Mentor
The very first quest will be 'The Maze'. A lot of players find this quest to be very boring as there are not many monsters. When the US edition of the rules came out the substituted this quest out for 'The Trial', which unfortunately had the opposite problem of too many monsters - like ALL of them. This was overkill for the first quest. I much prefer the simple easing-in nature of the Maze. Its not very challenging, but its charm lies in the idea that at the start of their careers as adventurers the Heroes are actually competing against each other. They are racing each other to see who can find the way out first. The Evil Wizard player (who doubles up as a games master) really needs to play on the rivalry between the players if this quest is to work well. Fostering division should always be Morcar's objective anyway.
I think if I run this quest again I'll use the much improved version created by Mortimer here http://oldscratch.smackwell.com/cgi-bin/yabb/YaBB.cgi?num=1208476040
but for now let's get on with the original quest.
Here's the board with the unusual set up of the heroes starting in all four corners of the board.
Starting in the top right corner we have Humuncules the Barbarian. He hails from the bitter cold northlands of Norsca, and these southern dungeons feel positively tropical to him, hence his lack of clothing. He rolls a lowly 4 for his first movement roll and heads down towards the closed door.
Here's Bretal the Elf. He rolls only slightly better with a 5, and heads towards the dwarf hero. Bretal has the Water spells.
Enter Grimgold the Dwarf. He is the first hero to remember to search for traps. Finding none, he then roles 8 for movement. Moving away from the Elf, he enters the first room and comes up against an orc. Having searched for traps already this turn, he can't attack at this time.
(it was at this point I realised I didn't have enough of the closed doors, the Maze quest makes uses of tons of them! so I had to use a door from the expansions).
This finely dressed fellow is the Wizard, Merkai. He has chosen the elemental spells of Fire, Air & Earth. Copying the Dwarf, he first searches for traps then rolls a 10 taking him up to a closed door. Learning from the Dwarf again, or at least his mistakes, he decides not to open the door until his next turn when he will be able to attack or carry out another action.
On Morcar's turn the orc rolls three combat dice to attack Grimgold the Dwarf and gets 3 skulls. Ouch! What a way to throw the first attack of the campaign. Grimgold rolls one white shield in defence, and so loses 2 body points. He has 5 left, down from 7.
Humuncules then enters a yellow coloured room. Searching for treasure he takes a card from the deck and finds a gem worth 50 gold coins. Nice! Maybe he can buy some bigger clothes with it....
Bretal the Elf enters another room, searches for treasure and pockets a potion of healing for later. The heroes are starting to enjoy the treasure searches and are now thinking its all good stuff in the deck. Naïve fools!
Grimgold fluffs his attack on the orc and stays put.
Merkai the wizard opens the door and sees an orc. Wisely deciding to use a spell rather than physical brawn, he casts the fire spell 'Ball of Flame', and the orc dies screaming.
The orc facing Grimgold rolls only one skull in his next attack, which the dwarf defends.
The Barbarian searches for secret doors, finds nothing but a dead end, and has to head back to where he started the quest. Thankfully he rolls a 10 and gains some ground.
Bretal also searches for secret doors but has more luck. He moves through it, getting very lucky indeed as the blue room with the other closed door that he rejected had a orc in it, as well as being a dead end.
Bretal also searches for secret doors but has more luck. He moves through it, getting very lucky indeed as the blue room with the other closed door that he rejected had a orc in it, as well as being a dead end.
Grimgold rolls 2 skulls and kills his orc foe. He moves into the next room but has wasted quite a bit of time.
Merkai moves up a bit, and finds 25 gold in treasure search. Morcar has nothing to do as there are currently no monsters on the board.
Humuncules finds a treasure hoard worth 100 gold! He now has 150gc. If he can get out of the maze first and claim the prize the Barbarian will have a hefty amount of loot.
Bretal finds another secret door. There are not actually any monsters yet on this side of the board!
The dwarf finds 50 gold inside a small leather pouch that was wrapped in an old rag. Morcar is starting to think that he didn't shuffle the treasure deck properly!
Despite a thorough search Merkai the wizard finds no treasure in the blue room with the odd kink in the corner. There is a secret door right next to where Merkai is stood in the photo, it opens out into the corridor and is the only way out of the dungeon maze from the side of the board that the wizard and dwarf are on. Who will find it first?
Humuncules moves through both doors of the small room, finds an orc in the second small room, and smashes him down with his broadsword.
Bretal moves through the secret door and sees an orc guarding the large centre room. The elf suspects this is the way out. He doesn't however have enough movement to get to the orc.
Grimgold moves across the corridor and into the same room as the wizard, searching for secret doors he gives Merkai the opportunity to then skip through it into the corridor. He then kills an orc guarding the other door into the centre room with a Genie spell!
The orc on the other side charges Bretal and takes one body point from him.
The barbarian can't find a way out so heads back to the first small room ready to search for secret doors next turn. Its a frustrating time for him; he can hear the battle raging in the corridor through the wall but can't join in!
The elf recalls how long it took the dwarf to despatch the other orc earlier and hatches a plan to get past this one. He casts the water spell 'Veil of Mist' and simply steps through the space that the orc is in! Rolling a 7 for movement, he enters the centre room but is agonisingly just one space away from the staircase that leads up out of the maze....
On the wizards turn, he decides not to heal the dwarf and instead casts the air spell 'Swift wind' on himself. Doubling his movement, he breezes into the centre room and escapes out of the Maze, winning the quest.
On Morcar's turn, the orc attacks Grimgold. The orc can potentially kill the dwarf if he gets 3 skulls. The players hold their breath....the orc rolls 2 skullls, both of which are defended, and Grimgold lives on.
the other orc chases Bretal back into the centre room hoping to prevent the elf's escape, but causes no damage.
Humuncules finds a secret door and heads into the corridor, his way out still blocked by the orc fighting Bretal. Instead of helping slay this orc, Bretal skips up the stairway to safety. There has not been much charity between the players this game!
On their turns both Grimgold and Humuncules slay the orcs they are facing and then leave the dungeon, the barbarian first stopping to search the centre room for treasure, finding only a potion of speed that would have been very useful earlier but totally useless now.
Although the Barbarian finished the quest last, he actually had the best haul of plunder (150 gold coins). Merkai collected 125 including his prize for getting out first, Grimgold cam away with 50 and the Elf with absolutely nothing (having neglected treasure searches over his effort to get out fastest).
All in all a good quest to start with, although I'll definitely run the more interesting version linked to above if I do this quest again.
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