Some commentary. SPOILER ALERT! Don't read on if you want to know nothing about this until getting your feet wet with the first quest. I am up to the end of Q7 and I am really enjoying this quest pack. I have played a lot of HQ and this is proving very interesting. I am old school so I may mix up my Dread and Chaos!
Dread spells: Usually the Heroes will travel many boards and only encounter the odd magic caster with a handful of spells. Not so here! They are everywhere. Not only that, but the more spellcasters there are together the deadlier they become and this leads me to my second point.
Tactics: I love the simple combat elements of HQ, but they can get a little monotonous. Here there are different choices for both sides. For the Heroes I recommend taking out those Specters first, followed by the Cultists to avoid as much of the Dread spell power creep, mentioned above, as possible. Also, if you let any Specters get away they will be back to haunt you. For the EW I would recommend always using Channel Dread. Even for the Specter it will inflict more BP's on average than their 3 dice attack. In fact it is only statistically worth attacking in hand to hand if the Hero has two or less defence dice and even then I wouldn't as it draws you in for destruction. Better to cast and run, and live to cast another day. I would always use the Magus Knight's Ball of Flame first as it is statistically more effective than even a 4 dice attack, except against 2 defence dice (even odds), or 1 defence die.
Reagent Kit: Don't bother unless you haven't got a Wizard. It will give them something to do. "Don't worry Sallazar, I'll kill this Magus Knight. You just be a good fellow and pop back and make some Holy Water, and then go and kill that pesky Specter!"
Caltrops: I bought a few, but haven't used any yet. They might be useful in some situation, but it's not occurred yet?
Smoke Bombs: Yes, and lots of them! These are proving vital, especially as this Quest quite often puts a pesky skeleton in the doorway with a big bunch of Specters and Cultists behind. This wastes a vital attack on the Skelly, and if it fails that can spell disaster.
Holy water: Always make for the reason above.
Homebrew options - These are a few tweaks I have made:
1) Elves are agile and nimble. Give the Archer and Warrior 8 Movement.
2) The Magus Guard is covered in armour: Helmet, Shield and some serious body armour. Reduce movement to 6 and increase defence to 5.
3) I don't think that orcs and goblins really went with the theme of this quest, and Abominations only seemed appropriate in Q1. I have therefore replaced Goblins with Skeletons, Orcs with Zombies and Abominations with Mummies apart from in Q1. This is just my personal taste and doesn't really make a lot of difference.
4) Now for the biggie, time. The Quest intro's talk a good game. 'Quick' here, and 'Hurry' there, but there is really no consequence to dawdling. That Dread Moon IS rising and WILL be here very soon. It's imminent arrival starts to make itself felt on Q7, but there is still no incentive to speed up. The Heroes should feel that urgency. I use a quite complicated, and fun, set of my own Evil Wizard Card rules, but there are much simpler ways to get that sense of urgency. Here is a quick one off the top of my head. At the end of every 6th EW turn roll a 1d6 with the following results:
1 = Skeleton
2 = Zombie.
3 = Mummy.
4 = Cultist.
5 = Specter.
6 = Random 'Hero loses a BP to the growing Dread forces around you'.
The monster is added to the next room, but not in the doorway.
You can be creative with the random events, and you just need an extra 1d6 to track the time. This gives consequences for the Heroes taking their time. Is there time for a Specter hunt? Do you wait for that pesky Dwarf to catch up or open the door now. He'll probably just roll 3 and stay in the room looking treasure anyway. But he might roll a 9 and charge in heroically with his Battle axe swinging. Do we go back for that room we missed or press on? It might hold nothing, it might be full of monsters with nothing else useful, or it might have an amazing artifact. Choices and consequences, the delight of life, though not so much these days.
Well that's all I have time for, the hoovering awaits! Or shall I start Quest 8? Choices and consequences
