by Kurgan » Monday January 30th, 2023 1:22pm
I realize that if you just go by what the rules state, as the Elixir only exists in the NA edition as an artifact (in the EU rules, it behaves totally differently, as a one-off in the notes of the Dark Company from Advanced Quest/Master Edition) it is a bit vague. The only rules about its use are on the card itself, and more than one can be found throughout the run of the "official" quest books under the NA (or remake) rules.
I am trying to discern the most likely interpretation that the designers intended, but admitting it is vague, and so I would propose something that retains that (as opposed to jettisoning it, as some would, because they just don't like it) based on the text we have, before adding homebrew tweaks and additions.
The Elixir brings a dead hero back to life with all body and mind points restored and can only be used once. Boom. Simple right? But wait...
When it brings a dead hero back to life... under what circumstances?
A minimalist interpretation could be to say that normally a hero "escapes death" by using an unused healing spell/scroll (if hasn't performed an action already) or any type of potion that heals BP... but if he can't do that and just dies... later on in the same quest, he can simply be brought back to life by the one who has the Elixir and he's back until he dies again, etc. [and I also realize that the "escapes death" thing is controversial with some fans, they either don't like it and don't want it to be in the game at all--similar to the EU rules, or else they insist that using a healing spell to save yourself from death should rarely happen because if it's Zargon's turn the hero should never be able to do any actions--though I disagree and consider they were probably intending this to be an exception to that rule, vs. a potion that can be used anytime not just on the hero player's turn].
People have tried to come up with additional house rules, like saying that the Elixir user has to travel to the exact square where their comrade's "body fell" and that they can't use it under certain circumstances (like if the hero died by falling into a "bottomless" pit or was trapped "forever" inside solid rock**).
A maximalist interpretation would be that, regardless of how or even when the hero died, the elixir just miraculously brings them back, presumably on a nearby square to the Elixir user.
Would they have basic starting gear? No reason to think so. Their gear has been lost, either to monsters (or is being held by the heroes, perhaps being already sold off or lost some other way). This is not a new hero joining the party, it's the old hero, restored magically to life. So they would have the same abilities as an "unarmed" hero (see Legacy of the Orc Warlord), 1 attack die, 2 defend dice, full body and mind points. If they are a magic user, would they have access to all their starting spells? I would think so, unless they had expended some of them already in the quest prior to their death (what about if they had died many quests ago? then just remember as best you can). Now if you recall the spells strictly as objects that could get more complicated. If the Wizard dies, another hero can normally claim his gear yes, but he doesn't also claim his spells (and he couldn't use them if he did). And yet the Spells are treated like objects that can be stolen and collected in Legacy of the Orc Warlord). Depending upon Zargon's generosity, I would say either they have all their spells or they have only the ones they had left from before as best anyone remembers.
Is there a loophole here? Well you can't attack your fellow heroes (unless they are under evil influence, for example the Command spell, or as a Werewolf), so no "fragging" to try to someone get extra stuff (note that they don't spawn with new gear either, so no gold loophole).
How would I handle it?
I'm thinking the maximalist interpretation. To me the Elixir of Life is such a rare type of mulligan artifact, that I would let the heroes use it for all it is worth. Would I use it as a regular healing potion? Probably not.* If the hero was about to die in a room with monsters and he had the elixir with him, could he use it to "escape death"? I would tend to say yes, otherwise he dies alone and the monsters claim it... and it's gone. I guess it would still work because Zargon places the Elixir of Life as a special treasure early in the NEXT quest, which means the surviving heroes could find it, and then use it to restore the previously "lost" hero. I guess the latter is more challenging, so a Zargon like me might do it that way to force the heroes to be more careful, or give them another goal to accomplish. Would I force them to re-travel through the old quest (with monsters restored?) to retrieve the body of their fallen comrade? See previously (where body can't be retrieved). To enhance the setting, I might come up with some excuse as to how they got the body back (other than pure magic... teleportation exists in HQ already, so why not that?)... Mentor's scouts were able to bring the body back or something else happened off camera. An traveling ogre mercenary was found with the body in town that he planned to have as his evening meal, but the townsfolk were able to bribe him to get it back to a safe place, etc.
* Then again there's that quest in Kellar's Keep where the bad guy can kill a hero permanently by reducing his mind points to zero (Phoenix tweaked this to instead make the hero just go unconscious for the quest similar to how it worked in ROTWL, but this was NOT the original way the NA edition handled it)... where it says "unless they have the Elixir of Life," so at least in this case the Elixir saves the hero from dying this way (it doesn't say the other heroes have to find him and use the Elixir necessarily to bring him back). Recall that zero mind point status changes in EQP/BQP (using the "goes into shock" rule).
But let's say you've already replaced the fallen Barbarian with a new one. You already have four heroes! Isn't that somehow against the rules, to have more heroes? I've already discussed in many other posts how having more than four heroes does NOT break the game (especially on the harder quests, but certainly not in those where mercenaries are already taken into consideration, a hero adds a trivial number of body points compared to what you can get from hiring men-at-arms). I would treat it more like an NPC.
Chances are the dead hero probably belonged to one of the players already in the game, so they now have two heroes. There is more than one of each hero type anyway (if you own the Mythic tier, but even if you own Mage of the Mirror and the Frozen Horror, and someday if they release the unpublished Wizard and Dwarf quest packs) you have enough. Otherwise you could use the Chaos Warlock/Dread Sorcerer or any other figure to represent the formerly dead hero. This character would follow the hero who formerly controlled him (let's say) or the one who matches his character type. So the Wizard would control two Wizards, or whatever. I would let him follow the party around and do whatever for the rest of that quest.
But when the NEW quest begins, I'd make the players choose. Which hero would you want to take along? Essentially I'd be making them retire the character, but not permanently, because let's say the main Barbarian dies again. Maybe they can't get him back so easily. Guess what? The old Barbarian is still alive, he comes out of retirement to fill the space in the party. So I think it would work simply, and sort of "make sense" in the logic of the story.
So no letting everyone die, somehow finding tons of Elixirs, and somehow having an "army" of heroes all at once. At best you'd have one, maybe two (in a blue moon) extra heroes, as a bonus for that quest (a reward for saving the elixir until the moment you needed it).
Any other opinions?
The way the Japanese edition handles death and revival of characters is a bit different, so that could be a whole 'nother discussion.
** actually there's a way around this too! If you have to travel to the exact spot to retrieve the body then ANY hero who has the Elixir in hand could use Pass Through Rock or the Elven Cloak of Passage to move THROUGH the rock where the dead body was, use the Elixir and then move to safety with their remaining squares of movement. Remember, the card does NOT say that using the Elixir of Life costs an action! Also the Companion App is no help, because it uses the honor system for this (and many other artifacts) and movement is a bit wonky anyway (you can keep your finger on the cursor to move into and out of rock with impunity but if you stop moving even if you had squares left and intended to move some more, it instantly kills you with no chance to undo it!).
Last edited by
Kurgan on Thursday February 2nd, 2023 2:10am, edited 1 time in total.