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The Tyrant's Tomb - a solo quest pack

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Re: The Tyrant's Tomb - a solo quest pack

Postby lestodante » Saturday April 4th, 2020 6:42am

Well, I feel a bit guilty now, because I asked to put more guards on the map! :lol:


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Re: The Tyrant's Tomb - a solo quest pack

Postby wallydubbs » Saturday April 4th, 2020 7:12am

I must've missed that warning in Note J. Next time I'll be sure to avoid the Cook.

Yes, but each now room opens potential for something good from the Treasure deck or possibly new artefact or something helpful. How would the average player really know?

As nice as it was to write "AVOID" over one path, you can't always count on translations working out and so... how would they know?

Just saying, from most players I'm experienced with a dungeon map is usually completely uncovered by the time they accomplished their objective. So it's not unreasonable to leave no stone unturned. Even an experienced players might not go with the avoidance approach.


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Re: The Tyrant's Tomb - a solo quest pack

Postby Pancho » Saturday April 4th, 2020 12:32pm

lestodante wrote:Well, I feel a bit guilty now, because I asked to put more guards on the map! :lol:

:lol: :lol: :lol:


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Re: The Tyrant's Tomb - a solo quest pack

Postby Pancho » Saturday April 4th, 2020 12:39pm

wallydubbs wrote:I must've missed that warning in Note J. Next time I'll be sure to avoid the Cook.

Yes, but each now room opens potential for something good from the Treasure deck or possibly new artefact or something helpful. How would the average player really know?

As nice as it was to write "AVOID" over one path, you can't always count on translations working out and so... how would they know?

Just saying, from most players I'm experienced with a dungeon map is usually completely uncovered by the time they accomplished their objective. So it's not unreasonable to leave no stone unturned. Even an experienced players might not go with the avoidance approach.

Totally get what your saying Wallydubs. If you miss out a room with an important artefact or which gives you a useful treasure card, you could die. And if you explore a dangerous room that you could have avoided, you could die.
That’s the beauty of HQ, you live and die by your decisions.
In most group quests I like to explore all avenues, in most solo quests I am much more cautious, and would avoid all areas for which the available info is telling me that I probably don’t need to go. But it really depends on the player.


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Playtest Quest 4: The Treasure of Chungor Chan

Postby wallydubbs » Sunday April 5th, 2020 8:35am

Although my girlfriend was against trying the Wizard's quest again, I got her to try the Dwarf quest. I'll have to guide her through the Wizard Quest at some point if I'm going to have her test the other ones.

Anyhow, she managed quite well on this one. I allowed her to search for treasure at the tavern, where she found an additional 10 gold. In the Runeport market she bought rope, a lantern and a wooden stake "because Vampires", she said.
The story went by as normal, betrayed by Grinch and Grivois, which she was not the least surprised by their betrayal. But she was surprised that they'd give her a death sentence for stealing. "They must not like Dwarves."

In the jail cell I was surprised when she rolled :skull: :whiteshield: :whiteshield: to loosen the mortar, so she escaped through the back wall. She went into the room in that same hallway and attacked the guard, but failed to roll a :skull:. But the guard rolled 2 of them! She failed to block. But she was more successful on her next attack and beat the guard.
She searched for traps, found none, treasure and drew a Potion of Healing, and then found the secret door. Going out that way and around the corner, but didn't have enough movement to reach the guard. But the guard ran over and attacked with :skull: :skull:, she only got 1 :whiteshield:, though.
Although she had the option to use the hit and run tactic she decided to stand her ground, which worked out horribly: for 5 turns she failed to roll a :skull: on her attack phase. Oh, she got plenty of :skull:s in defense, so much so she finally decided to run once the guard dropped her down to 1BP. She ran 9 spaces away and drank the Healing Potion, rolling :roll5:. Going for another attack she rolled :whiteshield:. The guard attacked for :skull: :skull:, but she lucked out with :whiteshield: :whiteshield:. Her next attack was :blackshield: and she ran away again, this time reaching the western hall, and came up against another guard. She blocked his attack, but then he blocked hers and she was sandwiched between 2 guards. But she lucked out as the guards started rolling poorly too. They took her down to 3BP, but she finally managed to beat both of them.
After that ordeal she searched for traps and secret doors in that hall, locating the one that leads to the room with her stuff. She went in, got her stuff back, and went into the torture rack room. Once in there the old man in the cell beckoned to her and asked to be released, which she obliged. Afterwards the old man pointed out where they took her stuff, which she already had, and warned her not to go into the other rooms.
She took a moment to consider if what the old man said is true. But as she was down to 3BP, her best option was to heed his warning.
She searched for traps, secret doors and treasure but drew a wandering monster. The guard dealt another body point of damage before she beat him.
So she headed back to the Western hall and took it directly north. When she turned ths corner and fought the guard she beat him on her first attack.
Into the room with the bookcase, drew a Hazard from the treasure deck, which brought her down to 1BP. When she got to the middle hall she spotted the secret door and checked both 3x5 rooms, getting 25 gold from the treasure deck and the Potion of Healing.
Next she encountered the man-at-arms at the end of the hall. She drank her Potion of Healing but lost 3BP during the fight, leaving her with 2. She managed to beat him on her 3rd attack. She found the throwing axe and shield and carried forward.
The shield made a great difference. Despite having 4 guards left to fight she blocked every blow and got through them all, leaving the quest with 2BP and 30 gold.


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Re: The Tyrant's Tomb - a solo quest pack

Postby Pancho » Sunday April 5th, 2020 12:06pm

Wow, what a roller coaster of a Quest. I’m glad she made it, and it was a great report. Thanks.

LOL she really doesn’t like the Wizard Quest does she. Can you tell her it’s a semi-official Quest and one that I didn’t create, so she doesn’t think bad of my Quest writing ability!


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Re: The Tyrant's Tomb - a solo quest pack

Postby wallydubbs » Sunday April 5th, 2020 12:36pm

Pancho wrote:LOL she really doesn’t like the Wizard Quest does she. Can you tell her it’s a semi-official Quest and one that I didn’t create, so she doesn’t think bad of my Quest writing ability!


Lol, no, I think she just doesn't know how to play the Wizard, she's used to the HULK SMASH!!! method and hasn't quite adjusted to the avoidance of certain rooms.
I'll explain it to her, but I can understand how the average player is compelled to kill everything in sight.

I must admit, though, a dwarf quest with no traps seems unnatural. I get that you used the Barbarian's story from the book and that Runeport is just a city and not a real dungeon, but it kinda takes the Dwarf out of his element.


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Re: Playtest Quest 4: The Treasure of Chungor Chan

Postby lestodante » Sunday April 5th, 2020 5:16pm

wallydubbs wrote:she was surprised that they'd give her a death sentence for stealing. "They must not like Dwarves."

He steal from a GUARD! :o

Hey Pancho, I have a question: when the Dwarf and the Barbarian team up, how are they supposed to travel from quest 8 to quest 9? I mean are they on a boat, by horses, by feet or whatever when they see "a flying carpet speeding over your heads, carrying what looked like an Elf and a Wizard".


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Re: The Tyrant's Tomb - a solo quest pack

Postby wallydubbs » Sunday April 5th, 2020 10:28pm

I've got some questions/comments for Quest 6:
1.) The quest intro warns the Dwarf not to enter Caenwulf's tower unless absolutely necessary. But in reviewing the quest, there is no choice on the matter... the warning is irrelevant.
2.) When the Dwarf first sees Grinch and Grivois from after, if he gives chase he comes to a stone doorway
... is there no repercussions for entering through the stone doorway? It's just supposed to a quick route without having to go through all the other rooms?
3.) I'm also a little confused as to where Caenwulf's tower actually begins... I would naturally assume it's the stone doorway, but there is also an alternate route around this stone doorway. Are any of these rooms part of his tower?
4.) Alright, so there are at least 2 potions of Healing in this quest, is the Dwarf expected to use these in his battle with the Acolytes of Kyraxx? Knowing how my girlfriend plays, she generally drinks her Healing potions before dropping to 0BP, despite me telling her this doesn't cost an action (I guess some players are more comfortable keeping their body points out of the danger zone). Just the same, should Ghashlug cast her binding spell if the Dwarf reaches 0BP before he drinks the Potion of Healing?
5.) Can the Grivois and Grinch figurines just be placed anywhere among the Orc Acolytes?
6.) Should I be using ths Frozen Horror treasure deck for this quest as well?
7.) After Draug is dead, can the Dwarf see the M tile and Rime Wolf as it's directly in line of sight and I see no door dividing the Snow Cave Entrance from the Ice Slide.
8.) Are there any other spells the Orc Witch might be able to cast on the Dwarf to hasten this losing battle?


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Re: Playtest Quest 4: The Treasure of Chungor Chan

Postby Pancho » Monday April 6th, 2020 2:11am

lestodante wrote:
wallydubbs wrote:she was surprised that they'd give her a death sentence for stealing. "They must not like Dwarves."

He steal from a GUARD! :o

Hey Pancho, I have a question: when the Dwarf and the Barbarian team up, how are they supposed to travel from quest 8 to quest 9? I mean are they on a boat, by horses, by feet or whatever when they see "a flying carpet speeding over your heads, carrying what looked like an Elf and a Wizard".

They are travelling overland from Stalag Tor towards the Pillars of the Sky. isn’t specified how exactly, but I picture them running where and when they can, chasing the orc war-band, much like Aragorn/Legolas/Gimli in the Two Towers. They are fuelled by great anger.
The magic carpet flies overhead as they get to the Pillars. In theory, the Elf and Wizard should have got there before them seeing as they are flying. A player can interpret this as either the Elf and Wizard delayed in the Tower of the Cabiri before taking their magic carpet ride, the carpet is not particular fast, or (the real reason) the order of quests was changed very slightly chronologically speaking, in order to give the player the chance to play each Hero in turn and get to know their individual stories.


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