by Daedalus » July 18th, 2015, 4:32 am
I got to this late, but I have some suggestions/feedback for the first Quest. If you're interested in more, let me know.
The Haunts
You switched the monsters a bit. Generally, The Trial with NA Body Points for monsters is thought to be very tough to play. Yet you omitted the single Fimir from the NA map and swapped in 2 Chaos Warriors. Is your group already experienced with Hero Quest or other tactical boardgames? Or do you not like Fimir in the first Quest?
As Molly needs to be present for her abduction, I'd include some movement rules for Molly as a preface of the Notes. Who moves her? Does she move a set amount or roll dice? How do monsters other than the Gargoyle react to her--ignore or attack? A boardgame needs answers for these issues to insure smooth play.
A. After the Chaos Warriors are defeated and the four ancient tomes are found, the stated Quest objective is achieved. It is possible to get to this room first without entering a single other room than the one with the spiral stairway. As the Heroes will desire to prevent Molly from meeting Verag the Gargoyle with his stated foul intentions toward her, what is to prevent the Heroes from simply returning to the spiral stairway and exit the Quest? Even if they go monster/treasure hunting, there is a good chance they will get their full, complete the objective, and exit the Quest before encountering Verag. A quick fix could be to locate at least one of the ancient tomes with Verag.
D. Battered armor +1D +1HP: This appears to be a relic, as it does something normal equipment can't. It would be best to create an artifact card for it. I'd at least change the note text "Battered armor +1D +1HP" > Felmarg's Armor +1DD +1BP.
A black sword and a skull necklace sound like examples needing reader input, as you have mentioned in the preface section. I'd prefer to have Hero Quest notes cover such details as the published Trial does; therefore, I'd suggest either noting both are worthless or describe the type of sword: shortsword, broadsword, or longsword.
You have a lot of cool back story for Fellmarg that the Heroes deserve to be in on. I'd say either move it into the Parchment Text or create a record of some sort to be found in the Alter room or Alchemist Bench room.
E. I'd amend "When he has one hit point left..." > When he is reduced to 1 or fewer Body Points...
The Gargoyle kidnaps Molly and disappears. I assume you decided to leave out the details. Since I think a boardgame could benefit from detailing this vital event, I'd suggest substituting the following to be read to the players: Sensing defeat, Verag opens a magic portal and lashes out with his whip to ensnare Molly. Both are suddenly pulled through just as the vortex closes.
F. The secret door located within a building only be opened by moonlight? Necessary portions of a Quest (here, the connection to the entrance of the next Quest) need to be detailed--more, please. There needs to be a mechanism/way to allow the moonlight into the room that is either found by a search for secret doors or is instructed in a message somehow.
"Thou clouted tardy moldwarp" merely comes off as ambiguous to me. It can hardly be recognized as an insult--I had to look up moldwarp. I'm guessing this is from a random name/insult generator, a reference to one of the aforementioned blogs, or both. Converting this to more recognizable vocabulary would probably work better for others unfamiliar with that style of wit.
This series of Quests promises to be narratively rich and entertaining. This is quite an effort. Did you get to play through the entire series?
.. UNCLE ZARGON
WANTS.. YOU