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[Quest Pack] [12 Quests] The Arden Daredevils

Discuss Quest creation and share Quests/Quest Packs you've created.

Re: [Quest Pack] [12 Quests] The Arden Daredevils

Postby mikemacdee » Sunday October 20th, 2019 5:55am

Sorry again for taking so long to reply. Here is the updated zip with the Daredevils files!


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Re: [Quest Pack] [12 Quests] The Arden Daredevils

Postby Anderas » Sunday October 20th, 2019 7:38am

Aaaand
Downloaded.

But I am away currently so no calculation this week. :-)


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Re: [Quest Pack] [12 Quests] The Arden Daredevils

Postby mikemacdee » Sunday October 20th, 2019 9:19pm

Anderas wrote:Aaaand
Downloaded.

But I am away currently so no calculation this week. :-)

Actually just updated it today with the files for a campaign called Manhunt, and draft 1 of my Slave City revision. If you feel like checking those out too, just re-download the zip file when you're ready.

Manhunt isn't finished, but can be found HERE.


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Re: [Quest Pack] [12 Quests] The Arden Daredevils

Postby Anderas » Thursday January 30th, 2020 11:06am

Ok, calculated the first quest.

It is quite a maze, I guess I get to the roof (top left corner) by going through door A?

For a complete group, it is a Beginner's quest.

It can also be played as a solo quest with:
a 3-dice Hero plus two Mercenaries;
a 4-Dice-Hero plus one Helbardier;
a 5-Dice-Equipment completely alone. :barbarian:

It can also be played with 2 Heroes with 2 dice, either as "High Risk" or they take at least one Scout with them, then it's fine low risk


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Re: [Quest Pack] [12 Quests] The Arden Daredevils

Postby Anderas » Thursday January 30th, 2020 1:32pm

Second Quest, Incident at Pols Pickaxe

It's a solid 3-Dice-Quest, with 16 BP damage in the higher ranges.
If you have a group attacking with 3 but defending with 4 dice, it is rather a "normal" or ideal quest.

2 Heros can survive the quest if they have 4 Attack and 4 Defense dice.

A solo Dwarf should have 6 Attack and defense.
Alternatively you could send a solo dwarf with normal equipment (like, 4 dice AT and DE) and the Mercenary mix - one of each type - then that's a difficult quest but doable.


One needs two Hero Quest Base Games and the Mercenaries to play this. Also it's worth noting, the high monster count (39) could make a nice, long evening.
The secret passage that lets you bypass some of the monsters blocks after the first hero is through - there is a falling block trap! That's just insidious! :lol: :mrgreen:
Last edited by Anderas on Friday January 31st, 2020 4:56pm, edited 1 time in total.


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Re: [Quest Pack] [12 Quests] The Arden Daredevils

Postby Anderas » Friday January 31st, 2020 1:51am

Third Quest, Riverblight

The monsters alone would make a good beginner's quest. Use four starter heroes, it will go well.

As a Solo Quest, you could play it with a 3-dice-dwarf and a scout :-)

However, there is a catch:
Traps can take up to 12 BP from the group, and that's without the poison river with it's rolling boulder.
To avoid a total party kill, I would rather go into it with a 3-dice-group, keeping the damage from the monsters low in order to survive the traps.

The solo hero from above would not at all survive with all the traps, except if he has at least two potions of healing with him.

All in all: Balanced for a group with 3-dice-equipment.


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Re: [Quest Pack] [12 Quests] The Arden Daredevils

Postby Anderas » Friday January 31st, 2020 12:32pm

Quest 4, Vermin of the Black Hills

Again, going just by the monsters, I would rate that quest a 2-Dice quest.
And again, wow, the traps! 16 BP you can lose just by traps. So to go to the absolute limit, which is 21 BP, you can just add 5 BP through Monsters.
That means, I would rather send a 3-Dice-Group, knowing they are not endangered by the monsters but by the traps.

If you take enough time to search and disarm everywhere, this quest is easy going, but you will lose as the rats eat the prisoners.
If you don't take enough time, this quest can become quite deadly indeed!

I counted 3 turns on the shortest possible way, ignoring fights.
I counted 18 turns, not ignoring fights and traps, and using one detour in the wrong direction.

If they separate, they should quickly find it but are highly endangered: They'll lose about three times as many BP through fights, and then come the traps.

I think it is a very interesting quest indeed, and it was made so equisitely by the time pressure versus trap search the heroes have to balance.

I'd play it with a 3-Dice-Group. Lucky the Hero who has the Wizard following him.

If you want to play it as a solo quest, I advise for a Hero, best case the Dwarf, with 4-Dice Equipment plus a Scout and one other Mercenary.
The scout is needed, otherwise he'll die either from the traps or lose too much time with searching.
Last edited by Anderas on Friday January 31st, 2020 4:55pm, edited 1 time in total.


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Re: [Quest Pack] [12 Quests] The Arden Daredevils

Postby Anderas » Friday January 31st, 2020 1:26pm

Quest 05 - Forge of the Black Dwarves

The monster difficulty ramped up a little bit here.
It could be done (monsters alone) by a 3-dice-group; but it would be difficult. Seeing that you put 26 BP worth of traps in the double dungeon, I'd rather say try it with a 4-dice-group instead.
It's a nice quest, new monsters, dragon, everything :-) I like that you have a Boss who talks instead of fights :mrgreen:

As a solo quest, you could try it with a completely lonely dwarf with custom equipment that has 6 dice attack and defense. Nevertheless, that would make roughly 30% chance of dying.
or
You take a 4-dice-hero and give him one of each mercenary, then it is playable as solo. Mind the traps, though!


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Re: [Quest Pack] [12 Quests] The Arden Daredevils

Postby Anderas » Saturday February 1st, 2020 3:37am

Quest 06 - The Crawling Death

The Crawling Death is playable with a normal beginners group (Barbarian 3 AT, Rest of the world 2 AT dice).
You probably were careful not to overstretch the heroe's capabilities as you have that monster generating entrance tile.

I test-played that quest just to see the time it needs. As there are only zombies as wandering monsters, I've made lots of treasure searches. I came to about 30 turns for the entire quest so I included 5 Skeletons and 5 Zombies at the entrance into the calculation.
It is really not difficult.

Just for testing, I doubled the number of monsters that come through the door - meaning, if you roll a 5, 2 Skeletons come; on a 6, 2 Zombies come. Now it is playable, if a little bit on the difficult side, for a 3-dice-group; and it is easy for a 4-dice-group. If I Assume you reuse the group from the quest before, that would be a good change.

Back to the original of yours.
Easy quests have the advantage of being playable as solo quest:
Any Hero with the Mercmix can play it: take one Merc of each type and it's a fun quest for beginners and seasoned heroes alike.
A hero with three mercenaries should have 3 Attack dice at least, otherwise the probability of dying gets high.
A Hero completely alone should have 5-dice-equipment and a healing. So for example the Elf could do it.

Finally, for two heroes, they could do it with 3 dice equipment but they seriously risk their lifes.
Two heroes having Spirit Blade / Battle Axe, so 4 dice, it's perfect.


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Re: [Quest Pack] [12 Quests] The Arden Daredevils

Postby Anderas » Saturday February 1st, 2020 4:53am

Quest 07 - Derelict
I first totally underestimated the quest. Then I could see that all monsters in this quest attack like wandering monsters. Suddenly a skeleton becomes dangerous indeed! :skeleton: |_P


The quest as written would be perfect for a group with 3 dice. They need those two potions.
It's a dangerous quest for the Wizard, it's more difficult for him than usual to hide behind the others :-)
Again, as the wandering monster is just a Zombie, I put 5 of them in the estimation.

As a solo quest, it could be playable with:
A Hero having 3 or 4 dice and the Mercmix; with a roughly 30% chance of dying;
A Hero having 3 or 4 dice and two Mercenaries; with a 5% chance of dying
A Hero having 6 dice equipment completely alone, with a 94% chance of dying.
No, that's not really a solo quest, not at all :skeleton: :skeleton: :mrgreen: :zombie: :skeleton: :skeleton: :zombie:

And for two heroes, it would best be played with 4 Dice of equipment.


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