- 1 Revolving Room Tile
2 Mirror Tiles
+6? Game Cards*
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knightkrawler wrote:First, on the Special Ability:
Beginning with this Quest Pack, the Wizard will have the special ability to counter a spell cast on him.
After being targeted by a spell, he may roll a combat die to counter the spell and see if he may ignore all its effects. If the Wizard has more Mind Points than the spellcaster, he must roll a skull to successfully counter the spell. If he has fewer Mind Points, he must roll a white shield to do so.
If a spell is successfully countered, the spellcaster must discard it without it taking any effect whatsoever, but the Wizard must also discard any one of his unused spells.
No qualms with this. If I remember it correctly, you took that excerpt from WoM unchanged,
so I only checked for orthographical errors, of which there were none.
Great job all around!
One of the best quest packs I've seen.
Daedalus wrote:There are a few components you could add to page 3:1 Revolving Room Tile
The extra Game Cards are the Skaven spells. Perhaps you could mention them on p.5 either as part of entry #5 under The Wizards of Zargon, or just after.
2 Mirror Tiles
+6? Game Cards*
j_dean80 wrote:knightkrawler wrote:First, on the Special Ability:
Beginning with this Quest Pack, the Wizard will have the special ability to counter a spell cast on him.
After being targeted by a spell, he may roll a combat die to counter the spell and see if he may ignore all its effects. If the Wizard has more Mind Points than the spellcaster, he must roll a skull to successfully counter the spell. If he has fewer Mind Points, he must roll a white shield to do so.
If a spell is successfully countered, the spellcaster must discard it without it taking any effect whatsoever, but the Wizard must also discard any one of his unused spells.
No qualms with this. If I remember it correctly, you took that excerpt from WoM unchanged,
so I only checked for orthographical errors, of which there were none.
Great job all around!
One of the best quest packs I've seen.
What about something like: "The Wizard may counter any spell cast within his line of sight."
Daedalus wrote:There are a few components you could add to page 3:1 Revolving Room Tile
The extra Game Cards are the Skaven spells. Perhaps you could mention them on p.5 either as part of entry #5 under The Wizards of Zargon, or just after.
2 Mirror Tiles
+6? Game Cards*
knightkrawler wrote:j_dean80 wrote:knightkrawler wrote:First, on the Special Ability:
Beginning with this Quest Pack, the Wizard will have the special ability to counter a spell cast on him.
After being targeted by a spell, he may roll a combat die to counter the spell and see if he may ignore all its effects. If the Wizard has more Mind Points than the spellcaster, he must roll a skull to successfully counter the spell. If he has fewer Mind Points, he must roll a white shield to do so.
If a spell is successfully countered, the spellcaster must discard it without it taking any effect whatsoever, but the Wizard must also discard any one of his unused spells.
No qualms with this. If I remember it correctly, you took that excerpt from WoM unchanged,
so I only checked for orthographical errors, of which there were none.
Great job all around!
One of the best quest packs I've seen.
What about something like: "The Wizard may counter any spell cast within his line of sight."
Aaaah, so it doesn'T matter if he's the actual target. Got it.
Beginning with this Quest Pack, the Wizard will have the special ability to counter a spell.
Immediately after a spell has been cast in his line of sight, he may roll a combat die to counter it and thus nullify all its effects. If the Wizard has more Mind Points than the spellcaster, he must roll a skull to successfully counter the spell. If he has fewer Mind Points, he must roll a white shield to do so.
If a spell is successfully countered, the spellcaster must discard it without it taking any effect whatsoever, but the Wizard must also discard any one of his unused spells.
Anderas wrote:Aye, my wizard survived only barely, only on the perfect path and with the help of a magical throwing dagger.
But I wouldn't want to miss that epic Gargoyle fight.
Just some ideas to choose from:
Would you add a magical throwing dagger somewhere?
Maybe a hint in the quest that the top left corner is to be left alone?
Or the barbarian stays with the wizard willingly and asks for payment only once the quest is over?
Or you can free not only the barbarian but also a helbardier, probably in another corner of the quest?
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