wallydubbs wrote:I've noticed some of these "problems" as well and have come up with some solutions as well.
Before getting started, there are a large degree of players in the community that apply the "no armory or Alchemist Shop" rule during a continuous quest pack, such as Keller's Keep, Return of the Witch Lord and Against the Ogre Horde.
There is a little problem jumping from RotWL to AtOH, as no reward is granted for the completion on RotWL. In this quest pack the majority of the gold is made in the first 5 quests, only for all the gold to be lost at the start of Halls of the Dead. A simple remedy here is just providing the heroes with the same reward they received from KK.
Yes, very true--we did the 'no shopping' rule too last time. Although I don't think the game is meant to work like that mechanically in KK or RotWL. Next time I'll have a Goblin Shop / Zombie Shop...
Also, I think the gold rewards in the first five Quests are much larger in the NA version than in the EU version... and then all the players lose it, whereas only the Dwarf and Wizard lose their gold in the EU.
Slight tangent: The interesting thing about the 'consensus order' (Kellar's Keep > Return of the Witch Lord > Ogre Horde) is that when originally released, KK and RotWL were clearly designed to be played in either order. The back of each box, as well as the end of the base game's questbook, suggests that both threats are, well, threatening at the same time and you have to decide which one to deal with first.
Meanwhile, the internal flavour text (prologue/epilogue) of both KK and RotWL pretend that the other expansion/threat doesn't exist. You could happily play RotWL first if that was the expansion you bought first, and follow it up with Kellar's Keep.
Makes sense in marketing terms. Some kids would only buy one expansion, after all. (My family only had Kellar's Keep and, later, Ogre Horde. Couldn't find Witch Lord anywhere! It was weird to learn later on that Ogre Horde was the rare sought-after expansion whereas everybody and their pet gobbo owned RotWL.)
This is a roundabout way of saying it's quite possible to get the reward just before Ogre Horde if you do RotWL before KK.
However, in
story terms, doing RotWL first throws a spanner into the works, because how does the Emperor survive holed up in Karak Varn all that time while you're off brodesoding Skellies?
Which presents an idea for a narrative fork with optional difficulty tweaks:
Ask the players to decide at the end of the base game quests which threat they want to tackle first. Rescue the army or stop the Witch Lord. Have a consequence for each. Maybe if KK is completed first, Skulmar and Kessandria have had time to claim their thrones, and the armies of the dead are rising all over the land--a good excuse to make RotWL more challenging. Meanwhile if RotWL is done first, the Emperor's army is destroyed while you're away in Kalos, and Prince Magnus has to take command of the Empire against the rampaging Orcs and Chaos Warriors. But you'd still need an excuse to go into Kellar's Keep. Hmm... maybe the Emperor himself is still alive all by himself down there, and you have to rescue him? Or you need to get the Star of the West back again? Or the enemy has set up a base there and you can sneak in and dispatch the general?
At both ends of the 'fork' you'd have the Empire in serious trouble--either from Morcar's armies in the east or the Undead legions from the south (?). But hey, at least it's not both at once!
Whoops, went off on a bit of a jaunt there...
Always thought it was a waste of potential to kill off Sir Ragnar in the epilogue just after that neat plot twist, too.
wallydubbs wrote:Understandably, all equipment is taken from the heroes between quests 5 and 6, and you'd think the Witch Lord would hide away the one object that is his weakness. It's #5 on the Evil Overlord List:
"The artifact which is the source of my power will not be kept on the Mountain of Despair beyond the River of Fire guarded by the Dragons of Eternity. It will be in my safe-deposit box. The same applies to the object which is my one weakness."
This should be hidden away to be found in a later quest, like you said, the Forbidden City (Forbidden Caverns in NA).
I'm pretty sure I got the idea about the Forbidden chest from one of your posts (if not you, someone else on these boards), so thanks, it's a good idea!
wallydubbs wrote:As for Skullmar and Kassandra, the introduction passage of this quest pack states:
"If the Witch Lord is not stopped soon, he will be joined by Skullmar, Captain of the Forgotten Legion and by Kassandra, the Witch Queen. If these two sit along side the Witch Lord, it is said that the bones of the fallen warriors will be summoned together under the Black Banner."
This seems to suggest a strength in power for this Unholy Trinity when joined together. So it could kinda make sense for him to project some of his weaknesses onto Kassandra. Since neither Kassandra nor Skullmar make an appearance in any other official quest pack, I would allow these two to stand by the Witch Lord in the final battle if they escape their respective quests.
That would be another good way to give them a capper. There's certainly room for both of them in the final throne room.
The 'Black Banner' is apparently Morcar's ancient battle standard for his Legions, defeated by Mr Rogar, Barbarian Esq. So it sounds as if these three are planning to bring the entire original army back from the grave.
(Incidentally, I've always wanted to theme the Witch Lord, Skulmar and Kessandria models after the characters from the old Skeleton Warriors cartoon...)
wallydubbs wrote:From what I read, most players find this quest pack rather easy, as Skeletons and Zombies don't provide much issues to the heroes. So I like to add some challenges. Skullmar, for instance, should be more powerful, but nowhere near as powerful as the Witch Lord. I give him the Necromancer spells from Wizards of Morcar. In addition, the Forgotten Legion need to be more powerful, either an additional attack dice, body point or the black shields block all hits thing to make it seem reasonable on why they never lost a battle.
I like to make little changes like that to ramp up the difficulty. In Quest 2, I make certain adjustments with the Spirit Riders. I feel they're like the 4 Horsemen of the Apocalypse and add certain treasures in the coffins reflecting it.
More good ideas! Will keep them in mind. Not sure about spells for Skullmar, though--I feel like that would be more Kessandria's shtick.
The only change I dared to make when I played through it (because it was the first time through and I couldn't judge things properly) was to give the EU Witch Lord multiple Body points and localised versions of the Chaos Spells, because after three Quest Packs and twenty years I wasn't going to let a great unfought baddie from my childhood be a pushover. It turned out to be a fight to remember. Everyone died except the Elf. Who ran away and took the credit.
I'd love to get hold of some old plastic Warhammer skeletons on skeletal horses to use for the Spirit Riders. ("I had one once but the head fell off.")