tasoe wrote:I also am a softy and I think that this event is excessive. However, this is only because the heroes are not used to random effects such as that one.
That's why I think it's important that everyquest has a random special event so you are used to them. KK and RotWL both have a lot of events in their quests but the one you're talking about is the cruelest and seems a bit unfair.
It works in Warhammer Quest--Randomness is that game's middle name.
Nephew of Mentor wrote:...Another option would be to include some sort of warning of the "curse" against the retainers of borin on anyone to open the tomb, hidden somewhere in this or a prior quest.
Like. The Quest note for the artifact trap could even include this information, but then it would need to be more subtle, as it is more immediate. I'd change the original wording of "If a Hero searches for treasure in this room, ask him if he wishes to pry open the tomb of a great warrior" to "...the tomb of a cruel warrior." The change of the warrior's reputation from great to cruel (or alternatively greedy ) should be enough for Heroes to search for a trap. The twist is that they instead need to search for a secret door to discover the nature of the trap. The alter book in the adjoining secret room could then contain this cruel warrior's story, telling of his malevolence against the Dwarves and thier works.
In my opinion, if you're going to take away named artifacts, then there should at least be a story element to go with the event. The tomb-book-trap configuration also rewards smart play. You could even go as far as to describe what would have happened if the tomb had been opened, much like the Gargoyle trap did in Bastion of Chaos, Quest 11 of the Main System.
Fullork345 wrote:I was thinking, the rulebook says if artifacts are lost, have them special treasure in the next quest. Couldn't you if you wanted to use something like that to return the armor and sword? Techancly the heros lost it since it was destroyed.
I wouldn't put those two particular artifacts back in a later Quest simply because they are lost, as it isn't "required that the Heroes have [those] specific artifact[s] in thier possession before they continue on to the next Quest." Also, there is a thematically important difference between a monster stealing an artifact from a dead Hero and magically destroying an artifact. The rulebook only covers stealing.
However, fun is fun, so if anyone feels returning the artifacts is the way to go, then they could certainly exercise the perrogative to make the best game for thier group. I'd suggest a later Quest where the Heroes are directed by Mentor to travel through a magical portal. They are then given the chance to defeat the cruel warrior at an earlier point in time and undo the curse of the tomb. Upon returning their artifacts are restored.