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Q5 Noble Deeds

PostPosted: October 17th, 2018, 8:29 pm
by j_dean80
Image

"Deeper in the dungeon are echoes of faint cries. This could be the local noble's daughter that went missing. Search through the tunnels to rescue her and then bring her to her freedom through the wooden exit door. There a reward of 250 gold coins awaits you to be split amongst you."

A. When a Hero opens the door to the cell an alarm goes off. Read aloud: "You hear noises of many feet echoing through the walls." The secret doors to the room open and the monsters instantly attack. On Zargon's 5th turn after the alarm, and thereafter, he rolls 1 red die and places that number of Kobolds on the stairs. 1-2 : 1 Kobold, 3-5 : 2 Kobolds, 6 : 3 Kobolds The Hero who opened the cell door must carry the noble's daughter. That Hero may roll 1 red movement die, can not attack, and can defend with only 2 combat dice.

B. This chest contains a dart trap that inflicts 1 BP of damage if not disarmed. The chest contains 25 gold coins.

C. This chest contains an exploding lock trap that inflicts 3 BP of damage if not disarmed. The chest is empty. The Sorcerer's Table has a Veil of Mist Spell Scroll in a hidden drawer.

D. The Kobold Trickster escapes through the trap door before being defeated and disappears from the gameboard. Read aloud: "You hear laughter echo from the darkness, and your lights flicker from a sudden gust of wind." If a Hero stands on a Trap Door he is moved to the other Trap Door at the beginning of his next turn.

E. These Kobolds are armed with slings. They can roll 1 combat die for adjacent and non-adjacent attacks.

Wandering Monster: Kobold

Re: Q5 Noble Deeds

PostPosted: October 18th, 2018, 3:14 am
by knightkrawler
Intuitively, I'd say the alarm might bring too many kobolds from the direction the heroes have no choice of going TO at this point. And then PAST, to get to the other door.
I'd have Morcar roll a combat die. :whiteshield: 1 kobold :skull: 2 kobolds :blackshield: 3 kobolds

OR: these kobolds are not set up on the staircase, but in the 2x3 room next to the cell, so that the whole shindig becomes more of a race escape. That door could be a secret door, too, just with no monsters attacking right away. During the escape, there's the double hallway and the big room that are less easy to defend...
I'd say in this case the red die roll would be fine.

I take it the heroes can only leave through the door out on the eastern edge of the board.

Re: Q5 Noble Deeds

PostPosted: October 18th, 2018, 6:50 am
by Anderas
This quest is great.
The annoying Kobold Trickster escapes a second time! :lol:

I have one remark for the layout:
The ways the heroes have to take are a little bit long. They will spend several turns just rolling for movement. That'd be nice if it could be rearranged a little bit.

Re: Q5 Noble Deeds

PostPosted: October 18th, 2018, 8:44 pm
by j_dean80
Anderas wrote:This quest is great.
The annoying Kobold Trickster escapes a second time! :lol:

I have one remark for the layout:
The ways the heroes have to take are a little bit long. They will spend several turns just rolling for movement. That'd be nice if it could be rearranged a little bit.


Only the top left seems longer, I can move some doors there.

It's supposed to have the feel of tunnels.

Re: Q5 Noble Deeds

PostPosted: October 18th, 2018, 8:49 pm
by j_dean80
knightkrawler wrote:Intuitively, I'd say the alarm might bring too many kobolds from the direction the heroes have no choice of going TO at this point. And then PAST, to get to the other door.
I'd have Morcar roll a combat die. :whiteshield: 1 kobold :skull: 2 kobolds :blackshield: 3 kobolds

OR: these kobolds are not set up on the staircase, but in the 2x3 room next to the cell, so that the whole shindig becomes more of a race escape. That door could be a secret door, too, just with no monsters attacking right away. During the escape, there's the double hallway and the big room that are less easy to defend...
I'd say in this case the red die roll would be fine.

I take it the heroes can only leave through the door out on the eastern edge of the board.


I prefer them coming off the stairs. Maybe instead of a white die keep it traditional: 1-2 : 1 kobold, 3-5 : 2 kobold, 6 : 3 kobold

They leave through the door, I can add a note.

Re: Q5 Noble Deeds

PostPosted: October 20th, 2018, 1:08 am
by Anderas
j_dean80 wrote:It's supposed to have the feel of tunnels.


Ah... ok, understood. Here, so some proposals to transport the feel. I looked at this for inspiration, too. :-). Don't hesitate to correct me, I'm neither a native speaker nor am I an author! :)

Deeper in the dungeon are echoes of faint cries. This could be the local noble's daughter that went missing. Search the tunnels and rescue her and bring her to her freedom through the wooden exit door. There a reward of 250 gold coins awaits you to be split amongst you. Be careful, almost anything could hide in the darkness.


Quest notes:
A. When a Hero opens the door to the cell an alarm goes off. Read aloud: "You hear the noise of many feet echoing from the walls." The secret doors to the room open and the monsters instantly attack. Each turn Zargon rolls 1 red die and places that number of Kobolds on the stairs. 1-2 : 1 Kobold, 3-5 : 2 Kobolds, 6 : 3 Kobolds The Hero who opened the cell door must carry the noble's daughter. That Hero may roll 1 red movement die, can not attack, and can defend with only 2 combat dice.

D. The Kobold Trickster escapes through the trap door before being defeated. The Trap Door is locked behind. Read aloud: "You hear the laughter echoeing from the dark tunnels, and your lights flicker in a sudden gust of wind.


Besides, how do you make those NA style quest notes, is there a template you use?
This quest is in the overview, too, now.

Re: Q5 Noble Deeds

PostPosted: October 20th, 2018, 7:36 am
by j_dean80
Anderas wrote:
j_dean80 wrote:It's supposed to have the feel of tunnels.


Ah... ok, understood. Here, so some proposals to transport the feel. I looked at this for inspiration, too. :-). Don't hesitate to correct me, I'm neither a native speaker nor am I an author! :)

Deeper in the dungeon are echoes of faint cries. This could be the local noble's daughter that went missing. Search the tunnels and rescue her and bring her to her freedom through the wooden exit door. There a reward of 250 gold coins awaits you to be split amongst you. Be careful, almost anything could hide in the darkness.


Quest notes:
A. When a Hero opens the door to the cell an alarm goes off. Read aloud: "You hear the noise of many feet echoing from the walls." The secret doors to the room open and the monsters instantly attack. Each turn Zargon rolls 1 red die and places that number of Kobolds on the stairs. 1-2 : 1 Kobold, 3-5 : 2 Kobolds, 6 : 3 Kobolds The Hero who opened the cell door must carry the noble's daughter. That Hero may roll 1 red movement die, can not attack, and can defend with only 2 combat dice.

D. The Kobold Trickster escapes through the trap door before being defeated. The Trap Door is locked behind. Read aloud: "You hear the laughter echoeing from the dark tunnels, and your lights flicker in a sudden gust of wind.


Besides, how do you make those NA style quest notes, is there a template you use?
This quest is in the overview, too, now.


I like the additions.

When I just throw together a quick quest layout I use a program from here at the Inn. (Can't remember the name off-hand until I get back to my computer.) When I try to make them look original it is a painstaking process where I do it all manually with a homemade template.

Re: Q5 Noble Deeds

PostPosted: October 20th, 2018, 8:10 pm
by j_dean80
HQ Quest Maker is the program I throw them quickly together.

I updated the map to shorten the top left corner.

Re: Q5 Noble Deeds

PostPosted: October 21st, 2018, 5:21 am
by lestodante
what if a hero enter room D and place the miniature OVER the trap door to attack the Trickster, blocking his way to escape?

Re: Q5 Noble Deeds

PostPosted: October 21st, 2018, 6:44 am
by j_dean80
lestodante wrote:what if a hero enter room D and place the miniature OVER the trap door to attack the Trickster, blocking his way to escape?


Trap doors always work by standing on it then getting moved to a different place on the board your following turn. They wouldn't stand there on purpose and get separated.