-4, Wandering Monster 5 Pit Trap 6 Spear Trap If an event arose, I got a Hero to roll D12 !-3 Sir Roland, the Paladin. 4-6, Cout The Healer, a Wizard & Healer 7-9, T’Mato, a Conjurer 10-12, Black, your basic Hero. The Paladin is a tough fighter, and can cast Miracles, very much like spells. The Healer can, on his turn, attack, cast a spell, or try to heal another Hero, one Body Point, by rolling a 6. The Conjurer, can trade 1 body Point for a warrior to aid him. A bit like a Henchman in AHQ. If the warrior can kill a monster, the Body Point is restored. I read the Preamble to the players before they left the Stairs Down. “Mr Groat, the Emperors Tax Collector has been dragged into the Sewers by a band of Skaven. Your Emperor commands you to go down into the sewers, bring out Mr Groat, and kill as many Skaven as you can. For each pair of ears you bring back, the Emperor will give you 10 gold coins”. The Start The Heroes started off well, killed the rats in the Weapons Rack room, and reached the sewer by the Store Room. Attempting to leap across, two fell in the shxx, and each lost one body point. The others rolled up Shields and safely crossed. Black kills a Skaven Battle in the Store Room The Heroes soon killed off the Skaven in the Store Room, and decided to take the planks with them. They crossed the bridge over the big sewer, and the Paladin searched the small room containing the Treasure Chest. Whilst he was dealing with this room, Black the Ordinary discovered the Secret Door into the Warlocks Lair, but decided not to brave it, and turned away. The Healer planked across to the Cell, but could not open the door, no key! The Healer reaches the Cell Room I had previously warned the Heroes that the passage roof on that side of the open sewer was very unstable, and when all four had passed, the roof collapsed in two places, effectively stopping them from going back to the bridge. So, they had to go back to the Lair, to search for the key, after deducing that was where it was hidden. They killed the Warlock, and found the key. By this time, poor old T’Mato had suffered a lot on the GM turn, his number always seemed to come up for traps and WMs. They went back to the Cell, killed off the Jailors, and rescued Mr Groat. As they had searched all around, they decided to plank across the open sewer, towards the Ogres Den. They attacked and killed the Skaven in the passage, even the one who rolled a shield, leaping across the little sewer to join his pals. The Ogre was the last to drop, and on searching his Den, they discovered a Secret Door leading to the Stairs Out. They managed to kill off 23 Skaven this includes the Warlock and the Ogre, plus WMs, and split the reward. Altogether a very Satisfying Days Work. I have a couple more pictures, but the system won't accept them, perhaps I have reached it's limit? The Shamans Lair Back to the Shamans Lair Secret door to Stairs Out. Hmm, seems to work this time, I was getting "error on page" before PS Had another go after Mortis message about posting pics. Seems OK now! Many thanks.
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Looks (and reads) like you had a fun game
I like your rubble markers Give it another try, there is no limit to the number of pictures you can post
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
OK had another go, pictures still not quite in order, if you can edit it, please do.
Date: Sun, 10 Jul 2011 09:03:10 -0700 From: [hidden email] To: [hidden email] Subject: Re: We Played the Game; Into the Sewers. Looks (and reads) like you had a fun game I like your rubble markers Give it another try, there is no limit to the number of pictures you can post ----------------------------------- ~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ If you reply to this email, your message will be added to the discussion below: http://the-lost-and-the-damned.664610.n2.nabble.com/We-Played-the-Game-Into-the-Sewers-tp6567351p6568020.html To unsubscribe from We Played the Game; Into the Sewers., click here.
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ok I think I can see what's happened there you have a < at the beginning of a line, these are very important in the HTML code that the forum uses for various functions - including posting pictures.
delete the < and it should all be ok again for more information posting pictures see here Posting Pictures a step by step guide
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
Now we have played Mortis' Quest, I see a great future for this board in our little group! An ideas on quests with skaven would be appreciated. I looked at those in AHQ, but really not impressed.
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In reply to this post by MortiS-the-Lost
"I like your rubble markers " said Mortis. Not my invention, but easy to make. Cut pieces of card or thin plywood to your passage square tile size, paint black or grey. When dry, place on a plastic surface and dribble on some grit, (plenty in the gutters on the side of the road, if you are too cool for that, buy a sack!) Then mix up some Evostick wood glue, 50/50 mix with water, and dribble on your grit piles. When they are dry, you can add some more grit and repeat the process, depending how high you want to go. I must admit, they do look effective!
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Awesome! I'm SO going to do that :D
Nice pictures. Thanks for the review of your game.
Eager HeroQuest newbie since july 2011 :D
Check my Custom EU format card sets! Ye Olde Inn | HeroQuest blog with lots of usefull stuff |
My pleasure, hope you enjoy it!
Date: Mon, 11 Jul 2011 03:49:13 -0700 From: [hidden email] To: [hidden email] Subject: Re: We Played the Game; Into the Sewers. Awesome! I'm SO going to do that :D Nice pictures. Thanks for the review of your game. Eager HeroQuest newbie since july 2011 :D If you reply to this email, your message will be added to the discussion below: http://the-lost-and-the-damned.664610.n2.nabble.com/We-Played-the-Game-Into-the-Sewers-tp6567351p6570460.html To unsubscribe from We Played the Game; Into the Sewers., click here.
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In reply to this post by guzzi
Skaven Adventure ideas eh? First of all I'd urge you to re-consider the AHQ Quests. The over all plot of The Shattered Amulet is a good one with a nice twist at the end, it just needs a little work to make it more interesting. My suggestions are as follows - + Break down each adventure from it's Quest Location map and re-map it onto a large more interesting layout, keeping the content of the Key Rooms the same and filling the rest of that map out with Normal and Hazard Rooms + Add some special monsters and mix in a few non-skaven creatures to keep it interesting + Replace Praznagar with a Vermin Lord for a more dangerous looking final boss as for new Skaven based adventure ideas ... + Reclaim an abandoned Dwarf mine that has been overrun by Skaven (consider doing a Temple of Doom style mine-cart chase with Skaven chasing your heroes!) + A newly discovered network of tunnels and sewers attracts the attention of your heroes when a local baron asks them to explore and map the catacombs below the town. The tunnels are of course swarming with Skaven and other nasties! + Your Heroes must fight for their lives after a Skaven Sorcerer teleported them into the heart of an ancient dungeon. + A local priest of sigma needs some one to retrieve an ancient scroll from the sewers. + Dwarfs have discovered that a Skaven warlock engineer is building a new kind of warpstone powered weapon. A small band of tunnel fighters (that's your Heroes) has been sent to destroy the warlock engineer’s layer before the device can be completed. + The villagers have finally driven the last of the Skaven from their lands. But a terrible pox has broken out among the women and children, could this be the work of Clan pestilens? + A Dwarf King has brought your Heroes to his throne room to talk to have you tell of your adventures, as its always an interesting story or two. While they are describing their heroic deeds, Skaven attack from the tunnels!! The Heroes must defeat the Skaven, and escort the King out of the dungeon safely, leaving through a secret passage he knows of. If the Heroes get the King out to safety, the King will reward them greatly! + Your Heroes have been infected with a horrid disease that affects them in various ways, the Skaven of Clan Pestilens are to blame! The only cure for this plague is to visit the Shrine of Healing, a place of pilgrimage and great power. Unfortunately, the Skaven know about the shrine too and have filled the dungeon leading up to with traps and monsters!
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
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In reply to this post by guzzi
Also check out The Halls of Durrag-Dol a Quest from White Dwarf that features Skaven, a (rather weak) Rat Ogre and a Cave Troll.
The link above is to a re-written version of the Quest that appears on the 'HeroQuest by Phoenix' website http://www.freewebs.com/phoenixgd/index.html
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
In reply to this post by MortiS-the-Lost
Thanks Mortis. Lots of good stuff there, I will try to convert some of it for my new sewer board.
Date: Wed, 13 Jul 2011 07:28:53 -0700 From: [hidden email] To: [hidden email] Subject: Skaven Adventure ideas eh? Skaven Adventure ideas eh? First of all I'd urge you to re-consider the AHQ Quests. The over all plot of The Shattered Amulet is a good one with a nice twist at the end, it just needs a little work to make it more interesting. My suggestions are as follows - + Break down each adventure from it's Quest Location map and re-map it onto a large more interesting layout, keeping the content of the Key Rooms the same and filling the rest of that map out with Normal and Hazard Rooms + Add some special monsters and mix in a few non-skaven creatures to keep it interesting + Replace Praznagar with a Vermin Lord for a more dangerous looking final boss as for new Skaven based adventure ideas ... + Reclaim an abandoned Dwarf mine that has been overrun by Skaven (consider doing a Temple of Doom style mine-cart chase with Skaven chasing your heroes!) + A newly discovered network of tunnels and sewers attracts the attention of your heroes when a local baron asks them to explore and map the catacombs below the town. The tunnels are of course swarming with Skaven and other nasties! + Your Heroes must fight for their lives after a Skaven Sorcerer teleported them into the heart of an ancient dungeon. + A local priest of sigma needs some one to retrieve an ancient scroll from the sewers. + Dwarfs have discovered that a Skaven warlock engineer is building a new kind of warpstone powered weapon. A small band of tunnel fighters (that's your Heroes) has been sent to destroy the warlock engineer’s layer before the device can be completed. + The villagers have finally driven the last of the Skaven from their lands. But a terrible pox has broken out among the women and children, could this be the work of Clan pestilens? + A Dwarf King has brought your Heroes to his throne room to talk to have you tell of your adventures, as its always an interesting story or two. While they are describing their heroic deeds, Skaven attack from the tunnels!! The Heroes must defeat the Skaven, and escort the King out of the dungeon safely, leaving through a secret passage he knows of. If the Heroes get the King out to safety, the King will reward them greatly! + Your Heroes have been infected with a horrid disease that affects them in various ways, the Skaven of Clan Pestilens are to blame! The only cure for this plague is to visit the Shrine of Healing, a place of pilgrimage and great power. Unfortunately, the Skaven know about the shrine too and have filled the dungeon leading up to with traps and monsters! ----------------------------------- ~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ If you reply to this email, your message will be added to the discussion below: http://the-lost-and-the-damned.664610.n2.nabble.com/We-Played-the-Game-Into-the-Sewers-tp6567351p6579200.html To unsubscribe from We Played the Game; Into the Sewers., click here.
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cool, let us know how it all goes
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
In reply to this post by guzzi
We played into the sewers, quest two, today. The Talisman of Pore. Our Heroes today, Mr Groat, Mr Green, Harry Flyswatter and Pocsonosey the Wizard.
The Heroes got off to a good start, killing all the Skaven in the first room, without loss to themselves. They tried to jump the open sewer to the centre of the board, with mixed fortunes. Using the Pit Trap rule for jumping, two fell in the mire, two across safely After wandering aimlessly for a while, the Wizard, Pocsonosey, cast the Genie on the little room at the top of the board, and found a Cave Troll in his den. They decided to leave him be! They were chased by some Skaven over the bridge on the main channel, to the left hand corner of the board, and found the Warlock’s Lair Pocsonosey cast Fires of Wrath on the poor troll, so he never got a look in to the Main Event. They attacked the Warlock, losing some Body Points to his spells, but finally managed to cut him down. I explained that they could take the plank with them, to bridge across the open channels, but the carrier would need to leave one piece of armour, losing one defence dice for the rest of the Quest. They decided against this idea, and suffered greatly, constantly losing Body Points by rolling Skulls when attempting to leap across. They finally decided to return for the plank, sending one member of the party back for it. I as GM was OK with this. Having no monsters on the board, I got them to roll on the GM Matrix, used in the first Quest, to see if any events came up. Harry the Flyswatter suffered greatly, seemed to get caught each time. He was finally RIP by a Wandering Monster. They planked across to the RH side of the board, found nothing, so went back towards Mr Groat’s old cell. They were hit from behind by a W-M whilst planking. Finally, after a rough day, they found the Talisman on a crate in the old cell. With Mr Groat along, they should have gone there first! Never mind
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