We return to our heroes as they steel themselves to face the final swarm of skaven, lead by the the warlord of the
entire clan.
As the rats surged forward, Croaker
quickly retreated into the small room where the rest of the party had taken
position. Hans then muttered an incantation to surround
Croaker with a band of gleaming dragon scales, boosting the warriors already formidable defenses.
Taking up position
immediately behind a door in order to bottleneck the monsters is basically the
signature “boring dick-move” of AHQ, but I was very much outnumbered at this
point, and Allum was already teetering at death’s door, so I didn’t want to
take too many chances.
I’ll probably dedicate a
post to this topic at some point, but not now.
As the mass of ratmen closed, Hans
summoned up another blast of fire, taking out a chunk of the formation.
Undeterred, the rest of the skaven
charged through the doorway.
Meanwhile, the two sentries
continued exploring, but, to the very great relief of the heroes, they found
nothing but closed off corridors.
[picture + map]
Back at the melee, the skaven force
had been unable to make headway against the heroes. Each time one of them pressed
through the door, it was cut down before it could raise its weapons.
I kept rolling “Attack and
move” on the tactics-table, which meant that as long as I could kill one skaven
each turn, none of them could attack my party. “Boring dick-move” indeed – though
I was quite lucky to pull it off as well as I did. A roll if “1” (reinforcement
+ “move and attack”) might have made a bit of a mess of my plans.
As soon as the warlord came within
sight, Hans used the last of his Fire Dust to blast it with a fireball,
wounding the creature.
Eventually the group of skaven had been
whittled sufficiently down, that the heroes risked attacking into the large
room to get to grips with the remaining stragglers.
The heroes regained all wounds and
fate, and received another point of fate because they’d completed the quest in two
expeditions.
As they’d found a jewel worth 150 gc,
they had a total of 1150 gc to spend, 100 of which went towards living expenses.
They then rolled “Risk pay” on the random event table (again), which had no
effect.
Finally, it was shopping time.
First of all, Allum and Croaker hit
the gym. The dwarf got +1 wound since his low wound-score had proven to be a
severe liability and Croaker got +1 strength, truly making him a force to be reckoned
with (six damage dice baby!).
Hans also got some training,
learning “Still Air” (useful for making those d*mn sentries stay in one place”)
and 10 spell components.
Meanwhile, Ellandiel bought 12 arrows to replace those he’d used.
Finally, it was time to attract or
hire henchmen. Since all four heroes had gotten a point of fate, I could
theoretically attract four henchmen at reduced cost, but I figured two would be
enough to begin with (which had nothing at all to do
with the fact that I only had two painted up – oh no sir!)
All in all a very successful quest.
Epilogue
I wasn’t entirely finished though.
There was still a bit of gold in one of the rooms near the final set of stairs,
so the party once again ventured down into the dungeon (completely forgetting
to bring their two henchmen along).
The door to the room in question had
been closed, so the drew their weapons and kicked it open, finding a skaven
warlord and its bodyguards on the other side.
The heroes made quick work of the
ratmen, picked up the remaining treasure (as well as the 115 gc the new
monsters had been carrying) and returned to town, where they paid 170 gc in
living expenses (the extra 70 gc went towards retaining the henchmen) and promptly
got robbed! (by rolling “pickpocket” on the random events table). Fortunately,
they had already spent most of their cash, so they only lost 23 gc.
To wrap things up, Ellandiel got
some archery training (+1 BS), and the remaining 175 gc were divided amongst
the heroes.
And that’s the end to a complete
game of Advanced Heroquest. Hope you’ve enjoyed it – I certainly have.
Croaker
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