Legacy of the Orc Warlord Interesting twist at the start, as we automatically split into our usual pairs to explore pressed by the importance of locating our equipment, but with hindsight it may have been a better option to stick together due to our reduced effectiveness through a lack of said equipment.
This led to a heroic rear-guard action carried out by Gilius the Dwarf and Tyris the Elf* having opened the central room without yet recovering our equipment, which bought sufficient time for the relief force of Axel the Barbarian and Blaze the Wizard to locate the missing equipment and take over.
*To be fair the Tyris was using good placement combined with the diagonal attacks of his spear to assist the Gilius whilst remaining at little risk himself, heroic and/or pragmatic.
This activity resulted in the Tyris having to use his healing spell on Gilius, followed a turn or two later by Gilius swigging his own Healing potion. The closest to a Hero death since The Trial and a useful reminder of the importance of your equipment
Once we recovered the equipment all was well with the world and the quest continued as usual, fun but not challenging.
My earlier debate around the possibly overpowered Axel the Barbarian under the effects of the Courage spell in the final room situation didn’t raise its ugly head this time, but only because Axel under the effects of the Courage spell having slaughtered an Orc, was neatly sidestepped by Blaze the Wizard who killed Grak with his shiny new Genie spell, so either way it appear that the final Boss is destined to die in a single hit from the Axel – Blaze combo.
Gilius The Dwarf just watched much of this epic final battle (at least a very brief single turn epic) under the influence of a Tempest whilst the Tyris picked off a Goblin by squeezing a shot with his crossbow along the diagonal between the “frozen” Dwarf and the door frame.
Treasure flow ‘rivers of gold’ seem to have slowed to a trickle at the moment so no between quest activity.
I’m considering implementing the ‘Berserker’ option for the Barbarian for the next Quest (inspired by recent posts around the Trollslayer Hero elsewhere on the forum) and also the Courage rule change that I dismissed earlier. Detail for both below, and thoughts always welcomed.
Berserker BarbieProblem: HQ uses a Treasure/Gold represents XP that can be spent on better equipment which gives you enhanced effects. This is the equivalent to advancement is other games, however the Barbarian starting with the Broadsword (3AD) leaves him only one step up to the Battle Axe (4AD) in EU rules [US Rules give something of an additional ‘half-step’ with the Longsword] before he reaches his maximum attack strength.
Solution: Whilst I have merged the EU and US equipment to a certain extent meaning that I have weapons from both including Longsword, Hand Axe, Spear which is a general improvement giving more advancement steps through weapons to Heroes, the Barbarian starting with a broadsword still skips most of those steps and leaves him 1.5 steps from max – Longsword & Battle Axe. Changing the Barbarian’s starting weapon to a shortsword, rectifies that but he then loses his best attacker of the party theme. So, inspired by the optional Hero Type – Trollslayer and his Berserker ability, I have decided to give that to the Barbarian and reduce him to a starting weapon of a shortsword.
Berserker: As you attack an opponent you fall into a battle rage, sacrificing your own safety to press home frenzied attacks. Whilst in this state your attack strength increases by 1 extra die, but your defensive strength reduces by 1 die. This state ends when, at the start of your turn, there are no monsters visible to you.
Courage Spell ReviewCourage too strong? – in the base game at least potions tend to have an instant or “when you next …” single action only effect whereas spells that have similar effects to potions tend to have a potentially longer period of effect, until certain conditions are met, on the other side potions tend to be more powerful but short-lived (example US rules Rock Skin +1DD lasts until wounded, Potion of Defence +2DD but next defend only), so it doesn’t make sense to limited the courage spell to a single action or it becomes the same as the Potion of Strength so I would suggest just restricting it to one extra attack die rather than two.
Could also be used to cancel/dispel Fear spell?
EDIT: I have subsequently found and added to this thread
Courage