HeroQuest: Barak Tor – The Barrow of the Witch Lord

What with one thing and another, we haven’t played HeroQuest for a long time. And we’re so close! In this twelfth of fourteen missions in the first campaign, we are finally becoming powerful enough to begin girding for the final fight against the Witch Lord.

Luckily, he’s already dead. But, typical for witch lords near and far, they don’t stay dead. This one was guarding the Star of the West, a jewel that will serve to unite the good folks against the bad orc folks somehow. The only thing that can harm the Witch Lord is the Spirit Blade.

I asked Zargon if we were to find the Spirit Blade in the tomb. He said no. I figured we eventually would, anway. But we didn’t.

Escaping from Barak Tor

At this stage in the game, everyone has great armor and weapons. There was nothing that could really harm us in the dungeon. The dwarf had the dread spell Fear cast on him, that kept him weak for three full turns before he finally found his courage.

The dwarf had to roll at least one six on three d6. Three times, nine throws of the dice, not one six. Other people were rolling a 5 and a 6, or two 6s, just really rubbing the dwarf’s face in it. Finally he broke free — once the rest of the heroes started catching up and killing the stuff he found.

While three of the heroes headed toward the witch king, the monk took a different path and found that the back half of the dungeon was an elaborate trompe l’oeil — the doors in the area were false, painted doors, surrounded by all too real traps.

As he headed back, we woke the witch lord and tried to make our way to safety. We did find a Wizard’s Staff in one of the final rooms, but unfortunately, nobody is playing the wizard any more.

The monk eventually caught up, and we all exited together, leaving the slow moving Witch Lord trapped in his barrow.

I hope we don’t see him again.