Quest 13There is no shopping trip between Quests--check. What about regaining spells, Body Points and Mind Points? I assume they are meant to be regained as per the standard rules, but a thematic explanation would be nice as the Heroes are just climbing a level of the tower. Some thoughts:
- No explanation--the Heroes just get them back as with KK or RotWL. I suppose they rest up on the first floor.
- The Circlet restores lost spells, BPs and MPs as an after effect of of the forging process. Kazgotul or his note can impart this.
- The throne or dais it rests on can restore spells. The chest contains enough potions to heal Body and Mind Points.
Quest 14Notes:
I'm probably getting too literal, but the spiral stairs between floors don't quite work for me as actual movement. They only wind 2 or 3 squares and appear too tiny for actual use. Still, they are cool and I'd understand if you prefer to use the squares as pictured for actual movement. I could see each square of a spiral stair costing 1 extra movement to account for the discrepancy (similar to low furniture from HQP.) Alternatively, the trap-door method of joining floors used in the watchtower of the last Quest could also work here.
2nd Floor:I changed the location letters a bit.
A. [same location and initial text of original A] Alternative text:
This stairway has low side rails. Tell the Heroes as a special attack action, a Hero adjacent to a Skeleton may attempt to push it straight back over a side. That Skeleton immediately rolls one combat die. If it rolls anything but a black shield, it plummets and shatters on the floor below.I made things a tactically harder for the Heroes to push and restricted vulnerable monsters to lighter Skeletons. I suppose a Chaos Warrior could be made to be pushed as well, but I'd at least allow this heavier monster to throw 3 combat dice to resist. Also, it might be advisable to include that Skeleton Warriors advance onto the stairs to attack if possible. If this isn't scripted, why would a M/Z player risk easily losing his monsters? OK, some would do so for the dramatic fall, but others wouldn't and this cool opportunity would be lost.
B. [bump the location letter toward the middle of the room, use same location and initial text of original C] Alternative text:
The Skeleton Warriors here begin seated on chairs. They must first stand up, so they only have a move of 5 on their first turn.I changed this a bit to make it more plain only 1 movement square was lost. A M/Z player with less experience with HQP might mistake "one extra movement" to mean the full movement of a turn. Not absolutely necessary.
The Main Game System comes with 4 Skeletons. RotWL comes with 8. This room requires 6 Skeleton Warriors and 4 Skeleton Archers. I'd add a note at the beginning of the Quest Booklet that mentions monster figures needed to play the Quest Pack.
C. [same location and initial text of original B] Alternative text:
This spiral stairway leads upward [-edit] to the 3rd floor.3rd Floor:I changed the location letters a bit.
A. [same location and initial text of original B] Alternative text:
This spiral stairway leads both upward to the 4th floor and downward [-edit] to the 2nd floor.B. [same location and initial text of original A] Alternative text:
Both treasure chests at the squares marked "A" are empty.C. [same location and initial text of original C] Alternative text:
The crenelated embrasures around this perimeter are wide enough to potentially fall out of. Tell the Heroes as a special attack action, a Hero adjacent to a Zombie or Mummy may attempt to push it straight back out of an adjacent embrasure. A Zombie immediately rolls 1 combat die, while a Mummy rolls 2. Unless either monster rolls a black shield, it plummets and is destroyed far below.