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Re: Outer Caves

PostPosted: June 20th, 2019, 12:17 pm
by Pancho
I like the idea of one of the Chaos warriors raising the alarm.
It would have to be ruled carefully though - it’s possible that the Heroes can get to the centre room with three quarters of the board left unexplored, so if the mechanic is like that in the Rescue of Sir Ragnar you could end up with an avalanche of monsters assaulting. Probably too difficult a quest for them considering it’s only the second quest in the pack.

Maybe Morcar gets to activate 2 or 3 rooms of his choice only.

Re: Outer Caves

PostPosted: January 12th, 2021, 7:01 pm
by Kurgan
Revisiting this thread because I had a panic moment and thought the quest was broken! It DOES say you win by keeping the room clear.

I setup a 2nd part to the Quest where you have barricaded yourself in there, everybody gets their stuff restored, and then you have to fight your way to the door (alarm is raised as the barricaded doors break down). I guess its only fair at that point to just remove that Falling black trap (or turn it into a spear trap), rather than placing a secret door (that wasn't there before). I had this goofy idea of placing three Pass Through Rock spell scrolls in a chest in the center room, but honestly you should be able to complete a quest without having to rely upon gear provided in other quest packs (beyond the game system of course), right? (even though it's cooler to let them unlock stuff and carry it over from pack to pack... as they go).

The only complication is if any Heroes DID exit the Quest before this, but in that case they'd be playing without him! I had forgotten about the Spell Ring usage option, good call.

Also, weapons rack will be stocked (each Hero can search it once to draw a random Equipment card) in my version of "the Outer Caves Part 2: Escape!"

Whew.