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.
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C:
You see a fearsome Chaos Warrior. The ideal spell would either be Sleep, to slip past, I think - is that right?
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D: This chest contains a book with the spells of
fire.
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E:
The table looks like it has an interesting looking scroll lying on the topIf the Wizard searches the altar for Treasure, he will find the Spell Scroll
courage.
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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.
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G: In the bookshelves is a hidden book of the spells of
detection.
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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.
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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)
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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.
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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 journeyTotally love the idea of this Quest, thanks so much!
