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Oftkilted wrote:There isn’t a rule that allows them to heal him either. As there are no stats (other than his injury stats) provided.
Your choice is an interesting house rule, but I’ve never seen anything in the game or quest that would allow you to do what you’re describing. You’re proposing that it’s okay to heal someone over their starting body points? And as an NPC he has no proper stats. He’s 2 Body, 0 attack, 2 Defend 1 die move. He doesn’t even have a mind stat value. (Which could imply that he is at 0 mind ... which is why his stats are so bad.)
“Mind Points
When a Hero reaches zero Mind Points, he is not dead but in “shock”. (A Hero cannot go below zero Mind Points.) He rolls only 1 red die to move, attacks with only 1 combat die, and defends with only 2 combat dice. (Armor, weapons and most artifacts do “not” increase the attack or defend dice when a Hero is in Shock.) The Hero's attack and defend dice can be temporarily increased by some spells and spell scrolls.”
Davane wrote:Rescuing Sir Ragnar after clearing out the dungeon isn't exactly anti-climactic. It's just that the mystery of the adventure is gone once you've played it a few times, so you know where Sir Ragnar's cell is, in relation to everything else. This is a problem with all the official quests though - once you know the quest, most of the mysteries are gone so there's little reason to replay it unless you are returning to HQ after some time.
Of course, you have the problem that The Trial is the hardest adventure in the Game System, and going from The Trial to The Rescue of Sir Ragnar is always going to be a bit of a let down. There's no getting around that fact. Going from The Maze to The Rescue of Sir Ragnar made sense, but the urge to have a demo mode where you got to play everything right up front just breaks the flow of the game, in my experience...
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