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Old 20 August 2009, 20:27   #1
john4p
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Happy Let's play... #1: Hero Quest

Wanted to do this for a while already. Let's play an Amiga game. Here.

Let's play... Hero Quest:



Rules:
- Anyone may decide what to do
- First come, first serve (then we'll all have to wait until I update the thread...)
- The person who played last has to pause for 1 hour (but only if he did a complete move - if more than one person took part in the last turn no one has to pause)
- Anyone may finish incomplete turns without having to pause the next

We'll play as each of the 4 characters until all are dead (or all missions cleared). No one will be resurrected. We start with the 1st mission, then the 2nd and so on.

The four characters are Targhan (the Barbarian), Thorin (the Dwarf), Elrond (the Elf) and Mithrandir (the Wizard).

Btw., I highly recommend this piano-remix of Hero Quest's bgm: http://www.amigaremix.com/remixes/search/1952


We use N, E, W and S to move. Here is a pic to clear up what the directions mean:




List of Commands:

N: move 1 step north (-> the grim looking man is our "northstar" in the isometric view)
E: move 1 step east
S: move 1 step south
W: move 1 step west
O: open door (doesn't cost any movement points)
M: show map
A: attack monster ("AE" = attack monster to the east)
C: cast spell (e.g. "C water of healing on Thorin")
U: use item (e.g. "U holy water on zombie" or "U toolkit" (to dismantle trap))
T: search for treasure (default move if you don't search for hidden doors)
H: search for hidden doors or traps
F: finish turn


List of Spells:

Quote:
Originally Posted by Hero Quest Manual
AIR SPELLS
----------


SWIFT WIND
----------

This spell can be cast on any one player. That player will then have the
equivalent of twice as many dice the next time he throws. The spell is then
discarded.

TEMPEST
-------

A small tempest is created which envelops one monster or player of your
choice. That monster or player will then miss their next turn. The spell is
then discarded.


FIRE SPELLS
-----------


BALL OF FLAME
-------------

This spell may be cast at any one monster or player. It will inflict two
points of Body damage. The victim may roll two defence dice, and for each
shield he may reduce the damage by one. The spell is then discarded.

COURAGE
-------

This spell may be cast on any one player. That player may then throw two
extra dice each time he attacks, until the spell is broken. The spell is
broken when there are no more monsters visible to that player. The spell is
then discarded.

FIRE OF WRATH
-------------

This spell may be cast on any one player or monster, anywhere on the board.
It will seek out your enemy and inflict one Body point of damage, unless your
opponent can roll a shield on one combat dice. The spell is then discarded.


EARTH SPELLS
------------


HEAL BODY
---------

This spell may be cast on any one player. It will restore up to four Body
points that have been lost. The spell is then discarded.

PASS THROUGH ROCK
-----------------

This spell may be cast on any one player. That player may then move through
walls when he next moves. The player may move through as many walls as his
movement will allow. The spell is then discarded.

ROCK SKIN
---------

This spell may be cast on any one player. That player may then roll two
extra combat dice in defence, until the spell is broken. The spell is broken
when that player is wounded. The spell is then discarded.


WATER SPELLS
------------


WATER OF HEALING
----------------

This spell may be cast on any one player. It will restore up to four Body
points that have been lost. The spell is then discarded.

SLEEP
-----

This spell will put one monster or player to sleep. He may try to defend
himself by rolling one dice per Mind point. If he rolls a shield he is
unaffected. Once asleep he may not defend if attacked. He will awake if he
rolls a six at the start of the turn, or if attacked.

VEIL OF MIST
------------

This spell may be cast on any one player. That player may then move unseen
through spaces that are occupied by other players or monsters the next time
he moves. The spell is then discarded.
Our wizard Mithrandir can cast the fire-, air- and earth-spells

Our elf Elrond can cast the three water-spells.


List of Weapons:

Quote:
Originally Posted by Hero Quest Manual
WEAPONS
-------


BROADSWORD
----------

The Broadsword allows you to roll three combat dice in attack. May not be
used by the Wizard.

BATTLE AXE
----------

The Battle Axe allows you to roll four combat dice in attack. You may not
use a shield when using the Battle Axe. May not be used by the Wizard.

CROSSBOW
--------

The Crossbow allows you to roll three combat dice in attack. You may not use
the crossbow against an opponent who is adjacent to you. May not be used by
the Wizard.

STAFF
-----

The Staff allows you to roll two combat dice in attack. The staff may be
used to attack diagonally.

SHORT SWORD
-----------

The Short Sword allows you to roll two combat dice in attack. The Short
Sword may be used to attack diagonally. This weapon may not be used by the
Wizard.

SPEAR
-----

The Spear allows you to roll two combat dice in attack. The Spear can be
used to attack diagonally. You may throw the Spear, but if you do so you lose
it. This weapon may not be used by the Wizard.

HAND AXE
--------

The Hand Axe allows you to roll two combat dice in attack. You may also
throw the Hand Axe, but if you do so you lose it. The Wizard may not use this
weapon.

List of Armour:

Quote:
Originally Posted by Hero Quest Manual
ARMOUR
------


PLATE ARMOUR
------------

Plate Armour allows you to roll four combat dice in defense, but you may
only roll one dice for movement whilst wearing the Plate Armour. May not be
used by the Wizard.

CHAIN MAIL
----------

Chain Mail armour allows you to roll three combat dice in defence. May not
be used by the Wizard.

CLOAK OF PROTECTION
-------------------

The Cloak allows you to roll one extra dice in defence. May only be used by
the Wizard.

BRACERS
-------

The Bracers allow you to roll one extra combat dice in defence. May only be
used by the Wizard.

THE SHIELD
----------

The Shield gives you one extra combat dice in defence. May not be used by
the Wizard.

THE HELMET
----------

The Helmet gives you one extra combat dice in defence. May not be used by
the Wizard.

TOOL KIT
--------

The Tool Kit enables you to remove any trap that you find. Roll one combat
dice. On the roll of a skull, the trap goes off and you lose one Body point.
Once you have rolled the dice the trap is removed.
Our dwarf Thorin starts with a toolkit to dismantle traps (you have to find a trap first by searching for hidden doors...).


Btw., the "competition-aspect" of this thread is EAB vs the Amiga 500. If the game (incl. witch-lord expansion disk) is completed EAB wins. If all characters die Team EAB loses...

Last edited by john4p; 29 October 2009 at 08:22.
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Old 20 August 2009, 20:29   #2
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Okay, first decisions to be made.

Which 2 elements shall Mithrandir specialize in?

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Old 20 August 2009, 20:31   #3
Shoonay
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Never played it... erm... Fire?

(Do I get a point? )
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Old 20 August 2009, 20:32   #4
TCD
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Huh? Will you play for us? Will we all play? And then?
Maybe you can elaborate about the purpose of this thread a bit more john.
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Old 20 August 2009, 20:33   #5
Bloodwych
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LOL! Everyone is real bored today! I did this with Battle Chess years ago! EAB vs Amiga! I think the Amiga won! Nice one!

I choose Fire and Water, because I'm a Battlebeast fan.
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Old 20 August 2009, 20:43   #6
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Quote:
Originally Posted by TheCyberDruid View Post
Huh? Will you play for us? Will we all play? And then?
Maybe you can elaborate about the purpose of this thread a bit more john.
You'll decide - I'll "input" your decisions via WinUAE (and always make a savestate of course).

It'll elaborate enough while this thread progresses...


I thought the wizard may select 2 elements. But Shoonay was right when he selected only 1.

So Mithrandir is now a Fire-mage.


Now please select Elrond's element:



Water, Air or Earth? Bloodwych may participate this round (which only consists of this single decision ), Shoonay has to pause now...
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Old 20 August 2009, 20:46   #7
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Water, Water, Water!!!!
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Old 20 August 2009, 21:02   #8
TCD
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If it get it right you'll get a big for this thread john
Nice one mate!
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Old 20 August 2009, 21:04   #9
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what about 20 users with different ideas what to do?
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Old 20 August 2009, 21:06   #10
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first posted - first served I guess
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Old 20 August 2009, 21:15   #11
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Okay. And so it begins...

Mission 1 - The Maze:




Targhan rolled a 7. You may now walk 7 steps and then either search for treasures or hidden doors.

Note that in the isometric view down/right is east (E), down/left is south (S), up/left is west (W) and up/right is north (N).
(Just keep in mind the "grim looking man" is our "northstar". )

In order to walk, just write e.g.: EEENNWS or 3xE 2xN W S

A means "attack". AE would mean "attack monster standing east from me".
H means "look for hidden doors".
T means "search for treasure".
C means "cast spell".
U means "use item".

Targhan currently has 0 items...





What shall he do?


(Apology in advance because this thread will often stall due to me not being online all the time...)


edit: Thanks, TCD! And Shoonay got it right - first one decides...

Sorry, g2g now (for today).
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Old 20 August 2009, 21:20   #12
TCD
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EEEE (then I need a new pic, but I guess it's) EEE
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Old 21 August 2009, 08:05   #13
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I've added the 3 Es right away:



You could've already told if you wanna look for treasure (T) or hidden doors (H)...

Now - T or H (TCD may decide this, too, since he didn't complete his turn)?
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Old 21 August 2009, 08:08   #14
TCD
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Oh missed that part. One 'H' then please
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Old 21 August 2009, 08:13   #15
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Nothing:




Now it's Thorin's turn. He rolled a 5:





What shall he do?
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Old 21 August 2009, 12:53   #16
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this thread is brilliant!

EEEEE
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Old 21 August 2009, 13:15   #17
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Glad you like it.



Please post if you want to look for hidden doors (incl. traps...) or treasure (you need gold for weapons and armour).
You can do this right away, e.g. EEEEE+H or 5xE+T...

So?
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Old 21 August 2009, 13:22   #18
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go e, go n, erm... enter door
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Old 21 August 2009, 13:24   #19
TCD
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It's still gimby's turn and then there will be the next char Shoons
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Old 21 August 2009, 13:26   #20
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sorry, it's a bit confusing...
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