Showing posts with label Board Game. Show all posts
Showing posts with label Board Game. Show all posts

Monday, June 15, 2026

Heroquest: Wizards of Morcar- Hasbro/Avalon Hill

 


I did not think I was going to get my hands on this one.  It was supposed to be released in March of 2026, but due to some SNAFU many places got it and sold it out around Christmas of 2025.  That was three months early!  Therefore, when I started looking for it after finishing painting up Mage in the Mirror I could not find it!  I was concerned this was going to be a Rogue Heir situation, and it would never see the light of day again!  However, I managed to track it down at a smaller Friendly Local Game Store (FLGS)-style hobby store that happened to have a website.  I ordered it quick and it came within a couple of days, so I had it in my hands by the end of April 2026.  As a bonus, I also helped out someone's FLGS!       


Everyone says this is a re-release of an old Heroquest expansion from the OG version.  I believe them, but I never saw it.  I had never seen Against the Ogre Horde, Frozen Horror, or Mage in the Mirror either though.  I had only seen Kellar's Keep and Return of the Witchlord with my own eyes.  I am pretty sure I owned the OG Witchlord expansion.  However, despite being a re-release of the old version this time Avalon Hill made some updates by adding more quests to the quest book, and a few other tweaks.  Therefore, unlike some of the other expansions this one has new content in it.  

With this purchase, I have all the Heroquest sets except for the Rogue Heir and the Crypt of Perpetual Darkness.  I have a feeling that the Rogue Heir will never be available again, and I am not sure how much I need Crypt of Perpetual Darkness for one really "hawt" black dragon mini.  I am sure my magpie nature will compel me to get it one day.  However, for now I think I have all the heroes, quests, and monsters I could shake a stick at.  I am honestly wondering what they will be coming out with next!  

So, with that rambling pre-amble out of the way, are you ready to jump into a review of this expansion?  Okay, grab your broadsword, prepare Fires of Wrath, and Zargon open the door so we can get started! 

Things I Liked

Of course, I always like getting a lot of fun miniatures in my Heroquest expansions.  It is a big draw for me obviously.  Most of my fantasy collection now is thanks to Heroquest boxes.  I have so many now, that I keep joking I am going to be able to play BattleMasters!  Here we get a bunch of Mercs that act as friends and foes during the Quest.  These would make great units of soldiers in Battlemasters <wink>.   

Hasbro did not hold back on the named characters in this one and I am here for it!  We get a specialty Minotaur, the long-awaited Sir Ragnar, a bunch of enemy wizards, and some of their spell effects!  Sure, each wizard maybe for a handful of Quests but they are worth it.  They will see the table more than the Frozen Horror will!  Of course, there are also some new monsters too, and you have to love the Mimics... this time playing the part of a Dread Shifter.  We also get the female Wizard variant so all the main Heroes have a M/F version now.... except the Dwarf!  I really hope the next expansion is Dwarf focused.  Finally, you get the two big Golems too.  Good value in miniature pieces alone.  

They massively expand on the Wizard spell lists, and the spells of your foes too.  There are a lot of spells in this box.  Combined with the Elf spells and the OG spells and your spell-casting Heroes now have a lot of options.  Perhaps in the future, they will make a Scroll-making expansion similar to the Alchemy deck?  Maybe allow some Heroes to dabble in Dread magic but at some sort of corrupting cost.  I mean, a lot of these spells are begging to see more table time than the villains alone can give them!          

This expansion has my new favorite Treasure card..... Nothing.  They only give us one, but I really think they need to add about a dozen!  This should be the most common outcome of searching.  

Things I Did Not Like

The Quest books is.... stitched together.  It is not as cohesive as the other expansions.  They marked the OG Quests, so you can play those if you are just trying to recreate that OG experience.  However, I think if they would have stuck just with those it would have been a pretty thin expansion.  The extra Quests help bulk it out, even if they are a bit of a .... stretch.... sometimes and do not fit perfectly.  I mean Sir Ragnar is all over the place in the narrative.  

When I play, I hope the evil wizards last long enough for them to use some of the fun spells in their decks.  In my games so far, the bad guys die pretty fast.  They do not always get to use their fun toys and special tricks! 


Meh and Other Uncertainties

They added a "going to town" aspect.  I was wondering how long until they did something like this?  I mean, it was a part of many expansive Dungeon-crawler games like Shadows of Brimstone.  It gives another way for your Heroes to buff up between missions and earn extra abilities.  At this stage, Heroes might be pretty buff after doing their initial Quest, an expansion or two, and now this one.  They might not have much else to spend money on or things to do.  This gives them another avenue to expand.  Like most Heroquest expansions there are always questions about how much you can use this in other parts of the game since each one is designed to build off of the Core game and not necessarily cross-over with other Expansions.  This leaves good ideas kind of scattered across the expansions and left for Zargon's and their groups to figure out how to use as a cohesive whole.    


Final Thoughts   

I am super-glad I got a hold of this one.  The miniatures are worth the price of admission alone.  Getting some new rules and Quests is just a bonus.  I look forward to painting these all up.  Tons of new cards too.  A good value for the money and on par with some of the other large expansions for the game.  

If your group likes to use spell-caster and magic than this is a must buy.  If they are more Meat-head than Magic, then you can pass on it even though the "going to town" aspect is pretty useful for all.  This one really bulks out player and Zargon magic tricks!  That can be useful for your own homebrew Quests as well.     

Even if you do not play Heroquest this can be a really useful box for bulking out your Fantasy RPG miniature needs.  Spell effects, Mimics, Golems, and lots of NPCs/PC sculpts in those wizards and mercs.  More than enough models for a Frostgrave crew, Restless Swords game, or similar Fantasy skirmish gaming.       

Until next time! 


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Monday, November 17, 2025

Battle Report: Heroquest- Race Against Time

 

Aerlin, Wizard of the Cresecent Moon and apprentice to Mentor; leaned against the bar and watched his companions.  Barco the Dwarf was working up to the big face-off with Wardoz in his story.  The people in the inn were wrapped around his little finger.  Lin Min-May and Rosemary were eager to pipe in side comments here and there.  The people of the Kingdom knew that Zargon and the forces of Dread were on the march.  Aerlin knew this tale told from the member's of Hope Reborn would lift their spirits.  All was not lost, for the King, his knights, and Mentor's heroes were still battling back against the darkness.  

The bartender slid Aerlin his own piping hot cup of tea as a man in a worn travelling cloak entered the inn.  He scanned the room before setting eyes on Aerlin.  He approached, a look of fear in his eyes.  The man quickly shared a tale of woe to the Wizard.  His family had been abducted by the forces of Dread, and only Hope Reborn could save them.  He knew a nearby dungeon ruin where they had been taken too, and he begged Aerlin for help.  

Now was a chance to lift the spirits of these downtrodden folks once more and Aerlin took it.  He gathered up his companions and they set off with the man leading the way.  Sure enough, he led them to an overgrown ruin from a time long ago, the ancient carvings of where or what this place had been had long ago worn away.  Only some moss covered stone and a stairway leading into the earth remained.  

Hope Reborn lit torches and descended into the dungeon, their guide still with them and bravely leading the way.  Their guide led them deep into the dungeon perhaps an hour had passed.  Lin Min-May and Barco exchanged looks as the dungeon went deeper and deeper, but Aerlin was not dissuaded.  

Eventually, Hope Reborn came to a room with three doors.  The guide turned to them and smiled wickedly, his face distorting into an unnatural rictus grin, "Good luck.... Heroes," he rasped.  He snuffed out his torch with a wicked laugh and disappeared into the darkness.  They had been led into a trap!  


Hope Reborn

Welcome back to the Quest.  We are on Quest 9.  This will be Hope Reborn's third quest after the Fellowship of Destiny was shattered.  You may recall that Hope Reborn is composed of Aerlin the sole-survivor from the original Fellowship, Rosemary the Fae-Druid, Lin Min-May the Monk from the Temple of the Way, and Barco Hamilcar of the Margonid line.  

Barco had a Potion of Strength in reserve, and Rosemary had a Heroic Brew.  Barco had a Helmet, Hand Axe and Shield to tank as needed.  Aerlin was also well-equipped with Wizard gear such as the staff, cloak, and wand.  Lin Min-May had recovered the Talisman of Lore from the Dread Wizard Wardoz.  They were a fairly well-equipped group but so was the Fellowship when it was broken.  Their biggest problem so far has seemed to be dealing damage quickly.   

With that said, let's try to find and exit to the Maze Zargon's treachery had led our heroes! 

The Guide's Trap

Hope Reborn immediately sprang into action.  Barco opened the door nearest him and was faced by some greenskins waiting for him.  Lin Min-May sprang into action, and quickly incapacitated them.  The nest three rooms were a similar story as the Monk tore through Zargon's ambushers using all of her elemental abilities.  It was only after the carnage and seeing no way out, that Rosemary realized that they must have entered the initial room via a secret door.  

From there, the heroes made their way through a long hallway, an Ork sentry guarded a door and moved to block them.  Once again, Barco was not able to fight past him quickly and bottled up everyone else.  

Going through the doorway the orc guarded, Hope Reborn was shocked to find a blue-clad Dread Warrior!  Once again, Lin Min-May leapt into the fray.  Her elemental technique quickly took out the goblin guards, but the Warrior of Change was made of sterner stuff.  Soon he was fighting off all of the heroes, avoiding blows and dishing them back out.  However, eventually he fell when Lin Min May unleashed her Fire Elemental death beam on him.  

Little did the Heroes know that this would not be the last Dread Warrior they would run into in this trap.  They moved safely through a few rooms, using springboard tactics and careful to check for traps.  They were getting room clearing down to a science, and after some initial bad treasure draws, avoiding tempting fate.  No one else needed to find a hazard the hard way!  

The adventurers mojo was thwarted by a room full of Abominations!  First a Dread Warrior and then these huge fishmen!  Rosemary shape-shifted into her wolf form, and Aerlin buffed himself with Rock skin.  The Heroes did not plan on taking any guff!  Their defenses were up to the task, and soon the Abominations were bested, again by Lin Min May's Elemental blast.  I think she used all her techniques and meditated to re-load about four times in this dungeon!  She was the star of the show, dishing out hits, tanking hits, and unleashing with her full power! 

Hope Reborn made their way through the maze and found some loot.  However, it was guarded by a Dread Warrior clothed in silken and purple robes who smelled of the sweetest incense.  Once again, Lin Min-May went on the attack, but she coordinated with her peers to lure the mighty warrior into a trap.  Aerlin used Tempest to stun the warrior momentarily, while Rosemary finished him off in her wolf form.  


Barco managed to disarm the trapped chest, and inside Hope Reborn found a pearly liguid.  Rosemary quickly identified it as an Elixir of Life!  She careful stowed in away.  This would literally be the difference between life and death!  In addition, they netted 200 gold coins from the other chests!  Maybe enough to get Barco something with more hitting power than his hand axe?  

From there, the group was once again navigating winding hallways.  A lone orc sentry again manage to hold up the escape as Barco was unable to best the mighty orc warrior.  

From there, the Heroes opened a doorway full of goblins.  The group performed a fighting retreat, funnelling their foes into the same hallway a single Orc had bottle them up in.  Lin Min-May was the rear guard, fighting of the Goblin horde.  Barco led the way and smashed his way past an Orc guard so the group could work around the Goblin bottle neck.

Daylight from the realms above beckoned as they Heroes tumbled through a door, with goblins in hot pursuit.  Escape seemed imminent when an Abomination leapt from the shadows and tried to cut-off Lin Min-May's escape.  However, she was too fast and skilled for it.  She easily bested the beast with a mighty Fist of the Falling Avalanche that crushed its heart in its chest, killing the beast.

 

Hope Reborn managed to escape up the stairway, leaving the goblin horde howling below, sheltering from the noon day sun.  Zargon's treachery had been foiled once more!     

Conclusion

As Aerlin told the tale of their daring escape to Mentor, he could tell by the look on his master's face that he was not amused.  A lengthy lecture about impulsiveness and not doing due diligence followed.  Meanwhile, Rosemary studied the strange new alchemy she had discovered in the maze.  It was unlikely that Zargon had intended them to walk out of there with such a find!  As Barco boasted about the number of greenskins he had slain, Lin Min-May simply nodded with a wry smile.  She knew that with out her, her old friend might still be lost in that maze.  

Aerlin has about 100 Gold coins, but is well equipped with plenty of gear.  Rosemary kept eh Elixir of Life, maintained her Heroic Brew, and has about 183 gold.  Barco kept his potion of Strength with his 198 gold.  Finally, the Monk has 133 gold and the Talisman of Lore.  The group will have to consider pooling their resources to see if they can get a better weapon for Barco.  

Final Thoughts

Hope Reborn seemed to steamroll this one.  They were working like a well-oiled machine and were doing a good job complimenting each other.  They came out mostly unscathed.  Rosemary transformed into her wolf form and managed to stay in it the rest of the maze.  Aerlin put Rock Skin up and never lost it.  Lin Min-May also showed off what a great tank and frontliner the Monk could be!  I even nerf them a bit by making them take no other action to recharge her abilities once there are no monsters on the board.  

Rosemary did have to use Lifeforce to help Barco towards the end of the Quest.  However, there was still plenty more healing left by the end.  Not the deadliest Quest we have faced yet, and the monsters were not hitting as hard as previous adventures.             

Well, we will keep in questing.  Until next time all! 


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Monday, November 3, 2025

Heroquest: Spirit Queen's Torment - Hasbro/Avalon Hill

 

I have been slowly purchasing and painting my way through all of Hasbro/Avalon Hills dungeon delving boardgame; Heroquest.  Faithful readers will know I have also been playing through a solo-campaign as well.  

Today, I will be looking at the small expansion Spirit Queen's Torment: 


Wow, take a look at that snazzy cover.  That is some impressive looking box art!  This is a Quest Pack similar in size to Kellar's Keep or Return of the Witchlord.  However, unlike those other packs I am pretty sure this is all new content!  It is not a reprint! 

This box comes with a few things.  The main draw is that it has a bunch of new miniatures, that are variant sculpts of some core monsters.  However, since they are all spirits they are cast in a transparent blue-green plastic.  There is also a few new cards, some ghostly looking combat dice, and a new Quest pack!  Of course, the big draw is a new Hero to add to your Hall of Heroes!   So, grab your broadsword, prepare Fires of Wrath, and let's delve into this Quest!  

Things I Liked

I was pretty excited for the variant sculpts in this package.  I like getting extra monsters and I liked that they look different from the original sets.  However, I was torn about how to paint them.  Should I just prime them and paint them up like regular versions of the OG models, or should I lean in and paint them all ghostly and spirit-like?  I am leaning towards just the regular look to boost my variety BUT I do like the idea of painting them all ghostly.  What do you think?  

You get variant sculpts of the skeleton, an Orc with a two-handed hammer, a female zombie, abominations, goblins, female mummies, a Dread Warrior, and a female Dread Sorcerer.  I like some of these variants more than others.  I really like the new Skeleton with sword and board and think those could make some excellent mini-boss minis for Return of the Witchlord.  The Orc with the two-handed Hammer is also super cool and full of character.  I am also a big fan of the Sword and Board Dread Warrior as he looks very dynamic.  The Female Dread Wizard is also super sweet!  The rest are fine, but do not stand-out beyond the OG enemies in the core box.      


I am always happy to add a new Hero to the mix.  I know some people give the Bard gak because he is an Orc and because he is a Bard, but I think the two combined really puts some people off.  Sure, I would have liked a more "traditional" Bard model too.  Those are available from Reaper and Wizkids if you want I guess.  

However, the bard makes a statement that not all Orcs fight for Zargon and are trying to sidestep that whole silly debate about inherently evil races in games.  A topic I have no interest in getting into either. 

If you look at the abilities of the Bard, he is an interesting cat.  First off, he has three spells that he can cast, a sleep spell, a boost spell, and a healing spell.  The main benefit of the Healing spell is that it impacts all the models within the room!  Statswise, he is no great shakes.  I would class him as an elf-alternate as he is not that tanky or that stabby.  It is his special abilities that set him apart from the other Hero concepts, and even those are a bit of existing spells slightly re-jigged for the Bard.  Many people overlook his Rapier though, which is two attack dice that can be used Diagonally.  This makes his a pretty powerful support unit.  I am glad to have a new Hero type.   

Things I Do Not Like

Let's talk a bit about the Quest.  Overall, I like the new Quest.  It takes the characters through a few different locations and has 12 new adventures.  Some of these take place in a sunken temple, which is a super cool idea!  However, the main challenge of fighting in water is quickly overcome; first by an enchantment and secondly by quickly finding magic items that remove the danger of underwater combat.  I am sad that they did not do more with this amazing concept.  

I also really like a concept in the final battle where you can either defeat the Spirit Queen in combat OR break the enchantment Zargon has over her.  Great idea.  However, in the end it doesn't really matter too much if you beat the Spirit Queen to death with a stick or help her break her brainwashing.  The result is the same game wise.  I think a greater reward for breaking the enchantment would be cooler, since that is a harder option and one that feels much more "heroic".  

This Quest also looks like it was written before the rules for Mind Points and Shock were formalized in other Quest Packs.  Therefore, there are some levels of the Quest with an emphasis on Mind Points being attacked and whittled away but it is never really clear what happens.  I think the assumption in this Quest is that 0 Mind points = Dead.  However, Shock rules from later Quest Packs just reduce a hero to 1 Attack, 2 Defense dice instead.  I think there maybe a level or two where only Mind Points are targeted so Zargon will have to decide if 0 Mind Points = Dead or just in Shock.  

Finally, there is a pair of "good" orc NPCs in the Quest.  One is a scout sent ahead and makes sense.  I mean not all Orcs are evil or work for Zargon.  This guy is just from an allied orc tribe or something.  However, the turncoat Orc guard is a tougher nut to crack.  At one point in a quest, you have to search  out this turncoat Orc to progress, but they are just another Orc. The Heroes might just kill them outright accidentally, and that leads the Quest into a bit of an odd place.  Plus, how many of the other Orcs you have slaughtered are actually decent folks just conscripted into Zargon's army?  Best not to dwell on it friend, because that way leads to insanity! 

Again, I am overall happy for the Quests and like what they have done with the story overall; but there are a few niggling details that keep getting in my way so I can not LOVE IT! 


I am pretty sure, this Quest Pack was designed to make use of the contents of the Core box and not add a lot of new stuff.  The new Magic cards are repeats of ones that are all ready available for the most part.  

Meh and Other Uncertainties    

The greenish- translucent dice are cool!  More dice are fun so each player can have their own set.  I think I have three sets now?  Core, First Light, and these?   I need two more sets.  I think the Prophecy of Telor has another set, but I do not recall more being in Frozen Horror or Jungles of Delthrak.  I am sure someone can correct me if I am wrong.  

I am not 100% sure where this fits in with the overall story line of Heroquest.  Should you play it after Kellar's KeepReturn of the Witchlord., and before Mage in the Mirror or Rise of the Dread Moon?  Where does Against the Ogres fit in?  I am not 100% sure but I am 100% sure that there are a lot of different opinions on the topic online.  I see a situation where after the Core set, the players have to choose between Kellar's Keep or Return of the Witchlord., then when they complete their choice get to choose between this and Prophecy of Telor, then go onto Mage, Ogre, or Frozen Horror.    

I am pretty confident, this quest was designed to make use of what was in the Core box and not expand too much from there.  In the Quest itself, it asks you to use Gargoyle or other Core models to represent things in the quest.  For example, the Spirit Queen is recommended to use a Gargoyle model.  However, this set has a really cool Female Dread Wizard that would be a great Model for the Spirit Queen!  In addition, there are not really any new magical items or board tiles.  For a small expansion that is fine, but definitely demonstrates why there are small and large expansions in this range.  

When I picked this up, I also got Rise of the Dread Moon so I am sure I will be reviewing that soon too.  Keep your eyes on this space for when that drops.  I will also probably have a post about painting the contents of this box up later next year too.  Once I decide how I want to paint them up that is.  

Until next time! 


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You can follow Blood and Spectacles Facebook page or Instagram for more fun! 

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Monday, September 22, 2025

Heroquest: The Fire Mage


 The Fellowship of Destiny was shattered by the Dread Wizard Wardoz.  The sole survivor, Aerlin; managed to flee.  Hope was not lost, as he and Mentor were able to gather a new band of heroes to fight the forces of Zargon.  Hope was Reborn! 

Hope Reborn was able to track down and gain vengeance for Aerlin's former friends.  They assaulted the dread wizards lair; an abandoned Border Keep.  Hope Reborn managed to face down and destroy Zargon's latest ally.  It was a difficult battle.  However, Lin-Min Maye was able to recover the Talisman of Lore from Wardoz's fiendish corpse.    

Aerlin the Wizard was joined by his new companions.  Rosemary the Fae-Druid.  Barco Hamilcar, the cousin of the fallen Magos; and part of the famous Dwarven Hamilcaroid line of heroes and royalty.  The final member was Barco's mentor and friend from the Temple of the Way; Lin-Min Maye.  

Prince Magnus, via Sir Ragnar approached Mentor for aid.  Balur the Fire Mage had been assisting the Darkfire Crag Orcs in their raids.  With Hope Reborn's success against Wardoz, Prince Magnus was eager for them to put an end to the scourge of Balur as well.  Mentor advised Aerlin that the Fire Mage was powerful, and immune to Fire Magics of all type.  Despite this, Aerlin assured his master that his band of heroes was up to the task.  

With the promise of 100 Gold Coins from the prince, Hope Reborn set-out on their journey to the Darkfire Crag in order to rid the land of yet another meddlesome wizard. 

The Quest Continues....

Welcome back faithful readers.  We are back on the Quest, and back on track with the Core quests after a short detour.  Last time, we used a home brew solo-module I came up with in order to create a new adventure for a brand-new group of heroes.  The method worked for the most part, and I was kept on my toes and unsure what I would face next.  However, the game did lack a bit of the "killer Gotcha" of a regular Heroquest game.  That was not to say it was easy though!  

With Wardoz finished and a new group of Heroes formed, we are ready to get back to the Quest.  This time, we are on Quest 8; The Fire Mage.

My band consists of Aerlin the Wizard, with the Earth, Air, and Fire spells he traditionally uses.  His fire spells will be of no use against the Fire Mage himself.  However, perhaps his minions will be just as vulnerable to them?  He managed to maintain is Wizard Cloak and Staff.  Next is Rosemary the Fae-Druid using her normal group of spells.  She also managed to snag a Heroic Brew last quest.  Then, there is the Dwarf Barco Hamilcar.  He is equipped with a Hand Axe, a looted shield, and also a newly acquired Helmet; making him the party tank and trap export.  Barco seems to have a patented method of disarming spear traps with his face!  Finally, the group is rounded out by Lin-Min Maye of the Temple of the Way and keeper of the Talisman of Lore.  She was a formidable fighter and slew many Undead abominations in the Border Keep.  

With a little re-jiggering of the roster, I am back to using the App for play.  Hopefully, I do not fall foul of more of Heroquest's tricks this time!  

Into Darkfire Crag

Hope Reborn found their way into Darkfire Crag on the hunt for Balur the Fire Mage.  They ran into Zombie guards patrolling the corridors and immediately ran into some trouble.  Barco struggled to down a fiendish beast with his Hand Axe.  It became a recurring issue in Darkfire Crag that the team did not have a strong heavy hitter against some of the more resilient foes of the dungeon.



It wasn’t long until our heroes got their first glimpse of their prey.  After a long, trapped hallway they entered a room and laid eyes on Balur behind a screen of skeleton guards.  The guards bogged down our heroes long enough for the Fire Mage to escape using his magic.  His guards put up a tough fight but eventually were slain.  Rosemary’s shapeshifter spell was soon spent for little reward.  Lin Min-May needed to rest to recharge her abilities as well. 


 

From there they delved deeper into Darkfire Crag.  There were skeleton guards that Barco and Lin Min-May managed to handle.  However, they were sorely pressed by more challenging foes.  Abominations leapt out at them from hiding places unknown and they proved to be tough nuts to crack!  Aerlin made good use of his fire spells against such foes.


 

Hope Reborn thought their efforts were in vain, as they had come to the end of the line.  However, Rosemary was able to find a secret door when they went back and retraced their route.  This led to the discovery of another.  The tricky foes had hidden their true lair deep within the bowels of another.  Devious, but Hope Reborn had discovered their secrets. 



Barco proved much more skillful at finding and disarming traps.  However, Rosemary acting as a scout did find a pit trap the hard way.  Rosemary had been battered by traps and the undead but used her magic to restore herself. 


 

Further exploration and Hope Reborn discovered Balur the Fire Mage in the central chamber.  Lin Min-May wasted no time and charged straight in.  She was a whirlwind of combat but was unable to down any of her foes.  Balur returned her attack with a maniac Firestorm spell that torched many of his undead companions and looked like it would kill the Monk.  However, she centered her Chi and used her Earth Elemental power to avoid injury.  She was not out of the woods yet. 

 

Rosmary transformed into her wolf form and tried to support her friend.  However, her abilities were not enough to overcome a zombie blocking the room.  From outside the room, Aerlin managed to use tempest to delay Balur from torching Lin Min-May.  However, she also was unable to finish him.


 

Balur slung a fireball, but the Monk managed to successfully spell break it, barely staying alive.  Barco slew the Zombie, and Aerlin rushed in and used a Genie spell to hit the Fire Mage.  However, it was Lin Min-May herself who finally put paid to the evil wizard with a flurry of blows. 

 

All seemed well, but an Abomination leapt from the shadows and attacked a weakened Lin Min-May.  Thankfully, she dodged the attack and slipped away.  Barco instead faced the beast with Rosemary’s aid.  Exhaustion caused the battle to last longer than it should but a Healing Spell from Aerlin got Lin Min-May back into the fray.  Eventually, teamwork slew the beast. 

 

Unsatisfied with the loot they had discovered, and feeling semi-confident the group pressed onward.  They would eventually find the Fire Mage’s orc allies and slay them as well.  In the process, they discovered Balur’s Magic Wand which had made him so fearful on the battlefield and some of his loot. 


 

After destroying all of the evil gang, Hope Reborn returned to the surface with Balur’s head as proof of their victory in Darkfire Crag.  As promised, Prince Magnus rewarded them for their efforts.  The trade routes around Darkfire Crag were now open once again. 

 

Final Thoughts

This group of Heroes has some decent resilience thanks to the Monk's abilities and Rosemary and Aerlin’s healing spells.  However, they really lack hitting power to take on the tougher foes, like abominations, mummies, and above.  Someone needs a battle axe!  However, the Dwarf made a good tank and trap repair man.  The Monk killed a lot of skeletons and low-level foes.  Aerlin’s spells were useful.  Rosemary was a good scout and healer, even if her shapeshifting was less than spectacular. 

 

Barco ended with a Potion of Strength, and Rosemary kept her Heroic Brew.  Aerlin also got the Wand of Magic, and decided to not take other treasure in return.  He is fairly well equipped with the Wizard Cloak, Wizard Staff, and now the Wand of Magic.  Aerlin ended with another 50 gold, Rosemary 83, Barco 98 + 20 from before gave him 118, and Lin Min-Maye- 83 as well.

 

This dungeon proved a challenge for different reasons than the Keep on the Border of the Wild Lands had.  Like I said, the method I developed to randomly build dungeons lacked some of the "killer instinct" of a regular HQ Quest.  I was skeptical if Hope Reborn had the hitting power for higher level Quests and more difficult challenges.  I guess we will find out!  

   

Until next time!



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Monday, September 8, 2025

Heroquest: The Dread Wizard Wardoz

 


The Fellowship of Destiny had been broken.  It could not be reformed.  Its pieces could not be reunified.  All that remained was the young wizard Aerlin, Mentor's own pupil.  The rest had been lost to the power of Zargon.  

Time was of the essence.  The King's former wizard Wardoz had delved too deeply into the secrets of Magic.  He had been consumed and possessed by the powers of Dread.  He was Wardoz in name only.  He was now a living husk driven only by the power of Dread.  Sir Ragnar's spies had reported that once the Fellowship had been broken, Wardoz was forced to leave his secret underground lair and he fled into an abandoned keep on the border near the Wildlands.  There his malignant power began to attract Dread followers.  He had to be destroyed before it was too late. 

Concerned by this growing evil within their lands, the Druids sent an emissary to Mentor for aid.  The fae-druid Rosemary made the long quest and Mentor quickly introduced her to Aerlin.  From there, the two began to search for new heroes to go to the borderlands.  On their journey's they met two other members willing to help. Barco Hamilcar, the cousin of Magos and one of the Hamilcaroid line; came from the halls of the Mountain dwarves.  From the east he brought his mentor and friend Lin-Min Maye from the Sacred Temple of Way.  

With four heroes, they dubber themselves "Hope Reborn".  They soon found themselves journeying to the Wildland themselves, and on a collision course with the latest threat to the Kingdom; Wardoz.  

A Quest Returned! 

Faithful readers, you will recall that the Fellowship of Destiny was broken during the quest of The Lost Wizard.  Neo-wulf, Magos Hamilcar and Alathursa of the Green were all killed and their valuable loot lost while investigating the fate of the king's wizard Wardoz.  Only the wizard escaped, and that was by the skin of his teeth! 

With three of the four party members dead, it was time to rebuild my adventuring band.  The first would have to be the only surviving member, Aerlin the Wizard.  He would retain his Wizard's Staff and Cloak.  

I wanted to add a Guardian Knight, but I do not have the rules for the model and did not want to wait to pick-up the Rise of the Dread Moon Expansion before I went back on the Quest.  Therefore, I needed to pick from my existing heroes.  I decided the Barbarian as my heavy-hitter was not working out as I had gone through two all ready!  

This time, I was going to stretch and make a Wandering Monk my main "frontline" fighter.  It is a bit of a stretch, but with the elemental powers they might be able to pull it off.  To replace the Elf, I decided to try the Druid character.  Finally, I did not have a good anti-trap model, so decided to go with the Dwarf once again.  However, this time I would use my First Light version of the model. My new band of heroes had been selected..... and I was not entirely confident they could manage it!    

Hope Reborn led by Aerlin the Wizard

Creating the Dread Wizard Wardoz' Keep

I went back and read what to do if the party fails a quest.  Oh dear!  They recommended that you make a new quest to replace it and introduce your new heroes.  However, I am playing solo using the App.  I had a few choices.  I could try to select an opening mission from First Light of a different supplement such as Kellar's Keep or Rise of the Witch Lord.  I could also try to build my own level, which would be fun; but I could not use the App to run.  I wanted to keep some element of discovery.  

Therefore, I decided to try to put together a way for me to auto-generate the dungeon to keep up the exploration and surprise.  However, I only needed it for a quick, 1-off game and not a complete quest.  Therefore, something quick and simple I could run using simple charts would be best, and allow me to help provide some of the equipment the party had lost during their failed mission.  

First, I decided that Wardoz himself would use the stats for a Dread Wizard instead of a Zombie.  For spells I would randomly draw from the Dread deck on his turn.  However, I also decided that Wardoz had recovered the Talisman of Lore and that would be a reward for the Heroes when they defeated him.  

Here is how I decided to randomly generate the dungeon: 

1. The beginning was in the center room, all corridors from the main room were blocked.  There was one door at the opposite end of the room to leave. 

2. At each room wall that a Hero could see, I would roll a combat dice.  On a skull it would have a door to the room.  I did this first in each room/hall a hero entered.   

3. I would roll for furniture with the red movement 2d6 and counted off each piece of furniture in my collection.  If I got to a number higher than the furniture there was no furniture.  I placed it where no doorways existed.  

4. For monsters, I limited myself to the Undead foes so Skellies, Zombies, Mummies, and Stone Golem Dread Warriors, and Wardoz himself.  For foes I would roll 5 combat dice, with each Skull indicating a foe.  If you scored 3+ Black Shields you encountered Wardoz and a single Stone Golem guardian.   

5. Finally, I rolled 1 combat dice per skull in step 4.  Another skull meant a skeleton, a white shield meant a Zombie, and a Black Shield meant a Mummy.  These would be placed in the room in the available squares furthest from the enemies.  

6. If the players never encountered Wardoz via rolling, the two main baddies would face them in the main stairway room before escape could be possible.  

7.  Whenever a player tried to detect traps, I rolled a Combat dice.  On a skull, there were no traps.  On a White Shield there was a spear trap, and on a Black Skull there was a Pit trap.  These traps were blocking any other exits first, and if not we randomized the position in the room with a d6 and counting squares away from the detecting hero.

8. For treasure, I decided that any chests opened we would roll a white combat dice.  On a skull it was 2d6 x10 gold,  White Shield it was armor (shield or helm player's choice), Black Shield was a Healing potion.     

9. Secret Doors would be discovered on a roll of a Black Shield and would only go to rooms without other doors. 

With this basic order of operations in place, Hope Reborn was ready to attempt to explore the Keep on the Border of the Wild Lands   

Here is how the map developed during the game: 

In Pursuit of the Dread Wizard Wardoz

Hope Reborn made the dangerous trek to the edge of the Wildlands.  There, they found the entrance into the keep and ascended the ancient, carved stairs and towards danger.  Aerlin was the leader, and he chose to be cautious.  He did not wish to see yet more companions fall.  

They moved out carefully, mindful of any of Wardoz's minions.  Barco identified a spear trap in front of the far door.  The party approach the first door and quickly discovered their first challenge!  A Mummy and two Zombies!  A battle broke out where Lin-Min May quickly proved her worth as she skillfully ducked into the room and covered the others as they fell back.  She was able to defeat the beasts.  However, her search for treasure proved costly as she took an arrow to the knee! 

The rest of the party moved on.  They quickly discovered more spear trap protected doors.  Barco disarmed two of them by taking a spear to the face!  Ouch!  Not so good at disarming these things yet! 

The group found that the Keep was now crawling with re-animated skeleton guards!  Wardoz and the power of Dread had been busy!  


Barco managed to find Wardoz' secret study.  There, Lin-Min May in a whirlwind of destruction took out three skeleton guards in a moment!  Barco and Aerlin exchanged glances as they had never seen such a display of martial prowess before.  Soon after, the Monk again impressed by taking on a Mummy single-handedly with the aid of a Courage spell and easily man-handling the horror and its escorts!  Aerlin was wondering why Mentor had kept the Warrior of the Way on the shelf prior!  


 The heroes of Hope Reborn slowly and carefully made their way through the undead infested rooms of the Keep.  They stumbled upon the Guardroom, where they bested more Skeleton and Undead guards.  However, Barco was able to find a serviceable shield and claimed it as his own.  Elsewhere, Lin-Min May discovered more monsters and spear trap protected doors.  Even Aerlin was getting in on the Skeleton busting, as his staff proved deadly at an angle against the foes.  

However, a toll was being taken on Hope Reborn.  Barco had taken injuries from terror and trap.  Lin Min May had also been injured.  Thankfully, Rosemary and Aerlin had come prepared with spells to boost their comrades!   The wizard hoped it would be enough. 


The Quest became difficult near the Keep's treasury, as monsters spilled out from nearby rooms to attack the party.  Barco managed to secure a room, while Lin Min May defended a doorway from multiple attackers.  Again, her ability to strike hard paid off against another Mummy.  Soon, the Keep appeared to be cleared, but there was no sign of Wardoz and his closest minions. 


Hope Reborn headed home, with the loot from the Treasury.  However, Barco was halted in his tracks as he went to go back up the stairwell.  In front of him was the twisted and inhumane visage of Wardoz.  Along with him were his last Stone Golem guard and a Mummy.  (This was very lucky as I used the normal random monster generation + Wardoz and his Golem and only rolled 1 additional Mummy monster).  Immediately, the Dwarf was struck by an unnatural Dread Magic-induced fear as he fell back from the Mummies' raking claws. 

Rosemary transformed herself into her Wolf form and attacked the Mummy, tearing it apart before it could finish off Barco.  However, the Stone Golem ambled forward and the two wrestled.  Aerlin's summoned a Genie to blast the Golem, causing it to reel back, but not destroy it.  It dealt a grievous blow to Barco who was barely hanging on.  Rosemary got the better of it and finally smashed the Dread Construct into small stone rocks.  Lin Min May used the chance to rush forward towards Wardoz! 

However, she was too slow as a blast of crackling lightning blasted from his fingertips.  The Monk was barely able to avoid the shot thanks to her elemental powers, but Rosemary and Aerlin were not so lucky.  They were caught in the blast!  

With a last gasp, Aerlin cast Tempest to tie up the evil wizard in a magical storm.  This gave the Heroes of Hope Reborn a few precious seconds!  Rosemary summoned a Pixie to heal Aerlin.  Lin Min May channeled her inner Chi and unleashed a beam of red-hot heat that sliced into the evil wizard, he cried out in pain as it seared him with her inner strength.  Barco, terrified; threw his axe and managed to crack the wizard in the skull, embedding it deep in his forehead.... killing him.  

The terror of Wardoz had been defeated.  He was an abject lesson to those who tried to delve too deep into Dread Magic.  The foolish often think they can learn Dread's weaknesses, or master it; but all too often fall into Dread’s corrupting grasp.  Lin Min May scooped up the Talisman of Lore from the body of the fallen monster and claimed it as her own.  

Conclusion

The severely twisted and damaged head of Wardoz was all the proof Prince Magnus and Sir Ragnar needed.  They concluded that the King's former wizard had indeed fallen and that the Heroes of Hope Reborn had put an end to his reign of terror.  They were awarded the reward.  

In addition, Rosemary had discovered a Heroic Brew in the Keep.  The group also had found 70 gold coins, a few gems, and to be combined with the 100 for the reward; and the Heroes had a solid nest egg.  Barco was also happy with the shield he had found in the Keep and kept it.

However, the respite was only temporary.  Loretome all ready foretold of the next danger to the kingdom, as the power of the Fire Wizard was growing in the mountains.  

Final Thoughts

Well, that was fun.  The dungeon generated worked well for the most part.  However, it did lack some of the "Gotcha" that Heroquest scenarios are known for.  Traps and Secret Doors were especially tough, as they only became a "thing" if searched for.  Therefore, if you never searched there would never be any.  Therefore, that part of the generator has to be re-worked.  I also need to re-work enemy placement when generated as again, it lacked some of the "gotcha" and lethality of pre-made Quests.  However, it was no push-over as Aerlin was 1 wound away from dying, Barco got down to two wounds left, and Lin Min May was at half, while Rosemary had taken 2 of 6.  By the end, I had used up all of my healing abilities and many of my spells, so I guess it turned out relatively hard.  

A note about the Monk's powers.  I played a slightly altered variant.  In my variant, the Monk had to use their activation in prayer and meditation to "re-center" and regain access to their Elemental Powers when no other Monsters were on the board. This was a good addition, as even if all the enemies were dead, the Monk had to choose between exploring further, getting treasure, or re-charging.  It forced some decision making and balanced her out a bit.  However, she seemed like a perfectly good front-liner for this dungeon! 

Until the next Quest!  I am now back on track with the original Quest Book with my new band of Heroes.  Wish them luck, because I think some of them will need it to survive!               


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