by lucasdp » October 17th, 2016, 4:43 pm
Holy cow, The Great Citadel is a good quest! As mentioned in my previous post, I did make the change of moving the piece of Grin's stone map to a new treasure chest in the room with Gragor, the evil magician, but this would have been a difficult quest for the heroes regardless.
First, I want to note that I probably wouldn't have gotten to use Gragor at all if I hadn't moved the piece of the stone map. The multiple doors at the start of the quest led to the heroes splitting up to explore. Vrag the Barbarian took the southeast rooms (where the map piece would have been originally) while the others checked the dead end rooms to the left and then the center room. After dispatching the monsters in the center room Gizzard the Wizard and Lady Darwin the Dwarf continued north to the "undead corner" while Miranda the Elf headed west and found the corridor full of greenskins. While Miranda, Gizzard, and Lady Darwin were taking care of the foes they discovered, Vrag was still dealing with the few goblins and orc and trying to search the lower rooms.
I should note that the dice were really in Zargon's favor that night. I was rolling really well the whole time, while most of the heroes, Vrag especially, were getting screwed by the dice.
Anyway, about one or two turns after Vrag was able to search the chest where the map piece would have been as written, Gizzard and Lady Darwin were trying to lure their undead foes into the hallway, when Gizzard stumbled upon the hallway to the exit, which is of course filled with greenskins! This forced a quick strategy change, as they flanked the hallway to face the monsters one-at-a-time.
So, you can see, if kept as written, at this point the heroes would have found the map piece and the exit, without even opening up Gragor's room.
Lady Darwin and Gizzard did their best to hold back the horde while Miranda and Vrag tried to come to their aid. Gizzard fell in battle, but was restored by the Rings of Devotion. Eventually, the heroes defeated all the monsters here and continued their search.
When they found Gragor, I got to have a little fun with the Chaos spells. The heroes tried to lure Gragor out into the hallway, but he cast Summon Orcs for more reinforcments and protection. With the orcs as guards, Gragor followed out into the hallway and cast Rust on Miranda's Battle Axe. Lady Darwin was cutting down the orcs quickly, making her way to Gragor, when he cast Lightning Bolt!, hitting her and Vrag. This was the end of Vrag, as the lightning cut through him, taking his last two body points.
After this, Gragor was still outnumbered and retreated back into the room. Miranda, having lost her Ax, equipped her crossbow and shot at Gragor. The shot was true and Gragor fell. Lady Darwin searched and found the map piece as well as the spell scrolls on the table. Miranda used her Elixir of Life to revive Vrag, and they made their exit safely, having defeated all monsters in the quest.
This was a good, tough quest that Zargon can have a lot of fun with, even without the evil magician. Like I said, the greenskin horde at the exit was able to kill the Wizard and even if the heroes had been able to leave after defeating that group, it would still have been a good quest. But, on the other hand, it would have been such a waste to not get to use that magician. Choas spells are great, and Zargon doesn't get them in every quest. I think moving the location of the map piece definitely made this quest harder and longer, but it was worth it to get to use the Chaos spells. Furthermore, this is the first time in a long time that I have been able to kill one of the heroes, besides the low-body-points Wizard. It was nice to feel like I won this quest, and nothing wrong with making them use that Elixir of Life they've been holding onto for so long. Especially when there's a chance to pick up another in the next quest...
Last edited by
lucasdp on October 19th, 2016, 12:46 pm, edited 1 time in total.