Nephew of Mentor wrote:I originally laid out the maps with X's marking the starting places. I switched that to arrows. Let me know what you think about that decision.
I'd say arrows are the correct choice if entering from off the board. Use X's if you start any Heroes within the board.
Nephew of Mentor wrote:After looking over Quest 1, I put the finishing touches on it. I removed some events from the notes (space is limited). Let me know any errors you find or recommendations you might have. I know the above might suggest otherwise, but I appreciate feedback, haha.
The original adventure prohibited the Wizard because the good wizard figure, card, and spells were used to represent Griz. The Hero Quest Wizard is still available and shouldn't be underestimated, so I'd say give him a shot. If he dies, it's just an intro that may then be left unfinished by him. I worked up this alternate header and notes (edits in blue):
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QUEST 1: Timer 10 turns, 1 Hero (not DS Wizard), Easy
Special Delivery
Lord Narran has bad news....It protects Griz--...
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Tell the players that several townspeople don't appear on the board but may answer questions. Also, the five buildings with fire markers may not be entered. The dragon attacks Griz unless an attack can also hit the Hero.
NOTES:
Choose room J (Warehouse), K (Smithy), or L (Grenarde's Market) as
Griz's location. When found, place the good Wizard and a Manscorpion
guard on the board. Griz is an ally to be played by the Hero. The Hero
player may use the DS Wizard Card and spells (randomly chosen by you.)
A. Fortune Teller "I've been expecting you," she says. "Here's your
fortune: Water holds the secret that can put out the flame." If
question, she reveals Griz's location.
B. Wild Horse Outfitters An old woman with a crossbow sits inside. If
questioned about Griz, she says, "Last time I saw him, he was
headed to Grenarde's Market." (Point to L on the board.)
C. Guard Posts A gruff voice bellows from within, "Who goes there?" If
questioned about Griz, the voice says, "I think he's in the
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Warehouse." (Point to J on the board.)
D. Merchant Guild A woman is busy working. She angrily says, "I locked
that door because I don't want any visitors!" If questioned, she says,
"What do I look like, the forturne-teller? Try her." (Point to A.)
E. Tennar's Exotic Wares Inside are three rough men. If questioned,
one says, "For a treasure we'll tell you where the old man is." If one
is discarded, he lies, "The Wizard is at the Armory." (Point to I.)
F. A Potion of Fire Resistance is hidden in the fountain.
G. This chest contains an Elven Cloak.
H. This chest contains 140 gold coins.
Wandering Monster in this Quest: Orc
This alternate runs 2 lines and a space longer, but I think you can squeeze it in if you skip the space just below the Parchment text and eliminate the spaces above and below the wandering monster line. I think the extra information from the DS adventure is needed to clarify the playing of this Quest. I have some questions:
In area K, there appears to be a forge tile from KK. Is this correct? If so, you should be sure to include the tile as part of the conversion pack with a brief description.
Why two weapons racks? Most people own just one base set. I'd drop the weapons rack from the Smithy. The forge tile is enough to fill the room.