Adventure Time (a WHQ Report)
Once again Goatmörser, Elrond and I met for a round of Warhammer Quest. We also welcomed a new member of the party: Fledermaus (who never played before) and we did two very fun games that night. This time we tried a different mix of the heroes, having 3 (!) Dwarfs and a Wizard in the party. Luckily our Wizard (played by Elrond) drew both times the healing spell “Healing Hands”, which costs only 2 Mana to cast.
So basically we had three tough dwarven warriors and a Wizard to heal us every round. Unfortunately that doesn’t help a lot, when your party takes a wrong turn, ends up in a dead end and the the only way out is blocked by a cave in. Exactly that happened in our first game, resulting in a few dead heros and a quite some gold coins being lost.
The second game however lasted about 3 hours and was so far the most fun game of Warhammer Quest I ever had. On a side note: playing on Goatmörser’s incredibly gloomy dungeon makes at least half of the whole gaming fun.
As I said in the first lines of this post: the first game was a short one. Almost no monsters, a wrong choice and quite some lost gold on the way out (even though one other hero even died…) But now for the second game.
After that room a portcullis blocked the way out. So we had a new side-quest: “Find the key to the portcullis”. Which we did, but then something else happened: Minotaurs! Suddenly the intensity of the game was a lot higher.
The Fimir was created because Goatmörser loves the Forgeworld model so much and (like all of us) he thought that some old friend from Hero Quest should be brought over to WHQ. You can find more about the Fimir in this post.
This hallway was probably one of the bloodiest battle ever fought in any dungeon of the old world: 3 Minotaurs, countless Snotlings, a Fimir and 5 Night Goblin archers. And then a cave in… but the heroes fought on. Killing the already wounded Fimir and reaching the deceptive safety of the next room. Which happened to be the objective room.
Facing the endless ranks of the monsters and being the last hero alive, the last remaining Dwarf fled. And lost another half of his gold. But at least my Dwarf survived, waiting for new companions to explore more dungeons of the old world.
We managed to kill the last Minotaur, most Giant Rats and a few Skaven. But in the end we have been overwhelmed by the sheer numbers of monsters. Maybe it would have been different, if we had had time to recover from the hallway of death. But in retrospect, this was the best game of WHQ I ever had: extremely intense, but not at all as frustrating as the first games. (we killed 4 (!) Minotaurs!).