Daedalus wrote:Monster range is sometimes written as a-b, where a is the max number of monsters in a single room or corridor section, while b is the total of one room or corridor section and any two adjacent areas that can be reasonably accessed from there by the Heroes. Feel free to adjust the numbers as you see fit.
You mean for alternate monster types?
Daedalus wrote:I really like your wording of the NA zero Mind Points in-shock rule. Great thematic sense and better Wizard balance is gained from a simple no-other-action interpretation/modification. I've reasoned similarly, but am gonna use your incisive wording--or something damn close-in the future.
Yea I added the no other actions to it. It's still not as concise as I'd like. Is drinking a potion an action, is opening doors? If they can't drink potions can other heroes basically pour it down their neck? I think the simplest way is just to add '... no other actions apart from drinking potions and opening doors'.
Daedalus wrote:Despite your many sensible LBA Rules! enhancements, most don't appear necessary to play the Quest Pack. While the more necessary rules should remain under
LBA rules!, the bulk of them could be moved to a partner file/folder titled
Optional Rules! As such rules can be added in individually, I'd think downloaders would appreciate a separately referenced and printed page.
That's the plan because there's a few more I want to add to get them out of the quest notes, like spell books and rules for chest traps to make the tool kit more useful and I don't want the main rules to get too bogged down.
Daedalus wrote:Castle of Death:
G. Chaos Armour is mentioned in the chaos liche description. Though there isn't a card, capitalization leads me to believe it might be a Quest treasure. Though not absolutely necessary, I'd drop the capitalization and note the chaos liche wears armour that functions the same as the chaos armour in room F, or just restate the armor's benefit.
Daedalus wrote:H. I think it would be helpful to add a note about Chaos armor function like that of Room G.
Not a quest treasure, chaos armour is common enough to add to the main rules to cut down quest notes text.
Daedalus wrote:Since the magic book works as combined Chaos spells, it would be helpful (though not necessary) to reference the rule or mention how their special casting works in this note. [Also, Chaos Spell Scroll Cards are needed. -edit]
Combined chaos spells? Those would be too powerful.

Yea I know what you mean, just a '(see main rules for using chaos scrolls)' as a reminder, same on a few other quests.
Daedalus wrote:The Great Escape: It could help to add a note explaining how all the Heroes begin the Quest at their corresponding icons.
Will be in the intro fluff.
Daedalus wrote:Adding that Heroes start with spells would also be useful, as they need to know their options.
They'll work out to ask, I'd rather not spell it out by explicity mentioning that they've still got spells. I need to figure out exactly how I'm going to handle that because if they're all in shackles then how does the one who passes through rock release the others? I did that because I didn't want them using genie.
Daedalus wrote:A. If a Hero affected by Pass Through Rock moves through just the south (lower) wall, he will be forced without equipment into at least 9 Goblins, 7 before potions can be had. That is a tall order, even without the two traps on the way. If the spell were instead to function normally, he could still backtrack to a safer area while scouting, showcasing the full usefulness spell. To prevent the possibility of a cowardly solo escape should the exit be discovered, make both everybody's escape from their cells and escape from the lair the Quest goals in the Parchment Text.
There's actually four objectives in this quest, escape the cells, find your equipment, get the Bretonnian weapon, find the way out. I wanted to avoid the scout around as far as possible use for pass through rock, that's how it's normally used anyway. If the choose the south wall then they'll only face two goblins before finding some equipment and freeing the other heroes as long as they search the room, the east wall is the most dangerous option. I do think this quest is the one that needs the most attention though because it could be far too difficult to survive, black orcs are tough as well.
Daedalus wrote:B. Where are
combined spell scroll and elf spell scroll files found?
[Spell Scroll Cards are needed.
-edit]
I'll either make cards for them or a reference list. Cards would be nicer but it seems a but pointless when they could have multiples of the same scrolls anyway.
Daedalus wrote:J. Since the NA Game System lacks the Holy Water treasure card, a card or two out of a set needs to be printed by NA GS owners. Instead, I'd suggest an addition to this entry similar to the vial of Sacred Water note found in Quest 2 of the NA version of RotWL: This liquid may be used to cause 3 Body Points of damage to any Skeleton, Zombie or Mummy.
Into the Swamps: since the NA GS lacks a Holy Water treasure card, keep in mind the Swamp Zombies will be a bit more deadly. Maybe include a vial or two in the chests at Room C.
Daedalus wrote:E: You could do NA players a solid and provide a short d6 weapon table in this note. Otherwise, they need to print the Equipment Cards.
Daedalus wrote:Pallace of Mystery:
J: A d6 weapon table for NA players--what say you?
I'm going to do a separate US version with the yucky colour US style maps and everything. Thanks for the reminder that they don't have holy water, I'd have definitely forgotten that.
Daedalus wrote:B. Since the Weapons Rack is removed after a search, does that mean the Potion of Alchemy can't be used here should the Heroes think to return afterwards for a weapon? Seems like they need to be lucky to search here second.
No they can still use it, the weapons are still there, it was just to add to the flavour of the quest, decay and all that. I'll make that clearer. Using the potion on those weapons was an afterthought, I didn't think of it myself to start with.
Daedalus wrote:Strength in Numbers: Since there are two stairs tiles, I'd add a note, preferably with another letter, immediately clarifying where the Heroes begin.
I was trying to keep down the number of quest notes and was hoping the A close to the right stairs would be clear enough but it probably should be stated.
Daedalus wrote:C: The long stairway tile in the east corner could stand to be moved 1 square south so a landing could approach it properly from the corner. Well, that would suit normal stairway design, anyway. I see how your current placement is a step in the right direction, to speak, but a corner curve in the notes could also keep the ball rolling.
I was thinking of actually putting a curved corner on the map. A curved wall tile would be handy.
Daedalus wrote:M: Should Ollar be represented by the Chaos Sorcerer (my guess), a Wraith, or some other figure? Maybe add a note or icon.
The idea is that all the monsters can be represented with the standard figures so a wraith would be ideal but the chaos sorcerer would do almost as well. I might have pushed it a bit far with chaos cultists, acolytes and disciples being represented by chaos warriors but I wanted them in it.
Daedalus wrote:The Cursed Forest:
C. Where can the rules of a Deep Pit be found? Perhaps it should be changed to a Pit of Darkness from AotOH.
They are those. That's what I thought they were called but when I checked the AtOH quest I'm sure it said deep pit, maybe I was looking at an edited version. I'll change the name to pits of darkness.
Daedalus wrote:E. The boulder has all the hallmarks of a trap, so if a Hero triggers it at the "X", I assume the Hero's turn immediately ends. That means the door can't be opened and the triggering Hero will be displaced to the next open square when rolling for damage. I'd state as much.
I thought I did state that, I must have undone something in the text file and accidently undid that too.
Daedalus wrote:G. The stone doors completely quarter this room into four separate rooms, so I'd add a room letter G to the other two sections containing Mummies.
I need to add to the campaign rules that rooms separated by blocked tiles are considered separate rooms but rooms separated by doors aren't and you ned all the areas of room to be accessible to search it.
Talisman spells are never needed, they're optional. The only reason I put them into the quests was because I want mercenary battle wizards as an option but I'll make an optional version of the battle wizards without those spells. It says in the quest notes that you can use two of each of the other types if you're not using talisman spells but I think I'll take talisman spells out of the quests, I want to keep the 'if you're not using this, use this' to a minimum.
Cheers for the feedback Deadalus. Very helpful.
