2015-09-13

We've now completed the Barbarian quest series, and plan on starting the Elf quest in the near future (next weekend).

I have made adjustments to our game as we went along. If a hero rolls a double on the movement dice she now gets an artifact card, the ones that were available in the starting quests Orcs bane etc. Pretty soon double rolls became meaningless as there was no items the girls needed from the pile, so I had the idea of adding a genie card to the deck (as we have 9 genie air spell cards). In other words they got a magic lamp and when rubbed the genie appears. The genie could be used additionally to an attack, it can do everything it says on the cards or heal the hero 4 body points, it worked quite well, and the girls seemed to have fun with it.

I used the Manticore figure from the Dark World board game as the Frozen Horror as the final boss. I did manage to kill several of the girls in the last 3 quests, however they were saved each time by an elixir of life, sadly the person I killed each time just happened to have the card or was standing in the same room as someone who had the card. I managed to get my partner down to 2 body points at the very end on the last boss, but she cheated and wandered through the treasure deck for a potion of healing, I kind of objected but she scowled at me and was adamant she wasn't dying at the end so I let her have that one.

Having experimented with the Vampire character we have now found the optimal set up for it's spells. We settled on:
3 x summon mummy - max one mummy up at a time
3 x raise dead (can raise a dead monster as a skeleton after killing it) - max one skeleton up at a time
6 x death bolt
3 x spirit of vengeance
1 x earthquake
1 x clairvoyance
1 x escape
(18 spells)

The character starts off with the stats of the elf, 6 body and 4 mind, it also has the magisters hood (2 body), talisman of lore (2 mind), wand of galiatas (2 mind). For a total of 8 body and 9 mid points.

Our Barbarians have 10 body and 5 mind points. standard stats of 8 body and 2 mind, with an amulet of the north, 10 body and 3 mind, then with talisman of lore and wand of galimatas, 10 body, and 7 mind. The Barbarians start off with a potion of healing, heroic brew and potion of speed, with their 4 additional mind points their allowed 4 addition potions of holy water. They can use up to 1 additional holy water, as well as attacking each turn to help them clear rooms.

All characters when at optimal strength attack with 5 dice or 6 against undead, and defend with 6 dice. All have the spirit blade and an orcs bane (duel wielded), with borins armor and either a thunder gods belt and helmet, or bracers and wizards cloak. We don't allow men at arms, although the Vampire can summon 1 skeleton and 1 mummy to help, though with normal monster stats and body points their often cannon fodder.

Anyway were very pleased with the Barbarian quest pack, I admit I was a bit worried about it as it wasnt British made and seemed to break a few rules in the British game though everything was adapted easily to the British game and the replacement monsters used worked well. It's an excellent expansion and worth playing if possible.

Statistics: Posted by alyndavies — Today, 12:13 pm

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