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Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
Anderas wrote:You know what would be nice? An artifact like a spell book or whatever, that let's you take a spell group in the middle of the quest. It could be hidden in some bookcases or on sorcerer's tables in double board quests or in especially long other quests. It just goes "Choose one spell group. Take spells from that group as if you would start the game, discard this card after use, wizard only", something like that. A refill for long quests.
Anderas wrote:Quest 5, The Deadly Depths
. . . I think the need for mercenaries is particularly evil because of that icy river in the end, that will just "flush" any surviving mercenaries away.
Anderas wrote:Quest 8, The Search for the Scepter
. . By the way, looking at those results, either the swords should be more expensive or the halberdiers less so... :2cents
Anderas wrote:. . . So far, this is the "worst" quest. To achieve something between 5-Dice and 6-Dice niveau, our heroes need to bring 4 Helbardiers or 2 Swordsmen, at least. The available gold allows for it, but in the quest notes they are trapped in a tunnel without possibility to buy stuff, right? If so, there should be a note that the heroes may go shopping this time, otherwise it is plain unfair that all the mercenaries were flushed away in quest 5.
IF they are allowed to buy new mercenaries, Zargon should state clearly that they need them. . . .
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