Going to play HQ this weekend.
It has been awhile since we had a chance to play HQ but it is on this weekend.
I will run them through an off the cuff run to search for three things. I will try and use most of the board.
All bad guys will be Champion level, which in my games translates to Defends on White Shields. The place will be crawling with green skins and the occasional Mercenary. The end boss will be well armed and ready to rumble with a few chaos spells to back his play. As the bad guys are also exploring the dungeon and do not control it, they can open doors. Wandering monsters will be a patrol of 3 orks.
1) The Scepter of the Kings of Drui is reported to have been potentially found in a nearby dungeon. The enemies of the Empire have gotten wind of the Relic and have entered the dungeon to find the scepter.
2) The leader of the enemy cohort is the notorious bandit Kelgarth of Helmsmar, who is reputed to be in possession of the Artifact known as the Spirit Blade. Slay him.
3) Recover the Spirit Blade. {Next mission of course is to slay Undead...use this sword as the lead in for a continuance of the story.}
Scepter of the Kings of Drui
This heavy scepter is crafted of solid silver and embellished with gold and gems. It may be used as an impromptu Mace that provides 2 dice.
The scepter has a Healing spell, usable 3 times per dungeon. When invoked the wielder may heal themselves or another hero 1D6 Body Points and 1D6 Mind points.
The value of the scepter is immeasurable. It is a relic from a long gone kingdom. The scions of the kings of Drui eventually became the Emperors of the Empire, so the scepter has allot of sentimental value for the Imperial family. Now if one was to melt it down for its silver weight and extract the gems for sale on the black market it would fetch about 1000 gold coins.
The Scepter will be found in the tomb of King Harold the 35th, the last of the kings of Drui. After his death and internment in his tomb, the chief sorcerer of the Kingdom tuned the kings corpse into a powerful mummy. This mummy conforms to the stats for a standard mummy except for in movement and defending. King Harold has a move of 8! King Harold defends on all shields. Of course they won't find the tomb until they have explored the entire map and double check for secret doors.
The heroes will be rewarded 200 Gold coins for each surviving Hero on the return of the scepter.
The return of the Spirit Blade will net the Hero turning it over to the Emperors armorer 200 gold.
The hero who slays Kelgarth will receive 100 gold coins.
If the heroes complete all three tasks they will be gifted a bonus of 50 gold coins each.
All other treasures found in the dungeon are the property of the heroes who discover it.
Kelgarth will have the same stats as a Merc. He will have with him the Spirit Blade, but it is not his weapon of choice. His primary weapons will be Battle Axe and cross bow. The Spirit Blade is just a status symbol to him. He will also have a handful of Chaos spells gifted to him by the Evil One.
With him will be 2 Fimir. One of the Fimir will also be a chaos caster with a rust spell X2.
The game will be tough so they will have extra gear issued to meet the challenge.
To make it a little more fun they will each have a choice of pulling one card from the Powerful Artifact deck, or three pulls from the low power artifact deck. I have of course put together a large deck of Artifacts from the entire game system. Some I had on hand, a bunch I printed off on business cards. Anyways the big deck has all the powerful stuff (minus the Spirit Blade of course) and the lessor deck is loaded with allot of scroll spells, a couple pairs of rabbit boots, an armband of healing, and a few anti venom quills. I will have only three heroes and they will be in deep doo-doo, they are going to need all the help they can get.
For the treasure deck I have added a number of weapons and armor with treasure deck back grounds. I figure that these items represent the weapons that the bad guys have with them. Also with a Fimir with 2 rust spells in the dungeon they will need extra weapons on hand.
There will not be many traps as I plan on keeping them tied up in combat. I figure that the tomb should be trapped.
Anyways...that's what I am cooking up in my head right now. I hope to throw this storyline down soon!
I will run them through an off the cuff run to search for three things. I will try and use most of the board.
All bad guys will be Champion level, which in my games translates to Defends on White Shields. The place will be crawling with green skins and the occasional Mercenary. The end boss will be well armed and ready to rumble with a few chaos spells to back his play. As the bad guys are also exploring the dungeon and do not control it, they can open doors. Wandering monsters will be a patrol of 3 orks.
1) The Scepter of the Kings of Drui is reported to have been potentially found in a nearby dungeon. The enemies of the Empire have gotten wind of the Relic and have entered the dungeon to find the scepter.
2) The leader of the enemy cohort is the notorious bandit Kelgarth of Helmsmar, who is reputed to be in possession of the Artifact known as the Spirit Blade. Slay him.
3) Recover the Spirit Blade. {Next mission of course is to slay Undead...use this sword as the lead in for a continuance of the story.}
Scepter of the Kings of Drui
This heavy scepter is crafted of solid silver and embellished with gold and gems. It may be used as an impromptu Mace that provides 2 dice.
The scepter has a Healing spell, usable 3 times per dungeon. When invoked the wielder may heal themselves or another hero 1D6 Body Points and 1D6 Mind points.
The value of the scepter is immeasurable. It is a relic from a long gone kingdom. The scions of the kings of Drui eventually became the Emperors of the Empire, so the scepter has allot of sentimental value for the Imperial family. Now if one was to melt it down for its silver weight and extract the gems for sale on the black market it would fetch about 1000 gold coins.
The Scepter will be found in the tomb of King Harold the 35th, the last of the kings of Drui. After his death and internment in his tomb, the chief sorcerer of the Kingdom tuned the kings corpse into a powerful mummy. This mummy conforms to the stats for a standard mummy except for in movement and defending. King Harold has a move of 8! King Harold defends on all shields. Of course they won't find the tomb until they have explored the entire map and double check for secret doors.
The heroes will be rewarded 200 Gold coins for each surviving Hero on the return of the scepter.
The return of the Spirit Blade will net the Hero turning it over to the Emperors armorer 200 gold.
The hero who slays Kelgarth will receive 100 gold coins.
If the heroes complete all three tasks they will be gifted a bonus of 50 gold coins each.
All other treasures found in the dungeon are the property of the heroes who discover it.
Kelgarth will have the same stats as a Merc. He will have with him the Spirit Blade, but it is not his weapon of choice. His primary weapons will be Battle Axe and cross bow. The Spirit Blade is just a status symbol to him. He will also have a handful of Chaos spells gifted to him by the Evil One.
With him will be 2 Fimir. One of the Fimir will also be a chaos caster with a rust spell X2.
The game will be tough so they will have extra gear issued to meet the challenge.
To make it a little more fun they will each have a choice of pulling one card from the Powerful Artifact deck, or three pulls from the low power artifact deck. I have of course put together a large deck of Artifacts from the entire game system. Some I had on hand, a bunch I printed off on business cards. Anyways the big deck has all the powerful stuff (minus the Spirit Blade of course) and the lessor deck is loaded with allot of scroll spells, a couple pairs of rabbit boots, an armband of healing, and a few anti venom quills. I will have only three heroes and they will be in deep doo-doo, they are going to need all the help they can get.
For the treasure deck I have added a number of weapons and armor with treasure deck back grounds. I figure that these items represent the weapons that the bad guys have with them. Also with a Fimir with 2 rust spells in the dungeon they will need extra weapons on hand.
There will not be many traps as I plan on keeping them tied up in combat. I figure that the tomb should be trapped.
Anyways...that's what I am cooking up in my head right now. I hope to throw this storyline down soon!