Showing posts with label First Light. Show all posts
Showing posts with label First Light. Show all posts

Monday, January 26, 2026

Heroquest: The Meathead Party - The Border Fort of In-Gulden

 


For a lark, I wanted to do something a bit different for Heroquest. By tradition, it is designed to be played with a Barbarian, Dwarf, Wizard, and Elf.  The Wizard and Elf and a bit more fragile but bring a bit of utility magic and healing, the Dwarf takes care of traps and tanks, and the Barbarian brings Body points and damage output.  The four work together to make a well-balanced team.  

With the release of several expansions, there were a number of new Heroes you can take for your Heroquest adventures.  Conveniently, I have them all and even painted them all up.  That means, instead of the O.G. 4, I can take a mix of new Heroes.  

I have been running with Heroes Reborn for a few quests now.  They are a Wizard, a Dwarf, a Monk, and a Druid.  The Wizard and the Dwarf we know their roles.  The Druid brings magical support and healing, plus the Beast Form spell.  However, they are pretty squishy and not much of a fighter.  The Monk on the other hand is a great tank and damage dealer for low Body monsters thanks to her elemental powers.  This again leads to a rather balanced party.  

I will continue my more "serious" questing with Hope Reborn.  However, First Light seems to suggest that Mentor has not put all his eggs into one Heroic basket.  It seems to imply that Mentor is running more than one heroic band at once!  This gives me a chance to run a "less serious" group through the First Light scenario packs and see what happens.  

For this group, I am not going to balance it at all!  Instead, I want to go no magic and all Meatheads!  I am interested to see how they do with no access to healing.  Will they all die Quest 1 or will they soldier on all the way through?   

The Meatheads

This secondary adventuring band will be led by Sir Tryard.  A loyal knight of the Crown and a former squire of Sir Ragnar.  Sir Tryard has never much cared for magic and the threat of Dread that comes with it.  When asked by Mentor to lead a band of heroes, his one stipulation was that there would be none of the sorcerous ilk.    

My secondary group will be joined by the barbarian, Sonjah.  Hailing from the Northern Tribe oft called the Aetherkin.  She has come down from the mountains to answer Mentor's summons for aid.  She won the honor after a series of trials set forth by her people..... or so she claims.  No one wants to challenge her telling of events.     

Accompanying her is the strong and mostly silent Rageina the Berserker.  She seems to accompany Sonjah out of a sense of purpose.  Sonjah does not speak of how the two crossed paths.  Perhaps their meeting is the true reason they have answered Mentor's summons?  Sir Tryard had no interest in courtly gossip on the subject and is glad to have them join.  

Finally, they are also joined by the Dwarf Noble, Autius Argead.  Hailing from a rival family line to the Magonids, Autius has joined Mentor's adventuring party to prove the superiority of the Argeads to the Magonids.  Perhaps one day, the Argeads will supplant the Magonids as the heirs of the Dwarven Throne?  Until that day, Autius has come forth to stop the forces of Zargon and aid the King of Men.  

The Meatheads - Autius, Sir Tryard, Sonjah, and Rageina

Sir Ragnar's Spies

Sir Ragnar comes to Mentor looking for aid.  His scouts have failed to return from the Border Fort of In-Gulden.  He fears the worst but is unable to sally forth himself to investigate.  With Mentor's promise of aid he turns to his latest assets to assist the Kingdom.  

Sir Tryard is happy to assist Sir Ragnar.  Perhaps he can show his mettle to his former master?  With that, he calls together his team and gives them a briefing.  They gather their weapons and head out on the long trail from Mentor's tower to the Border of the Kingdom.

After a few days, the Border Fort of In-Gulden comes into view, strategically situated on a cliff side overlooking a winding road into untamed lands.  The banner of the King is no longer visible along the battlements.  The Meatheads exchange glances and fear the worst.

"Be Cautious," Sir Tryard intones.  Before leaving, in a private counsel Sir Ragnar gifted Sir Tryard with two potions of healing to help on this mission.  Tryard hands a Healing Potion to Autius and keeps one for himself.  He slams his helmet closed and takes up his sword, gesturing for the rest to follow him in.   

The Border Fort of In-Gulden

Sir Tryard is confident of his knowledge of these types of Border Forts.  This is not the first one he has been in.  His early days squiring were in just such a fort.  He leads the way in, and quickly finds and slays a goblin guard.  Sonjah goes down the opposite corridor and deals with a sentry there, while the others scramble in behind.  

However, Sir Tryard's confidence is quickly shaken with a mighty rubble and a wall of dust as the ceiling comes crashing down.  Rageina barely made it through in time!  Sonjah grabs her friend's hand and pulls her up.  Her ice blue eyes stare daggers into the Knight.  The entry was blocked.  A neat trick, and something the forces of Zargon had added.  

"I doubt that is the only trap Zargon's troops have added.  Be mindful," the knight intones. 


The group goes through a doorway and is soon greeted by more enemy foes.  They were moving to investigate, and when the Meat Heads opened the door caught them by surprise.  Sonjah rushed in, eager to finish them off quickly but found herself falling victim to a falling rock trap!  She failed to take Sir Tryard's advise.  However, the group quickly dispatched the foes.  

However, it was too late.  Sir Ragnar's scout was dead.  The barbarian rummaged through the body and found a note, that she handed over to Sir Tryard, "Your chief will want that."  

Autius points to the door, indicating more activity on the other side.  They are eager for battle... to eager as another falling rock trap hits Sonjah.  Orcs and Goblins leap at the intruders but are quickly cut down by the heroes flashing blades.  The Meat Heads take a moment to rest at the hearth and catch their breath. Autius said, "This place has more traps than a ratcatcher's convention."  

The group continued, and this time Rageina opened a door a triggered an alarm.  Orc guards came rushing from across the fort to deal with the intruders.  Sir Tryard and Autius moved to cut them off, while Rageina and Sonjah dealt with the greenskins in front of them.  


The danger is quickly dealt with, but their presence in the fort was now known.  They had to move quickly, and the group tried to pick-up its pace.  Stealth was mostly abandoned now as they rushed to find the scouts.  A scream heralded their approach and they opened a door just in time to see a scout slump to the floor at the clawed hands of a pair of abominations.  

Sir Tryard moved quickly to the next room to try and rescue any remaining scouts.  Behind him Sonjah and Autius fought a desperate battle with the onrushing abominations.  The knight flung open the next door, to see he was again too late!  The scout was on the floor, dead.  Looming over him was a warrior in massive red armor, a huge, bloody halberd in his hand, "I am Shal-da, warrior of Queen Kassandria.  I challenge you knight!"  The word "knight" came out as a hiss.  Sir Tryard did not even notice the orc warriors with his challenger.  

"I accept you challenge." With that the two engaged in a furious fight at the threshold as the Orcs jeered the Hero and cheered on their champion.  


It was an epic duel as the Dread Warrior was a skilled opponent.  He had earned his place by his Queen's side.  He battered and pummeled Sir Tryard, using his longer reach to push the knight out of the doorway.  Sir Tryard was injured and being pushed back.  However, he heard the war-shout of Sonjah!  The barbarian cared not for honor, duels, and challenges.  The point of fighting was to win.  She rushed the Dread Warrior from behind, and her broadsword found a weak spot in his red armor.  Her blade sunk home, as the Warrior's mighty Halberd clattered to the ground.

"Is this what your King calls honor?" Shal-Da gurgled before slumping to the ground.  Sir Tryard did not have time to think about the finer points of chivalric combat as the Orcs stormed out and attacked as well.  Autius and Sonjah jumped in to hold back the tide with Rageina following up.  There was one Scout potentially left alive and Sir Tryard intended to find them.  

As Sir Tryard rushed ahead Rageina and Autius confirmed that the two scouts they had found were dead.  In the process, Autius found a secret door that led into a secret tomb.  He was accosted by skeleton guards, and a shout for aid brought Sonjah.  Together they cleared the crypt.  Sonjah easily opened the sarcophagus and was pleased to see the glint of gold inside!  


Rageina also found important information in the room of her fallen scout.  She took the paper with the Kingdom's strange writing on it.  Sire Tryard would want to see that.  Plus, inside a chest she also found a pile of plunder!  Her search revealed a secret door, and on the other side was a secret stairway.  

During this search, Autius was ambushed by a goblin who was hiding in a cupboard.  The critter charged at him with a terrified hiss!  He was to startled and out of position to respond and it gave him a serious wound.  However, Rageina stepped in and finished it with mighty swing.  

"Nothing worse than closet goblins," she mumbled. 


Tryard broke into another room, and his shouts of alarm brought Rageina running to his aid.  They quickly dispatched the Orc and Goblin guards.  The rest of the group came up as they burst into what Sir Tryard was positive was the last guard house to be cleared.  Again, they were too late.  The scout had been killed by Zargon's allies.  He rushed in to do battle, along with Sonjah.  However, she fell into a pit.  Despite the challenges the battle was short lived.  

With the last scout's fate secured, Sir Tryard took a moment to assess the situation.  His party was bruised and bleeding.  However, they were still trapped in the fort.  With this moment of respite, Rageina gave him the note from the desk; important intel for Sir Ragnar.  She also said, "I found a way out." 

"By all means, show us the way m'lady." 

The Berserker wrinkled her nose at such words, but easily led the party to the secret stairway.  

Conclusion

Well, the Meathead Party managed to survive their foray into the border fort of In-Gulden.  They did take some bad injuries with Autius at 1, Sonjah at 2, Rageina at 3, and Sir Tryard at 3.  However, for not having any spell-casters they did okay.  I might have to try something like this again but with only the Warlock, Bard, Wizard, and Druid?  I doubt it would end as well.  

The group made a lot of money on this one, netting something like 555 gold, two Healing potions, and a Potion of Defense.  With all this loot, they should be able to arm up nicely for the next few adventures in First Light  Someone really needs a Battle Axe for this group. 

They did still tend to find traps the hard way, but Autius managed to disarm two or three during the adventure.  The Meatheads were just too eager to get into melee and ran into the traps head first.  However, the decision-making process for this band of Meatheads was a bit different than with a normal spread of heroes.  You knew that each of them could handle themselves on their own, so getting split up was easier.  Sadly, I did not even get to try to use any of the Knight or Berserkers special abilities out.   

The battle between the Knight and the Dread Warrior was pretty epic.  A duel that went several rounds as Sonjah and Autius were tied up with a pair of Abominations.  It was the highlight of the adventure for me.  Too bad that was somewhere in the mid-point of the mission rather than the end.     

I wonder what Hope Reborn is up to these days?  Maybe we will find out soon?  

Until next time! 


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Monday, June 16, 2025

Battle Report: Operation: Hemlock- Heroquest (?!?)

Today, i am doing something very different.  One of the things I love about Heroquest is that you can be very creative with the system.  It can easily be re-skinned or home-brewed into a wide variety of games.  Today, I am going to try to re-skin it as a Warhammer 40K Inquisitor game.  Let's see how it goes! 

It has been awhile since we tuned into to see what our Throne Agents were doing in Operation: Hemlock.  Last we saw them, the Throne Agents had discovered a link between the Adaconite Smugglers and the Red Tower of Ammoriss.  they had infiltrated an Adeptus Mechanicus facility and inserted a data-demon into their system.  This began sending them intel.  

Father Robertus was able to sort through the data and began to put together links.  He quickly uncovered unusual activity being routed through a Guild House located in the Deff Islands, possibly as a clearing house.  From there, Sebastian Twist was sent ahead aboard an Imperial supply vessel.  The region was an active warzone, but the Imperial forces had a clear hold on Grig's Isle.  Fighting was still raging on Baron's Rest, and the Ork control Zone was simply known as "The Green Zone".  

Thankfully, the Guild House was on Grig's Isle near the Davros Mineworks.  Most of these outfits were "wild cat" and independent operations that popped up, went bust, and crumbled; until those involved tried again.  The Deff Islands was one of the rare sources of Adaconite that was not directly under the control of the Red Tower.    

Sebastian was able to establish himself with the gangs and other ne'er-do-wells quickly and easily.  They were his kind of people.  The local  underworld had mostly coalesced into an organization known as The Syndicate that was nominally allied with the Imperial war-effort. It did not take long for Twist to have his own operatives infiltrate the Guild Hall.  

Twist was joined on Grig's Isle by the rest of the team later.  However, at the safehouse they also found that the Inquisitor had provided a new asset in the form of a Combat Servitor.  That could prove useful. Shortly after the Throne Agents set-up shop; Twist lost contact with his agents within the Guild Hall.  They had hinted to Twist that they had found critical intel before contact was lost.   

Sgt Major Bathory decided that if they did not act quickly, their operation could be compromised.  The Throne Agents quickly assembled to raid the Guild Hall and retrieve the operatives. 

Forces: 

First off, I have decided to use my Heroquest Core set to play this game.  It maybe a bit of a stretch, but it feels like the Heroquest board will be a great way to simulate the interior of a Guild Hall building.  I plan on running the initial First Light scenario using the App, with a few modifications to the game rules that I will detail a bit later:

Sgt. Major Bathory 
- Dwarf- Crossbow 
I figured the best way to represent the skills of the Veteran Guardsman was using the Dwarf card armed with a crossbow in addition to the normal load-out.   

Father Robertus
- Wandering Monk
This seemed like the best way to flavor an Imperial Drill Abbot with the 4 elements representing the Imperial Faith. 

Sebastian Twist
- Rogue Heir of Elethorn
The Heirs ability to move through enemies seemed like natural fit for a spy like Twist.  Plus, the thrown dagger matches his fighting style. 

Codename: Gladius 
- Barbarian with Broadsword
As a Combat servitor, the Barbarian card seemed like the closest fit. 

From left to right: Sgt Major Bathory, Sebastian Twist, Father Robertus, and Gladius


The only real upgrade is for the Dwarf to get a Crossbow, still leaving these guys as mostly "starting" Heroes.  Therefore, the first scenario in the First Light campaign could still be an issue. 

Set-up
I will be using the base Heroquest rules and re-flavoring for the setting a bit.  I will be making the following replacements and adjustments: 

Goblins = Scavvies
Orcs= Gangers
Abominations= Gang Leaders
Dread Warriors= Skitarri
Dread Sorceror = Psyker
Gargoyle= Big Mutie


In addition, I am going to be using the Missile weapon rules for this game.  However, ALL enemy models will have a ranged attack equal to half of their normal attacks rounded down.  Therefore, a Scavvie has 1 ranged attack dice.  A Gang Leader has 1, but Skitarri have 2.  There are no missile troops in the First Light scenario but if encountered they would act as normal.  Therefore, in many situations it is still better to get up close and personal, Heroquest style.  However, some situations may dictate otherwise.   

No one can shoot at an enemy that is in base-to-base with an ally.  That includes models that are in adjacent/diagonal squares to a friendly model.  They also still use line-of-sight as if casting a spell to fire. 

I have also decided that Heroes have a shoot ability of their normal attack divided by 2 rounding up: 

1-3= 1
3-5= 2
6+= 3 

Again, normal line-of-sight applies and Heroes can not use ranged attacks on enemy models that are in base-to-base with a friendly, even in adjacent/diagonal squares.  However, the Combat Servitor will never shoot.  

Mission
I am using the first Scenario from the First Light supplement for this scenario.  I will use the App to run the game for exploration, terrain, and enemy location; but run enemies with the shooting rules above

The Throne Agents are attempting to locate the 4 spies they had placed in the Guild Hall to gather their intel.  They are going to be able to engage with a free hand, and are authorized to kill anyone who tries to oppose them.  

The Game:        
The Throne Agents quickly blast open the gate and storm the Guild House.  The Combat Servitor mindlessly leads the way, and quickly locks in on an enemy Mutant.  He easily rushes it and slashes it down before it can even react!  


However, the Agents are in for a surprise as a booby-trap detonates and blocks them inside the Guild Hall.  There is no easy ex-fil from where they came.  All ready the plan has gone sideways.    

Undeterred, they continue their sweep of the Guild House.  However, they quickly discover they were too late.  They discovered one of their informants dead, a scavvy and a ganger looking over his body their pistol's still smoking.  Bathory makes short work of one, while Father Robertus deals with the other.  Twist manages to get to the body and finds a small data-slate that is encrypted on the corpse.  Perhaps it is the puzzle pieces they were looking for? 




Gladius blasts down the next door with a powerful shoulder and barges into through the stronghold.  He and Robertus lead the way.  However, the Priest gets bogged down with a tentacled mutant while the others move ahead, seeping the Guild Hall.  

It isn't long before an alarm bellows out, and Gangers and Scavvies from other parts of the Guild Hall head their way.  Eventually, Father Robertus finishes his man but is pretty banged up.  Thankfully, the crew came prepared with some Med-Kits, which he uses to patch himself up with.    

The Sgt Major leads the team deep into the Guild Hall, where they find a pair of Gang Leaders.  They were interrogating one of the spies but apparently executed him when the alarm went off.  The team was too slow.  


It is a tough fight, but eventually Father Robertus uses the Word of the Emperor to finish the last gang leader decisively.  His faith is powerful enough to crush the muscled thug's skull with his Drill Abbot's Hammer.  

They quickly find the Guild Houses main office, and it is heavily guarded by Gangers.  Inside, a powerful Combat Servitor of their own is ready.  Gladius rises to the challenge and charges into the battle.  The presence of such a beast further confirmed the involvement of the Red Tower of Ammoriss with these smugglers.  Twist managed to infiltrate the room as the battle raged and fired into the Combat Servitor's skull execution style from behind besting the beast.  


The Throne Agents managed to sweep the rest of the Guild House clean.  Even their secret chambers were discovered.  The agents they were sent to locate were all dead.  Just as Sgt. Major Bathory feared.  However, they got there in time to secure incriminating data-slates, physical records and even some local script and golden Thrones currency. 

Like all rat's nests, this one had a secret back entrance that the rat's had used to escape.  The Throne Agents uncovered it and made their way out as well.  The ex-filtrated back to their safehouse to debrief, rifle through their new leads, and to tend to their injuries.  

Final Thoughts  
That worked out just fine.  I recently watched a play through of this mission that ended in a TPK.  I did not have that same level of difficulty at all.  My Monk got beat-up but the bonus Medical Kits provided by the Inquisitor (Healing Potions from Sir Ragnar) smoothed over the worst of it.  I did get pretty lucky on Treasure cards though, only 1 Wandering Monster and 1 Hazard!   

My Monk needed it after getting caught flat-footed by opponents at the end of the Heroes' turn cycle a few times.  Otherwise, the rest only took a point of damage here and there, but nothing life threatening.  This games MVP was Gladius the Combat Servitor as he rampaged through Scavvies and Gangers with ease!        

The group ended with a haul of 580 Golden Thrones, 2 Med-Kits (Potion of Healing), a gem worth 35, a one-use Refractor Field (Potion of Defense), and a Psyker's Brass Staff (Wizard's Staff).

Overall, I think that worked pretty well!  The shooting rules and such were not even needed.  Most of the time, the fights were close enough where shooting was not the better option.  The only one that shot much was Sgt. Major Bathory and a Scavvy once or twice.  Most of the time, the enemies/Heroes were within 1 square of a friendly anyway so you couldn't get a clean shot.  

I will have to take a look and how I can re-fluff the rest of First Light for my throne agents to keep on playing it. 

Until next time. 


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Monday, January 20, 2025

Review: Heroquest- First Light

 


Well, well, well...... look what I got in the mail.  I had no intention of buying this, but then I watched a review of it from Ash on Guerrilla Miniature Games and a walk-through of the quests on Always Board Never Boring.  

That changed my mind for a couple of reasons and I ended up ordering it from Target.com.  I ordered it on a Monday afternoon and got it on Thursday!  Zoinks.  Back in my day, you had to wait 6-8 weeks for delivery of games and stuff.  I used to have to order from the Mail Order Trolls from the GW in Baltimore because I lived in the sticks.  There was no FLGS.  This took 4 days, and it would have been 3 but UPS couldn't find my house.... because I still live in the sticks, just a different forest.  

Anyway, you all know I have the Heroquest Core set, because I have reviewed and painted it up.  Why would I need this?  Here is my weaksauce rationale: 

1. This is a lot easier to take to the local coffee shop or across country to play.  I recently took my Core Set across country and it was not easy.  Worse, I never even got to bust it out to play! 

2. This has a whole new set of quests that seemed pretty cool! 

3. New miniatures for the Heroes and that nifty "dragon-esque" monster.  They looked fun. 

4. The new Cavern board!  

5. More of the custom dice so we don't have to keep passing them around the table

6. I get a discount on Target.com

Like I said, they are weak sauce reasons, but they ARE reasons to get it.  So, let's dive in and take a look at what we get.  Grab your short sword, roll your red dice, and let's get moving! 

Huh, that is how you set it all up!

Things That I Liked

The new rulebook is flash!  It is very nicely done, super visual, snazzy, and glossy.  It looks good and covers all the basic stuff only better.  They also include some rules for the multi-square models because the Dragon thing is a two square model.  However, the rules themselves have never looked better.  I never really knew how to set-up all the components on the board..... until now! 

Did I mention that the board is two sided?  Once side is the traditional Heroquest board, and the other is a Caverns board!  It is great to get a new potential lay-out for quests!  The board itself folds down nicely, and is an actual board.  None of this paper map crap!  However, it is not as sturdy as the board in the Core set.  


The monsters are all card standees.  I have no real issue with this.  In fact, I think the art for the monsters look pretty cool.  Nice 2D representations of the furniture too.  Hard to tell the difference between a bookcase and a pantry though.  

In the back of the Questbook, they have the new lay-out in a grid for making your own quests.  I love that so, so much!  I have to get this digitized so I can start making me Shadow Over Innsmouth inspired Questpack!  The Traditional Heroquest board can be the town, and then the other side can be the Caverns beneath the village where the true evil lies!   



Things I Do Not Like

During the quest, you get to fight the Dragon in different forms.  I think you fight him 4 or 5 times in 10 or so quests.  Each time he gets tougher and there is a different twist, but it might get tiring fighting a guy over and over again.  I mean, almost none of the other NPC villains get that much board time!  

I am also not 100% sold on the miniature.  I think he is kinda derpy, but their is a reason he looks like a human/dragon hybrid and they explain it in the quest book.  That said, the miniatures are sold quality and I look forward to painting them all up!  


The movement dice are white with red pips.  Not cool.  The O.G. rules call them red dice.  This is a huge nitpick.  

This Quest seems to be using a "new" set of heroes different from the Core Set.  So, you can have a Varsity Team and a Junior-Varsity team.  The events in these quest supposedly take place at the same time as the Core set quests.  Alternately, you could just have the A-team handle this set of Quests before the Witchlord quests in the main book, and then tie them back in.  However, it makes me wonder how many adventuring teams is Mentor running at once?  Is he like the CIA?  

Meh and Other Uncertainties

The new quests have all ready been loaded in the App.   It is all ready to go for Solo or Co-op play with the App as Zargon.  Pretty fast turn-around time.  

There is a small dice tray, that can also hold all the standees in once you pop them out of the card.  Not sure it is big enough, but I am happy to have the little dice tray.  I am tired of my dice flying all over the board.  

The alternate sculpts for the heroes are nice.  I really like the ones in the Core Set, but these will make a nice alternative.  I wish they had made them boy-girl-boy-girl though.  A minor quibble.  

The minis are easier to get in and out of the plastic on this one, so if I paint them up they are less likely to face wear and tear.  


Final Thoughts

Did I need this?  Heck no.  Am I glad I got it?  Heck yeah!  It is worth it for the new board lay-out and quest book alone.  This adds a lot more replayability and portability to my Heroquest adventures.  Plus, some extra minis to paint is not bad either.  This is a hefty box that is packed full of goodies.  

It is also a big deal that this set is affordable and available at Target.com.  This makes it much more accessible for the fantasy curious out there.  It reminds me much more of the original Milton-Bradley version of the game in that it is a great entry point for people into the world of board gaming, role-playing, miniature gaming, and just fantasy as a hobby in general!  Hopefully, this will be a game-change like when Target had the X-wing start sets on the shelf for that game.  I don't love Hasbro, but I do love things that could expand the hobby and helps make it accessible!  

I look forward to taking this to play with my family on Holidays.  It will be much easier to move around than my Core set.  Less intimidating for them too.  It looks like a standard board game.  

Until next time! 



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