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[Group Quest, Amiga HQMM] - Lost in the Orc's Cave

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Re: Amiga HQMM Quest - Lost in the Orc's cave

Postby Anderas » May 14th, 2017, 3:51 am

I'd like the link to the Heroscribe Map


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Re: Amiga HQMM Quest - Lost in the Orc's cave

Postby j_dean80 » May 14th, 2017, 7:24 am

Anderas wrote:I'd like the link to the Heroscribe Map


Here are the links to the XML files for the map in HeroScribe. I know HeroScribe can alternate between NA and EU but there is one small difference I corrected with the 2 versions.

EU XML: https://www.dropbox.com/s/54p38o51bxo45uj/EU-Lost%20in%20the%20Orc%27s%20Cave.xml?dl=0

NA XML: https://www.dropbox.com/s/q05n3qhqbqb1x4q/NA-Lost%20in%20the%20Orc%27s%20Cave.xml?dl=0
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Re: Amiga HQMM Quest - Lost in the Orc's cave

Postby The Admiral » May 14th, 2017, 2:08 pm

Thanks everyone. I like the idea of the lamps, but as an incorrigible tinkerer, I would let all unlit monsters defend with white shields. They are all in the dark after all.


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Re: Amiga HQMM Quest - Lost in the Orc's cave

Postby Goblin-King » May 14th, 2017, 3:16 pm

Being the purist that I am, I wouldn't change anything except upgrade all the visual stuff - Map, Mentor's message image and font.
I wouldn't even correct the spelling :ugeek:

But yeah, the lamps is a pretty good yet simple idea that could easily be used in other quests.


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Re: Amiga HQMM Quest - Lost in the Orc's cave

Postby thequester » May 14th, 2017, 3:27 pm

I agree with both Admiral and GK...
I would keep the original preserved as it is, and then for private play I'd house-rule a few things, like give the players an ancient-looking hand-drawn map of the dungeon when they find the map (instead of putting all stuff on the board), maybe even house-rule that monsters in a passage don't get put on the board until a player is, like, five steps from it (because of the darkness).


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Re: Amiga HQMM Quest - Lost in the Orc's cave

Postby j_dean80 » May 14th, 2017, 4:20 pm

I tried to keep it as original as possible. The ocd won't let me leave the grammatical errors.
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Re: Amiga HQMM Quest - Lost in the Orc's cave

Postby thequester » May 14th, 2017, 4:45 pm

No problem, I'll keep both :D The original scan and yours with fixed errors.
Do you have a link to the fixed EU version of the quest as an image or pdf? :D


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Re: Amiga HQMM Quest - Lost in the Orc's cave

Postby j_dean80 » May 14th, 2017, 7:10 pm

thequester wrote:No problem, I'll keep both :D The original scan and yours with fixed errors.
Do you have a link to the fixed EU version of the quest as an image or pdf? :D


I only have HQQM to make the Quests. As far as I've found, I don't know that it does EU style. Perhaps Anderas is putting together a high quality one.
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Re: [Group Quest, Amiga HQMM] - Lost in the Orc's Cave

Postby Daedalus » May 15th, 2017, 4:27 pm

This Quest isn't a cake-walk with the special Orc rule. Can someone make an educated guess how well equipped the Heroes should be?
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Re: [Group Quest, Amiga HQMM] - Lost in the Orc's Cave

Postby Anderas » May 16th, 2017, 12:20 am

Just used the Questimator on it. I ignored the traps, i put in 3 wandering monsters.

Results:
Go in with a yellow group (3 AT, 3 DE) then it's fun but not too challenging.

If the Orcs defend only white shields, a group with 3 AT and 3 DE will lose 11 BP. That's not a lot, plus, most groups are better equipped.

However, i read the quest notes so that the orcs defend on all shields, right?
If the Orcs defend on black AND white shields:
A green group (2AT, 2DE) would lose 22 BP. haha
the yellow group will lose 12 BP.
If you go in with a red group (4 AT, 4 DE) they lose 6 BP - that's almost nothing.
All of it give or take 4 BP.

For comparison:
* The trial makes you lose 21 BP with a fresh group and
* The rescue of Sir Ragnar makes you lose 8 BP with a fresh group.


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