Karma is a Harsh Mistress, part 2.5

You fled the collapse of the ruins and walked for days across icy wastes until you came upon a remote village in the mountains. There isn’t much here, but for an unnamed tavern and even less to do. Weary of snow and welcomed by a warm hearth and a pretty ear you take to the favorite pastime of many a hero. In other words, you drink and boast.

To prove your mettle, and pay your tab, you empty the sack of gems and jewels on the table. In horror you watch them turn to dust like the mummies. As if that was not enough, Torsten busts in with new henchmen in tow, followed by the local militia. He accuses you of theft, demands his fair share, and grabs the sack—only to pull out a live snake.

In the ensuing commotion and while Torsten wrestles the snake, before karma throws another curveball, it might be a good idea to leave.

NOTES

This is a solo adventure meant to be played by a single hero (that played part 2 first). It isn’t a full quest, but more like a single encounter created to address inconsistencies in the previous adventure due to crunch culture and releasing it before it was ready. Essentially, it’s a shoddy bolt-on DLC. I mean, look at the map… there wasn’t even time to create proper graphics for the Mythic-tier tavern tile.

That said, it solves the problem with the jade icon, a now useless quest item clogging inventory space (damn, that character sheet box is small). Further, the alluded worth of the icon was said to be more than the entire deck of equipment cards, yet left with no value in gold. Part 2.5 makes sure the hero doesn’t get to spend any of that gold, in an end befitting this series of quests.

Start by placing the tavern tile from the Mythic tier (or substitute your own art project), followed by the table in the room marked with an X, and all relevant doors. The door between the two rooms is open.

The local militia isn’t immediately hostile, but will attempt to prevent everyone from leaving the tavern until they can be properly questioned. Once the first punches are thrown however, all bets are off. To make it easy for the color blind, Torsten’s goons are indicated in red and the local militia in green (which may be corrected in a future patch, or not).

MOVEATTACKDEFENDBODYMIND
Torsten2 dice435 (6)2
Goons73221
Swordsman64323
Halberdier63322
Crossbowman63322

The crossbowman makes ranged attacks using 3 Attack dice and the halberdier can attack diagonally.

X. The hero starts here. 

XX. Torsten starts here, but misses his first turn flailing around with the snake (and loses 1 body point when it bites him).

A. The chests in this room contain no treasure, only food supplies for the tavern kitchen.

B. A visiting wizard sits in the chair reading a book. Unfortunately, this is an NPC from an unfinished quest line and can’t be interacted with.

The quest ends when the hero escapes through either door to the outside (without the jade serpent of course).

Wandering monster in this quest: Halberdier (dammit, wasn’t there only four of them?)

Hero Quest and the HeroQuest logo are trademarks of the Milton Bradley Corporation, a subsidiary of Hasbro, ©2008, in association with Games Workshop ©1988-1993. All rights reserved. Use of its theme and images in this post is not intended as a challenge or threat to their copyright. This quest is made available exclusively for private, in-home use and is not permitted to be altered or sold, in whole or part, for profit.