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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 Pancho » Monday April 6th, 2020 2:20am

wallydubbs wrote:
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.

Do you think a note in the introduction would be useful, explaining to the GM that the player will need to play as multiple characters with different styles of play required for them to succeed?

I wanted to put traps in Runeport, but it just didn’t feel right. There are many different types of trap to come though, so the Dwarf will hopefully get his fill ;)


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

Postby Pancho » Monday April 6th, 2020 4:21am

wallydubbs wrote: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?

1. The purpose of that bit was more to give the player the warning that Caenwulf isn't a monster as such, but can still be very dangerous. I might look to revise the wording. The confrontation with Caenwulf is inevitable, more to do with the fact that the Dwarf is in pursuit of G&G and they are already unwittingly going that way.
2. Partly its a quick route, partly its a way to leave the player in a bit of doubt as to which way G&G went.
3. The Tower is really only the centre room (and the stairs leading up to it). The stone door is like a gate further out warning intruders to stay away, whereas the other rooms are craggy outcrops leading up another way.
4. I put the potions in there to give a badly wounded Dwarf a chance to have at least some fun in the last room (the Draug is quite tough and there are other difficult challenges in this quest). The number of orc acolytes killed has direct relevance to quest 9. I'll leave it up to you, but personally I would let the Dwarf heal if he swigs the potion on reaching 0 BP, allowing continuation of the fight before the Witch gets involved.
5. G&G should be next to the Witch. I didn't lay the monsters out very well here, and a few tweaks are needed (see 7 below as well).
6. I'll let you decide. I didn't include any additional treasure cards in my playtests for any of these quests.
7. I don't want him to be able to see the final room ahead of time really. Either I need to move the visible wolf down one square, or make a note to say that the entire room isn't laid out until the slide is slid down. Could you make your own recommendation once your test is complete? It might be easier to just move the wolf down and allow a little glimpse of the snow cavern tile from the corridor.
8. In the book the Witch holds back until casting that single spell. She does have the other spells listed in quest 9, if you wanted to use those, although my intention is that she doesn't use them here. It's your call though.


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Playtest Quest 2: Sea of Claws

Postby wallydubbs » Friday April 10th, 2020 7:09pm

So I was going to playtest quest 5, but I realized I never actually completed the Barbarian or Dwarf quests, the characters died when I played, only my girlfriend was successful. So I went back to play, this time adding the Frozen Horror cards to the Treasure deck. It didn't really change much to be honest.

Ok, so :barbarian: started off in the hallway doing his searches before going to the room with the 2 :goblin:s. He killed the first one, no problem, but the 2nd attacked dealing 2BPs of damage. :barbarian:'s next attack was :skull: :skull: :skull:... a little overkill just for a :goblin:. After traps and secret door searches he found 25 gold.

Next room, back around the corner, first attack was successful in killing the :orc:. A Wandering monster was drawn from the Treasure deck and a :goblin: did 1 more damage to :barbarian:.
:barbarian: continued on into the first of the two small rooms, no traps, but he found the secret door but then drew another Wandering monster from the treasure deck. The :goblin: rolled :whiteshield: :whiteshield:, flopping his attack, so the :barbarian: returned an attack with :skull: :whiteshield: :whiteshield:... go figure, :goblin: rolled :blackshield: in defense. :goblin: attacked with :skull: :whiteshield: and :barbarian: defended with :skull: :blackshield:. Down to 4BP. But he rolled another :skull: :skull: :skull: to finish the :goblin:.
:barbarian: went through the secret door and was challenged by the :elf: knight. Since :barbarian: refused to pay the :elf: attacked for 1 :skull:, but :barbarian: blocked it. :barbarian: attacked with :skull: :skull: :whiteshield:, landing both hits. The :elf: rolled :skull: :whiteshield: on his next attack, but :barbarian: blocked again. :barbarian: rolled triple :skull:s again. Although the :elf: blocked 1, the other two hits were enough to kill him. So :barbarian: got his shield and searched the room, finding 25 gold.
He headed back to the other small room and attacked the :fimir: with :skull: :blackshield: :blackshield:, but the :fimir: did roll a :blackshield: in defense. They would then exchange hits, :barbarian: getting 1 in, :fimir: landing 1. :fimir: blocked :barbarian:'s next attack and then landed another one, dropping :barbarian: to 2BP. :barbarian: rolled :skull: :blackshield: :blackshield: again, this time finishing off the :fimir:. A treasure search revealed Poison! But :barbarian: rolled a :blackshield:, taking no mental damage.
Back to the 3x5, :barbarian: performed cautious searches, spotting both the secret door and the pit trap, but there was yet another Wandering Monster from the treasure deck, that was the 3rd one! :barbarian: blocked his blow and killed him on his next turn.
Through the secret door into the 4x5 room, his first attack was successful in killing the :orc:, but the :goblin: attacked for :skull: :skull:, :barbarian: rolled :skull: :whiteshield: :skull: in defense, down to 1BP. But he killed the :goblin: on his next attack. Praying for a Healing potion the Treasure deck only granted Holy Water.
The :barbarian: had to continue cautiously from here. He opened the next door and was successful in switching out to his spear, rolling :skull: :whiteshield: as he threw. The :orc: failed to block. But the other :orc: ran to the door attacking with :skull: :skull: :blackshield:. :barbarian: rolled :whiteshield: :skull: :skull: in defense and was killed.
It was a valiant effort, but I'm thinking too many Wandering monsters again. I'll give it a go some other time.


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

Postby Pancho » Saturday April 11th, 2020 3:21am

Thanks for the report. 3 wandering monsters in what, 5 or 6 rooms? That’s just horrible luck.
I believe this quest has now been playtested 5 times, with two successes.


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Playtest Quest 3: Running the Gauntlet

Postby wallydubbs » Sunday April 12th, 2020 2:02pm

So I pushed my girlfriend to try this again. I told her we couldn't play the other ones until she completed this quest. I figured I'd try to guide her through it, informing her that the Wizard mechanics are much different then all the other characters, that sometimes running is the better option and to leave some rooms unexplored.

She chose, Earth, Water and Fire spells for this quest.
She had 3 of the doors written down from the previous attempts: Aim, Artifact and Avoid. She attempted to translate the other door but rolled :roll6: :roll6: So she decided to go for the Artifact first.
She intentionally wasn't going to face the Mummy, so she went after the 2 goblins. She attacked the first one, rolling :whiteshield:. But now she was caught between 2 :goblin:s:
The first :goblin: attacked :skull: :whiteshield:
:wizard: defends: :skull: :blackshield: 1BP damage
2nd :goblin: attacks: :skull: :whiteshield:.
:wizard: defends: :skull: :whiteshield:
:wizard: attacks: :blackshield:
:goblin: 1 attacks: :skull: :blackshield:.
:wizard: defends: :skull: :whiteshield:
2nd :goblin: : :skull: :whiteshield:
:wizard: defends: :blackshield: :blackshield:, down to 2BPs.
:wizard: casts Courage on himself.
Both :goblin: attacked, but the :wizard: blocked both.
:wizard:'s next attack was :skull: :skull: :skull:, killing a goblin.
The last :goblin: attacked with :skull: :skull:
:wizard: defends with :skull: :skull:, taking him down to 0BPs and he's dead.

So she tried again, this time casting Rock Skin on herself before going. She failed on her first attack and was surrounded by the 2 :goblin:s again. Each :goblin: rolled 1 :skull: each but she managed to roll :skull: :whiteshield: :whiteshield: both times in defense.
On the :goblin:s next attack one rolled :skull: :skull: while the other one flopped. However on the double :skull: attack she failed to get any :whiteshield:s and was immediately taken down to 2BP and losing her Rock skin.
:wizard: then cast Sleep on one goblin, which took hold as I rolled :roll5:. The :wizard: blocked the other :goblin:'s attack, but flopped on his own.
The sleeping :goblin: remained asleep as the other attacked, taking the :wizard: down to 1BP. The :wizard: again failed, as did the the :goblin:, while the other stayed asleep.
The :wizard: finally rolled a :skull: and killed one :goblin:, but the Sleeping one finally woke up and attacked the :wizard: for :skull: :skull:. Although the :wizard: rolled 1 :whiteshield:, the other hit was enough to kill him.

That's right, she failed twice, and only fought 2 goblins in both attempts.
Maybe you should allow the Healing spells to be cast once the hero reaches 0BP instead of using turn. She was upset again and won't play unless the quest is edited.

Since I can't get her to play this one as is, I'm going to have to make adjustments to make it doable for her.


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

Postby lestodante » Tuesday April 14th, 2020 7:05am

Here we have a WIP for the Talisman of Vigour and another demo for the Woe Sword.
This time it hangs on the wall; is it better or not?

Image Image
Last edited by lestodante on Saturday May 23rd, 2020 11:45am, edited 1 time in total.


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

Postby Pancho » Tuesday April 14th, 2020 7:22am

Lestodante those are very nice concept drawings. I quite like the idea of the sword hanging up, and with the dusty books etc it looks like a storeroom.

Wallydubs, please don't go to a lot of trouble to heavily edit a quest unless you really want to. If your girlfriend has had multiple chances to get past a pair of goblins and failed miserably every time, then I'm not sure how you could do anything to remedy the situation. Short of just having one room on the board with just one goblin and the Wand of Galimatias in it!!! :lol: :lol:
Might be best she just skips the quest entirely, and Elf and Wizard meet in quest 5, with the Wand of Galimatias in the room C.


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Playtest Quest 2: Sea of Claws

Postby wallydubbs » Wednesday April 15th, 2020 8:22pm

Ok, so finally I managed to get through this one:

:barbarian: starts off going to face the 2 :goblin:s. He killed the first one on his initial attack but was soon attacked by the other for :skull: :skull:, but he managed 1 :whiteshield:, taking 1BP of damage. :barbarian: kills the :goblin:, does 3 searches, finding Jewels from the treasure deck (50).
Around the corner, up to the other room, killing the :orc: on first attack. No traps or secret doors, but he gets 10 gold from the treasure deck.
Into the first small room: no traps, a secret door is found and a Hazard from the treasure deck... so maybe he missed the trap...
Despite finding the secret door :barbarian: goes for the other small room and manages to kill the :fimir: in 1 attack. He found an additional 25 gold in that room.

Then the :barbarian: faces off with the :elf: knight. He's up to 85 gold with only 2 damage, he's definitely gonna fight! The :elf: flopped on his initial attack, but :barbarian: struck back, landing 2 :skull:s. The :elf:'s next attack was :whiteshield: :blackshield:. Although :barbarian: countered with :skull: :whiteshield: :blackshield:, the :elf: did manage to block. :elf: then attacked for :skull: :whiteshield:, but :barbarian: blocked it and then finished the :elf: off with :skull: :skull: :whiteshield:. He killed the :elf: and took his shield, also finding a gem in a boot... the Elf's boot?
In the 3x5 room the :barbarian: spotted the pit trap and the secret door but drew Poison from the treasure deck, rolling :whiteshield:, losing no mind points.
He pushed forward and managed to kill the :orc: in the next room. The :goblin: then attacked for :skull: :skull:, but having a shield now the :barbarian: defended with :skull: :whiteshield: :whiteshield:. He then killed the :goblin:. But a trap, secret door and treasure search later revealed a Wandering monster, who also rolled :skull: :skull:, but :barbarian: managed to avoid damage again.

Having 6BP and a shield the :barbarian: bravely ran into the field and killed the first :orc:. The other :orc: attacked, but :barbarian: blocked it.. however the :goblin: slipped a :skull: through. :barbarian: dropped the other :orc: with no issues but was attacked with :skull: :blackshield:, he defended with :skull: :blackshield: :blackshield:, down to 4 BP. However the :goblin: died shortly after and :barbarian: did find the 2 Healing potions.

Moving on, down the hall into the first door, he fought against the :fimir:, only losing 1BP, but managed to kill it in 3 turns. No traps in that room, but he did spot the secret door linking to the room with the Goblin Merchant. Before going there he searched for treasure and found a Potion of Warmth.
Having 120 gold, the :barbarian: bought rope, warm furs, a sprig of garlic and a Genie in a Bottle.
So he moved on, fought the :orc:, rolling :skull: :skull: :skull: in his attack... needless to say, dead :orc:...
But apparently that :orc: had another gem tucked in his boot too... or so the treasure deck alluded too... this prompted the :barbarian: to go back and buy a lantern.

Rolling :roll4: :roll3: before moving through the secret door and into the hall, he was nowhere to found when the tree fell and birds flew by.
So :barbarian: hailed the ship, was brought on board only to find he was dealing with :zombie:. Although he rolled:skull: :skull: :whiteshield: on his first attack, the :zombie: defended with :skull: :blackshield: :blackshield:. The 2 :zombie: then attacked :barbarian:. The first rolled :skull: :skull:, :barbarian: only blocked 1. The other attacked with :skull: :whiteshield:, which connected and :barbarian: was down to1BP. Though he killed 1 :zombie: on his next attack the other rolled :skull: :skull:, and :barbarian: defended with :skull: :skull:, dropping to 0BP, needing to drink a Healing Potion.
:barbarian: flopped on his next attack, but was fortunate to block on the :zombie:'s turn. He finally killed it and drew a Potion of Strength from the treasure deck before going down into the hull...
Once there, he killed a :zombie: on his first attack. The other rolled :blackshield: :blackshield: in attacked. I was certain the :barbarian: would kill it when he rolled :skull: :skull: :blackshield:, but the :zombie: surprisingly defended with :skull: :blackshield: :blackshield:.
:barbarian: blocked the :zombie:'s next attack and then managed to quell it. It was then that he found the Harpoon of Heldrasir.

:barbarian: moved back up to the ship and worked his way through the small rooms top to bottom... meeting Heldrasir first and using his own Harpoon on him, costing Hledradir 1BP and a turn. :barbarian: took that opportunity to attack with his Broadsword and landed 1 more :skull:.
Heldrasir then attacked for 1 :skull:, but :barbarian: rolled :blackshield: :blackshield: :blackshield: in defense, losing 1BP. :barbarian:'s next attack was :skull: :skull: :whiteshield: ; Heldrasir defends with :skull: :skull: :whiteshield: :roll1:, which brought him down to 3BP and was dead.
Since no :zombie:'s would attack him, :barbarian: took the opportunity to loot all 4 of the small cabin rooms, drawing a Potion of Defense, Potion of Speed, 25 gold, and Holy Water from the treasure deck... this adventure was finally a very successful adventure.


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

Postby Pancho » Thursday April 16th, 2020 2:52am

That’s great. Thanks for the report.
A question to bear in mind for later, do you think the items in the market are too cheap?
This might be a pointless question until such time as your developing Heroes need to use these items.


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

Postby Weltenlaeufer » Thursday April 16th, 2020 6:34am

lestodante wrote:Here we have a WIP for the Talisman of Vigour and another demo for the Woe Sword.
This time it hangs on the wall; is it better or not?

Image Image


Very cool drawings lestodante!


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