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Subject: The Thomson Boys - Tricks and Traps rss

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If you've missed the boy’s earlier adventures through the world of HeroQuest, you can find links to them at the end of this report.

Preparations

With the discovery of Borin's Armour, the boys decided to open a swap meet and help each other out. Well in fact it was pretty much a case of helping Isaac out, although by boys I mean Alex. Riley is far too dwarfish to part with any of his gear. Alex handed over his Helmet and the Talisman of Lore and Isaac also purchased a Shield.

This pretty much made the Tank Party complete as Isaac had Att 3 - Def 4, Alex had Att 3 - Def 4 and Riley had Att 4 - Def 3. I was in for a tough ride.

Isaac (8) - Barbarian (JJ) [Talisman of Lore + Helmet + Shield]

Alex (6) - Elf (A.K.T - Alex's initials) [Borin's Armour + Broadsword]

Patty + Riley (4) - Dwarf (Gimli) [Battle Axe + Chain Mail]

Alex chose the Water Spells for this adventure as he liked the idea of putting monsters to sleep.

Scenario Background

The Fire Mage - The Orcs of the Black Mountains have been using Fire magic in their raids. Balur, the Fire Mage, is thought to be responsible for helping them. No Fire magic can harm him and the Emperor's Wizards are unable to counter spells. You have therefore been chosen to enter his lair, deep beneath Black Fire Crag. The Emperor will reward you with 150 gold coins each for Balur's destruction.

An Early Surprise

The boys were excited by the chance to earn another reward and they were quickly off down the long hallways of the Fire Mage. They had soon walked into the long hallway to see a Zombie waiting for them at the end. As the heroes charged down the hall, I pretended to advance but quickly retreated as they got near, shrieking as if in fear (which was worth a few laughs from the lads).

My plan worked and Isaac charged in only to fall into a Pit Trap. Score one point for sneaky old dad.

Unable to get past Isaac, Alex decided to open the door...only to discover 3 Skeletons and Balur himself. They were surprised to see him so early in the adventure but it didn't slow the Elf down any. Alex has worked out that HeroQuest is pretty much a game of attack or be attacked and he entered the room and cast his Sleep spell on Balur. His jaw dropped open as I told him I could roll 7 dice to resist the spell and resist Balur did.

Gimli (Riley) charged in next but his Battle Axe could only score 1 hit, which Balur laughed off before getting ready to strike. With a glint in his eye Balur unleashed a Fireball at the pesky Elf and inflicted 2 damage. He then run for the nearest wall and vanished without a trace.

Excited now, although a little wary, the boys spent the next few minutes hacking their way through Skeletons before Isaac finally defeated his Zombie from the bottom of his Pit.


Image Courtesy of Aleks

Fading to a Whimper

The boys continued on their merry way, largely finding a dungeon that was eerily empty. They were clever enough to search for Secret Doors and Traps before trying their luck with Treasure and this enabled them to avoid 3 of the next 4 Traps I was hoping to spring. I was able to inflict a few wounds thanks largely to Wandering Monsters (Firmirs) but 2 healing potions, a Heroic Brew and a Potion of Resilience meant the boys were in no real danger.

As luck would have it, they searched 75% of the dungeon before finding Balur in the central room. Alex was the first to charge in and his Elf was able to dispatch Balur before he could unleash his spell casting finger again.

The two Mummies were short lived and within 2 minutes the boys had sauntered their way through what remained of my meager forces and found the Wand of Recall along the way.

The Highlights

d10-1 Isaac - He was on top of his game today and had several clever suggestions. At all times he was marshalling his brothers to stay together and he helped the younger two boys remember the rule that 'if they are short on movement, don't open that door'. When discussing which way to go after Balur's initial disappearance, he suggested going through the wall that I had sent him through. His final bright idea was during the set-up. I hadn't read fully through the game notes so I didn't realise that Alex couldn't choose the Fire Spells. As Alex was deciding he piped up and told Alex not to take the Fire Spells because in the mission notes it had been mentioned that Balur couldn't be hurt by Fire magic.

d10-2 Riley the Dwarf - Riley really has fully embraced what it means to be a Dwarf now. He moves slow and his eagerness for gold has him searching for Treasure more often than not. He also likes to fight whenever he can and at one point he started pouting when his brothers both beat him to the pair of Orcs in the room.

To the Gift Shop

Alex bought himself the Crossbow, much to Isaac's despair as it represented the last weapon of real worth for the Barbarian. Reluctantly he bought the Spear as he liked the idea of being able to throw it at monsters. Riley wouldn't part with his golden shiny valuables.

The Kill Count

The boys racked up another strong list of 'belt trophies', thanks in no small part to 3 Wandering Monsters. The following numbers denote kills for this scenario. The numbers in brackets are their character's total overall for scenarios so far.

Isaac (JJ - Barbarian)

0 Gargoyle (1)
0 Chaos Warriors (2)
1 Mummy (2)
1 Zombie (2 including Karlen)
1 Skeleton (1)
2 Firmirs (2)

Total = 11

Alex (A.K.T. - Elf)

0 Goblins (7)
4 Orcs (14 including Grak)
0 Chaos Warrior (3)
0 Fimirs (5)
0 Mummies (3)
0 Gargoyle (1)
1 Skeletons (3)
1 Sorcerer (Balur)

Total = 37

Riley + Patty (Gimli - Dwarf)

1 Orc (16 including Ulag)
0 Goblins (9)
0 Chaos Warrior (4)
1 Fimir (5)
1 Mummy (4)
2 Skeletons (8)
0 Zombies (2)

Total = 48

The Quest Rolls On

Make sure to join the Thomson Boy's next adventure, as they prepare to fight their way out of a pesky Trap as their guide leads them to what hopefully will be their doom. Bwahahahaha...ha..erm - in Race Against Time.

Links

Adventure #1 - Blooding a New Generation of AT Gamers

Adventure #2 - The Thomson Boys Save Sir Ragnar

Adventure #3 - The Thomson Boys - Gimli's Comedic Sense of Timing

Adventure #4 - The Thomson Boys Learn HeroQuest Strategy

Adventure #5 - The Thomson Boys - When Heroes Turn to Cowards

Adventure #6 - The Thomson Boys - Dark Days

Adventure #7 - The Thomson Boys - Tanks for the Memories

Adventure #9 - The Thomson Boys - A Dwarf goes Mining

Adventure #10 - The Thomson Boys - A Dwarf, an Elf and a Barbarian walk into a Magic Castle...

Adventure #11 - The Thomson Boys - A Dwarven King Departs...

Adventure #12 - The Thomson Boys - Tombstones and Trinkets

Adventure #13 - The Thomson Boys - A Sword to Far?

Adventure #14 - The Thomson Boys - A Light at the End of the Tunnel...(Staaay awaaay from the Liiight)
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tim Tim TIm TIM TIMMY!!
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I think the boys are just getting to powerful? They seemed to breeze through this one.
Are you aloud to throw in extra monsters to spice it up a little?

Thanks for sharing, my day just got better reading about the boys exploits.

Tell the way to go on sharing stuff, it makes it oh so much easier when the whole party is loaded for bear.

Riley - that gold won't do you as much good as a magic when you have to face the bad guys - just a thought.

As always

Game On'
and We look forward to the next installment of this wonderful story
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Rob
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Perhaps Balur should have unleashed that one powerful spell, I think it's called Firestorm (?), that inflicts 3 damage to everybody in the room. That would have been a warm welcome. devil
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Sinister Dexter wrote:
Perhaps Balur should have unleashed that one powerful spell, I think it's called Firestorm (?), that inflicts 3 damage to everybody in the room. That would have been a warm welcome. devil


That doesn't exist in the base game.

Also, Neil, you may not want your boys to find out that in one of the expansions (I forget which) there's an official clarification that equipment purchases are not limited by the available cards. In other words, all three of them could buy a battle axe if they had sufficient gold. Sad for Morcar, but true.

I remember in this adventure when I played it donkey's years ago Morcar couldn't wait to unleash Balur on us. Unfortunately as soon as we opened the door our wizard (my sister) unleashed the air spell 'genie' on him. Attack for 5 dice = one dead fire mage. Morcar was not a happy bunny. Unfortuanately even your special characters all have glass jaws.
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Solo Prisoner
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This is a different version than the one I once owned. There were no equipment cards, rather the cardboard insert was printed with all the standard equipment info.

I don't quite remember all the details of how I managed the shopping, way back then, but I vaguely recall selling back old, inferior equipment to help fund bright new purchases.

Not mentioned in any of the shopping reports (yet?) is a "polearm" type weapon, which allowed the user to attack diagonally. This gave way to a door-jam technique, with a meaty shield just outside the door, and the poler safely to one side, but still able to jab at the monsters.
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kembial wrote:
Not mentioned in any of the shopping reports (yet?) is a "polearm" type weapon, which allowed the user to attack diagonally. This gave way to a door-jam technique, with a meaty shield just outside the door, and the poler safely to one side, but still able to jab at the monsters.


There is a Spear that allows diagonal attacks.

Having reached this point, one of the key drawbacks of HeroQuest is becoming all too familiar.

d10-1 There simply isn't enough equipment to buy to keep the heroes all that interested. From here on in the boys will find collecting Treasure all but pointless.

d10-2 With 1 or 2 Quest Treasures under their belt and most of the good stuff from the Gift Shop, they are all but unbeatable unless totally foolhardy or the dice screw with them big time.

So it's a case of take my medicine until the expansions and then see if we can't make it a more even fight.

After that I'm thinking maybe the D&D Board Game?
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bigfluffylemon wrote:
Sinister Dexter wrote:
Perhaps Balur should have unleashed that one powerful spell, I think it's called Firestorm (?), that inflicts 3 damage to everybody in the room. That would have been a warm welcome. devil


That doesn't exist in the base game.

Also, Neil, you may not want your boys to find out that in one of the expansions (I forget which) there's an official clarification that equipment purchases are not limited by the available cards. In other words, all three of them could buy a battle axe if they had sufficient gold. Sad for Morcar, but true.

I remember in this adventure when I played it donkey's years ago Morcar couldn't wait to unleash Balur on us. Unfortunately as soon as we opened the door our wizard (my sister) unleashed the air spell 'genie' on him. Attack for 5 dice = one dead fire mage. Morcar was not a happy bunny. Unfortuanately even your special characters all have glass jaws.


Firestorm? Really? It isn't in my copy of HeroQuest.

Good god man...they could all have a Battle Axe? Still I'll probably allow it as Isaac deserves some hardware.
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tim Tim TIm TIM TIMMY!!
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So after this cool serious of adventures we get to hear about the boys in the D&D board game - that rocks, you sure got some lucky boys I tell you!

Game On'
 
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Rob
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bigfluffylemon wrote:
Sinister Dexter wrote:
Perhaps Balur should have unleashed that one powerful spell, I think it's called Firestorm (?), that inflicts 3 damage to everybody in the room. That would have been a warm welcome. devil


That doesn't exist in the base game.


I have one of the expansions (Return of the Witch Lord), and all the spell cards are mixed together. So it must have come from that one.

Neil, you may have to depart from the scenario scripts to make it tougher. Perhaps the monsters could exhibit different tactics, or some of the spellcasters can start using spells that affect the heroes minds instead of inflicting damage. You can also use tactics that get them separated, such as sliding doors, huge pits that they can't jump over, that sort of thing.
 
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Neil Thomson wrote:
bigfluffylemon wrote:
Sinister Dexter wrote:
Perhaps Balur should have unleashed that one powerful spell, I think it's called Firestorm (?), that inflicts 3 damage to everybody in the room. That would have been a warm welcome. devil


That doesn't exist in the base game.

Also, Neil, you may not want your boys to find out that in one of the expansions (I forget which) there's an official clarification that equipment purchases are not limited by the available cards. In other words, all three of them could buy a battle axe if they had sufficient gold. Sad for Morcar, but true.

I remember in this adventure when I played it donkey's years ago Morcar couldn't wait to unleash Balur on us. Unfortunately as soon as we opened the door our wizard (my sister) unleashed the air spell 'genie' on him. Attack for 5 dice = one dead fire mage. Morcar was not a happy bunny. Unfortuanately even your special characters all have glass jaws.


Firestorm? Really? It isn't in my copy of HeroQuest.

Good god man...they could all have a Battle Axe? Still I'll probably allow it as Isaac deserves some hardware.


Sorry, Neil. It's the truth.

Party lineup:

Barbarian, Elf, Dwarf: Battle axe, chainmail, helmet, crossbow. 4 dice melee, 5 defend, 3 dice ranged. Give the Barbarian/Dwarf the Talisman of Lore.

Wizard: Spirit Blade, Borin's Armor, Wand of recall. 3 dice melee (4 vs undead), 4 defend, two spells per turn.

Pretty much invincible.
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Rob
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bigfluffylemon wrote:
Wizard: Spirit Blade, Borin's Armor, Wand of recall. 3 dice melee (4 vs undead), 4 defend, two spells per turn.


I don't have the rules in front of me. Is the Wizard allowed to wear Borin's Armor? Thought that was forbidden - or perhaps it's just certain weapons that are forbidden.
 
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Sinister Dexter wrote:
bigfluffylemon wrote:
Wizard: Spirit Blade, Borin's Armor, Wand of recall. 3 dice melee (4 vs undead), 4 defend, two spells per turn.


I don't have the rules in front of me. Is the Wizard allowed to wear Borin's Armor? Thought that was forbidden - or perhaps it's just certain weapons that are forbidden.


Equipment cards say specifically 'may not be used by wizard'.

There are no such restrictions on any of the quest treasures, to the best of my recollection.
 
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Sinister Dexter wrote:
Neil, you may have to depart from the scenario scripts to make it tougher. Perhaps the monsters could exhibit different tactics, or some of the spellcasters can start using spells that affect the heroes minds instead of inflicting damage. You can also use tactics that get them separated, such as sliding doors, huge pits that they can't jump over, that sort of thing.


Yeah I'll have to see how we fare. Hoping that Quest #10 when they will be divided may help.
 
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Rick Baptist
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When you get to Kellar's Keep it starts to be a good challenge for the beefy heroes. Nice read!

Except, I had no idea that monsters could open doors (Balur)?
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HeroQuest » Forums » Sessions
Re: The Thomson Boys - Tricks and Traps
bigfluffylemon wrote:
Neil Thomson wrote:
bigfluffylemon wrote:
Sinister Dexter wrote:
Perhaps Balur should have unleashed that one powerful spell, I think it's called Firestorm (?), that inflicts 3 damage to everybody in the room. That would have been a warm welcome. devil


That doesn't exist in the base game.

Also, Neil, you may not want your boys to find out that in one of the expansions (I forget which) there's an official clarification that equipment purchases are not limited by the available cards. In other words, all three of them could buy a battle axe if they had sufficient gold. Sad for Morcar, but true.

I remember in this adventure when I played it donkey's years ago Morcar couldn't wait to unleash Balur on us. Unfortunately as soon as we opened the door our wizard (my sister) unleashed the air spell 'genie' on him. Attack for 5 dice = one dead fire mage. Morcar was not a happy bunny. Unfortuanately even your special characters all have glass jaws.


Firestorm? Really? It isn't in my copy of HeroQuest.

Good god man...they could all have a Battle Axe? Still I'll probably allow it as Isaac deserves some hardware.


Sorry, Neil. It's the truth.

Party lineup:

Barbarian, Elf, Dwarf: Battle axe, chainmail, helmet, crossbow. 4 dice melee, 5 defend, 3 dice ranged. Give the Barbarian/Dwarf the Talisman of Lore.

Wizard: Spirit Blade, Borin's Armor, Wand of recall. 3 dice melee (4 vs undead), 4 defend, two spells per turn.

Pretty much invincible.



Neither of the 1st or 2nd edition UK versions (which were released before the North American and later-release HeroQuest games) had Chaos Spells... so, sadly, there was no Firestorm at all back in the early days. I'd be interested to know if there's a later version (non-North American) that contained Chaos Spells.


bigfluffylemon wrote:
Sinister Dexter wrote:
bigfluffylemon wrote:
Wizard: Spirit Blade, Borin's Armor, Wand of recall. 3 dice melee (4 vs undead), 4 defend, two spells per turn.


I don't have the rules in front of me. Is the Wizard allowed to wear Borin's Armor? Thought that was forbidden - or perhaps it's just certain weapons that are forbidden.


Equipment cards say specifically 'may not be used by wizard'.

There are no such restrictions on any of the quest treasures, to the best of my recollection.



The very first edition of HeroQuest in the UK didn't have ANY Artifacts, or at least none of them that are in my collection do. From what I know through the grapevine is that the AU version is essentially the same as the UK version. The 2nd edition of HeroQuest in the UK contained only five Artifacts: Borin's Armour, Orcs Bane (sic), Spirit Blade, Talisman of Lore and Wand of Recall.

Incidently, Borin's Armour, Orcs Bane, Spirit Blade, Talisman of Lore and the Wand of Recall are ALL different from their North American Artifact card counterparts.

Borin's Armour,Orcs Bane and Spirit Blade: none of these state that the Wizard cannot use!! So this they are all strictly BETTER than the North American versions, as they imply any Hero can use them By the way, it should be "Orc's Bane", if we want to go and be correct

Talisman of Lore grants +2 Mind Points as opposed to the +1 in the North American version!!

Wand of Recall the North American Artifact that replaces this Artifact is the Wand of Magic. The Wand of Recall states "The Wand of Recall allows you to case two spells instead of one during your turn". The Wand of Magic states "This magical wand allows the Elf or Wizard to cast two separate and different spells on his turn instead of one single spell.".
Although they're essentially the same item they have different artwork on the cards... and although there's no way to have multiple copies of the same Spell, the Wand of Recall suggests that you might be able to cast the same Spell twice. *the caveat here is Spell Scrolls such as Fire Ball, Heal Body, etc... which strictly speaking are Artifacts that have a Spell effect, and not Spells.

I uploaded some scans of the cards here: http://www.boardgamegeek.com/image/362064

~J

P.S. By the way, I'd be very interested to hear if you have any other differences between your Australian-released HQ game and the North American or UK version... there's a few of us HQ geeks out there that drool over finding out these little differences
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