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Wizards of Morcar expanded...

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Re: Wizards of Morcar expanded...

Postby j_dean80 » November 12th, 2017, 10:23 pm

kyrrahn wrote:Love the maps... Definitely going to use them. Don't think they're over populated as the heroes should be high level by the time they play them and zerg rushing is more troublesome than dealing with heavy hitters.
Love the -2 on rolls room of darkness too by the way.


That Quest is from WoM.
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Re: Wizards of Morcar expanded...

Postby kyrrahn » November 12th, 2017, 11:06 pm

Oh, I thought it looked different from the WoM map but it has been a while since I looked at the map. Thanks for letting me know.
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Re: Wizards of Morcar expanded...

Postby Daedalus » December 8th, 2017, 1:27 am

j_dean80 wrote:"Summons of the Wizards' Council" Wizard Quest Pack.

3 solo Wizard Quests followed by 5 group Quests and a group double Quest.

*During this Quest Pack, the Wizard will have a special ability to counter a spell.

If the Wizard successfully counters the spell with his roll, he must discard a Spell Card he has not yet used. The attacking spell is also discarded, with no harm inflicted. If the Wizard does not successfully counter the spell with his roll, follow the text on the attacking spell. The Wizard may choose to not attempt a counter.

To successfully counter - The Wizard rolls one combat die. If the attacker has lower Mind Points than the Wizard, the Wizard must roll a Skull. If the attacker has higher Mind Points than the Wizard, the Wizard must roll a White Shield.

You may have already corrected this in another thread, but if not you need to include in the roll the case of the Wizard and attacker (other spellcaster) having equal Mind Points. For instance, you could make equal Mind Points part of needing a skull result to counter a spell.
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Re: Wizards of Morcar expanded...

Postby j_dean80 » December 8th, 2017, 7:50 am

Daedalus wrote:
j_dean80 wrote:"Summons of the Wizards' Council" Wizard Quest Pack.

3 solo Wizard Quests followed by 5 group Quests and a group double Quest.

*During this Quest Pack, the Wizard will have a special ability to counter a spell.

If the Wizard successfully counters the spell with his roll, he must discard a Spell Card he has not yet used. The attacking spell is also discarded, with no harm inflicted. If the Wizard does not successfully counter the spell with his roll, follow the text on the attacking spell. The Wizard may choose to not attempt a counter.

To successfully counter - The Wizard rolls one combat die. If the attacker has lower Mind Points than the Wizard, the Wizard must roll a Skull. If the attacker has higher Mind Points than the Wizard, the Wizard must roll a White Shield.

You may have already corrected this in another thread, but if not you need to include in the roll the case of the Wizard and attacker (other spellcaster) having equal Mind Points. For instance, you could make equal Mind Points part of needing a skull result to counter a spell.


Totally missed that, thanks for catching it.
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Re: Wizards of Morcar expanded...

Postby j_dean80 » December 28th, 2017, 12:10 pm

Spookyhappyfun wrote:I've been looking at this more this evening and I've been comparing the timeline you laid out in the other thread (http://forum.yeoldeinn.com/viewtopic.php?p=79839#p79839) with the one that I have for my adventures and the text included in everything. It looks like you've got this set after the Ogre Horde and Mage of the Mirror, but the Wizards of Zargon text directly references only the Attack of the Ogre Horde events. I'm wondering if you might want to put an extra line in that intro about Sinestra, referencing the Elven Questline.

Something small and quick like:

“I am aware of your failure, Festal, as I am aware of Sinestra's failure in the Elven lands. But as in all things I have learned from my failures..."


I added an ending story for AtOH. Hope you like it.

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Re: Wizards of Morcar expanded...

Postby Spookyhappyfun » December 28th, 2017, 12:19 pm

j_dean80 wrote:I added an ending story for AtOH. Hope you like it.


This is perfect! Thank you!


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Re: Wizards of Morcar expanded...

Postby lestodante » December 28th, 2017, 1:58 pm

I like the end for the ATOH, but it doesn't match with the beginning of the Wizards of Morcar, when Festral is being massacrated by the four Mages.


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Re: Wizards of Morcar expanded...

Postby j_dean80 » December 28th, 2017, 2:10 pm

lestodante wrote:I like the end for the ATOH, but it doesn't match with the beginning of the Wizards of Morcar, when Festral is being massacrated by the four Mages.


This is to go along with my re-make of WoM. Ties Festral and the Elf Pack in to place.
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Re: Wizards of Morcar expanded...

Postby j_dean80 » December 28th, 2017, 5:28 pm

Re-made KK Quest 11 to format of original Quest Book.
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Re: Wizards of Morcar expanded...

Postby j_dean80 » December 31st, 2017, 9:46 pm

Re-made MotM Quests 6a and 6b to format of original Quest Book.
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