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[Quest Pack] [12 Quests] The Arden Daredevils

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

Postby Anderas » Saturday February 1st, 2020 5:45am

Quest 08 - The Scourge of St. Merrick

I did not calculate that special in the Tomb room; which can hurt a bit.
I love those secret passages that you built into this quest, those are really creative!

In theory, this would be perfect for a beginner's group.
You also have 12.5 BP traps and added a total of 12 BP Healing. I count that scroll that refills one spell to be a healing spell, by the way.

To be honest, I would add some few monsters here. Maybe one or two vampire spawn more?

As a Solo Quest:
Play it with a 4-Dice-Hero and a Scout; that plays nice.

As a quest for 2 Heroes:
If you have two heroes with 2 dice in AT, take a scout with you.
If you have two heroes with 3 dice in AT, it plays fine.


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

Postby Anderas » Saturday February 1st, 2020 6:13am

Quest 09 - Aslams Portal

It's a dungeon with a little bit underpopulation.
Monsters only are about right for a beginners group.
But then you add in the traps and you get out at something slightly more difficult than 3 dice - which seems to be the level of the entire quest book, so, perfect!

As a solo quest, you could play it with
one 4-Dice-Hero plus either a Sword
or one 4-Dice-Hero and two of the weaker Mercenaries.

For two heroes, I would take either
2x 3 dice heroes plus one fighting Mercenary;
or you play it with two Heroes having 4-Dice-Equipment.


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

Postby Anderas » Saturday February 1st, 2020 6:37am

Quest 10 Entombed

A nice and simple quest; monsters and traps together slightly above 3 dice niveau.
Closest to the sweet spot was a group having 3 AT, 4 DE. That's Longsword, Shield, Helmet.
Like it!

Is that central portal one-way or can the heroes leave via this route, too?


As a Solo Quest, you can play it with:
A 4-Dice hero, plus 2 weak mercs; or
3 Dice Hero, plus one sword

For two Heroes:
Best played with 2 heroes having 3 Dice, 1 Scout and 1 Healing.
Or 2 Heroes having 4 dice.


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

Postby Anderas » Saturday February 1st, 2020 7:44am

Quest 11 The Black Kings Vault

There are either many small errors in this quest or one big.
I can't easily make connections between quest notes and quest marks.

A is good,
B should be in the Bookcase room,
C - I can't find a room with two secret doors. Is it the north double hallway?
D - The chest is trapped... could be in the position of E, however,
E - Is also a chest remark. There are not two chests in this quest
---> So I guess that D is actually referring to the Altar?
F - refers to several chests, but there is no F and no room with several chests on the map
G - should be in the place of B, I guess
H - Zargon can activate the Boulder trap - there is no boulder trap on the map and no H either
I - draft down the stairs? Maybe this remark should be in position C instead?

I have the feeling that this is a double board quest, and one of the two boards is missing in your quest book.
Either that, or you accidentally mixed the quest notes with an unrelated quest map?


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

Postby Anderas » Saturday February 1st, 2020 9:10am

Quest 12 - The Obsidian Palace

I am not sure about this quest. Normally I would calculate the Monster BP loss, add the Trap BP loss, remove the Healing BP, and choose the group that comes closest to the ideal.

However, both Healing and Traps are not entirely normal in this quest. If I just say that Traps and Healings equalize, it's a 4-Dice-Quest. If there are some more healings than traps (Which I got the impression of) then it could be played with a 3 or 3.5 Dice group.

Also in this quest I found at least one not fitting Quest Note - could you check please? Many assumtions I take during the calculation are depending on the quest notes.
If a Skeleton is being attacked, it is mostly harmless. If a Skeleton has the opportunity to attack first, it can do some amount of harm even to a hero with 6 defense dice and rock skin.
So if a trap releases two rooms full of Skeletons, those might be worth more than if a Skeleton is found waiting for the heroes passively. Quest note P says something about Secret Door E but E is the Castellan who waits patiently to be attacked... I guess it should have been P instead?


A solo Hero could play this quest by taking two Swordsmen and 4-Dice-Equipment with him.
Two Heroes need to have 4-Dice-Equipment and at least one Swordsman.


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

Postby mikemacdee » Tuesday February 18th, 2020 1:42am

Oh hey! Didn't realize this thread had updated. I'll read it in detail in a bit.


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

Postby mikemacdee » Tuesday February 18th, 2020 2:13am

Anderas wrote: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?

Yes, I mention that in the opening notes, but maybe it should be labeled with a letter instead.

Anderas wrote:Quest 10 Entombed
Is that central portal one-way or can the heroes leave via this route, too?

You mean the entrance? It's one-way. It caves in at the beginning.

Anderas wrote:Quest 11 The Black Kings Vault
There are either many small errors in this quest or one big.

I screwed up and forgot to update the notes with the revised map. :oops:

Anderas wrote:Quest 12 - The Obsidian Palace
Quest note P says something about Secret Door E but E is the Castellan who waits patiently to be attacked... I guess it should have been P instead?

Yeah, more note shenanegans. :oops: :oops:

Thanks for all the notes man! I'll adjust the quest now.


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

Postby Anderas » Thursday February 20th, 2020 12:59am

Anderas wrote:Quest 08 - The Scourge of St. Merrick

I did not calculate that special in the Tomb room; which can hurt a bit.
I love those secret passages that you built into this quest, those are really creative!

In theory, this would be perfect for a beginner's group.



I have seen that there are some more monsters now :-)
Recalculating gave me that it is now more difficult (but still doable) for a beginners group. They'll lose about 15 BP.
Again, that's without that special in the Tomb room. So to be sure I would go in with a 3-dice-group, so they have sufficient reserves to survive their attack on their own kind. :-)


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

Postby Stig » Thursday February 20th, 2020 10:38am

mikemacdee wrote:Thanks for all the notes man! I'll adjust the quest now.


Thanks- an amazing Quest pack I can't wait to try! Just downloaded it - have you checked the letters in Quest 2?

"B" appears twice and only one room has a weapons rack. "C" appears twice yet only one of the two rooms has the desk the notes refer too.


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

Postby Anderas » Friday February 21st, 2020 12:20am

Anderas wrote:Quest 09 - Aslams Portal

It's a dungeon with a little bit underpopulation.
Monsters only are about right for a beginners group.
But then you add in the traps and you get out at something slightly more difficult than 3 dice - which seems to be the level of the entire quest book, so, perfect!


After your changes, the north corridor takes now a little more from the group.
Again, with the traps it is perfectly playable for a 3-dice-group.
Those falling block traps on the right side will do a good job separating the group for just this fight :-) But even without separation, in the corridor only two heroes fight most of the time.


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