So, after almost 5 years we FINALLY managed to start the much anticipated expansion to the original quest book (as detailed under the Revenge of Morcar thread further down).
I even had to un-punch the cardboard tiles and tokens from my copy that I managed to get way back in 2006 (Australian version turned out), which hurt me a bit spiritually destroying a mint cardboard HQ sheet.
Warning: spoilers ahead for those who haven't already played through the expansion!
The Emperor and his knights are besieged by the hordes of Chaos in distant Karak Varn. The heroes decide to postpone their personal quests and start a rescue mission, but it will not be an easy task. They will have to journey through the Halls of Belorn and half a mountain in search of the four parts of Grin's treasure map to find his hidden pathway.
The rules concerning full health and mind points and resetting spells remain, but due to the nature of this long quest there will be no chance to shop or get extra men-at-arms between quests. The crossbowman from the last quest returns and they choose an additional crossbowman, a halberdier and a scout to join the party. The Wizard player couldn't make it so Mentor sends an unnamed wizard in training with the heroes. The Barbarian player was also occupied but he will resume his role in the future, so for now we have 2 players that play 2 heroes each, with 4 men-at-arms at their back. A bit overkill for the early stages, but we will see.
Mentor gives his usual meta briefing and leads the rescue party to...
The Great Gate
The first part of the upper dwarven halls, who indeed turn out to be infested with orcs and goblins. But the greenskins are no threat for a well-trained party of adventurers.
The players are always searching for traps and manage their turns very carefully, so there are very few monsters left to retaliate. And when they do, I roll the combat dice so badly it doesn't matter.
But then the Elf decides to scout ahead and a few secret doors open, after which the revealed monsters get a free move action! Surrounded by greenskins the players do their very best to defeat as much of them as possible before the survivors can attack the lone Elf. In the end, the Elf is slightly wounded, but all monsters dead. Jaques the Dwarf investigates the statue of a Gargoyle and finds it is magically linked to a chest nearby. They decide to ignore the chest (and miss the 200 gold within). The Wizard searches for treasure in the room with a weapon rack, after which it turns out to be a Mimic (Chaos magic!). It manages to land a wound on the Wizard before the Barbarian utterly destroys the piece of furniture. Fun times!
Traps are found before anyone can walk into them, but the dwarf is always wounded when removing them so he figures they might as well just walk into them and set them off like that.
Then a large room with more orcs and even a Fimir is found, but the heroes slay all monsters before any real harm can be done. After a few empty corridors a staircase is found leading downward and to another iron door. The crystal of Mentor glows red and the old wizard contacts the heroes for his meta briefing and instructs them concerning...
The Warrior Halls
The training grounds of the dwarves of old, riddled with powerful illusions and traps. Jaques mocks that illusions harm no one, but he couldn't be more wrong. At first it's mere goblins and pitfalls to test if the heroes are awake, but after some rooms skeletons guard the doors and vicious spear traps riddle the corridors. The heroes are very careful not to lose their men-at-arms (1 hit point) to a mere trap. Then, a cruel twist of fate (thank you very much) removes two blockades and four Fimirs (meant for the last part of the dungeon) are released on the unsuspecting hirelings. Morcar laughs in his faraway keep! The one with the halberd gets killed, while the others manage to land some wounds on the heroes. The wizard has to heal his companions.
Then they open the central chamber and four massive armored constructs start to move and attack Ahnuld the Barbarian and Jaques the Dwarf. The fight is long and hard (and memorable)! Afterwards, the Wizard has to heal some more. Potions are also used.
A few chambers with goblins and mummies remain, but they are no threat for the heroes. Morcar has one last surprise when a Chaos spell summons four skeletons next to the Wizard and attack him and some nearby men-at-arms. The luck of the combat dice is strong and the Wizard is left standing with 1 mere hit point, while the men-at-arms are unharmed. Boo!
A massive gate is found leading further into the deep of the mountain. Mentor's crystal starts to glow red again. But that is for next time...
To be continued (in 2 weeks if all goes well)...
For those wondering; the yellow tokens mark rooms that have been searched for treasure. We're getting a bit older and our short-term memories aren't what they used to be.
Blue = mind points, red = body points