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

PostPosted: October 15th, 2019, 11:05 am
by Pancho
The Admiral wrote:
Pancho wrote:
lestodante wrote:I would probably put a couple of Goblins more, in the first 2 rooms (bottom-right corner) and in corridors; when the hero moves and open one of the first two doors he can already slain 1 of them easily with the bow.
So there is not too much challenge to fight against 1 more goblin.

The first map that I play-tested did have 3 Goblins in those rooms. However, I found that the Elf was losing so much health that he then had no chance in the next stages, or was even getting killed early on. He can normally kill one goblin easily enough with his bow, but if there are two more in a room they can counterattack and easily damage the 6BP Elf.


I agree. The Elf could easily fail to kill a Goblin in his first or even second shot and take damage quickly. In my current playtest of Heroes' Fortress at the very start of the 1st Quest I rolled 12 dice (4 attacks) against 1 Goblin which defended it. It then ran down and attacked getting 2 Skulls which I only defended 1 with 4 dice and lost a body point! That whole 1st quest was an absolute travesty of joke luck like that, but I had a whole party with henchmen to mitigate the damage. A lone Elf doesn't have much leeway if things go pear shaped.

This is exactly the problem I have with doing a solo quest pack. If the dice go even slightly wild, the Hero's goose is cooked. I've got two plans to get round this;
1) design it so that the quests can be replayed and still be interesting. Multiple routes with multiple "bosses", and where possible different ways to beat them.
2) cheat. Although only one player will go up against the dungeon, there won't always just be one Hero in each quest. The player might control two or more Heroes in some quests.

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

PostPosted: October 15th, 2019, 12:59 pm
by lestodante
Pancho wrote:The intention is that treasure cards are not drawn in the Inn. Only in the store room is the Elf allowed to look around for items that might help him fight the sea monster.


To say the truth the first time I read it I just read it as "room 1", understanding it was referred to the first bedroom. Then I realized it was a capital i instead.
I didn't even get that in the central room the Elf himself could hide behind the trees too, not just the goblins. So, OK with all the rest!

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

PostPosted: October 17th, 2019, 3:26 am
by Pancho
lestodante wrote:
Pancho wrote:The intention is that treasure cards are not drawn in the Inn. Only in the store room is the Elf allowed to look around for items that might help him fight the sea monster.


To say the truth the first time I read it I just read it as "room 1", understanding it was referred to the first bedroom. Then I realized it was a capital i instead.
I didn't even get that in the central room the Elf himself could hide behind the trees too, not just the goblins. So, OK with all the rest!

Hopefully things will be clearer once we move from the hand drawn maps to proper ones.

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

PostPosted: October 20th, 2019, 3:39 pm
by Drew
how is this going?

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

PostPosted: October 20th, 2019, 5:20 pm
by Pancho
Drew wrote:how is this going?

Useful question for me to take stock of where I'm at with this.

Quest pack intro/special rules/monster & tile list - Done, see very first post
Map - done, see above
Artefacts - text is done, actual cards are being done by Lestodante
New Elf spell (healing) - Also being done by Lestodante I believe.
Special coast tile - not started (see quest map 1 for what is required)
Story introduction ("The Wizard's Tale") - done, see above
Quests 1-12 - All of them planned out, only quest 1 has been play-tested and hand-drawn up (see above), but not converted with Heroscribe. Remaining quests to be play-tested soon as I have the time.
Story conclusion - Not done

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

PostPosted: November 7th, 2019, 7:06 pm
by lestodante
Pancho wrote:If you could select any 3 Elf spells for this beginning quest, which of the 8 would you choose?
lestodante wrote:As for the Elf Spells, I am considering to create a 9th spell with curative capacity, so they could also been split in 3x3 groups and balancing the player's choice.
Pancho wrote:I’d always found it odd that there were only 8 Elf spells, seeing as all the other decks seem to be in multiples of three. A 9th healing spell would be a good addition I think.
Pancho wrote:I now definitely think a Healing Spell needs to be added to the Deck to be the ninth spell. With only 6BP, my poor Eildonas was quite susceptible to a run of poor dice rolls.


OK, on the Italian forum someone created new spells, some of them are spells of Illusion, Time and Nature wich are basically the Elf Spells split in 3 different groups (and it makes sense):
ILLUSION: Double Image, Hypnotic Blaze, Disappear.
TIME: Flashback, Slow, Timestop.
NATURE: Deep Sleep, Twist Wood and.... a new one!
The new one is Vigour, and gives +1 die in attack, defense and movement for as many turns as the Hero's mind points.
That's not bad (especially if we consider the other two in the set are not so powerful), unless we prefer to go with a curative spell (maybe Healing Herbs? Faeries? Restore Wounds?) as sayd before.

Also I asked my friend Luis to draw a new picture because I don't like the figure used on the Elf Spells cards.
This one was intended to replace the original image from the US cards but if we have to split the spells in 3 groups (like the Wizard's Darkness, Detection and Protection) this one fit good Nature and we can think to other two images to represent the Time and Illusion.


Elf_Nature.jpg

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

PostPosted: November 8th, 2019, 12:32 pm
by Drew
when can we expect the quest pack to be ready?

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

PostPosted: November 9th, 2019, 3:42 pm
by lestodante
A quest pack is a long hard work... This post is to discuss about its creation, not for sharing the questpack already.
But I guess Pancho can reply better with more details about its development progress.

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

PostPosted: November 9th, 2019, 4:44 pm
by Pancho
Making a quest pack is indeed a long hard work. I didn’t realise before quite how much work people must have put into their own packs on the forum. Much respect to them.
I’m hoping to crack on with this project very soon. However, with 12 quests altogether, it won’t be a quick piece of work.

Dante, the artwork for the Elf spells back is fantastic, much better than the original. I’d love to use it for this project if that’s OK?
In regards to splitting these spells into 3 groups of three, it’s very intriguing. I think it could work better than choosing any three, but I want to ponder it some more. I still think the curative spell would be better for the 9th spell than the other option.

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

PostPosted: November 10th, 2019, 11:18 am
by lestodante
Pancho wrote:the artwork for the Elf spells back is fantastic, much better than the original. I’d love to use it for this project if that’s OK?
In regards to splitting these spells into 3 groups of three, it’s very intriguing. I think it could work better than choosing any three, but I want to ponder it some more. I still think the curative spell would be better for the 9th spell than the other option.


Yes, no problem, once they will be finished everyone can use for their purpose. I am still doing some tries with the colors.
Also the artwork for the other cards featured in this pack are coming soon.