Showing posts with label Fantasy. Show all posts
Showing posts with label Fantasy. Show all posts

Monday, June 22, 2026

On The Painting Desk: The Frozen Horror is Finished!

 


After my last update about painting the Frozen Horror expansion, I did not have much left to paint up.  I had painted up the baddies, painted up the doors, and then finished off the Mercs.  That did not leave much left to paint except the big monster himself.  Therefore, no need to delay the inevitable, so let's get into the details shall we?  


You can see him on the right there.  He was all undercoated up the standard way.  I am assuming that you know the drill about how I undercoat by now.  I will spare you the details.    

Those with good eyes will also see a couple of minis from the Jungles of Delthrak in that batch of minis too.  Those with good eyes and good memories will recall that I painted the Man-Bear-Pig thing with the Mercs.  This time, I will be painting up the Raptor while I waited for the Frozen Horror to dry.  

The first thing I did was mix up some of the bluish undercoat I use for ice.  Therefore, I put in one drop of Voidshield Blue, one of Holy White, and two drops of Medium.  I then painted all the ice I could find on him.  That was mostly on his armor, axe, and a bit on his body.  For his body fur, I used watered down Sand Golem as an undercoat.  That would give him a dirty fur look under the white.  Then, I gave it a blast of Holy White.  

This guy's palette was pretty limited.  I mostly used Holy White, Runic Grey, Pallid Bone, Blood Red Hardened Leather, and a bit of Crusader Skin.  Those were all Speedpaints.  Pallid Bone was for his horns and fingernails.  Holy White was for his armor trim fur.  The bulk of any metal was that Runic Grey.  Browns were for straps and the like.  For some of the rivets and detail on his armor I used Enchanted Silver and Hoplite Gold from the Metallic Speedpaint set.  I used Magic Blue for his eyes and runes on his axe too.

Unlike most of the models, I wanted to darken him up a lot, so I gave him a Strong Wash.  The base of this one is black, instead of brown.  This gives nice dark lining, and I wanted and needed that with such a mono-chrome color palette going into the end stages.  


Oh look, his little lizard buddy is getting some attention to.  I used Malignant Green on his head, arms, and calves.  The rest of his main body was Magic Blue.  His eventual tail and feathers were Fire-Giant orange.  Tongue was Blood Red and claws were Pallid Bone.  Just like the Frozen Horror!  

Anyway, back to the big guy!  With him all base-coated and washed, it was time to make him look like a Frozen Horror.  I did this with a nice liberal drybrush of Cheap Acrylic white from a Big Box Retailer.  I used a fun dry-brushing brush that I got from the same store in a cheap set of paint brushes and it works great for a lot less money.  This dry brush included his head, arms, legs, feet, hands, and the fur-trim on his armor.  I also dry-brushed the "ice" patches on him as well.  

I then completed his base the same way I do all the Heroquest bases.  I used Runic Grey on the stone work and a Privateer Press Matte Black to trim it.  Here he is looking all cold, snowy, and frozen-like...


Of course, it took a while for the Frozen Horror to dry before I could Dry-Brush him, so I worked on the Raptor a bit too.  He got Grim Black eyes, and a Green Ink wash wherever he was Blue and Green.  The Fiery-Orange got a regular Light Tone wash.  

For some added fun, I also white dry-brushed the "feathers" on the Raptor, and once that dried I painted them with Zealot Yellow.  You can not really see it too much on the finished product, but I could not find my Daemonic Yellow.  I think that would have turned out much, much brighter in the final view.  He also got the usual basing.  

Here is the Frozen Horror and his little buddy from a different boxed expansion.....


So, now I can show off the fully painted Frozen Horror Expansion with everything painted for it.  That is a pretty decent chunk of models that I took out of my pile of potential.  To finish them all off, they got a nice protective spray coat too.         


What's that you say, you also want to see the two Jungles of Delthrak minis I painted up with this group?  Okay, okay...... since you have been good little readers...... Here you go.....


So, now my WIP Box that I started my journeys with is done.  It is time to change it up.  If you thought I was going to paint the Jungles of Delthrak expansion next..... I have some bad news for you.  I am going to be painting up Prophecy of Telor and Spirt Queen's Torment next.

Until Next Time!  Another Heroquest Expansion down!  


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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, 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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Monday, February 17, 2025

Battle Report: Heroquest- The Trial and The Rescue of Sir Ragnar

It is time to embark on a great quest, a quest for Heroes!  A Heroquest!  

I packed up my Core Set of Heroquest and took it to my families' for the Holidays.  However, it never got put on the table.  We were too busy and never got to play it.  It happens.  However, when I got home I figured it was about time for the game to hit the table.  I had downloaded the App, and decided to give it a whirl solo.  I think you lose a lot when you do it solo, as some of the "RPG-Lite" gets left behind.  However, I tried to inject a bit of it into my gameplay where I could.  

My Heroes!  

Speaking of that, I decided to use the Original Heroes for my warband.  I could have added the Druid but I chose not to.  Maybe next playthrough?  They call themselves The Fellowship of Destiny.    

They are ostensibly led by Allathura of the Green.  An Elf from the ancient kingdoms, her people have stood against evil countless times before.  Now, her people have sent her to defend the realms of the freefolk once more.  

From the ancient Dwarf halls comes Hamilcar Margos.  A fierce warrior and renowned tinkerer.  The cousin of the son-in-law of the Thane, he has been tasked with upholding the honor of his people.  His task is to cut down his foes and make sure that foul machines and traps do not harm his fellows.  

The wizard Aerlin of the Moonlight is said to possess a natural talent for elemental magic that could one day rival Mentor himself.  However, Aerlin is patient, and cautious in his ways.  Mentor has the utmost faith in the lad when it comes to defending the realm from magical threats and Dread magic.  

Lastly, the Fellowship is joined by No-nak from the North.  His people owe fealty to the King, and have defended the Northern Approaches for decades.  He is strong of back and swole of arm.  No-nak often solves his problems with violence!  

Together, Mentor has dubbed them the Fellowship of Destiny.  After years of training, Mentor has one final task for his students.  They must hunt down the foul Gargoyle Varag in Fellmarg's Tomb.  

The Trial

The first quest is a bit notorious for being difficult because it uses ALL the monsters and the heroes only have their starting gear.  It is so notorious, that Avalon Hill/Hasbro released a new beginning quest.  However, the App just starts with The Trial, so I did too!  In my review, I also talked a bit about using some House Rules for movement, but I just decided to play it straight.  

Right away, in the first room Allathura ran into a wandering monster!  It leapt from the shadows and attacked!  However, after an initial surprise she was quickly able to dispatch the foul minion of Varag! 

 

The App is kind of fun, because it keeps the surprise of what is behind various doors or pathways a surprise as you explore.  The enemies are not that smart though, and it is easy to trap them behind a doorway, or in a corner.  However, they do like to hit and run, so that is something you need to think about.  Plus, with starting equipment you do not have any diagonal attacks, and that can be tough as monsters will block doorways too.  It was a bit of a learning experience on the best ways to approach doors and exploring.  


Despite the lack of traps or secret doors in the first dungeon, I liked to keep Hamilcar in the lead.  He is resilient enough to handle most things, and then No-nak could maneuver tactically to deal with it.  I made the right choices and found Fellmarg's tomb pretty quickly.  However, the Mummies protecting the tomb and Fellmarg's undead spirit really were a tough nut for me to crack.  A powerful fire ball from Aerlin was needed to finish the job.  Afterwards, I needed to boost up Hamilcar and No-Nak with magic from the others.  

Thankfully, we found a Potion of Defense.  We opened a door and ran into an Abomination.  This thing was a tough nut to crack as well.  Hamilcar and No-Nak had it boxed in, but were failing to put it down.  Thankfully, No-nak had Rock Skin and the Potion of Defense so managed to avoid further serious injury despite the prolonged combat.


 Allathusa of the Green led the way to the center room.  There, the Fellowship of Destiny discovered Varag!  However, he was not alone!  A powerful Dread Warrior was in counsel with him!  Allathusa quickly hit the armored monster with a Sleep spell and then she and Hamilcar closed in.  No-nak took out one of Varag's orc Henchman, but only after a devastating flurry of attacks injured him.  

Varag sensed weakness and pressed in on No-nak.  Allathura and Hamilcar looked on in horror as the Gargoyle tore into No-nak with fury.  A fatal bite to the jugular from the Gargoyle finished off the barbarian hero.  HIs body fell, his sword slipping from his hand.  

Per the rules, when a hero falls with a fellow hero in the room the equipment goes to the other heroes.  However, I was unsure if that meant that Hamilcar could use the Barbarians broadsword or not.  I decided that he could not use it. 

A summoned Genie from Aerlin dealt a vital blow to Varag, but the beast yet lived.  Enraged by the death of his comrade, Hamilcar threw himself at the Gargoyle with a rage.  His short sword stabbing and probing into the cracks of the beast.  Varag bellowed a last time before cracking and crumbling into pieces.

With that, Allathura led Hamilcar and Aerlin back to the surface and safety.  There Mentor listened to the tale of the death of No-nak and shook his head with grief.  Perhaps he had been too hasty in sending the Fellowship of Destiny into Fellmarg's Tomb.  Thankfully, there was another warrior Mentor knew he could call on to help the Fellowship.       

Since I had heard how difficult this dungeon could be, I did not open every door, or try to find every treasure chest.  After getting jumped by wandering monsters twice in a row, I became a bit more careful about how I searched for treasure too.  Therefore, I don't think I found everything or recovered all the loot that I could have.  After killing Varag, I pretty much just hoofed it out.  Hamilcar was low on health, as was Allathura.  The Fellowship did not have enough left in the tank to keep exploring.  


The Rescue of Sir Ragnar? 

After the disappointing results of the Trial, Mentor searched the land and found another who could replace No-nak.  In the North Tribes, he discovered another champion, Neowulf..... just Neowulf.  He was a man of action, and skilled with a blade.  Mentor gifted him No-nak's Broadsword so he could carry on the fallen champions legacy.  

After several weeks of training with Allathura, Hamilcar, and Aerlin a messenger came to Mentor.  Sir Ragnar, an old friend of Mentor's and an advisor to Prince Magnus; had been kidnapped by an Ork warlord; Ulag.  There was a reward for finding and freeing Sir Ragmar.  Mentor's magic led him to the man's where-abouts, and the Fellowship of Destiny was ready to descend into the dungeons to free Sir. Ragnar and claim the reward! 


Soon after entering Ulag's prison, the Fellowship was confronted by Goblin sentries.  Aerlin was caught out in the open by a pair, and used Move Through Rock to escape back to the safety of his sword wielding friends.  

I made the right choices in which way to go, and soon found myself looking through a secret door that was guarded by an Abomination!  It struck hard and fast, causing some serious damage and refusing to be killed.  However, it didn't have much room to maneuver and eventually the Fellowship's numbers proved decisive.  


Oh boy!  Our first secret door!  I kept Hamilcar looking for Traps pretty regularly, and Allathursa found the secret door.  I also had better luck with Treasure this round, finding a few coins and gems here and there.  It did not take us long to find Sir Ragnar.  

What I did not expect was that to trigger every Orc and Gobbo in the place to come running for us!  The Fellowship quickly set-up a defensive perimeter at a doorway.  It was sort of like the battle of Balin's Tomb as Goblins and Orcs pressed forward only to be cut down by the Fellowship waiting on the other side.  The Rock Skin spell paid off again, making Beowulf tough to injure in the initial waves of attackers.  Neowulf tended to soak the attack, while Allathura dealt the killing blow.  A few times Aerlin had to step in and clear out an Ork or two with a spell.  


I think this encountered showed some of the limitations of the Apps AI.  The greenskins pretty much just kept trying to walk into my meatgrinder.  Then, they got ground up!  I think if I was playing Zargon, I would have made a checker board up the double wide hallway, where I could maybe let my numbers play to an advantage.  I mean, the Fellowship had to get Sir Ragnar up those stairs!  If you let them get closer to the center room, you can also attack from both sides.  

Anyway, I mistimed the end a bit.  I let Sir Ragnar get off the board before I opened a chest or two.  Hopefully not getting some of the loot on this board won't be too much of a hinderance.  The reward from Prince Magnus will help my guys become a bit more survivable or murderous next adventure!  

Despite the meatgrinder at the end, this adventure was not as dangerous or deadly.  Neowulf needed a healing spell, but he was also taking the brunt of the attack waves.  I still had one in reserve, even though a lot of my Fellowship was down 2 to 3 Body points from starting.  

Sir Ragnar embraced his old friend Mentor when the Fellowship led him back into the world of the light.  Mentor escorted him back to Prince Magnus' court, and returned with the reward for the Fellowship.  

Final Thoughts

Well, it was great fun getting the game I have painstakingly been painting out on the table.  That is always good for the motivation.  The App has some pluses and minus' to using for solo-play.  The exploration is maintained, it is easy to track, and it automates enemy attacks.  However, the AI component is not amazing.  However, I will give it credit that the enemies do use hit-and-run attacks and are not afraid to maneuver, I just don't think its post deployment moves are always great and it can be baited. 

We will have to see how my own Solo-campaign progresses.  I don't think this will stop me from trying to find a few folks to play a campaign with.  You just lose some of the charm of a game like this via solo-play.  Half the fun is how the players react, what they say, their attempts at role-play, and listening to them strategize how to open a door.  

Until next time! 


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