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Wizards of Morcar expanded...

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Re: Wizards of Morcar expanded...

Postby j_dean80 » August 7th, 2017, 7:39 am

Gold Bearer wrote:
j_dean80 wrote:Constructive feedback welcome...
This topic's in the wrong section.


Technically it's a couple different topics in the same post. If I split up the part in the wrong topic and left the rest it wouldn't make a lot of sense.
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Re: Wizards of Morcar expanded...

Postby benvoliothefirst » August 7th, 2017, 1:12 pm

Hey j_dean80! I'm following your posts with great interest, as I had the same thoughts upon reading the Wizards of Morcar. Not sure I would expand the NUMBER of quests as someone mentioned previously, I'd rather have 5 great quests than 13 that were padded for length.

Curious about the mockups you posted... what's the point of making it a double/split quest if you're not going to use any of the same rooms in both? I'm genuinely asking. Is is that the Heroes have a chance to recharge body/mind points and/or spells?
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Re: Wizards of Morcar expanded...

Postby j_dean80 » August 7th, 2017, 5:47 pm

benvoliothefirst wrote:Hey j_dean80! I'm following your posts with great interest, as I had the same thoughts upon reading the Wizards of Morcar. Not sure I would expand the NUMBER of quests as someone mentioned previously, I'd rather have 5 great quests than 13 that were padded for length.

Curious about the mockups you posted... what's the point of making it a double/split quest if you're not going to use any of the same rooms in both? I'm genuinely asking. Is is that the Heroes have a chance to recharge body/mind points and/or spells?


If you check out the Elf Quest Pack it did the same thing. I took the original final Quest and just added to it. Now the Heroes have to venture through the sewers to reach the other side of the tower where the Lieutenants are. Heroes don't regain BP etc during double Quests.
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Re: Wizards of Morcar expanded...

Postby j_dean80 » August 8th, 2017, 10:29 pm

QUEST BOOK FOR THE WIZARD
Summons of the Wizards' Council

A Message From Mentor

Wizard, you have been summoned! Zanrath, the High Mage of Sarako, has summoned the Wizards' Council to his tower.

In a time, long ago, dark days were upon the Empire. It seemed the races of Dwarf, Elf, and Men were soon to be forgotten. Chaos was growing and spreading everywhere. To combat this great threat, a gathering took place. This was no ordinary gathering. The greatest Wizards and Mages in all the Empire were in attendance. They debated and argued through many a week. A young Mage, little known of him, stepped forward and took command of this meeting. His name was Zanrath of Sarako. He was able to keep the gathering at peace long enough to forge a plan to stop this evil. Thus, the Wizards' Council was formed. For many years, this Council would gather every time a new threat would grow. Through his great leadership, Zanrath of Sarako, was anointed as the High Mage.

The Council has laid silent for many years, but now is being called forth once again. The Wizards and Mages of this Council will be travelling from all ends of the Empire. For Zanrath has some alarming news to discuss. Even I, Mentor, do not know his business. Travel quickly, but keep your eyes sharp; for you must travel alone, as this meeting is for Wizards only. Your companions will rejoin you at a later time. Go to Zanrath's tower high in the Tarak Mountains. Now, be on your way!

Mentor
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Re: Wizards of Morcar expanded...

Postby j_dean80 » August 9th, 2017, 6:07 pm

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Re: Wizards of Morcar expanded...

Postby j_dean80 » August 16th, 2017, 8:53 pm

Kellar's Keep - Quest 11

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Last edited by j_dean80 on December 28th, 2017, 5:26 pm, edited 1 time in total.
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Re: Wizards of Morcar expanded...

Postby j_dean80 » August 17th, 2017, 11:29 pm

The Mage of the Mirror - Quest 6a & 6b

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Re: Wizards of Morcar expanded...

Postby Anderas » August 18th, 2017, 12:29 am

This is only my opinion her and worse, it comes from the first glance - i didn't go into the details yet.

* They look a little bit overpopulated to me. What do you think about higher graded monsters, and then less of them?

* I like the idea of putting the orc shaman into Kellar's Keep. It's where he belongs.

* Why not changing the layout of the board a bit, with the tiles? use the opportunity. I have seen you use custom tiles, so you could make a boss room in a corner, for example. It's worth it.


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Re: Wizards of Morcar expanded...

Postby j_dean80 » August 18th, 2017, 7:15 am

Anderas wrote:This is only my opinion her and worse, it comes from the first glance - i didn't go into the details yet.

* They look a little bit overpopulated to me. What do you think about higher graded monsters, and then less of them?

* I like the idea of putting the orc shaman into Kellar's Keep. It's where he belongs.

* Why not changing the layout of the board a bit, with the tiles? use the opportunity. I have seen you use custom tiles, so you could make a boss room in a corner, for example. It's worth it.


I tried going the route of not changing the boards from the originals. Orc Shaman and Necromancer boards are original (other than some room letters). Elf Quest board I just added the stairway (and room letters).

My intent was to keep the originals intact, just move them to where they seemed to fit more. I changed several of the wording areas, but tried to keep it all close to original.
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Re: Wizards of Morcar expanded...

Postby kyrrahn » November 12th, 2017, 9:46 pm

Love the maps... Definitely going to use them. Don't think they're over populated as the heroes should be high level by the time they play them and zerg rushing is more troublesome than dealing with heavy hitters.
Love the -2 on rolls room of darkness too by the way.
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