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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 » March 5th, 2020, 7:01 am

Quest 7 is up, a modified version of A Growl of Thunder.
I reversed the map somewhat, to throw off anyone who might have already played the original. I also made a few changes to have it better fit into the overall story; some wolves in place of chaos warriors, and replaced Balor the chaos sorcerer with Balog, the orc chieftain. Balor had no spells in the original and didn't do anything magical, so I thought he should really be an orc boss, leaving all the sorcery to Ghashlug (and the Cabiri in Quest 5). I also changed it so that the ancient undead orc warlord who can be awakened is unnamed - his name in the original is just to similar to Ghashlug, and could get confusing.

Image
Quest 7 - A Growl of Thunder
The Barbarian's Tale (continued)...
"After your adventures on the Sea of Claws, you have journeyed north across many leagues of wild heath and tangled pine forest to reach your homeland of Valringia. Upon reaching your tribal heartlands, which you have not seen for years, you are alarmed by a smell of wood-smoke in the cold air. Hurrying over the next bluff, your worst fears are confirmed: the great stave-hall of your people is engulfed in flames!
You race to the hall and help your clan-cousins drag survivors out of the burning wreckage. Old Thidrand, your father's steward, stands coughing. He is blackened in soot and his face is raw with burns, but he is trying to get back into the burning hall. 'The lord is still in there!' he wails.
You dive through the doors without hesitation and battle through the heat and smoke until you catch sight of your father, Lord Thunrir. He is pinned by a smouldering timber beam that has fallen across his legs. With every ounce of strength, you heft the beam up and drag him clear. Straight away you can see that he is not long for this world. Gazing up at you with stern eyes, he says, 'It was the orcs of Stalag Tor. They attacked without warning, having used fell sorcery to blind our sentries. You must avenge our people - and more than that, you must recover the three sacred treasures of the Thunder God which the orcs have stolen!'
Those are his last words in this world. You waste no time on lamentation. Leaving the women and the wounded to bury the dead, you take up your weapons and set out across the moors to the ancient mound where the orcs have their lair. Soon you see it looming ahead. The wind whips your cloak behind you, making you look like an avenging demon in the blood-drenched sunset.
You stride towards the mound"...

Notes - This is a solo Quest for the Barbarian Hero. To complete the Quest he must retrieve all three scared treasures of the Thunder God that were stolen by the orcs, which are now hidden in their mound.

A - In the south side of the mound is the door that leads into the orcs lair. the Rime-wolves in this Quest have the following stats - Move 9, Attack 4, Defend 2, Body 2, Mind 1.

B - As the Barbarian approaches the door he will hear the guttural speech of orcs from the other side, answered by a deep voice which rings with a an eerie metallic echo.

C - The chest here contains a magical belt with a buckle in the shape of a thunderbolt. This is the first of the three treasures of the Thunder God and the Barbarian should take the artefact card Thunder Gods Belt.

D - These three goblins are part of the retinue of Balog, the orc chieftain, and have been told to wait here to guard weapons rack, which contains the second of the stolen treasures, the Thunder Gods Gloves.

E - This stone doorway leads to the central chamber of the mound, which was originally the burial mound of an ancient orc warlord. The orcs know better than to enter this chamber, since the act of opening the stone door will awaken the corpse inside the tomb as an undead wight (use a mummy figure). Once awake, the orc mummy will stalk through the mound attacking anyone who gets in his path; friend or foe! Stats - Move 4, Attack 4, Defend 4, Body 4, Mind 0.

F - This is where the orcs sleep, and these four are slumbering contentedly having just returned from torching the stave-hall of the Barbarian's tribe. Their clothing still smells of smoke and there is dried human blood on their axes, so the barbarian should be in no doubt what they've been up to. Each orc needs to roll a 6 at the start of its turn to wake up. An orc will also instantly wake up if attacked, but cannot defend against that particular attack.

G - These chambers belong to the shaman of Stalag Tor, an orc witch named Ghashlug, and the door bears her personal symbol: four serpents intertwining to form an eight-pointed star.

H - These four orcs are savagely beating a chained Dwarf. If the orcs are defeated, the Barbarian can release the Dwarf, who is none other than the Hero who was captured in the previous Quest. The Dwarf can collect all of his equipment and other items from a pile in the corner of the room, but he only has 4BP left after his beating. He will join with the Barbarian, after telling him about his recent experiences; as far as he can glean from listening to the primitive speech of the orcs, he was dragged here as an offering to the orc chieftain, Balog, whereas his former colleagues Grinch and Grivois were hauled north to be sacrificed to someone, or something, named Kyrax. The true leader of the orcs, a fanatical witch named Ghashlug, has marched north with her acolytes for this very purpose.

I - Balog, the orc chieftain, stands on the X, deep in thought; on the table in front of him is Thor's Hammer, the third of the stolen treasures. But he has a problem: no one has been able to move the hammer since it was brought back here. What the orcs haven't realised yet is that only someone wearing the Thunder God's Gloves can lift the hammer. If the Barbarian has these, he will be able to snatch up the hammer and use it himself. A treasure search isn't necessary, he just needs enough movement to be able to get to the table. As soon as he does this, sparks of lightning shoot from the hammer to smite the orcs, killing them instantly. Balog, though, is made of sterner stuff: Move 7, Attack 5, Defend 4, Body 4, Mind 4.

The Quest is over once the Barbarian has retrieved all three treasures. He can keep these artefacts, as these Heroes now march north to hunt down the orc witch and the remaining orcs. The Barbarian still hungers for revenge, as does the Dwarf (there is also the small matter of regaining the treasure map).

Wandering monster - Orc
Last edited by Pancho on June 15th, 2020, 8:56 am, edited 1 time in total.


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

Postby Pancho » March 5th, 2020, 3:15 pm

and Quest's 8 & 9...

Image
Quest 8 - The Screaming Spectre
The Barbarian & Dwarf's Tale (continued)...

"You have teamed up, Barbarian and Dwarf, all the better to hunt down the vile orc witch, Ghashlug, and her band of acolytes. After days of pursuit, you draw near to the Pillars of the Sky, the mountain range in the far north of the world.
As the Dwarf, you have had time to reflect on your situation. Where you thought you had been angry before, what you had in fact been experiencing was in fact mere Dwarvish indignation. What you are feeling now is red, blood-simmering, ear-pounding, nostril-cracking, honest-to-goodness stark, [i]rage
...simple slaughter was no longer on the agenda; you need to apply some really creative violence in dealing with these orcs (and Grinch & Grivois, for that matter).
As the Barbarian, you have also had time to ponder. Nothing can restore the slain members of your tribe to life, but at least they can rest with honour after your defeat of the orcs of Stalag Tor. Your Norse gods have woven for you a future without hearth or kin; you have become what the Valrings call a 'wave-man', tossed to and fro by fate. You seem to be caught up now in a story bigger than yourself. As if to cement the strange feeling, in the early hours you saw a very strange sight; a flying carpet speeding over your heads, carrying what looked like an Elf and a Wizard, both desperately trying to hold on as a snow blizzard buffeted their bizarre mode of transportation. With your new ally the Dwarf, you set off in the same direction, with a nagging feeling that somehow this freakish event is linked with your overall purpose..."[/i]

Notes - This Quest is for the Barbarian and Dwarf Heroes. The Elf and Wizard will also be encountered, as the four Heroes fates finally become interwoven. The Heroes must cross over the Pillars of the Sky. Ice Gremlins infest these mountains; they have the stats - Move 10, Attack 2, Defend 3, Body 2, Mind 3, and may steal items as described in The Frozen Horror expansion.

A - Use the Ice River tiles from The Frozen Horror. Each square of the tile counts as 2 for movement purposes. Whenever a Hero enters an Ice River, or begins his turn there, he must roll 1 combat die; on a white shield he loses 1 Body Point.

B - Use the Ice Vault tiles from The Frozen Horror. The wind here is strong as it whips through the teeth of the mountains. Unless a Hero is wearing warm furs, he loses 1 Body Point from exposure for each turn he is in the room.

C - The Elf & Wizard Heroes are encountered here. Their magic carpet crashed into the mountainside during the blizzard. The Barbarian and Dwarf pull them out of the snow; they are half-dead, with only 1 Body Point each, and will need to use their healing spells to recover. The Wizard tells his rescuers all about Kyrax, their understanding helped by the fact that they already know all about the orc witch and her acolytes. The Heroes will now have to work together to get over the high mountain pass in order to get to Mount Anger, the dwelling place of the great demon, Kyrax.

D - The Heroes are now at the top of the pass. As soon as the last Hero passes through the door into room E, a large avalanche is triggered from symbol D, and moves in the direction of the arrow. The corridors outside room are permanently blocked as per falling block traps, by tons of ice and snow. Any monster still in the corridors is killed.

E - Use the Snow Cave Entrance tile from The Frozen Horror here. Once avalanche D is triggered, this room is also at great risk from a second avalanche cascading off the mountainside. Tell all Heroes that another avalanche is bearing down on top of them, and that they should hurry. Any Hero who cannot exit from room E by the end of this turn, loses 2 Body Points and one of their items/equipment selected at random. They may now only move 2 spaces per turn, whilst on this tile, now that it is buried in deep snow.

F - This cave is in pitch black darkness, thanks to the entrance being covered by the avalanche. The Dwarf will be able to see fine thanks to his night vision, but the other Heroes cannot see anything unless one of them has a Lantern, or the Wizard sacrifices a Fire spell. Whilst in darkness, the room cannot be searched for treasure and a square can only be searched for secret doors if a Hero (other than the Dwarf) is actually standing in it. On the evil Wizard's turn, place three Stone Creatures on the X's (or adjacent if these squares are occupied). These monsters have Move 4, Attack 3, Defend 5, Body 2, Mind 1. If the room is in darkness, a Hero can only attack them by rolling one combat die. However, if the Stone Creatures are hit by Thor's Hammer, double damage is caused.

G - Use the Ice Chasm tile from The Frozen Horror here. The chasm can be jumped as a pit, but a character is killed if they fall in. The Heroes can all cross safely if a Rope is used here, but the item is then lost.

H - The Ice Gremlins have constructed a magic trap in the square marked H. It can only be detected using the Scrying Glass, and is immediately disarmed upon detection. If not detected in this way, the first Hero to move into the square must roll one combat die; if he rolls a skull he is magically encased in Ice. A fire spell must be sacrificed in order to get the Hero out (or a potion of Warmth or Magic Resistance), otherwise he is killed.

I - This is an abandoned hut on the mountainside. The Heroes must stop here for the night as a storm is coming up, and it is getting too dark to continue down the pass anyway. All Heroes regain 1 Body Point as they fall into an exhausted sleep. They are about to have a visitor however; a Hantu demon has been preying on the travellers in this region. On Morcar's turn, tell the Heroes that they are awakened by a ear-splitting scream. A hideous bone-white face appears upside down in the hearth, grinning like an open grave. Giggling madly, the Hantu now assaults all Heroes to the core of their being; body and soul. Each Hero rolls one combat die per mind point; if he cannot roll a white shield he is frozen in fear and will not be able to move, attack or defend until the Hantu is defeated. The Hantu has Move 10, Attack 4, Defend 2, Body 3, Mind 6. Don't tell the Heroes, but the demon can only be harmed with spells and magic artefacts. However, if a Hero has the Courage spell cast on him, he may attack the Hantu even with normal weapons. Holy water will also harm this demon, causing the loss of 1 Body Point. Once, the Hantu is destroyed, the storm and morning both break, and the Heroes can continue on their way.

J - Use the Ice Gremlin Loot tile from The Frozen Horror here. A Hero in this room may take back any items previously stolen by the Ice Gremlins. In addition, they will also find the magic artefact Talisman of Vigor. The Wizard will recognise it as belonging to his mentor, Archmage Matholem. Matholem must have passed this way with the other adepts of the School of Magic, on their way to Mount Anger to prevent Kyrax's re-awakening.

K - Use the Grin's Crag tile from Kellar's Keep here. From this rocky ledge the Heroes can see a glacier winding around the flank of Mt Anger. Tell the Heroes' that they can see a monstrous shape inside the glacier; a leviathan suspended in the ice, silver, winged, with massive serpentine coils. The beast is almost as large as Mt Anger itself, and can only be the sleeping demon, Kyrax!

L - This is the entrance into Mt Anger. Somebody has already broken the magical seal above the entrance. No doubt it was the mad witch, Ghashlug.
When the Heroes descend into the mountain using the stairway, Quest 8 is complete.

Wandering monster - Ice Gremlin


Image
Quest 9 - The Fellowship of Four
The Heroes' Tale (continued)...

"Four companions descend down a narrow stairway into the bowels of Mt Anger. At last, you have come to this forbidding cavern at the roof of the world, where long ago a cabal of wizards bound the demon Kyrax beneath rock and ice.
The Elf enters first, creeping like a cat, hair as fine as spider-silk waving in the up-draught, his eyes like distant stars. His shadow on the stairs makes as much noise as he does.
Behind him the Dwarf - with no need of light, his eyes like pools of jet, drinking in the darkness and grinning fiercely as he prepares to walk into the subterranean vaults.
Next comes the Barbarian - warrior of the cold plains, now stripped of his heavy furs and wearing just a loin cloth, more appropriate to the innards of the mountain, revealing a strong sleek torso with muscles like coils of steel.
And finally the Wizard - his once fine robes now hanging in grubby tatters having been shipwrecked, scaled a mountain range, borne through the sky on a magic carpet, and fought off all manner of foes. Keenly aware that his own frivolity had caused him to fail his aged master and his fellow adepts, now resolved to make amends and come to their aid. He has sworn to prevent the demon Kyrax's reification, even at the cost of his own life.
You are the fellowship of four; the end of the world beckon's should you fail..."


Notes - This Quest is for all four Heroes. It takes place in the caverns below Mt Anger. The obstacles here were placed by the ancient wizards to discourage anybody wishing to release the demon. The Heroes start at the stairway and must make their way to Kyrax's chamber. Treasure searches are not permitted in this Quest, as the task is to too urgent for any Hero to stop for loot.

A - The corpses of Grinch & Grivois lie here, apparently slain by the orcs as an offering to Kyrax. The Dwarf will not be able to take revenge on the pair, and the treasure map isn't with their bodies.

B - When the last Hero moves through this door, Grinch & Grivois rise as zombies, ready to attack. It appears that the orc witch can raise the dead, and has placed these here to deter pursuit.

C - A long winding staircase leads down into the earth. Steam comes off the steps as the ice that has encased them for centuries melts. Something seems to have happened far below to make the ice thaw. The stair tiles are interspersed with slippery ice tiles from The Frozen Horror. For each square of Ice tile that a Hero moves through, he must roll a combat die; he slips and loses 1 Body Point on the roll of a black skull.

D - Use the Ice River tiles from The Frozen Horror. They have been formed by the ice melting from above. Each square of the tile counts as 2 for movement purposes. Whenever a Hero enters an Ice River, or begins his turn there, he must roll 1 combat die; on a white shield he loses 1 Body Point.

E - The stalactites are also melting. These cannot be detected or disarmed. The stalactite falls on the first Hero to walk through one of these squares, and he loses 1 Body Point on the roll of a skull on one combat die.

F - Use a stone doorway as an entrance into the central chamber. The doorway is filled with a huge stone plug of tremendous weight. It can only be shifted with a Genie spell, or by the Barbarian and Dwarf acting in concert with the Dwarf's pickaxe (if he still has it), in which case the pickaxe is destroyed and both Heroes lose 1 Body Point from the sheer strain. In either case, the stone plug will fall back into place after the last Hero has passed through, blocking the route back out of the mountain.

G - It is noticeably hotter after passing through the stone plug. The source of the heat is coming from the lower caverns. Carved above door number 1 are the words "PATH OF TENEBROSITY". Above door 2 is written "PATH OF CONFRICATION", and above door 3 it says "PATH OF SCIOMACHY".

H - Use the Stepping Stone tile here. The steps hang above a pitch black abyss. Each time a Hero wishes to move from one stepping stone to the next he must roll a combat die; if he rolls a white shield he loses his footing, falls, and hangs on by his fingertips to the square he just tried to move from, losing 1 Body Point in the process. If a Hero in the room has a lantern, or the Wizard sacrifices a fire spell here, the Heroe's will only slip and fall on the roll of a black shield on one combat die. The Dwarf, with his night vision, will only slip on a black shield regardless. Once a Hero is hanging, he can only be pulled back up by another Hero standing on an adjacent or diagonally adjacent square (using one action). On each of his turns when a Hero is hanging but is not rescued, that Hero loses another Body Point due to the strain of trying to hang on..

I - Use the Wall of Death tile here. At the start of each evil wizard turn, the spiked wall automatically moves one space to the right. Any Hero that is on any square that the Wall of Death moves into is killed, unless there is another empty space that he can jump into (this is a free move of a maximum one square). Once the Wall of Death reaches the right-hand wall, passage through the room will be permanently blocked off.

J - Use Portcullis doors for both doorways in this room. Powerful magic is at work here. As soon as the first Hero steps through the first portcullis into the room, the bars will fall in both doorways, trapping the Hero in the room. No escape is possible at this time, even Pass through Rock will not penetrate the walls of the room, and no interference at all from the other Heroes is possible. A material manifestation of that Hero's unconscious then magically materialises in the square marked X. It represents the dark shadow-self of the Hero, and has the same stats as a starting Hero of the that type (The Wizard's shadow will have the spells Ball of Flame, Tempest & Rock Skin, whilst the Elf's shadow will have Twist Wood). If the dark adversary is defeated, both portcullis' will open and the Heroes may continue on their way. However, if the Hero is slain, another Hero will have to pass into the room, become trapped, and have to face his own dark shadow.

K - There is a scene of slaughter here. Archmage Matholem and his adepts all lie slain, with crossbow bolts sticking out of them, after an orc ambush. On closer inspection, Matholem is not quite yet dead, and manages to say a few words with his last breath "...Must stop Kyrax...placed down there for a reason...rock like fire...". Matholem then expires, and no spell or potion may revive him.

L - When this door is opened, place the Crag tile, the open doorway and the Pit of Chaos tile all at the same time. Tell the Heroes that they have come upon an incredible scene; a massive cavern so high they cannot see the ceiling, with a rocky ledge extending down to the cavern floor where a large stone sarcophagus sits beside a boiling pool of lava. The huge chains that once held the sargophagus shut have been broken by the orcs, and the evil essence of Kyrax now begins to slowly ebb out where it will seek to fill it's former monstrous body lying in the glacier on the other side of the cavern wall.
Ghashlug the orc witch stands on the X, and you may place the same number of orcs that survived the battle with the Dwarf at the end of Quest 6 anywhere on the Pit of Chaos tile. Up to 3 of the orcs can be given crossbows.
Ranged weapons and spells can target enemies from the crag to the cavern floor, and vice versa. Passage between the crag and the pit of chaos is only possible through the open door, unless a Hero has a Rope, in which case he can shimmy down, using up his movement and action for the turn.
Ghashlug has these stats - Move 7, Attack 3, Defend 5, Body 5, Mind 7, as well as the Chaos spells Firestorm & Tempest, and the WOM spells Strands of Binding, Orc Berserker & Raise the Dead (zombies will be raised rather than skeletons).
Ghashlug will not use Firestorm until a) she has no spells or minions left, or b) she is reduced to 2 Body Points or less. When she uses this spell it will unintentionally also ignite the lava in the pit; the floor cracks and the sarcophagus will fall in, destroying the essence of Kyrax before it can escape its tomb! ("Rock like fire"). Unfortunately, the cavern begins to collapse as well...

Aftermath - All remaining orcs are slain by falling rock, except for Ghashlug. She pulls out a magical "Journey bag" that can teleport it's owner far away, and jumps in. Before she can fully teleport, the Heroes race over and one of them severs her hand as she attempts to close the bag behind her. The Journey Bag sends its user to a different location every time, and there is no knowing where it might take the Heroes, but they have no choice but to use it. The survivors jump in just as hundreds of tons of molten rock falls on them.
Tell the Heroes that they have teleported far away from Mt Anger. They are on a dark, wet moor, but far away from Norsca judging by the climate. There is no sign of the orc witch. They might not know where they are, but right now they are in no immediate danger, and can take pleasure from the fact that they just saved the entire world from eternal winter...

Wandering monster - Not applicable
Last edited by Pancho on September 8th, 2020, 4:04 am, edited 4 times in total.


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

Postby wallydubbs » March 9th, 2020, 3:24 pm

Question on Quest 1 Room B:

1.) I gather that these will already be on the board and don't need to be searched?
2.) Does the Elf take any damage going down any of the holes?
3.) Does he need to "Search for Treasure" in each hole independently to find the helmet or rope?
4.) Is there any restrictions from checking all 3?
5.) Does he need to be in the spider pit and "Search for Secret Doors" in order to find the secret door.
6.) If he runs from the spider (which there is no figurine for), will it chase him or stay in the hole? It has 10 movement so I assume it gives chase.
7.) If he runs from the spider and attacks with his bow can he hit the spider while it's in its hole or does he have to wait for it to come out to get a clear shot?

Other questions:
7.) Can he search the inn for Treasure?

I'm sorry, but fighting the sea creature seems a little convoluted. Does the Elf have to attack with his dagger or can he try to shoot it from afar? Sea monsters are rarely ever stationary and depending on the depth Arrows lose trajectory once they break the surface of the water. I'm really not sure how to go about this fight...


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

Postby Pancho » March 9th, 2020, 6:34 pm

wallydubbs wrote:Question on Quest 1 Room B:

1.) I gather that these will already be on the board and don't need to be searched?
2.) Does the Elf take any damage going down any of the holes?
3.) Does he need to "Search for Treasure" in each hole independently to find the helmet or rope?
4.) Is there any restrictions from checking all 3?
5.) Does he need to be in the spider pit and "Search for Secret Doors" in order to find the secret door.
6.) If he runs from the spider (which there is no figurine for), will it chase him or stay in the hole? It has 10 movement so I assume it gives chase.
7.) If he runs from the spider and attacks with his bow can he hit the spider while it's in its hole or does he have to wait for it to come out to get a clear shot?

Other questions:
7.) Can he search the inn for Treasure?

I'm sorry, but fighting the sea creature seems a little convoluted. Does the Elf have to attack with his dagger or can he try to shoot it from afar? Sea monsters are rarely ever stationary and depending on the depth Arrows lose trajectory once they break the surface of the water. I'm really not sure how to go about this fight...


Room B needs a bit of work then I guess! I didn’t want to go nuts with the quest notes, as they are already pretty long.
Definitely the tunnels should be placed on the board upon entering the room. They don’t need to be searched to find, initially, but each one will need to be entered and searched independently to see what’s in it. No damage is taken just for entering.
Personally I’d let the player find the secret door as soon as that tunnel is searched, even if it’s a treasure search; there’s not a precedent in UK rules for searching for secret doors from within a pit, but if you want to play it the other way as a NA Heroquester, that’s fine too (I think I recall reading somewhere that the NA rules actually state that pits can be searched).

I pictured the attercob as a trapdoor spider when I wrote this; i.e grabbing it’s prey at close range. The spider should stay in it’s tunnel, as you say there’s no figure for it. In the book it’s a close combat fight with no retreating if I remember correctly, but I’d allow retreating here; if the Elf does retreat, he shouldn’t be allowed to shoot the spider while it’s in the pit, as he won’t be able to see it. Dagger work only, I’m afraid.
I should change the spider stats to N/A for movement, then, and make it clear that it stays inside it’s lair.

The Inn shouldn’t be searched for treasure. It would be weird if the Elf agreed to help them, then started pillaging their loot. They’ve already said that he can use anything he can find in the store room (room I).

It’s best to picture the fight with the sea creature, as the monster having many tentacles that are trying to get at the Elf on the boat. For the whole fight there will be at least a part of the creature above the surface of the water, so forget about the water depth, trajectory etc (that’s way more detailed than HQ needs to be!) The Elf can use his bow, or Woe, or his dagger, against it. The actual mechanism of the creature getting more attacks as it loses Body Points, is taken from the novels, although Morris uses it for a Hydra (which doesn’t feature in this pack). It works as a dice rolling exercise just with pages and imagination, so it should work on the tile with the artwork and the Hero figurine. Hopefully :)

Feel free to rule on these kind of issues as you normally would as the Evil Wizard, using your own style. Hopefully there will be other testers and I can collate from your different experiences. I would say however, that in general solo HQ is much more brutal than with a team of Heroes, because a few bad die rolls effect the game disproportionately, so err on the lenient side if at all possible.
I hope you have fun with these, and thanks again for play-testing. Feel free to keep the questions coming.


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

Postby wallydubbs » March 11th, 2020, 10:07 pm

What about Room D and Cacogast:
Should the player be given the option to use Twist Wood on that door, or should this be a creative move on his/her part?

Also, suppose the Elf resorts to Brute strength in getting by the door, is Cacogast armed with anything wooden? Could Twist Wood be cast during that fight?
I assume we'll be using Lestodante's :blackshield:'s = a hit houserule on a monster using a partially wooden weapon, yes?


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

Postby Pancho » March 12th, 2020, 3:53 am

wallydubbs wrote:What about Room D and Cacogast:
Should the player be given the option to use Twist Wood on that door, or should this be a creative move on his/her part?

Also, suppose the Elf resorts to Brute strength in getting by the door, is Cacogast armed with anything wooden? Could Twist Wood be cast during that fight?
I assume we'll be using Lestodante's :blackshield:'s = a hit houserule on a monster using a partially wooden weapon, yes?

Feel free to go your own way as the EWP, but If I were Morcar, I would make a few disguised hints about the doorway, after briefly describing the nature of it, but leave it up to the player to actually come up with the idea of using Twist Wood (assuming they even have it).
It would make sense for Cacogast to have a wooden weapon like a club, seeing as he lives in the woods and Trolls are quite primitive.
I’d play the spell more or less as written as it stands, until we can decide on a nailed down improved rule for the card. But if you want to use Lestodante’s black shields rule, go for it. As long as we get feedback on which rule variations were used in these cases, it’s all good.


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Playtest Quest 1: Beyond the World's Edge

Postby wallydubbs » March 14th, 2020, 3:24 pm

So a few more questions arose when playtesting this. Because we're adding a 9th Spell, I do believe it's another Healing one, yes? So the Elf went in with Nature spells, I wasn't sure if we were defaulting Deep Sleep to Regular Sleep, because it has a healing Spell Nature was chosen.

The Elf started off going straight out of the doorway equipped with his bow and arrow. Opening the door to the first room he killed a :goblin: and then switched to a dagger, rolling :skull: for a successful switch. Other :goblin: attacks, but the :elf: blocked. He rolls a :skull: with his dagger attack, killing the :goblin:. A trap, secret door and Treasure search of the room results in 20 gold.

Next room, Attercob Tunnels (I assume you got that name from The Hobbit, I read it too), found the helmet, the rope and the spider. The Spider's initial attack was successful in landinding :skull: :skull:, but every subsequent attack thereafter failed and the :elf: managed to kill in 3 turns with his dagger.
He found the 100 gold and secret door, out into the hall, searched for trap as soon as turning the corner, but no tool kit.

The :elf: decided to search the other hall instead of going into the central rool. Switching to the bow he shot down the :goblin: in the hall. The :elf: went into the room the :goblin: was outside of. He searched for traps and I wasn't sure what to do... the falling block is on the opposite side of the door, but the arrow is in the room, can the :elf: identify this trap? I figured "why not?" Since he can't really disarm it anyway... Treasure deck reveals Heroic Brew.
So he went around, through the other door, took out 1 :goblin: with his bow, successfully swapping to dagger, blocking the other :goblin: and killing it on his next attack (same as the first room). A search for traps, reveals the other half of the falling block trap, no secret doors, but a search for Treasure reveals more gold 1 die roll x10 and lose a turn... which doesn't matter in a solo quest. Rolled :roll3:.

:elf: goes back to the 3x5 room, successfully jumping the trap, opening the door to realize he's still only equipped with the dagger, rolls to change, :whiteshield:. :goblin: runs and attacks :skull: :skull:, defend :skull: :whiteshield: :blackshield:. He attacks back with his dagger, :skull:,killing the :goblin:. Searches for traps, secret doors and treasure: none, none and Nothing!
Back to the center room, successfully jumping the spear trap again and switching to the bow. Open door, attack, :skull: :whiteshield: :whiteshield:, but the first :goblin: fails on his defense. :goblin:s across the river can still see the :elf: through the door: first one attacks :skull: :skull: but :elf: defends :skull: :whiteshield: :whiteshield:; 2nd attack: :skull: :blackshield:, defence :skull: :skull: :whiteshield:.
:elf:'s next attack managed 1 :skull:, but the :goblin: rolled :blackshield: on defence.
:elf: casts Twist Wood, negating their bows. The :goblin:s run for cover, but only 1 can successfully hide behind the block tile, so he shoots down 1 and proceeds to cross the river, has a clear shot on the other :goblin:. Despite having cover he eventually shot down the other :goblin:.
I assumed this river area counts as a room, so after not finding and traps or secret doors, a Hazard card was drawn... an arrow from out of nowhere strikes the :elf:. He's down to 2 BP and casts his Healing spell for 4?

First step out the door, he spots the spear trap with a search. Being thorough he checks the southern and northern hall, killing the :goblin: on his first attack. Finding nowhere else to go he successfully jumps the pit trap and enters the small room. Another thorough search, no traps, finds the secret door but draws yet another hazard from the Treasure Deck, pit trap this time.
Next room's traps, secret doors, Treasure: none, none, 10 gold.
At this point he has 160 gold, but chooses not to pay and forces the door open. Spotting the troll, he casts Sleep, which has no effect. Cacogast attacks :skull: :skull: :skull: :whiteshield:. :elf: fails to block any and drops to 2 BP.
Thankfully the :elf: had a heroic brew, he danced away and fired a shot, landing 1 :skull:, which Cacogast failed to block. He drank the Heroic Brew and rolled :skull: :skull: :whiteshield:, troll defends with :whiteshield: :whiteshield: :whiteshield: :skull:, taking he 3BPs.
Search for traps, secret doors and Treasure: none, 1, and Holy Water.
:elf: goes into Cacogast's shed and finds the berries.
Back out, through the secret door, releases an arrow for :skull: :skull: :whiteshield: taking out one :goblin:. He fails to switch weapons as the other :goblin: charges him. :goblin: attacks with :whiteshield: :whiteshield:. :elf: rolls :skull: to switch, attacks with another :skull: and gets the kill.
3 searches: none, none and Wandering Monster! Although the :goblin: had 2 attacks, :elf: blocked both, and rolled a :skull: on his attack, killing the :goblin:. I guess we know who fired that arrow in the center room.

The :elf: made it to the Fishing Village, at this point I would add to the notes that searches are allowed, but none can be drawn from the Treasuredeck. With 160 gold the :elf: buys 2 Healing Salves, 1 Lantern, 1 Warm Fur and 1 Wooden Stake.
He goes into the inn, talks to random people about the sea monster and accepts. He doesn't find anything in the main room but does find Woe and chooses Double Image as his new spell. The :elf: goes off to fight the sea creature and uses Double Image in that fight.

The :elf:'s initial attack on the sea creature was :skull: :skull:, unfortunately :whiteshield: :whiteshield: :whiteshield: didn't help the sea creature's defence.
Sea creature attacks with 3 tenticles: :skull: :skull: :whiteshield:, :elf: defends with :skull: :skull: :blackshield:, which would've hit him for 2 but he rolled :roll2: thanks to Double Image and avoided any damage. :elf: attacks: :skull: :whiteshield:, monster defends: :skull: :whiteshield: :whiteshield:, takes it down to 2BP. Sea Monster attacks with 4 this time: :skull: :skull: :skull: :whiteshield:, :elf: made an adequate defense with :skull: :whiteshield: :whiteshield:, 1 hit still goes through or would have if not for Double Image :roll2:. :elf: rolls 2 more :skull:s against the sea creature, but it rolls :skull: :whiteshield: :blackshield: in defense, down to 1 BP, but now it is at it's most dangerous. Attacking with 5: :skull: :skull: :whiteshield: :whiteshield: :whiteshield:, :elf: defends with :skull: :whiteshield: :blackshield:, blocks one and Double Image failed him this time with :roll5:.
:elf: rolls for the final hit :skull: :whiteshield:, but the sea monster successfully rolled 1 :blackshield:. Sea Creature attacks with 3 :skull:s this time, the :elf: only blocked 2 and Double Image rolled a :roll5: again, he needed to drink a Healing salve. :elf:'s next attack failed and the sea creature rolled 3 more :skull:s. :elf: only had 1 :whiteshield: this time and Double Image rolled :roll6:, so he had to drink his other Healing Salve. But finally the :elf: got 1 :skull: through to finish the sea creature.

I did not expect the sea creature to cost him both Healing Salves as I feel the Elf had rolled extremely lucky most of the game. Cacogast had me worried too earlier, had he had 1 more hard attack he could've ended the Elf. It was fun, though. But the questions that I had for this quest:

1.) Our 9th spell is indeed a Healing one for 4?
2.) Should we default Deep Sleep to regular sleep in a solo quest? It didn't really matter in this quest though, as Cacogast was immune.
3.) What does the rope he found in the tunnel do?
4.) When searching for traps with falling block traps, does he detect where it will fall or where it is triggered or both?
5.) The berries he found in Cacogast's hut, does he have to eat them all for 4BPs, or can he spread them out, like 1BP per berry?
6.) Asides from the Healing Salves does anything he bought at the Fishing village have a purpose? I suppose I might find this out reading others quests...


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

Postby Pancho » March 15th, 2020, 4:22 am

Wow, sounds like a good fight in the woods for your Elf. Thanks for posting this Wallydubs. I’m on a stag weekend at the moment, so will write up the answers to your questions when I get back.


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

Postby Pancho » March 16th, 2020, 9:13 am

Answers to your questions Wallydubs
- I think the Healing spell should be for 4BP. Lestodante did say before I think that it's done on a die roll, i.e. 1-6 BP gained. The problem with that is if the Elf rolls low he might be doomed. Solo Quest's are already very tough, there is too much variability riding on die rolls as it is. If you are reading this Lestodante, what do you think? Put the spell back to a flat 4BP. Or even 5BP, differentiating it from other healing spells and tailoring it to the 6BP Elf?
- Our Deep Sleep should be something a bit different from Sleep, somewhere between the two official spells. Have it affect only monsters with 1-3 mind, with no chance to defend on casting (like Deep Sleep), but lasts until the monster rolls a 6 on Morcar's turn (like Sleep).
- The Rope and other items in the market places will become essential items for the later quests. Hero's will probably not be able to afford to buy all of them as individuals, but as a group they might have the items they need to survive when they team up later. I wanted to bring a little of the play-your-own adventure theme into this mechanic; in these books it's often an educated guess, and even a complete guess, as to what you might need for the future.
- I wouldn't let the Elf detect the falling block trap if the Hero is arriving in the direction that yours did. Like you said, it doesn't really matter as he can't disarm it and it won't hit him anyway.
- The berries are intended to be a single use for 4BP, rather than spreading out, but I wouldn't have a problem with it working that way either.

Some other remarks
- The Attercop name is used in the HQ novel Screaming Spectre. I'm guessing Morris got it from the Hobbit though?
- It's good that you used Lestodante's mechanic for weapon changing. It seemed to be an interesting feature in your play-through, and I must remember to include it in the Quest pack introduction.
- Also good that your Elf figured out he could hide behind the trees as well in the centre room! I was hoping that would happen without me writing it in the notes. A very nice use of Twist Wood there too!
- Do you thing your Elf would have used Twist Wood on the magical toll gate if it was still available? I really like it that Twist Wood is part of the Nature Spells, because this unloved (but interesting) spell is more likely to be chosen now that it is paired with the only healing spell. Double Image also seemed to have worked very well once Woe was found, in the boss battle.
- Do you think the Quest is too difficult? I know it was completed, but it was touch and go even with lucky die rolls, plus healing salves, healing berries and the healing spell (all of which might not have been available). My intention for this solo quests is that the difficulty will be very hard, with even a very skilled player having a chance of death; I want the early quests to have some re-play value, with different options (i.e. at the toll-gate, attercop tunnels, market place, overall route taken etc).
- Thanks again for play-testing!


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

Postby wallydubbs » March 16th, 2020, 4:08 pm

In regards to the Healing spell I think setting it for 5BP is too overpowered for a spell unless there's a set back that differentiates it from the Wizard's Heal Body and Water of Healing. 4BP is fine to make it the same, but if we want to go 5BP I'd say name it "Healing Touch" and the Elf must be adjacent to cast it on another hero, where the Wizard's spells can be cast at a distance, showing that each is stronger in different ways.

No, I don't particularly think any hero would associate the Twist Wood spell with opening a door unless it's actually on the card. Maybe 1 in 10 heroes would.

This quest wasn't too difficult... just not survivable without that Healing Spell. I think the Elf got really lucky with his dagger attacks. I've played solo quests before and seen the Barbarian (with a dagger) take 5 turns to get a hit on the Yeti while in a Bear Hug. So if the Elf doesn't choose Nature Spells he can't do it.
The real threat was Cacogast. Of course the Elf is going to buy Healing salves at the market, that's what's going to save him against the sea creature. Cacogast, on the other hand, can be deadly with no healing spells or potions. With 10 movement, are you kidding me? Although I appreciate the option of paying 100 gold to avoid him, but the thing is: Nobody is going to pay 100 gold to open a door that they can force open for free without knowing the consequences!
I would suggest 2 options for Cacogast:
1 ) Limit his movement to 4 spaces. The Room is 4x5 and he needs a maximum of 5 spaces to attack anyone from anywhere in that room (assuming the Elf is jumping from 1 corner to the opposite one), so the Elf will possible have a breather between attacks and could dance around him. The Elf would require 7 or more on movement to do this and if he rolls that high Cacogast will only get 1 attack every 2 turns. Cacogast doesn't need to chase the Elf through rooms and down the hall, he just has to prevent the Elf from passing. Plus the corners from the small rooms are too narrow for the Elf to give adequate arrow shots for distance.
2.) After he forces the door open have Cagogast blovk the path and give him a chance to pay. If the Elf pays Cacogast will move in front of the door to his hut and let the Elf pass.
Last edited by wallydubbs on March 16th, 2020, 4:39 pm, edited 1 time in total.


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