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Solo Quest Pack Complete

Discuss Quest creation and share Quests/Quest Packs you've created.

Re: Solo Quest Pack Complete

Postby Anderas » February 9th, 2020, 5:53 am

I just calculated the first quest - The Mage Stone.

The Spell "summon Orcs" is killing it. A theoretical dwarf with 6 AT and 6 DE would still have a hard time and would die one out of two tries. Orcs are not a difficult enemy; but five or six against one single Hero can be quite deadly.

Without the spell "Summon Orcs", it is a quest playable by a solo Dwarf with 3 Attack and 3 defense dice; or by a Dwarf with 2 AT and 2 DE, accompanied by a Scout.

A wizard with the wizard's cloak and Rock Skin (or even without Rock Skin) also can do it. Again, until "Summon Orcs" is played. That's even with Morcon's Bracers - I updated my Wizard spec to include them, just to see if it works out well.

How is it intended to play? The fimir is hurt, casts "Summon Orcs" then disappears, or the other way round, if he is hurt, he summons nothing and just escapes?


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Re: Solo Quest Pack Complete

Postby Anderas » February 9th, 2020, 7:57 am

Done quest 2.

It's doable by a 3-dice-hero or the wizard; no problem. Nice balancing indeed, those heroes have an about 10% chance of dying, that's danger but not too much danger.

With the equipment from the first quest, these heroes fit perfect into this quest.


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Re: Solo Quest Pack Complete

Postby Anderas » February 9th, 2020, 9:21 am

The third quest is completed as well.

This is a good quest for a 4-Dice-Hero. Given that any hero is intelligent enough to fight the Goblins in the center room out of the crevice in one of the corners, it'll work out.

Trying with a 3-Dice-Hero, that guy risks dying to 79%. If he has found one or two potions of healings in prior quests, the risk becomes low exactly like the one for a 4-dice-hero.

Same for the Wizard. With Morcon's Bracers and a potion of healing from before it should be doable. Without potion of healing, around 80% die-chance.

Given that there were two quests before where the wizard could loot the treasure deck, there should be a potion somewhere in the heroe's pockets, right?


So, it's good!


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Re: Solo Quest Pack Complete

Postby The Admiral » February 13th, 2020, 8:45 am

Am I reading quest 3 correctly? If you don't roll a black shield in three attempts you die in the cell.


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Re: Solo Quest Pack Complete

Postby Decipher » February 13th, 2020, 9:26 am

Too harsh?


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Re: Solo Quest Pack Complete

Postby Anderas » February 13th, 2020, 4:42 pm

Summon Orcs is.

The three rolls.... 60% chance of dying. Try white shield, 30% for dying, and skull, 12.5% for dying


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Re: Solo Quest Pack Complete

Postby lestodante » February 13th, 2020, 6:42 pm

Or maybe a combination of 2 red dice plus the hero's mind points, must be equal or lower than a cartain number.
In this way the smartest characters have more chance to force the cell and escape.
I just noticed a typo in quest 3, note A, it sayd "Fait", maybe it should be Faith? (not sure)


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Re: Solo Quest Pack Complete

Postby The Admiral » November 8th, 2023, 2:19 pm

Quest 3, note D has 2 'Throwing daggers'. This is not a weapon I am aware of. Did you mean 'magical' throwing daggers, or just normal daggers (big difference).


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Re: Solo Quest Pack Complete

Postby The Admiral » November 10th, 2023, 4:38 am

I am going to amend the whole cell thing of quest 3. I am going to change the lock picking to roll anything but a black shield and you succeed. Now it's a 1 in 216 chance of death. Very low but still a scary possibility. I am then going to add a goblin guard to room B. Leaving this unguarded is sloppy even for greenskins. It will also make the hero engage in a little unarmed combat to get their stuff. This is as far as I would go. I don't generally like prison escape quests where sometimes a party can be easily wiped out before they get their stuff. I have never found that much fun.

But even that is quite risky for a Wizard, so for the wiz, I will leave the room empty and assume the errant guard is the one in the corridor who has popped out for a wiz.


Rewards:
Grin's Stone Map Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered a menacing Chaos Warlock! Encountered all eight (8) Game System monsters.
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