Re: [Quest Pack] [6 Quests] - Mound of the Beastmen
Posted: May 15th, 2017, 2:21 pm
Lot of posts since my last visit... Will try to answer all the questions.
I am glad you liked this quest. I had a lot of fun making it, and I tried to create some original room to surprise the players. Well... It is not designed for US rules, so special monsters could seem a little bit weaker than intended. I think you have to adjust their BP to make them be a challenge. I am not a pro player of US rules, so, sadly, I cannot help you.
No, you can play my questpack with brand new heroes. You don't need to have ever complete one single quest before you can start my pack. The questpack is designed for heroes who start "nude" in the first quest, as they lost all of their equippement in the embush.
Yes, but not with the usual way. You can "disarm" it by rolling both shield with a combat dice.
Yes, I should have put more of that in the print sheet. But as you said, you can find some tombs in the Witch lord expansion. I have no doubt most of the people here get it .
The Admiral wrote:I finally got round to finishing this quest. The Halls are very interesting and were a real delay to my Heroes, which is bad for them as I use Evil Wizard Cards, and the longer they take the more EW cards are drawn. In terms of BP's it wasn't a huge drain. It seemed I triggered a ghost every turn, but with the four Heroes having MP's of 7/4/4/3, it only resulted in a couple of lost BP's. The three henchmen that were picked up previously (2 Scouts and a Crossbowman) had little to no chance of getting through this quest alive. With only 2BP/MP's they all died. At least I will get a couple more in the next quest. The Halls of the Blind will be alot more interesting when I play this with my brother. They lost a little bit of the atmosphere playing solo.
Vivigor is very powerful, but he has no bodyguard, although I spawned an Elite Skeleton to help him, and Chaos Energy gave him a BP back during the battle. He got to play his Summon 2 Chaos Hounds, Chain Lightning and Shield of Thorns (it inficted 1BP) before he succumbed. My Wizard hit him with a Ball of Flame, which wasn't defended with the 2d6. Should I have allowed him an extra 2d6 for the Shield of Thorns?
I am glad you liked this quest. I had a lot of fun making it, and I tried to create some original room to surprise the players. Well... It is not designed for US rules, so special monsters could seem a little bit weaker than intended. I think you have to adjust their BP to make them be a challenge. I am not a pro player of US rules, so, sadly, I cannot help you.
Daedalus wrote:When should your Quest Pack be played? (I imagine after the original 14 Quests.)
No, you can play my questpack with brand new heroes. You don't need to have ever complete one single quest before you can start my pack. The questpack is designed for heroes who start "nude" in the first quest, as they lost all of their equippement in the embush.
Daedalus wrote:By the way, can a tomb trap be disarmed (perhaps sealed)?
Yes, but not with the usual way. You can "disarm" it by rolling both shield with a combat dice.
Daedalus wrote:Also, I noticed that Quest 2 calls for 8 Coffin Tiles (tombs), but the tile download sheet only contains 4. That means a relatively expensive second printing of a color page will be needed. With some rearranging, it should be possible to fit the other 4 Coffin Tiles on pages 1 and 3. Of course, most will already have spare Coffin Tiles from RotWL.
Yes, I should have put more of that in the print sheet. But as you said, you can find some tombs in the Witch lord expansion. I have no doubt most of the people here get it .