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[Translate] The Rescue (from Dragão Brasil No.6)

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Re: [Translate] The Rescue (from Dragão Brasil No.6)

Postby The Admiral » March 3rd, 2018, 1:23 am

j_dean80 wrote:I've not had the time as we're back to mandatory 10s - 6 days at work. Light winters are rough. I've only made the maps as that is quick.


I've only had a go at the intro. 1st para is standard stuff, Dwarf's old master/teacher? has been captured, must be rescued etc. But then the 2nd para says the EW player should call the dwarf to one side, tell him he has received a message and that he should tell the other Heroes about it in the pub, and gives instructions on how the dwarf should act.

I assume therefore that the message is the info in the 1st para and that the EW only tells the 1st para to the dwarf, but you would have thought that the instructions to call the dwarf aside would have been first.

See what you think?


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Re: [Translate] The Rescue (from Dragão Brasil No.6)

Postby Pancho » March 3rd, 2018, 4:21 am

j_dean80 wrote:
lestodante wrote:5) on quest 3 you will find a fake Elisir of Life, wich is instead a venom. The elisir is usually used to resurrect a dead hero, it make no sense to apply the efect of the venom to an already dead hero; so I suggest to change it in a Healing Potion, so that a wounded hero will drink it and suffer a real damage;


I don't think a dead Hero suffering 2 BP of damage is very useful. I would indeed change it to a Potion of Healing.

LOL not very useful at all.
I suppose the intention could have been that the players would become hopeful that they are about to resurrect a dead companion with a life elixir and then they find it was poison after all, and they have only succeeded in desecrating his corpse. I know some Evil Wizard Players that would like that kind of thing :twisted:


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Re: [Translate] The Rescue (from Dragão Brasil No.6)

Postby lestodante » March 3rd, 2018, 5:33 am

That's the reason why I suggested to change the fake Elisir of Life to a fake Healing Potion. Maybe I explained it in a badly way?


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Re: [Translate] The Rescue (from Dragão Brasil No.6)

Postby The Admiral » March 3rd, 2018, 6:11 am

lestodante wrote:That's the reason why I suggested to change the fake Elisir of Life to a fake Healing Potion. Maybe I explained it in a badly way?


But healing potions are taken to save a Hero from death as well. In fact it is the only time we ever take one. Why take it on 2BP's? You might survive the quest without losing those BP's, and if you do lose them, then take it.

I would make it like the poison treasure cards that already exist in the system i.e. it acts immediately like a hazard.


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Re: [Translate] The Rescue (from Dragão Brasil No.6)

Postby The Admiral » March 3rd, 2018, 7:52 am

lestodante wrote:Zargon should call the Dwarf player apart from the others and explain him what happened about Kerg. Then the player should act as a furious and screaming one to entertain a bit the rest of the team!


Thanks, so Zargon only reads the Dwarf the introduction story, and he then relays it second hand to the others.

I think I'll just stick to reading the intro and miss out the amateur dramatics! Interesting about the RPG/Boardgame debate in Brazil. It's both for me; probably 30/70.


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Re: [Translate] The Rescue (from Dragão Brasil No.6)

Postby lestodante » March 3rd, 2018, 11:25 am

The Admiral wrote:
lestodante wrote:That's the reason why I suggested to change the fake Elisir of Life to a fake Healing Potion. Maybe I explained it in a badly way?


But healing potions are taken to save a Hero from death as well. In fact it is the only time we ever take one. Why take it on 2BP's? You might survive the quest without losing those BP's, and if you do lose them, then take it.

I would make it like the poison treasure cards that already exist in the system i.e. it acts immediately like a hazard.


I still think we are talking about the same thing but for some reason we are not understanding each other.

Elixir of Life:
"This small bottle of pearly liquid will bring a dead hero back to life, restoring all his body and mind points. This potion can only be used once."

Example 1 (in a normal quest): heroes found an Elixir of Life (a real one): the Barbarian die. Another hero use the Elixir to bring the Barbarian back to life!
Example 2 (in The Rescue of Kerg): heroes found the fake Elixir of Life (it is instead a venom): the Barbarian die. Another hero use the Elixir (thinking it is a real one) to bring the Barbarian back to life but when the barbarian will drink it, he will be poisoned by the venom. But he was already dead, so it is an unuseful "trap".
Example 3 (as I suggest): heroes found the fake Healing Potion (it is instead a venom): the Barbarian is hardly wounded and try to recover some body points by drinking the Healing Potion (thinking it is a real one); once he drunk the potion he realize it is a venom and will suffer even more damage caused by the venom. This "trap" make more sense to me.


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Re: [Translate] The Rescue (from Dragão Brasil No.6)

Postby Pancho » March 3rd, 2018, 11:53 am

I would go with the scenario you stated in example 3. It makes sense, and will introduce a brand new feature to the game. You need never ever use this feature in another quest again, but the Heroes will be suspicious of bottles of potion that they find on your dungeons from now on :twisted:


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Re: [Translate] The Rescue (from Dragão Brasil No.6)

Postby The Admiral » March 3rd, 2018, 3:49 pm

lestodante wrote:Example 3 (as I suggest): heroes found the fake Healing Potion (it is instead a venom): the Barbarian is hardly wounded and try to recover some body points by drinking the Healing Potion (thinking it is a real one); once he drunk the potion he realize it is a venom and will suffer even more damage caused by the venom. This "trap" make more sense to me.


My point is that a Healing Potion is used exactly as an Elixir of Life i.e. to bring a dead Hero on Zero BP's back to life. The only difference between an elixir of life and a healing potion is that the former gives the Hero all his BP's back, whereas the latter only gives back 4 or 1-6 BP's.

Therefore they are both taken at the point of death. Sure, you could take a Healing Potion before death, but there is no requirement to do so, and I certainly never do.


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Re: [Translate] The Rescue (from Dragão Brasil No.6)

Postby j_dean80 » March 3rd, 2018, 6:10 pm

The Admiral wrote:
lestodante wrote:Example 3 (as I suggest): heroes found the fake Healing Potion (it is instead a venom): the Barbarian is hardly wounded and try to recover some body points by drinking the Healing Potion (thinking it is a real one); once he drunk the potion he realize it is a venom and will suffer even more damage caused by the venom. This "trap" make more sense to me.


My point is that a Healing Potion is used exactly as an Elixir of Life i.e. to bring a dead Hero on Zero BP's back to life. The only difference between an elixir of life and a healing potion is that the former gives the Hero all his BP's back, whereas the latter only gives back 4 or 1-6 BP's.

Therefore they are both taken at the point of death. Sure, you could take a Healing Potion before death, but there is no requirement to do so, and I certainly never do.


...but it gives more options then poisoned elixir. As a Healing Potion that takes 2 BP there is at least a chance of it doing something instead of being pointless.
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Re: [Translate] The Rescue (from Dragão Brasil No.6)

Postby j_dean80 » March 3rd, 2018, 8:54 pm

Quest 1: The Key

In this Quest you must find the key which will free the prisoner Kerg from Chups’ grasp.

Notes:
A. The first Hero to search for treasure in this room will find 50 Gold Coins and a flask of Potion of Healing in the cupboard. The Potion will restore up to 4 lost Body Points.
B. The first Hero to search for treasure in this room will be attacked by a wandering monster popping out from the cupboard. The cupboard also contains a metal key. (This is not the key the Heroes are looking for, but do not disclose this.)
C. Hidden inside the tomb is a vial of pearly white liquid; it is an Elixir of Life Artifact.
D. In this secret room, on the table, lies the bone key. (This is the key which will open the Dwarf’s master’s cell.)
E. On the rack is a dwarf priest. As soon as the Heroes enter the room, he’ll start screaming for help, which will attract a wandering monster. If freed, the priest will reveal that he was captured along with Kerg, but the monsters separated them and he doesn’t know where Kerg has been taken. He then wanders off.

Wandering Monster: :fimir: Fimir
Last edited by j_dean80 on March 3rd, 2018, 10:05 pm, edited 3 times in total.
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