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The Tyrant's Tomb - a solo quest pack

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Re: The Tyrant's Tomb - a solo quest pack

Postby Pancho » March 30th, 2020, 6:28 am

The clues on the doorways in the centre room should be a massive help to the wizard for this Quest.

For example in the last playtest the Wizard managed to decipher AVOID and ARTEFACT above two of the doors. The AVOID door shouldn't be opened, which leave's ARTEFACT. The Hero goes thru that door and finds the wand of recall (shouldn't have much trouble with the goblin, and as they've already attempted the quest and found this wand they know where it is, meaning that there is no need to fight the Mummy). The Wizard should have a useful artefact for what, maybe just 1 or 2BP health loss from the goblin, and will now have to go back to the centre room; it's then 50/50 whether the right door is chosen, and even if the wrong door is chosen, the Wizard should have a chance to gain an ally (he should still have two healing spells!!!!!) with which to return to the final door, which holds the Quest goal.

It's very do-able in my opinion.


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Re: The Tyrant's Tomb - a solo quest pack

Postby wallydubbs » March 30th, 2020, 1:22 pm

Oh, I'm not saying it's not doable. I'm saying in order for the Wizard to do it it requires completely different strategy and mindset then the rest of the heroes.

A Barbarian, Dwarf, and even the Elf would explore the dungeon an fearlessly face the unknown. The rookie Wizard player wouldn't know this, they only know the "Hulk Smash" method. Don't get me wrong, there's a lot to like about this quest, but Wizard spells have the potential to fail royally even with an experienced Wizard.

You, me and a bunch of other guys on this sight know how to play the Wizard. I'm sure Dave Morris was fanboy enough when putting the quest together that he specifically designed a scenario where each spell would come in handy. But a rookie Wizard player wouldn't know this.
We can't unlearn what we know so we can't look at this quest with fresh eyes or from a new player's perspective. That's understandable to a certain extent. However, it's very offputting for the new Wizard player, who doesn't know better. And as someone who loves HeroQuest, it's disheartening to hear someone say they don't want to play anymore...

Just saying, it's alienating the inexperienced.

I have this other friend that I've known since the 5th grade and I recently introduced her to Hero Quest to get a new pair of eyes on the Solo quests for the Barbarian and Elf packs, but she had no prior experience with the game, so I've made adjustments on the Japanese quests (turning some of them into solo quests) just to give the experience. Later on we'll try to form a new group to play the original, but she is utterly enchanted by the game, which makes it more enjoyable on my (Zargon's) side.
We probably would've finished the Japanese quests by now if not for this pandemic. I'll give her a chance to play through this when all this dies down. But I wouldn't expect her to know how to play through Running the Gauntlet either.


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Re: The Tyrant's Tomb - a solo quest pack

Postby Pancho » March 30th, 2020, 3:02 pm

I understand. This pack is for experienced players, certainly not for new players.
I wouldn’t run it with a new player, they would need so much help from the DM that it would probably be preferable just to play something else.


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Re: Playtest Quest 3: Running the Gauntlet

Postby lestodante » March 30th, 2020, 3:17 pm

wallydubbs wrote:...but her puny dagger couldn't beat the :mummy:. He broke her Rock Skin on the first hit. She finally stabbed him once and then tried Fire of Wrath to finish him off but I rolled :roll5:. My next 2 attacks killed the :wizard:.

LEt me know... are you using US version of the Rock Skin? (+1 in Defense)
Did Pancho intend the quest for UK cards where Rock Skin adds +2 in Defense? And what about monsters tats, Pancho? UK or US?

wallydubbs wrote:But anyway she grew very disinterested and doesn't want to play it anymore and would rather do a Warriors quest. So this quest simply isn't compatible with non experienced players. Wizards require a different type of mentality when playing a solo quest.

Maybe a couple of scrolls spells could help?

wallydubbs wrote:Curiosity plays a big part in HeroQuest, "What's in the next room?" In this type of quest you're supposed to avoid that as most players will want to search every room.

I also think this way but was very surprised by you players when testing my questpack: they skipped rooms, secret passages... So maybe not everyone wish to open EVERY door and find ALL secret passages and special items.


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Re: Playtest Quest 3: Running the Gauntlet

Postby wallydubbs » March 30th, 2020, 10:01 pm

lestodante wrote:LEt me know... are you using US version of the Rock Skin? (+1 in Defense)
Did Pancho intend the quest for UK cards where Rock Skin adds +2 in Defense? And what about monsters tats, Pancho? UK or US?

I was actually playing with US Rock Skin, only 1 extra defense die.

lestodante wrote:Maybe a couple of scrolls spells could help?

I don't know, I'm thinking instead of giving the Wand of Recall the ability to cast 2 spells, change it to giving the Wizard the ability to recall an old spell. Possibly use an action to reclaim a used spell by rolling a combat dice, on a roll of a blacksheild it gets added back to his hand.

wallydubbs wrote:Curiosity plays a big part in HeroQuest, "What's in the next room?" In this type of quest you're supposed to avoid that as most players will want to search every room.

I also think this way but was very surprised by you players when testing my questpack: they skipped rooms, secret passages... So maybe not everyone wish to open EVERY door and find ALL secret passages and special items.[/quote]
If I remember correctly, playing your quest pack I used US rules, where trap and secret door searches are 2 separate actions, in most cases some secret doors were missed because after trap and treasure searches the heroes still had movement to capitalize on and just didn't want to waste a turn on looking for a secret door that may not be there... as it happens both ways.


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Re: The Tyrant's Tomb - a solo quest pack

Postby Pancho » March 31st, 2020, 2:16 am

I used US monster stats. And +2 for Rock Skin.
US monster stats were used because I figured that if it could be completed on “hard” mode, it can also be done on “easy”, and therefore both versions can be used for this pack.

I didn’t know that US Rock Skin was only +1. That’s lame.


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Re: The Tyrant's Tomb - a solo quest pack

Postby The Admiral » March 31st, 2020, 7:25 pm

US rock skin lasts longer though.


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Re: The Tyrant's Tomb - a solo quest pack

Postby wallydubbs » April 1st, 2020, 10:34 am

The Admiral wrote:US rock skin lasts longer though.

Potentially lasts longer. Sometimes it can horrifically last just as long and fail on the first turn.


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Re: The Tyrant's Tomb - a solo quest pack

Postby lestodante » April 1st, 2020, 5:14 pm

The Admiral wrote:US rock skin lasts longer though.

This is not correct. The first version (1989) of the European Rock Skin lasts for 1 turn only. It's second version (1990) lasts until the hero is wounded (same in the US version).

Pancho and Wallydubbs: you two should put an avatar for your profiles as you often chat in the same topics and has the same "level" (Werewolf), so it is confusing. :geek:


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Playtest Quest 3: Running the Gauntlet

Postby wallydubbs » April 1st, 2020, 9:40 pm

So I ran through this one really quick today. But it was a little unfair as I knew what was coming and what to expect. But I'll give you the run down:

To start off with a random player wouldn't know what to expect, so I randomly drew the 3 spell sets to start off with: Air, Earth and Water.
The initial search in the middle room drew 50 gold. Upon translating each door only the North and South were successful, Allie and Artifact. So the :wizard: went North. Searching for traps and then secret doors revealed the one leading to the 3x5 room. Approaching, :wizard: cast Rock Skin on himself.
Finding no monster and 3 searches he found a Potion of Defense from the Treasure deck. :wizard: then went into the room with the :gargoyle: and Bridge. Although having the necessary spells to pass the :gargoyle:, he wouldn't know what to expect in the next room. So weighing his options he sent Faustus in to inspect the next room. Seeing that it was safe :wizard: rolled for movement :roll3: :roll1: and decided not to use it. His action for that turn would be to cast Swift Wind on himself. His turn ends and starts anew, casting Veil of Mist and rolling :roll5: :roll5: :roll4: :roll6: for movement. He sped past the :gargoyle:, out of the next room, unable to search for secret doors without wasting his movement, he checked the middle hall, seeing a wall and no obvious doors he ran up the hall to peer down the northern corridor. No obvious doors there either.

The :gargoyle: would give chase on his next turn but couldn't reach the :wizard:. He could either feebly attack the :gargoyle: or go through the door. Well the writing did say "Allie." So hoping that was in the room the :wizard: went. He attacked the :orc: but failed to roll a :skull:. :orc: attacked with :skull: :whiteshield: :whiteshield:, :wizard: defended with :skull: :blackshield: :blackshield:, losing Rock Skin.
:wizard: rolled :skull: on his attack, bit the :orc: managed a :blackshield:.
:orc: flopped on his attack...
As did the :wizard:...
As did the :orc: again...
And so did the :wizard:...
:orc: got 1 :skull: on his next attack, but :wizard: blocked it. :wizard:, instead of attacking, cast Sleep on the :orc:, who did not roll a :roll6:.
:wizard: attacked with :whiteshield:...
:orc: rolled :roll5: :roll1: and remained asleep...
:wizard: rolled :blackshield:.
:orc: rolled :roll4: :roll6:, woke up, attacked :wizard: for :skull: :skull: :blackshield:, :wizard: defends with :skull: :whiteshield: thus only taking 1 damage.
:wizard: failed to roll a :skull: on his attack...
:orc: attacked for 1 :skull:, :wizard: blocked...
:wizard: flopped...
:orc: flopped...
:wizard: finally got a :skull: the :orc: didn't block. That took a while. So now he could free the :elf: but by this time the :gargoyle: was right outside the door trying to get in. He freed the :elf: and searched for treasure, hoping for something useful...
Hazard! Arrow from out of nowhere... did the :gargoyle: have a bow?
:wizard: cast Water of Healing on himself, but since he nor the :elf: had any weapons, he had to use Genie against the :gargoyle: for :skull: :skull: :skull: :skull: :whiteshield:. :gargoyle: only managed 1 :blackshield: and was defeated.
:wizard: and :elf: ventured back, checking for secret doors in the north and middle hallways without actually walking down them.
Back in 4x5 room they found Heroic Brew. In the Bridge/Chasm room the :wizard: drew 25 gold from the treasure deck... perhaps it was the :gargoyle:'s?
Upton returning to the middle room :wizard: asked :elf: if he could translate the other doors... rolling :roll1: :roll6: and :roll3: :roll3:, he could not...
So they randomly went West, finding no traps or secret doors and then ventured into the small room. :wizard: did find a Potion of Strength.
The 2 entered the room with the 3 :zombie:s. :wizard: stood in the immediate corner and rolled :skull:, stabbing the :zombie: in the head. The :elf: also rolled a :skull:, attempting to snap the :zombie:'s neck. But the :zombie: managed a :blackshield: in defense.
Both :zombie:'s rolled :skull: :whiteshield: in their attacks, but both :wizard: and :elf: managed to block.
:wizard: and :elf: rolled :blackshield: and :whiteshield: respectively in their attacks.
One :zombie: did attack the :elf: but was blocked and the other flopped on his attack.
:wizard: rolled :blackshield: in his attack, but the :elf: rolled :skull:, which the :zombie: defended with:whiteshield: :whiteshield: :whiteshield:...
The remaining :zombie: attacked with :skull: :skull:, :wizard: only blocked 1. But hs managed to stab in in the eye on his subsequent attack.
:elf: found no traps and :wizard: was attacked by a Wandering monster. The :skeleton: missed his initial attack and the :elf: rolled :whiteshield: to help his allie... he tried.
The :skeleton: attacked the :wizard: again for :skull: :skull:, :wizard: rolled :skull: :skull: in defense and :blackshield: in attack. However the :elf: did roll :skull: and killed the :skeleton:... I guess he ripped its head off.
:wizard: would then cast Heal Body on himself and :elf: spotted the secret door.
:wizard: rolled :roll2: :roll3: and was unable to make it to the door, but the :elf: moved past him and ran in to confronted the :chaoswarrior:, trying a single dice attack first, rolling :whiteshield:.
:chaoswarrior: attacked with :skull: :whiteshield: :whiteshield: :blackshield:, which the :elf: blocked. As they struggled the :wizard: ran in, drank his Heroic Brew and rolled a :skull: on his first attack, wounding the :chaoswarrior:. His 2nd attack was also a :skull:! :chaoswarrior: rolled 4 :skull:s in his defense.
With the :chaoswarrior: down to 1BP the :elf: saw no reason to use the Potion of Strength and luckily rolled a :skull: in his attack. Yet again the :chaoswarrior: failed to roll any :blackshield:s and was killed.
:wizard: searched for traps and :elf: treasure, finding the Wand of Galimatias and presenting it to the :wizard: first saving his life. :wizard: therefore regains all his spells as well as Fire and the 2 head back to the middle room.
:wizard: made it back to the middle room before the :elf: and once again attempted to translate the writing, rolling :roll6: :roll1: on AIM, which was unimportant now, and :roll5: :roll3: on AVOID.
The 2 now took the Southern door. The :elf: spotted the Falling Block Trap so they went to the room with the :goblin:s.
The :elf: ran in, disregarding turn order and attacked a :goblin: for a :skull:, successfully killing it. The other :goblin: charged and landed a hit. :wizard: entered and stabbed the :goblin: from behind.
:elf: searched for traps...
:wizard: finds the Wand of Recall.
:elf: finds no secret doors.
The 2 debate about passing the falling block trap, it could split them up...
The :wizard: successfully jumped the trap and stumbled into the room. Seeing the :mummy: he cast Ball of Flame, rolling :roll2: and :roll5:, only 1 damage done. The :elf: tries jumping to help :wizard:, but rolled a :skull:, setting off the Falling Block trap, closing them in. He rolls into the room and attempts to attack the :mummy: but fails.
:mummy: rolls :skull: :whiteshield: :blackshield: in attack, but the :elf: blocks it.
:wizard: and :elf: both fail to roll a :skull:...
:mummy: flips on its attack...
:wizard: and :elf: both roll :blackshield:s.
:mummy: deals 1 damage to the :wizard:.
Both :wizard: and :elf: failed in their next attack.
:mummy: hit the :elf: once again....
:wizard: and :elf: both flopped again...
:mummy: rolled 1 :skull: against the :wizard: but it was blocked.
:wizard: and :elf: both rolled :skull: on their next attack, however the :mummy:'s 4 defense dice was enough to block both.
They must've exchanged attacks for 4 more turns before they managed to quell the :mummy:. The :elf: was down to 2BP and :wizard: at 3. Sadly this whole fight took a lot longer then it should have and overshadowed the heated moment that could have been: "Damn it Elf, what did you do? We're stuck in here and there's no Secret door!"

There was a moment when the two talked and the Wizard only had 1 Pass Through Rock spell. Inevitably the Wizard had to bid farewell to his friend, saying "I will come back for you." With that, the :wizard: searched for treasure, finding 20 gold, stood there awkwardly for the :elf:'s turn... :wizard: then cast Pass Through Rock on himself and went to the AVOID section of the map.
Opening the door to the :chaoswarrior: he cast Genie against him, rolling :skull: :skull: :whiteshield: :whiteshield: :blackshield:, thankfully the :chaoswarrior: failed to block. It was his turn to attack, rolling :skull: :skull: :skull: :blackshield:. :wizard: drank his Potion of Defense and despite having 4 defense dice only rolled 1 :whiteshield:. He then cast Fire of Wrath and Water of Healing at the same time, but :chaoswarrior: rolled :roll5: to avoid damage. :wizard: took this opportunity to run, rolled :roll4: :roll4: on movement. The :chaoswarrior: couldn't chase him down. :wizard: drank a Potion of Strength and moved in to attack with :skull: :skull: :skull:, none of which did the :chaoswarrior: block.
Heading back to the room the :wizard: found 10 gold from the treasure deck.

The :wizard: went back to the final room with the 2 :fimir:. Opening the door he prepared for battle and cast Courage and Rock Skin on himself. It took the :fimir:s turn to get up and grab their weapons, :wizard: took the opportunity to cast Sleep on one :fimir: and Tempest on the other. Sleep did, in fact, take hold. The Courageous :wizard: then ran after the sleeping :fimir: and attacked for :whiteshield: :whiteshield: :blackshield:.
The sleeping :fimir: stayed asleep and the other recovered from Tempest and attacked, despite only rolling 1 :skull:, the Rock Skin failed again.
:wizard: attacked that :fimir: for :skull: :skull: :blackshield:, both :skull:s landed and it was dead.
The sleeping :fimir: surprisingly rolled :roll1: :roll5:, remaining asleep for a 4th turn, allowing the :wizard: to finish it off.
He then found the 25 gold and had accumulated 130 gold throughout this quest. And just for the hell of it, he cast Swift Wind o. Himself and back to the stairwell.


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