[Preview] [Quest Pack] [10 Quests] - My Wizard Quest Pack
Some of the below is copied from the 'Wizard Quest pack' thread in the General Discussion folder, but I thought it appropriate that this should really be here. My pack will follow a similar format to the Barbarian and Elf packs and is based on the Wizards of Morcar.
I have the following in rough draft and welcome any comments:
Introduction from Mentor -
"Wizard, I have grave news. The Fire Mage Balur, who we believed was vanquished, still lives! It seems that the evil embers of chaos that glowed deep inside him could not be extinguished by the weapons of mere mortals. Since his recovery he has been travelling the lands on the fringes of the Empire, raising a huge army and building up his own strength. He has recruited four powerful sorcerers and has learnt some of their ways so that he is now more powerful than ever before. He has even delved deep into the dark caves beneath our lands to bring forth foul creatures that dwell there; Huge powerful Minotaurs, Giant spiders that can ensnare a man in their sticky webs and cunning assassins from the race of Ratmen that we call Skaven. Soon it will be time for him to unleash his revenge on the Empire.
We must find some method by which Balur can be finally destroyed. From the ancient pages of Loretome I have divined that knowledge as to the means to kill him lie in the old Castle Dread far to the south of the Empire. There is no time for your companions to join you. You must travel south fast and obtain whatever information you can.
The first three solo quests are completed.
1) Castle Dread
2) Into the castle depths
3) Lair of the Minotaur
4-8 will be group quests. One to get a weapon to kill Balur and one each against the four wizards.
9-10 will be a group double quest to kill Balur.
My quests will be based on the use of the following figures which is my interpretation of what would have been in the official pack:
4 Wizards from Wizards of Morcar.
1 Female Wizard, 1 Boss Wizard (Balur), 2 Minotaurs, 2 Skaven Assassins, 3 Giant Spiders
The 30 cards will be as follows:
3 Monster cards - Minotaur, Giant Spider and Skaven Assasin.
4 Chaos spells - Spirit of Vengeance, Blinding Sleet, Skull of Doom and Wall of Flame.
9 Wizard spells - Magic Portal, Battle Rage, Lightning Bolt, Soothing Breeze, Petrify, Fireburst, Strands of Binding, Shield of Protection and Treasure Water of Life.
7 Artifacts - Stone of Knowledge, Wizards Bracers, Runic Torque, Fiery Blade, Protection Scroll, Magic Darts Scroll and Restoration scroll.
7 Treasure cards - 2 x Magical Trap, 2 x Potion of Magical Aptitude, 2 x Potion of Magical Fire Resistance and Nothing!
Monsters:
Minotaur - Mv 6, Att 6, Def 3, Bdy 6, Mnd 2.
Skaven Assassin - Mv 8, Att 3, Def 4, Bdy 3 Mnd 3 (Special Ability- Poisoned blade)
Giant Spider - Mv 10, Att 3, Def 2, Bdy 3, Mnd 1 (Special Ability - Binding web)
Poisoned blade - Whenever a Skaven Assassin attacks, each undefended skull inflicted by the Skaven Assassin counts as 2 Body Points of damage.
Binding Web - If a Giant Spider's attack scores at least one undefended skull, Zargon may choose to convert one of those skulls into a sticky binding web. That skull will not inflict a Body Point of damage. Mark the Hero with a Web Token. Until the web is destroyed the Hero may not move or perform any action apart from attacking the web. Other adjacent Heroes may also attack the web. The web has 1 Body Point and defends with four defence die, counting black shields. The affected Hero defends against attacks with one less defence die. A Hero may have multiple Web Tokens.
Alchemist's Shop
Potion of Magical Power
Cost: 500 Gold Coins
Any Wizard who drinks this cloudy brew gains the ability to cast a spell twice simultaneously. The Wizard is considered to have actually cast only one spell for the purposes of the Wand of Magic and the Potion of Magical Aptitude. The spell must be cast on different targets.
Potion of Intense Magical Fire
Cost: 200 Gold Coins
When a Wizard drinks this hot fiery liquid, the next Fire of Wrath or Ball of Flame spell he casts will inflict an extra Body Point of damage. The Target monster receives an extra red dice to defend.
Potion of Magic Resistance
Cost: 400 Gold Coins
Any Hero who drinks the clear liquid from this small bottle may negate the effects of any spell cast on him.
Potion of Recovery
Cost: 600 Gold Coins
Any Hero who drinks this foul smelling mixture regains 4 lost Body Points. This potion cannot give the Hero more than his starting number of Body Points.
[jump to Quest 1 -edit]
I have the following in rough draft and welcome any comments:
Introduction from Mentor -
"Wizard, I have grave news. The Fire Mage Balur, who we believed was vanquished, still lives! It seems that the evil embers of chaos that glowed deep inside him could not be extinguished by the weapons of mere mortals. Since his recovery he has been travelling the lands on the fringes of the Empire, raising a huge army and building up his own strength. He has recruited four powerful sorcerers and has learnt some of their ways so that he is now more powerful than ever before. He has even delved deep into the dark caves beneath our lands to bring forth foul creatures that dwell there; Huge powerful Minotaurs, Giant spiders that can ensnare a man in their sticky webs and cunning assassins from the race of Ratmen that we call Skaven. Soon it will be time for him to unleash his revenge on the Empire.
We must find some method by which Balur can be finally destroyed. From the ancient pages of Loretome I have divined that knowledge as to the means to kill him lie in the old Castle Dread far to the south of the Empire. There is no time for your companions to join you. You must travel south fast and obtain whatever information you can.
The first three solo quests are completed.
1) Castle Dread
2) Into the castle depths
3) Lair of the Minotaur
4-8 will be group quests. One to get a weapon to kill Balur and one each against the four wizards.
9-10 will be a group double quest to kill Balur.
My quests will be based on the use of the following figures which is my interpretation of what would have been in the official pack:
4 Wizards from Wizards of Morcar.
1 Female Wizard, 1 Boss Wizard (Balur), 2 Minotaurs, 2 Skaven Assassins, 3 Giant Spiders
The 30 cards will be as follows:
3 Monster cards - Minotaur, Giant Spider and Skaven Assasin.
4 Chaos spells - Spirit of Vengeance, Blinding Sleet, Skull of Doom and Wall of Flame.
9 Wizard spells - Magic Portal, Battle Rage, Lightning Bolt, Soothing Breeze, Petrify, Fireburst, Strands of Binding, Shield of Protection and Treasure Water of Life.
7 Artifacts - Stone of Knowledge, Wizards Bracers, Runic Torque, Fiery Blade, Protection Scroll, Magic Darts Scroll and Restoration scroll.
7 Treasure cards - 2 x Magical Trap, 2 x Potion of Magical Aptitude, 2 x Potion of Magical Fire Resistance and Nothing!
Monsters:
Minotaur - Mv 6, Att 6, Def 3, Bdy 6, Mnd 2.
Skaven Assassin - Mv 8, Att 3, Def 4, Bdy 3 Mnd 3 (Special Ability- Poisoned blade)
Giant Spider - Mv 10, Att 3, Def 2, Bdy 3, Mnd 1 (Special Ability - Binding web)
Poisoned blade - Whenever a Skaven Assassin attacks, each undefended skull inflicted by the Skaven Assassin counts as 2 Body Points of damage.
Binding Web - If a Giant Spider's attack scores at least one undefended skull, Zargon may choose to convert one of those skulls into a sticky binding web. That skull will not inflict a Body Point of damage. Mark the Hero with a Web Token. Until the web is destroyed the Hero may not move or perform any action apart from attacking the web. Other adjacent Heroes may also attack the web. The web has 1 Body Point and defends with four defence die, counting black shields. The affected Hero defends against attacks with one less defence die. A Hero may have multiple Web Tokens.
Alchemist's Shop
Potion of Magical Power
Cost: 500 Gold Coins
Any Wizard who drinks this cloudy brew gains the ability to cast a spell twice simultaneously. The Wizard is considered to have actually cast only one spell for the purposes of the Wand of Magic and the Potion of Magical Aptitude. The spell must be cast on different targets.
Potion of Intense Magical Fire
Cost: 200 Gold Coins
When a Wizard drinks this hot fiery liquid, the next Fire of Wrath or Ball of Flame spell he casts will inflict an extra Body Point of damage. The Target monster receives an extra red dice to defend.
Potion of Magic Resistance
Cost: 400 Gold Coins
Any Hero who drinks the clear liquid from this small bottle may negate the effects of any spell cast on him.
Potion of Recovery
Cost: 600 Gold Coins
Any Hero who drinks this foul smelling mixture regains 4 lost Body Points. This potion cannot give the Hero more than his starting number of Body Points.
[jump to Quest 1 -edit]
+1
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