Re: The Tyrant's Tomb - a solo quest pack
Posted: March 24th, 2020, 2:24 pm
Oh, and unarmed combat is only one CD in attack, and two in defence. It’s the same for the Dwarf in Quest 4.
Dedicated to Ye Olde "Agin's" Inn and the fantasy board game HeroQuest
http://forum.yeoldeinn.com/
lestodante wrote:lestodante wrote:Also for the Deep Sleep spell if you wish to change it, I can suggest this version by (if I'm not wrong) Anderas or Stoner:
"Any one monster you choose that has 3 Mind Points or less instantly falls asleep. They may not defend whilst asleep but will wake up if attacked* in any way. The sleep lasts for 1D6 turns if not attacked (ends at the end of the casters turn)."
*I would change "if attacked" with "if wounded" so the monster can't defend the first time he's attacked.
I was thinking about the following variation too, it is very close to the original but fixes it: "This spell may be cast on any monster within your line of sight, as long as the monster has from 1 to 3 Mind Points. The monster falls asleep immediately and stays asleep until the end of your next turn. The monster cannot defend against a Hero's attack while it is asleep.".
What do you think?
wallydubbs wrote:Is Faustus able to spot traps?
Also, his power only works for 1 room or corridor, yes? The Wizard can't send him out to map out every corridor before proceeding?