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Quest 6 - all gold stolen

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

Re: Quest 6 - all gold stolen

Postby Daedalus » Friday April 13th, 2012 6:27pm

@Thrawn-
Did you see my thread reply at the bottom of the page concerning the usefulness of a Longsword vs. a Crossbow? There are cases where a Crossbow won't work, such as those pictured in the diagrams for diagonal attacks in the Instruction Booklet.
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Re: Quest 6 - all gold stolen

Postby Daedalus » Tuesday November 27th, 2012 5:01pm

torilen wrote:Is it just me - or does it seem completely ridiculous that they would design this quest book in such a way that they
give the heroes great treasure for the first five quests, just to have it all stolen, with no way to get it back, in
quest 6.

Perhaps there is a logic behind taking all the gold coin treasures from the Heroes. As drathe has previously pointed out, the rules of Hero Quest and the expansions (except for AtOH) don't deny trips to the Armory between Quests. Any argument for linking the Quests in an uninterrupted fasion is based on a sense of logic contained within fluff more than anything. See the end of this thread for a more thorough explanation. The Notes sections of Quest 5 and Quest 6 are very specific about directly linking those Quests, which most would interpret a denying a chance to return to the Armory. Removing the Heroes' gold ensures that there can be no reason to return to the Armory even if a group feels it is permitted because of the general rules.

As a consolation, remember that Kellar's Keep finishes up with a 500 gold coin reward for each Hero. Most groups play this before RotWL. That could or should have already been spent before RotWL was started. The way I calculate treasure draws and finding chests, the first 5 Quests of RotWL award 605 gold coins to each Hero. Taken this way, each Hero is out 105 gold coins over what was given as a benny anyway.

Thrawn has also pointed out that due to power creep, the Heroes don't have much need for excess treasure at this point. Losing gold coin treasure partially resets balance and extends the usefulness of weaker monsters a bit more. This would also explain why Orc's Bane or Borin's Armor is threatened with destruction in Quest 2 of this expansion.
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Re: Quest 6 - all gold stolen

Postby el_flesh » Tuesday November 27th, 2012 8:14pm

You can buy training for +1 attack die. 1K gold or something
Defense training +1 defense die.
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Re: Quest 6 - all gold stolen

Postby Daedalus » Thursday November 29th, 2012 6:20pm

@el_flesh-

Congratulations on the new rank image! |_P
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Re: Quest 6 - all gold stolen

Postby Fullork345 » Friday January 4th, 2013 8:38pm

About the crossbow replacing the longsword, doesn't being diaongal count as being adjacent? I would think it does.
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Re: Quest 6 - all gold stolen

Postby Goblin-King » Friday January 4th, 2013 8:49pm

Fullork345 wrote:About the crossbow replacing the longsword, doesn't being diaongal count as being adjacent? I would think it does.

In my book, adjacent is the four non-diagonal squares. north, south, east, west.


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Re: Quest 6 - all gold stolen

Postby Fullork345 » Friday January 4th, 2013 11:00pm

Goblin-King wrote:
Fullork345 wrote:About the crossbow replacing the longsword, doesn't being diaongal count as being adjacent? I would think it does.

In my book, adjacent is the four non-diagonal squares. north, south, east, west.



I only say that because adjacent means next to.
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Re: Quest 6 - all gold stolen

Postby Sjeng » Saturday January 5th, 2013 5:21am

Yeah we also play that way: the crossbow cannot be fired at a monster in any of the 8 adjacent squares, not just 4. Makes sense to me.
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Re: Quest 6 - all gold stolen

Postby Zenithfleet » Saturday January 5th, 2013 7:56am

Regarding all gold being stolen in Quest 6:

Just checked the European book, and the Barbarian and Elf get their gold back after you free them from their chains... but not the Dwarf or Wizard.

Now that's evil.
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Re: Quest 6 - all gold stolen

Postby Fullork345 » Sunday January 6th, 2013 12:03am

Sjeng wrote:Yeah we also play that way: the crossbow cannot be fired at a monster in any of the 8 adjacent squares, not just 4. Makes sense to me.


Besides, rereading over the rules, it makes there no reason to hire a halbrider mercenary if you allow the crossbow to hit diangoally when they are next to the hero. Because that's the only thing the Halbrider has going for it, since the crossbowmen has a broadsword as well.
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