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Level of Difficulty of Quest 8: The forbidden Caverns

Discuss Quests, Cards, Monsters etc, from the Return of the Witch Lord Quest Pack.

Re: Level of Difficulty of Quest 8: The forbidden Caverns

Postby wallydubbs » Thursday February 21st, 2019 11:52am

I didn't want to throw this off topic, so I finished the thought in the General HQ Discussion board...
viewtopic.php?f=143&t=4539
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Re: Level of Difficulty of Quest 8: The forbidden Caverns

Postby wallydubbs » Tuesday April 23rd, 2019 8:30pm

Anyhow, I've seen this level played on TableTop simulator and I agree that it would take forever with an obscene number of undead.
I've playtested it to try and solve the issue and found it is more suitable if the undead only spawn when heroes are in line of sight of the spawn points, so the undead don't start until the hero's turn from the first hallway, but only one undead from each X, so they'll only be getting 1 until they past that first corner.
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Re: Level of Difficulty of Quest 8: The forbidden Caverns

Postby Jalapenotrellis » Thursday May 27th, 2021 8:44pm

I appreciate this thread because I was just noticing from quest 7 which took 3 and 1/2 hours that quest 8 would probably be very similar due to endless spawns. I assume everybody allowed the falling block traps to be disarmed? This reminds me of a previous quest where it was supposed to just be part of the terrain and not necessarily traps. I think the quest is certainly hard enough with the spawning monsters. None of the traps really block the way either. Since the heroes are actually fairly low on resources now that they have no gold and very few potions, I'm slightly worried about killing them off again even though they one shot Skulmar with Heroic brew.
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Re: Level of Difficulty of Quest 8: The forbidden Caverns

Postby Jalapenotrellis » Sunday June 20th, 2021 2:32pm

Our group only had 2 of the veteran players show up the night we did this quest. It lasted 4 hours, and I went nice on them for about two turns so they could advance instead of be in a standstill (didn't spawn, or forgot to spawn). I played the quest as written figuring they could handle it. They weren't as optimized as I thought they were. They still made it out alive. I allowed disarming of falling block traps, but they still had a lot of them trigger.
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