Sunday, March 22, 2020

Starting a new campaign


I'm starting up my blog again with another pbm role-playing game. This time I'm doing Advanced HeroQuest.

Tuesday, January 1, 2013

Keyleth's fourth turn

Keyleth rushes forward, and when she sees the Orc Shaman readying a spell, she bravely rushes him, disrupting his planned spell. (Keyleth does a double move to get near Immeril. She then uses the Utility power "Bravely". Bravery is activated during any Hero's turn when a Villain controlled by that hero activates. The effect of the the power is that Keyleth is placed adjacent tot he Villain, and she regains a lost Hit Point. Since this happens when the Villain activates, it will affect the action the Villain will do. In this case, it changes it from doing the windstorm spell on both Keyleth and Immeril to doing only the lightning bolt spell on Keyleth.)

The Orc Shaman growls, and changes his spell to a lightning bolt. Blue energy arcs from his fingers and strikes Keyleth. The Orc Shaman rolls an 11 + 8 = 19, beating Keyleth's armour by 2. Keyleth suffers a hit and is pushed back one tile.

After the Villain activates, then any Monsters the Hero control activate. If more than one Hero controls a particular type of Monster, then all Monsters of that type activate on each of the player's turns. There are two Orc Archers, one controled by Keyleth, the other by Quinn. Both will activate on each of those Heros's turns.

The Orc Archer in the Orc camp would normally target the nearest Hero within two tiles, but it is behind the two of trees, which will block any missile fire. So that Orc Archer will move up to the tree line. The other Orc Archer is controlled by Quinn. A line of sight drawn from its square to the nearest Hero (Immeril) also crosses through a square with trees, so it cannot fire. It will also move into position.

Friday, December 28, 2012

Wen'keor's fourth turn

"Fear not, brave Elfsss, Wen'keor will assssssissst you."
 
Wen'keor runs toward Immeril, stopping to pick up the treasure left by the Dire Bat. It's a "Moment's Respite". This fortune is played immediately, and it automatically cancels the next Encounter or Monster card that is drawn.
 

 
From inside the Orc cave, an Orc Smasher steps out, swatting his mace into his palm. He grins evilly, and licks his blubbery lips. The Orc Shaman moves into position, taking cover within some boulders.
 

Immeril's fourth turn

"A fine blade," Immeril muses to himself, as he picks up the Holy Avenger sword from the Blazing Skeleton's grave. The magic sword gives +1 to attacks against adjacent enemies, +3 if the enemy is Undead.

His keen elven eyes spot something to the south, so he carefully proceeds in that direction. He fires a Magic Missile at the Carrion Crawler off to the west, but Misses! The Carrion Crawler, alerted by the streak of magical energy, quickly scuttles closer. (He rolled a 4 + 8 = 12 ... missed by 1. If the Hero misses with the Magic Missile power then the target is moved one tile closer to the active Hero.)

He then notices a large, crude, cave opening hidden behind some trees, in the cliff face. There are two guards - an Orc Archer and a Goblin Cutter, standing guard on either side of the trees blocking the entrace. But he was not careful enough - the flash of his Magic Missile was noticed! He hears a loud bellow from behind the trees. "What? An elf scum dares enter my village? Bring me his ears, I'm hungry for a chewy snack!" And with that, a large Orc wearing a wolf-skin pelt, steps out from behind the trees. Immeril also catches glimpses of at least three other humanoid-shaped beings behind the trees. The two guards look at each other, then at Immeril, and then back to each other, but do nothing.

(Yes, this is the goal we've been searching for, the goblinoid camp. Obviously, the large Orc wearing the wolf-pelt seems to be in charge. Our goal is to kill all the goblinoids in their camp and rescue the Duke's children.)

 
The Orc Shaman actives on each Hero's phase, which makes it much more dangerous then a regular Monster. During Immeril's phase it moves one tile closer to the closest Hero - Immeril. It will then activate on every Hero's phase, after the Monsters they own have done their actions. The other Monsters in the camp were assigned to each Hero, they will be revealed upon that Hero's turn.
 
The Experience Point pool has 7 points in it.
Wen'keor control 1 Monster: TDB
Quiin controls 2 Monsters: a Cave Bear and one TBD
Raislin controls 3 Monsters: a Dark Talon, a Carrion Crawler, and a TBD
Immeril controls 1 Villain: an Orc Shaman, although this will pass to next player each Hero phase
Keyleth controls 1 Monster: TBD
Bruenor controls 1 Monster: TBD 
 

Wednesday, December 26, 2012

Quinn's fourth turn

"Comrades in arms, we must hurry, I fear for the children's lives if we tarry any longer."

Quinn sprints off to the northwest, to explore further into the valley. On the next tile, he hears a horrific roar, and look sup to see an enormous Cave Bear charging towards him. Before the Bear reaches him, he spots a couple things off in the distance. Some sort of Treasure where the Bear's lair is to the northeast, a scrap of paper laying on the ground to the northwest, and a bubbling cauldron about halfway between the two. Perhaps the cauldron is part of the goblinoid camp?

(The Encounter Quinn generated is Hidden Treasure - it places a random Treasure on any tile that does not have a Hero on it, so Quinn placed it on the tile in front of him. It's exact location was randomly determined. Hidden Treasure then generates a new Encounter. The next Encounter is Bubbling Cauldron. It is represented by the Food token, it causes all Monsters to move one tile closer to the active Hero. It has no other game effect and is normally not portrayed by a token, but for role playing purposes, I decided to represent it with the Food token.)

Turn 3 recap

At the end of turn 3, our intrepid Heroes have been bloodied, but are still determined to fulfill their quest. They have managed to kill the Ibixian sentry, the menacing Dire Bat, and the fiery Blazing Skelton. Most of them were able to avoid The Juicer. Wen'keor stumbled and landed in an Acid Spray trap, and was then promnptly run over by The Juicer. But Keyleth and Quinn's actions healed him of the poison and some of his lost helth.

Healing Surges
Experience Point Pool

Wen'keor

Powers
Treasures
Allies
Monsters

Quinn
Powers
Treasures
Allies
Monsters

Raistlin
Powers
Treasures
Allies
Monsters

Immeril
Powers
Treasures
Allies
Monsters

Keyleth
Powers
Treasures
Allies
Monsters

Bruenor
Powers
Treasures
Allies
Monsters