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Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
Count Mohawk wrote:Minor NPCs are fine by and general, although I have a couple of questions about the Blacksmith. If he survives the Orcs' attack, will he go out to kill the other monsters like a Man-at-Arms, or does he stay inside his house after outfitting the Heroes? And if he goes out, who controls him?
Count Mohawk wrote:The quest itself looks pretty simple; even without starting with their equipment, I'd be surprised if any of the Heroes died. What's the objective, though, kill all the monsters?
Count Mohawk wrote:Also, I don't think I'd have a Spell-toting Fimir in the very first Quest. Gotta save some concepts for the later levels, y'know? But the other side of the argument (i.e. yours) is not without merit. The best spell to give that Fimir is probably Ball of Flame; Lightning Bolt would be too good, and stuff like Fear has very little effect against a party of first-level Heroes.
Count Mohawk wrote:Oh boy, HQ25 is alive again! Time to dust off the cabinet and pull out the notes!
TMU wrote:Count Mohawk wrote:The quest itself looks pretty simple; even without starting with their equipment, I'd be surprised if any of the Heroes died. What's the objective, though, kill all the monsters?
I thought that this would be more like an introducing quest, so not that hard. I can tho add more monsters, no problemo Yes, the objective is to kill all the monsters.
Daedalus wrote:I've got some comments and loads of fluff options for ya.
Some Inn tiles already available:
Corner Ye Olde Inn
HeroQuest
Olde Agin's Inn Tiles: Guest Rooms, The Pub, The Cellar
HeroQuest
Agin's Inn Tiles: Guest Rooms, The Pub, The Dark Cellar
As this Quest stands, the Heroes are free to loot the village at will. Isn't this what the monsters are doing?
I don't see an exit as necessary as the Heroes are staying in the village. I'd remove it and move those Fimir, maybe to room E.
I also wonder if the Parchment Text should be quoted in Mentor's voice. Something like this:
It may just be me, but I feel the NA 1AD weaponless rule is very bland.
There's also the weaponless rule from the EU Quest Book to choose from, but I'd modify it for balance. I'd recommend changing:
Saving the blacksmith is a good idea. I think it would be even more interesting to include several more villagers on the board in need of rescue. Should their monsters be defeated, tell the first Hero to search for treasure that the villager is grateful and offers 15 gold coins, all that can be spared. However, should other Heroes also search the same room (or corridor) their greed will upset the blacksmith.
B)This note states that if the Heroes don't defeat the Orcs, the blacksmith is killed and the Heroes must search the room to recover their weapons. However, the Orcs must first be removed from the room before a search can be made. Doesn't this entail killing the Orcs anyway? Also, there is no mention that the Heroes regain their weapons if the blacksmith survives, yet there they are if he dies. Was a trade-in implied? If this is the case, clarification would help, in my opinion.
Since looting the villager's possessions should be frowned upon by the blacksmith in my opinion, he should offer less of a deal--if any--to greedy Heroes. For instance, the 200 gold-coin credit could be cut down to half. In the half-price sell/buy option, the buy could be limited to just one item.
j_dean80 wrote:Daedalus wrote:I've got some comments and loads of fluff options for ya.
Some Inn tiles already available:
Corner Ye Olde Inn
<snip>
These tiles are a little large and would take up most of the board. So I was sticking with TMU's drawing for a small pub.
j_dean80 wrote:I don't see an exit as necessary as the Heroes are staying in the village. I'd remove it and move those Fimir, maybe to room E.
Quests need some sort of exit as an ending. They leave the village because it was just ransacked.
j_dean80 wrote:It may just be me, but I feel the NA 1AD weaponless rule is very bland.
There's also the weaponless rule from the EU Quest Book to choose from, but I'd modify it for balance. I'd recommend changing:
The rule could be vague by stating use the weaponless rules from the original Quest Book. I wouldn't want to modify original rules and throw people off. Plus this is only Quest 1 and not meant to get over-complicated.
j_dean80 wrote:Saving the blacksmith is a good idea. I think it would be even more interesting to include several more villagers on the board in need of rescue. Should their monsters be defeated, tell the first Hero to search for treasure that the villager is grateful and offers 15 gold coins, all that can be spared. However, should other Heroes also search the same room (or corridor) their greed will upset the blacksmith.
I like adding more villagers for treasure but it could get overcrowded fast.
j_dean80 wrote:They would have to kill the Orcs with their bare-hands before the EWP's turn. If they fail to do so the Orcs try to kill the blacksmith. If the blacksmith dies then the Heroes can only get their starting weapons. If he lives they can choose a weapon instead of their starting weapon. (not both) Perhaps they can trade in their starting weapon at half value towards another item instead. His offer is off the table to any Hero if they do any treasure searches (looting the village).
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