Anderas wrote:. . . Finally: I made a preview for our 13 artifacts we have so far. I'd like to hit the brakes hard here - If it is not absolutely necessary, let's not add even more. That makes one artifact every second quest; that's a lot. We shan't make them "common" except if they can wear out (like the magical throwing dagger - by the way, we can add two or three of them; as they exist they make no additional work) . . .
I like having some temporary artifacts, but I'd rather follow the Design Document and create new ones. Sure, Magical Throwing Daggers were used in more than one expansion and thus could also be included in ours. Then again, we could instead create a Magical Throwing Ax with some Goblin-King art on a generic background.
One temporary artifact that comes to mind is spell scrolls. (No new art requirements!) I started the following as part of another post, but it belongs here.
Daedalus wrote:j_dean80 wrote:B. On the Bench is a Spell Scroll of Courage.B. On the bench, there is a spell scroll of Courage.
I like spell scrolls in our expansion. Some spells were used as spell scrolls in more than one expansion, so Courage could be used. However, the Design Document calls for original work over using content from other expansions. If we still want to hold that, we should include newly created ones.
Swift Wind, Veil of Mist, and Water of Life haven't been used yet, so the easiest option is to substitute one of those. However, we could also go the new-content route as was done with the EQP and BQP. Many of those spell scrolls are variations of Chaos spells found within those expansions. We also have new spells; here's are some ideas based off of Swamp spells:
Tangling Vines: This spell may be cast to ensnare one monster in entangling roots and vines. The victim may not move and rolls one less Combat Die to defend. The spell can be broken on a future turn by the victim rolling one red die for each of its Attack Dice. If a 6 is rolled, the spell ends. An adjacent monsters may also roll to end the spell by forfeiting an action.
Venomous Strike: This spell summons a viper that immediately strikes any one monster with a poisonous bite. The target must roll one Combat Die immediately and on future turns. If a skull is rolled, the spell inflicts 1 Body Point of damage. The spell is broken if a white shield is rolled or any Body Points are restored through healing.
And here's a new spell to help out with all those Mind Point spells we added:
Clear Mind: This spell may be cast on a monster's turn. The spell changes one Hero's failed roll that uses Mind Points to automatically succeed.
Other spell scrolls are possible using the Kobold Trickster spells, but I wouldn't bother with those in this earlier Quest.