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Re: Questbook "The Grip of Lord Bastian"

PostPosted: May 31st, 2020, 11:59 am
by The Admiral
I'm doing final reading and preparation before solo playtesting. I have noticed one important error in quest 2, relating to the two falling block traps labelled G, that will possibly kill all the Heroes. The one nearest the exit (H) is not triggered until all the Heroes have passed it, but the other one cannot be disarmed and will trigger when the first Hero steps on it. This will trap him if he steps back, and all the other Heroes.

With the Earthquake in room C/E, I think note G should apply to all four FB traps after that room. and I think the rule regarding the final FB trap should also apply to the penultimate one as well. This will fix the problem, or you could just remove the offending trap.

Re: Questbook "The Grip of Lord Bastian"

PostPosted: September 30th, 2022, 9:38 am
by joec
Okay, I'm totally necro'ing this thread.

lestodante wrote:I had a fast look at the questbook for the first time and it seems interesting but I just don't like when in a single quest there are too much things/notes, like in Quest 1 we find 12 notes.
Also I think the Gargoyle in Quest 1 will be slayed in the first 2 turns and BEFORE he can fully recover its stats (he is alone and will face 4 heroes so he will have to defent against 8 attacks using 2 dice only), so the note is unuseful in my opinion.


To each their own. I think it gives a flair of theatrics and shows that this area hasn't been entered in a long time.

lestodante wrote:Quest 2 there is no note that specify the mercenary is Vincent (as I guess) A mercenary icon is used on the map but note C says that you have to use the Chaos Warlock to represent Lord BAstian or a Mummy if the Chaos Warlock figure is already in use for Vincent. I guess I understant the author's intention to make it playable using only the content of the basic game but it may be confusing, also because if you find Lord BAstian first and THEN Vincent, do you should use a mummy to represent Vincent?
I like the earthquake causing some falling rocks and blocking part of the dungeon corridors.
I will read more deeply later and let you know.


Yeah, you're right. I wasn't clear, but Its not a hard leap of logic.

The Admiral wrote:And Quest 1 is lacking a note for the chest in the little room on the right. We don't do searching down pit traps, so the pit will just be a normal trap and I'll put its contents into that chest. I too thought the Gargoyle note unnecessary, and will be playing the Gargoyle at full strength.


It'd just be a treasure card pull. Nothing defined in the chest.


The Admiral wrote:In Quest 5 there is no information as to combat off/onto the wall (Note K). Can Heroes jump down? Is ranged combat into the open courtyard allowed? I'm not going to allow adjacent combat or jumping. I will allow ranged combat and LOS spells off the wall to anywhere a Hero can see. Other room walls will block, so the monsters can get out of sight once they have been seen, placed on the board and survived any initial shots.


I think this is the right call.

The Admiral wrote:I'm doing final reading and preparation before solo playtesting. I have noticed one important error in quest 2, relating to the two falling block traps labelled G, that will possibly kill all the Heroes. The one nearest the exit (H) is not triggered until all the Heroes have passed it, but the other one cannot be disarmed and will trigger when the first Hero steps on it. This will trap him if he steps back, and all the other Heroes.

With the Earthquake in room C/E, I think note G should apply to all four FB traps after that room. and I think the rule regarding the final FB trap should also apply to the penultimate one as well. This will fix the problem, or you could just remove the offending trap.


I agree with this call. My bad.