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Translation of "Slumbering Monster" by Roberto de Moraes

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Re: Translation of "Slumbering Monster" by Roberto de Moraes

Postby The Admiral » October 2nd, 2018, 8:33 am

Anderas wrote:I as morcar would also remove the death trap in the lower left corner; by placing a secret door in north of the Gargoyle.


Yeah, I had a good look at that too, but decided to leave it. If the Heroes disarm the trap they get a meaningless dead end room with a Gargoyle in it, whereas if they trigger the trap and stand back, as any sensible Hero must, they get hit with a nasty falling block. Both turn outs are bad for the Heroes. If a Hero is stupid enough to step beyond the triggered falling block into an unknown area, then they deserve to die. But not until they maybe kill the Gargoyle and search everywhere they can for a secret door that isn't there! :twisted:


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Re: Translation of "Slumbering Monster" by Roberto de Moraes

Postby lestodante » October 2nd, 2018, 8:49 am

I think 2 parts need to be changed. Consider there is a falling rock trap on the lower corridor that will block the way back from the gargoyle room, even if we place a new door behind the Gargoyle, the heroes will not be able to come back to the stairs.
So I propose to replace the falling rock trap with a coomon pit or spear trap. And also to put a door in the room with gargoyle to allow the heroes to progress to the throne room. I think it is better to use a normal door than a secret passage, so nobody will need to printt another additional secret passage, though the doors in game are now 19.

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Re: Translation of "Slumbering Monster" by Roberto de Moraes

Postby The Admiral » October 2nd, 2018, 5:37 pm

The Gargoyle room isn't particularly a problem for me. The main things that need changing are room C, and the dead end problem as mentioned earlier.


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Re: Search for quest "Slumbering Monster" by Roberto de Mora

Postby Anderas » October 3rd, 2018, 2:12 am

j_dean80 wrote:Quest 2 map:

Image


I think the base game secret doors are enough, no?

J_dean80 would you share the xml?


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Re: Translation of "Slumbering Monster" by Roberto de Moraes

Postby knightkrawler » October 3rd, 2018, 6:34 am

Once a secret door has been found, there is no reason not to use a regular open door.
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Re: Search for quest "Slumbering Monster" by Roberto de Mora

Postby j_dean80 » October 3rd, 2018, 7:11 am

Anderas wrote:
j_dean80 wrote:Quest 2 map:

Image


I think the base game secret doors are enough, no?

J_dean80 would you share the xml?


Yes, when I get home from work this evening.
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Re: Translation of "Slumbering Monster" by Roberto de Moraes

Postby j_dean80 » October 3rd, 2018, 8:20 pm

Blood - Good to the last drop


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Re: Search for quest "Slumbering Monster" by Roberto de Mora

Postby Daedalus » April 2nd, 2019, 1:58 pm

Anderas wrote:
I think the base game secret doors are enough, no? . . .

Going through some older threads, I rediscovered this unanswered question. The answer for the NA game is there are enough secret doors. I'm less sure about the EU Base Game, though there are four secret doors in it. Whether they are double-sided matters, as some of the four secret door tiles may also contain a necessary pit trap on the back side (I don't know.)

There's another matter I noticed that may or may not have been addressed in one of the other topics for this Quest series. Quest 1 requires 17 doors while Quest 2 above requires 19. As long as some of the rooms remain unopened, the closed doors can cover the deficit. However, if the Quest is fully explored, the 16 open doors of the Base Game aren't enough.
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Re: Search for quest "Slumbering Monster" by Roberto de Mora

Postby The Admiral » April 30th, 2019, 6:25 am

j_dean80 wrote:
The Admiral wrote:
j_dean80 wrote:Wow that sounds complicated to keep track of. May be easier to roll a red die to see the sword's effect for each attack.


Yes, I can see that getting forgotten in the heat of a big quest. I like the random nature of a dice roll; it is a chaotic weapon after all. I think the sword needs a base attack (I would go 2) and then roll a 1d6 before every attack 1-4 = +1 to +4, 5 = no effect, 6 = -1.


I like it. Very simple and effective.


An even simpler solution that requires no calculations, and arrives at exactly the same result, is to just roll 1d6, and that is the attack value of the sword for that attack.


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Re: Translation of "Slumbering Monster" by Roberto de Moraes

Postby lestodante » April 30th, 2019, 7:09 pm

I still think there is a problem with that falling rock leading to the Gargoyle room (in the bottom left corner): it is a sure dead!
A falling rock trap can't be disarmed or found with a search or am I wrong with the NA rules?


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