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Kurgan wrote:I created an evil wizard card that is a potion the bad guy can drink that gives him blue dice for defense until the end of the quest. I also created a card reflecting the same "Chaotic Defense" ability for each of the Wizards of Zargon(Morcar). If the Heroes are already champions, this helps the bad guys survive a bit longer and they will use the scrolls of battle formations similar to the Heroes once they have that ability as well.
Now to find a use for the purple, orange and other colors of dice (Wizard's Arsenal possibly).
Kurgan wrote:More thoughts on Elementals... (already introduced here)
So these Summoned Creatures as we know are uber powerful.
They must have weaknesses, right? Unlike most of the other examples of Elementals I've seen, instead of having absurd numbers of body points, or expiring after they kill a certain number of figures, these are based on turns. They will survive for 2-7 turns. They impart damage or other effects simply by passing through other characters. Some of them have spells they can use which diminish the remaining turns of "life" they have. They can't be harmed by conventional means.
However they can die under other conditions:
1) They Pass through another Elemental. This could happen if there were two Hero summoned ones, or in theory (If I were to allow it) if a bad guy summoned one. This could happen I suppose if I allowed someone like the Frozen Horror to use a bunch of Ice ("water") spells to summon an Elemental of his own. What a battle that would be! But Elementals are special beings, they don't fight, they just crush into each other and are simultaneously annihilated.
2) Weaknesses. Yes, certain spells could damage them.
I haven't decided yet if these spells will DESTROY them in one take, or if each hit simply diminishes a turn (instead of doing a body point of damage as they would against a conventional target). Maybe it should vary by power? The situation is that a Hero could destroy another Hero's Elemental but more practically speaking it would be a Chaos Sorcerer taking out the Hero's super gambit.
So here are the weaknesses as I originally conceived them:
Fire is vulnerable to Water/Ice or Earth, is not affected by Air (or Air might make it stronger)*
Earth is vulnerable to Water or Fire
Air is vulnerable to Fire
Water is vulnerable to Air or Ice
* Using an example here of Tempest. Maybe Tempest strengthens a Fire Elemental. Zargon would know this, but if he tried it on the Hero's Fire Elemental, it would gain a turn. The Heroes could use their Tempest on their own Elemental to give it another turn of "life." Swift Wind wouldn't make the Elemental move faster, but it might give it another turn of "life" as well. The opportunity to do something similar "strengthening" say an Earth Elemental with an Earth Spell wouldn't come up unless you had a Spell Scroll. This seems like it would be even more OP, but in those cases, we are talking about single use, rare Artifacts that are only giving the character one more turn, at best. But then in a turn, they could run over the big boss one more time! But that means you really had to save all your big stuff for the end of the Quest, so there's still a trade off.
So element based spells come into play here, but I suppose also certain magical artifacts might count as well, but probably not potions, since you are supposed to drink them, not throw them at the enemy. I can't imagine dousing a Fire Elemental with Holy Water, but it would be pretty funny, now that I think about it, especially if it took multiple attempts with a stack of vials.
In my version, unlike some others, the Elementals are under complete control of the Summoner. So there is no worry about having to "put down" a rogue Elemental. I suppose if that were a factor, it would be pretty tricky. However, a turn-coat Elemental could do a TPK fairly easily in certain circumstances.
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