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

PostPosted: May 25th, 2020, 8:45 am
by wallydubbs
Pancho wrote:3) they use white shields. The dark Self is an identical version of a starting Hero, except for spells.

5) Both rooms are placed at once, including the tomb and the orcs. The open door is there just to show where ordinary movement can be made between the two tiles, but the rope can also be used anywhere along the crag and ranged attacks between the two tiles are possible.


So the dark selves also have the same armor, weapons and artifacts?

Oh... so the door isn't really needed and we treat the ledge a Pit of Chaos tiles as the same room. That seems fair.

lestodante wrote:What do you guys think, should they be gloves or gauntlets?

and for the other two:
BELT: the original belt from the book allow you to roll 4 dice to defend (while Megingjord, the legendary Thor's belt can double his strenght); here it only allows 1 extra defense die.
HAMMER: in the book it allows to attack with 4 combat dice. 3 dice in attack is less than a standard battle axe. And the barbarian already rolls 3 dice in attack. If he owns a xbow he can also make ranged attacks with 3 dice. I think Thor's Hammer should be more powerful. I think 4 dice is more appropriate.
If you think they could be too much owerpowered, consider that all three sacred items must be returned to the barbarian tribe after the quest (or after the whole questpack?).

I could tell you that these quests would be much too easy with 4 attack and defense dice, so I understand what Pancho is going for. Besides, heroes aren't allowed to go to the Armory in this story mode...

However there's clearly a plot hole in A Growl of Thunder: the Orcs had already stolen Thor's Hammer and yet they don't understand that you need the gloves to weild it... how did they even steal it in the first place?

I don't see any issue in changing gloves to Gauntlets. At first I thought the gloves would be for protection against the hammers' electrical powers, but that electric blast seems to be a 1 time thing, which is kinda dull.
I'd prefer a 1 time per quest deal, however instead insta-killing all the orcs in a single room, it should be more like each enemy rolls a combat dice, if they roll a :skull: they each lose 1 (maybe 2) Body points.

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

PostPosted: May 25th, 2020, 2:49 pm
by Pancho
wallydubbs wrote:
Pancho wrote:3) they use white shields. The dark Self is an identical version of a starting Hero, except for spells.

5) Both rooms are placed at once, including the tomb and the orcs. The open door is there just to show where ordinary movement can be made between the two tiles, but the rope can also be used anywhere along the crag and ranged attacks between the two tiles are possible.


So the dark selves also have the same armor, weapons and artifacts?

Oh... so the door isn't really needed and we treat the ledge a Pit of Chaos tiles as the same room. That seems fair.

lestodante wrote:What do you guys think, should they be gloves or gauntlets?

and for the other two:
BELT: the original belt from the book allow you to roll 4 dice to defend (while Megingjord, the legendary Thor's belt can double his strenght); here it only allows 1 extra defense die.
HAMMER: in the book it allows to attack with 4 combat dice. 3 dice in attack is less than a standard battle axe. And the barbarian already rolls 3 dice in attack. If he owns a xbow he can also make ranged attacks with 3 dice. I think Thor's Hammer should be more powerful. I think 4 dice is more appropriate.
If you think they could be too much owerpowered, consider that all three sacred items must be returned to the barbarian tribe after the quest (or after the whole questpack?).

I could tell you that these quests would be much too easy with 4 attack and defense dice, so I understand what Pancho is going for. Besides, heroes aren't allowed to go to the Armory in this story mode...

However there's clearly a plot hole in A Growl of Thunder: the Orcs had already stolen Thor's Hammer and yet they don't understand that you need the gloves to weild it... how did they even steal it in the first place?

I don't see any issue in changing gloves to Gauntlets. At first I thought the gloves would be for protection against the hammers' electrical powers, but that electric blast seems to be a 1 time thing, which is kinda dull.
I'd prefer a 1 time per quest deal, however instead insta-killing all the orcs in a single room, it should be more like each enemy rolls a combat dice, if they roll a :skull: they each lose 1 (maybe 2) Body points.

Just to 100% clear before you play this, the dark self has the same STARTING equipment and stats as a starting Hero of that type. So the Dwarfs magical altar ego just has A2 D2 M3 B7.

Glad to see that you think the Thor artefacts are about right for these quests. I also noticed the plot hole in Growl with the Hammer :lol: . In my head, in this pack, I have it that the orc Witch knew how to handle the Hammer, as the brains of the operation, but when she left to march north that knowledge was lost. I’d like to think that Morris had his own reason for this oddity, but didn’t think to divulge it (seems like his sense of humour).

I prefer gauntlets to gloves, for the artwork.

I also don’t have a problem with the lightning bolts from the Hammer being a single event. I really like idea of the Hammer being kind of sentient, and it wreaks vengeance on the very orcs that torched the barbarian tribes hall, once in the right hands.

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

PostPosted: May 25th, 2020, 3:17 pm
by lestodante
I guess the Orc who took the hammer was also wearing the gloves just for fun, ignoring their power. Once they bring all the artifacts to their boss it removed the gloves without realizing they were the only way to handle the hammer.
In the quest they are still discussing why they can't move the hammer, they could realize soon but the Hero enters the room! :barbarian:
What about a Lighting Bolt you can shot from the hammer once per quest? Not for being boring, but... it's a God weapon!!
Instead of attacking you can invoque a lighting bolt to hit and kill a monster of your choice unless the victim is able to roll :blackshield: :blackshield: on 2 combat dice.

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

PostPosted: May 25th, 2020, 6:32 pm
by wallydubbs
lestodante wrote:What about a Lighting Bolt you can shot from the hammer once per quest? Not for being boring, but... it's a God weapon!!
Instead of attacking you can invoque a lighting bolt to hit and kill a monster of your choice unless the victim is able to roll :blackshield: :blackshield: on 2 combat dice.


Or maybe 1 time lightning bolt that does 2 damage going in a straight line, which the monster can defend normally.

Quest 9: The Fellowship of Four

PostPosted: May 27th, 2020, 7:42 pm
by wallydubbs
So I didn't get to play this one all the way through, just to the point where I got the ice, river and stalagtite traps covered and this was quite damaging in itself.

The two zombies of Grinch and Grivois did no damage, in fact they missed every attack they had.

However the ice was a huge problem, :barbarian: slipped 3 times, losing that many body points, :dwarf: fell twice, while both the :elf: and :wizard: slipped 4 times! :wizard: had to use a Healing spell on the ice alone! No sir, I don't like it. I even gave the heroes the benefit of not rolling when passing another hero already on an ice space.
Following that was the Icey River, where all heroes lost 1BP, except the :barbarian:, who lost 2.
After that was the stalagtite traps where :barbarian: was hit by 3 of them, the :dwarf: got hit twice, and :elf:, just for checking around the corner at the end of the hall took 1 damage from that and had to use his Healing spell. The :wizard: took a while in the river so all the traps were sprung by the time he caught up.
I would really like you to switch the slippery ice to a white sheild. :skull: and damage seems way too excessive. Or you could allow the :wizard: to cast a fire spell down the hallway, melting the ice.

Did you really want the ice to be deadly enough to kill the Wizard?

Something came up, I didn't get to finish... I'll probably cover the rest of it Friday.

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

PostPosted: May 28th, 2020, 1:47 am
by Pancho
Huh?!?
Damage from the slippery ice already only happens on a BLACK shield. Our Heroes shouldn’t have too many problems.

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

PostPosted: May 28th, 2020, 6:35 am
by wallydubbs
Pancho wrote:Huh?!?
Damage from the slippery ice already only happens on a BLACK shield. Our Heroes shouldn’t have too many problems.

Ah, I see where the confusion was, you put "black skull", so I missed the black part, that's a mistake on both our parts.

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

PostPosted: May 28th, 2020, 1:04 pm
by Pancho
LOL I can see why that was confusing. There must be quite a lot of typos still in the text.

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

PostPosted: May 30th, 2020, 4:29 am
by lestodante
So should we start to create heroscribe maps for this questpack?
Also, what's the correct name, Heldrasir or Haldasir?
Pancho wrote:Harpoon of the Haldasir

Pancho wrote:This is the deck of the ghost ship Heldrasir

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

PostPosted: May 30th, 2020, 5:08 pm
by Pancho
It should be Heldrasir.
I think we can start doing the Heroscribe maps. Quests 9-12 might still change but the first eight are good to go.
I want to redo the land map for this pack too at some point.