by clmckay » October 3rd, 2016, 12:02 pm
<how many Bloodletter are in the group? The last post leads me to believe you intended 5. >
There are 3. I see that I omitted the number from the quest notes. I'll add that in.
<Encounter 6- As the boulder trap can be disarmed at the square space labeled A, it also necessarily can be found. That will likely be just around the corner, so I wonder why anyone would wish to spring a trap with unknown effect. I think upon searching for traps the Heroes should be told about the sloping passage or even a suspicious panel in the ceiling before square A. How much tipping did your group need, if any? >
They didn't need all that much tipping as I recall. I think I told them its a strange trap and not like the normal traps you see. Or something along those lines. They hit on tripping it pretty quick.
<Some of the spaces along the boulder path are more than one square long. Is this intentional to simulate acceleration? If so, aren't the Heroes expected to still move in one inch increments? That's a big difference in movement rates. Are there special corridor tiles needed?>
It's the same as normal. Those aren't larger spaces, but an artifact of HeroScribe and the colored squares. It washes out the lines or something.
<I was looking through your cards and wanted to mention that I really like the item belt Equipment Card.>
Glad you liked it.
<Quest 4- I see what you mean about the ghost needing to disappear after an attack. If more than one Hero ended their turn on or adjacent to a square with an X, how does Morcar/Zargon decide which Hero the ghost attacks?>
When that occurred, I just decided. There was no specific method to it. I like the idea of closest to the tomb.
<I'd change "The exit trapdoor is carefully concealed and cannot be found/seen by anyone on the opposite side." > The corridor trapdoor is carefully concealed and cannot be found/seen by anyone on that side.>
Perfect. Much better phrasing.
<This Quest mentions the Necromancer spells, but they can't be found in the download links in the OP of this topic.>
They are stock spells. Wizards of Morcar originally, I think. I wanted something unique to this pack but not to have to create a custom spell group set for a once off.
<Quest 5- A covert shop Quest--I didn't see that coming! While I understand how you'd go with a printed city map for variety and the look it offers, I also think your HQ map worked well. A market tile for the central chamber and corridors would have made a nice compromise, but I don't think one has been made by the community yet (not in the Gallery, anyway.)>
Thanks. I used to try and make a standard HQ board version for posting here, but I don't like putting up half tested/baked things. If I ever get around to typing/formatting follow-on packs, I'm just going to leave them with the actual played maps. I'll post links to where the maps can be obtained though. I really like mixing up the boards to extend variety and make some areas feel special.
<I figure catching a Hero works as a special attack action. That would end the Chaos Dwarf guard's turn in the Hero's square. Thematically, I'd expect a guard to be placed at the jail with the captured Hero or reset at the nearest Chaos Dwarf icon on the map. What did you do?>
The Chaos Dwarfs turn ends when he lands on a Hero. The Hero is then placed in the cell with the Guard in the adjacent room. The Chaos Dwarf was returned to his starting spot to resume his patrol.
<Space constraints limited detail, but I think it would have been nice to allow for some form of combat with the guards. Something like if a Hero suffers any Body Points of damage he is captured. That would add to the excitement, I think.>
I *very* strongly considered this but one main consideration convinced me to stick with how it is. The following Quest Pack was very Chaos Dwarf centric. At the time this quest was made I hadn't yet finalized what stats I was going to have the Chaos Dwarves use. I didn't want to set some values then have to change them when we moved on, if they were off balance of what I was aiming for.
<The many shops is a cool way to make a city section. My personal favorite is the Temple, as it expands the capture theme. I don't feel it is necessary to include the X locations for the shopkeepers. The global rules for buying is enough without requiring the Heroes to stand on specific squares.>
I agree, we played it so long as they were in the same room.
<The missing prisoner is a nice side mission. I would have preferred to see a Goblin or Orc figure. Bringing it back alive by surrounding or trapping the figure could be an interesting challenge if it tried to escape. Maybe drop the Alchemist and/or Scroll Shop to gain the text space. Can't those shops be visited after the Quest, anyway?>
Absolutely. I was constantly trying to get things pared down. We use an Overworld system so there was not a good way for the Heroes to shop after the Quest. As it turned out, it would be their last opportunity for awhile. My group did make good use of it at least!
Thanks for the editing by the way. It is much appreciated!