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The East Gate

Discuss Quests, Cards, Monsters etc from the Kellar's Keep Quest Pack.

Re: The East Gate

Postby iKarith » Wednesday August 25th, 2021 7:52pm

Daedalus wrote:
wallydubbs wrote:Speaking of the East Gate, in the North American version Borokk can attack the heroes mind, bringing down his mind points sufficiently.

Yet the East Gate itself requires mind points to open. Suppose the Elf and Barbarian both drop mind points to 1, yet they need to roll 2 dice to get out... are they stuck there and unable to advance to Grin's Crag?

Yeah, that's a poser. Mind Points can be restored between Quests, so one option could be to leave a stuck Hero behind for a Quest. Afterwards, the Hero could rejoin, whether the successfully passing Heroes completed that next Quest or failed. Of course, skipping a Quest kinda sucks, so I'd say let a failed Hero pass for 500 gold coins, the cost of a Potion of Restoration from the Alchemist's Shop. It could be fortuitously discovered at the bottom of the Hero's pack with an I.O.U. note made out to Mentor. (Loretome knows all.)


That suits me playstyle. :lol:
<InSpectreRetro> All hail Zargon!!! Morcar only has 1BP.


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Re: The East Gate

Postby Kurgan » Wednesday August 25th, 2021 8:50pm

Potion of Restoration. The Talisman of Lore should also be with them...


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Re: The East Gate

Postby Bareheaded Warrior » Wednesday August 31st, 2022 7:11am

I've avoided/resolved this issue through the use of standardised Strength of Mind and Strength of Body tests that are included in my rulebook and then just referred to in the relevant spell cards and in this case the Quest Book / Notes mainly to ensure consistency.

Full discussion is here: Strength of Body/Mind Tests but in summary for The East Gate the door would be handled through the harder version of the Strength of Body Test covered in Exploration 3:3

3 Strength of Body Test

In some situations, such as escaping from certain traps or special monster attacks, breaking down doors, lifting a portcullis and similar feats of physical strength, then you need to test as follows.

To carry out this test, roll a red die for each current Body Point, if at least one six is rolled you have passed.

A harder version of this test may occasionally be required, indicated in the Quest Notes, which require you to roll at least two sixes to pass this test.

The consequences of failing this test will be detailed in the specific circumstances but when attempting to break down a door then a failed attempt will end your turn and result in a Wandering Monster being placed.
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