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[Solo quest][Wizard] The Magic Trial

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Re: [Solo quest][Wizard] The Magic Trial

Postby Anderas » August 9th, 2019, 6:53 am

You see? There's better feedback here. :-)

I like how you react to the feedback, it's really positive.

The Djinn in the standard version can only make one attack or open a door, not more.

In Whitebeards questbook "DungeonsDark", he introduces some magic artifacts that enhance the capabilities of the Wizard a bit. There, the Wizard can control the Djinn several turns.


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Re: [Solo quest][Wizard] The Magic Trial

Postby Maurice76 » August 9th, 2019, 7:52 am

ClemGrt wrote:The idea here is just to tell the player he has to go through, not to play the fight...


I understand, but having the Barbarian talk to the Wizard adds flavor, builds context and urgency. By scripting the fight instead of really rolling the dice of the Barbarian, his companions and the monsters, you more or less force the player to come up with the Mist spell to pass the bunch - which is exactly what you want. Good tutorials for computer games also work that way; they give the player limited tools and present situations that are specifically tailored to those tools, so the player more or less naturally will use them and figure out how they work. If you allow too many liberties, the player loses focus on what the player is actually supposed to do.

Here are two possibilities : the Wizard can either help the Dwarf to fight the undeads (using the holy water for instance) or run away... Another solution could be that he had cast the divination spell to see that there is nothing valuable in the room...


In the former case, with helping the Dwarf: once all Undead are gone, then what? The scene lacks further context and ambiance, nor does it tell the EW what to do with the Dwarf once the situation is resolved.


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Re: [Solo quest][Wizard] The Magic Trial

Postby Pancho » August 9th, 2019, 8:21 am

I like the new version with the dwarf and the barbarian, there are interesting options for the wizard there.
For the Elf, I would have him on 1bp, close to death but not actually a corpse. That way he's revivable with water of healing.


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Re: [Solo quest][Wizard] The Magic Trial

Postby Stig » August 9th, 2019, 11:19 am

Maurice76 wrote: I understand, but having the Barbarian talk to the Wizard adds flavor, builds context and urgency. By scripting the fight instead of really rolling the dice of the Barbarian, his companions and the monsters, you more or less force the player to come up with the Mist spell to pass the bunch - which is exactly what you want. Good tutorials for computer games also work that way; they give the player limited tools and present situations that are specifically tailored to those tools, so the player more or less naturally will use them and figure out how they work


That's exactly what I was thinking. The added value in scripting what the Heroes in the dungeon do/say is that it allows Zargon/daddy to give tips and suggestions to the Wizard without them getting annoyed through receiving too much parental help. If it's in the Quest notes then there's no debate - it has to be read out!

My suggestions:

The Wizard starts with water spells.

Quest notes:

Heroes, I have received a message from a fellow Wizard deep within a dungeon. His dying breath was used to tell me of a group of adventurers who are in trouble. They need magical help, and fast. Their party was trying to rid their land of an evil Chaos Sorcerer. This is a Quest for the Wizard only, who I will send to their rescue. The Wizard needs to kill the Chaos Sorcerer, and rescue the Elf, Barbarian, and Dwarf. Loretome has forseen that this is possible, but the Wizard will need to use magic wisely in order to succeed.

B: You enter the Dungeon, and see a Barbarian with Men-at-arms fighting against a group of Orcs. The Barbarian shouts:

"The Orcs here are mine! You need to go through the door to help the others!"

The correct water spell to use would be Veil of Mist to move through the crowd.

---

C: You see a fearsome Chaos Warrior.

The ideal spell would either be Sleep, to slip past, I think - is that right?

---

D: This chest contains a book with the spells of fire.

---

E: The table looks like it has an interesting looking scroll lying on the top

If the Wizard searches the altar for Treasure, he will find the Spell Scroll courage.

---

I would amend the map for F to block the exit door (on the West wall) with a fallen block trap, forcing the Wizard to use Move Through Rock.

F: You come across a weakened Wood Elf, who is on 1 Body Point. They say: The Dwarf is fighting a large group of Monsters beyond this wall (point to the North wall here). I'm unable to help as the ceiling caved in and I'm nearly finished - take these spells to go and aid him! The Elf moves towards the Barbarian, trying to leave the Dungeon.

The Elf hands the Wizard the Earth spells. The Wizard will need to use Move Through Rock to pass through the North Wall. When the Wizard is in the corridor, say "The noise of fighting is even louder. You can hear Dwarf war-cries mixed with Undead roars behind this wall" (point to the North wall). Here the wizard should enter the room.

---

G: In the bookshelves is a hidden book of the spells of detection.

---

H: You enter the room to see a Dwarf outnumbered against the Undead. There is the body of a dead Wizard on the floor in the corner of the room. The Dwarf glances at you with surprise. His eyes widen and he roars "Call yourself a spellcaster? Show us what you've got!" The Dwarf has 3 body points left.

The aim here is to use spells to aid a comrade in a fight: healing, Courage, Ball of Fire etc.

When the fight is over, the Dwarf says "The true enemy is just beyond. This will be a battle for spellcasters alone, I will be of little help here. I am too weak, and only a Hero with magical abilities can deal with the Sorcerer. My companions need me. Your actions will be forever remembered." The Dwarf then leaves the room through a secret door, dragging the body of the wizard. The door shuts behind him, and Dwarven runes light up, sealing the stones shut.

---

X: In addition to the information about the Chaos Sorcerer, I would add:

When the Chaos Sorcerer is on 1 Body Point read out the following:

As you are battling the Chaos mage and his power is weakening he yells: "Come and aid me you fools, we have an intruder!" Your appearance has caught him by surprise - he surely has a formidable bodyguard nearby. At this point the ceiling caves in. Place a falling block token between rooms X and I. (There is no way back for the Wizard, he has to move forwards)

---

In the corridor, the correct spell to use would be Wall of Stone, to stop the Chaos Warriors for a couple of turns. Then in the room with Fimirs, the Wizard should use Invisibility.

---

When the Quest is finished, read out:

Loretome has forseen the coming of a young, poweful Wizard to aid our struggle against Zargon. Your bravery in entering the Dungeon alone to help more experienced adventurers is something that none of us will forget. This will be a tale that will be told throughout the realm. Perhaps you are the Wizard of whom the pages of Loretome are referring to, the start of an epic journey

Totally love the idea of this Quest, thanks so much!

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Re: [Solo quest][Wizard] The Magic Trial

Postby lestodante » August 9th, 2019, 1:00 pm

did you consider to make this quest only for the 4 elemental spells?
And then a second quest for the other 3 spells?
I don't know wich version of the rulesbook you apply but usually the Wizards only has 3 spell sets and for a long time he will never meet the 3 new sets Detection, Protection and Darkness.
So isn't better to separate things into 2 different quests? In this way the child will learn better the use of each spells in my opinion, because there are less things to remember.
But anyway, good job!


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Re: [Solo quest][Wizard] The Magic Trial

Postby Pancho » August 9th, 2019, 4:05 pm

lestodante wrote:did you consider to make this quest only for the 4 elemental spells?
And then a second quest for the other 3 spells?
I don't know wich version of the rulesbook you apply but usually the Wizards only has 3 spell sets and for a long time he will never meet the 3 new sets Detection, Protection and Darkness.
So isn't better to separate things into 2 different quests? In this way the child will learn better the use of each spells in my opinion, because there are less things to remember.
But anyway, good job!

That’s a good point. It will depend on which house rules you use, but given the usual playlist there is a long time for the player to wait until he actually gets access to the WOM spells. Introducing them here might unnecessarily overwhelm the kid.

by the way ClemGrt if you are thinking of using the WOM spells, there is a great thread here at the Inn somewhere in which those spells get a subtle yet needed boost. The WOM spells are a bit weak as written, and most Wizards won’t choose them over the elemental decks.


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Re: [Solo quest][Wizard] The Magic Trial

Postby ClemGrt » August 10th, 2019, 1:56 am

Thank you very much to all for your comments and suggestion... There are lots of good ideas ! This single quest could easily turn into a Quest Pack.

What are the WOM spells ?
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Re: [Solo quest][Wizard] The Magic Trial

Postby Stig » August 10th, 2019, 2:51 am

Spells of Detection, Protection and Darkness; the Wizards of Morcar spells.


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Re: [Solo quest][Wizard] The Magic Trial

Postby Pancho » August 10th, 2019, 6:56 am

viewtopic.php?f=38&t=3280

This is the thread I was referring to.


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Re: [Solo quest][Wizard] The Magic Trial

Postby lestodante » August 10th, 2019, 9:40 am

I will split this into 3 separate quests...
The first one just to make the young wizard take confidence with Earth, Water, Fire and Wind spells only.
The second quest must be played after several standard quests are completed and the reward will be a special artifact, useful to boost his wizard skills. The reward can be the "Elemental Staff", a custom artifact that allows the wizards to own all the 4 group of spells at once, so he will not have to chose only 3 groups.
And a 3rd quest to let the player get knowledge to the other 3 new spell groups, Detection, Darkness and Protection, wich he will be able to add to the original 4 groups by the use of some other artifact (maybe an amulet).
Here is an example of the Elemental Staff I have in mind:

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