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Rescue of Sir Ragnar: The anti-climax ??

Discuss Quests, Cards, Monsters etc, from HeroQuest Game Systems.

How do you fix the ending?

Respawn the Monsters and Force the Heroes to Flee!
2
40%
Just agree to end the quest, everybody is tired anyway.
0
No votes
Evil Wizard Cards to make them hate you even more.
0
No votes
Other solution.
3
60%
 
Total votes : 5

Re: Rescue of Sir Ragnar: The anti-climax ??

Postby Kurgan » Wednesday December 2nd, 2020 11:47pm

I think it's amazing that he is the only good npc in the Game System. Looking back, I had forgotten that these many such characters appear only in the later expansions and published quests. The GS was so cool in that, as others have pointed out, pretty much every quest introduced some new gimmick, helping to get the creative juices going (for your own homebrew quests) and preventing it from getting repetitive as you fight your way to the showdown with the Witch Lord.
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Re: Rescue of Sir Ragnar: The anti-climax ??

Postby wallydubbs » Thursday January 21st, 2021 5:29pm

I've only played this quest with 3 different groups and found that only once did the heroes end up setting off the alarm.

Because I don't want my heroes dying, I assess their body points before adding any additional monsters.

If it looks like they're close to death and the Wizard had already used his Healing spells, I'll end it right there. But if the heroes don't seem battle hardened, I'll add a secret door to one of the rooms in the Northwest quadrant with an additional group of monsters.
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Re: Rescue of Sir Ragnar: The anti-climax ??

Postby The Admiral » Thursday January 21st, 2021 5:36pm

Meh! That's just the way it can fall. The alarm sounds, but there is no one left alive to react.


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! Smashed a massive Gargoyle!
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Re: Rescue of Sir Ragnar: The anti-climax ??

Postby Kurgan » Thursday January 21st, 2021 10:42pm

If all the monsters are dead, you could announce "reinforcements will be on the way in... (rolls a red die)... 4 of my turns..." then start sending in a group of Orcs, let's say, through a trapdoor, Iron door, or secret door from some previously empty or shaded area.


And keep the bonus dice for these bad guys (blue/black) AND keep the Evil Wizard cards going (maybe give them a reprieve on these until the turns are up), that ought to give them something to do.
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Re: Rescue of Sir Ragnar: The anti-climax ??

Postby DullandRusty » Thursday January 21st, 2021 11:20pm

I did three things to make this quest more fun (in my opinion)

1. Add a red herring. I placed another prisoner that somewhat resembles the description I gave of Ragnar in the room before the secret room. If they didn't ask his name (which my group didn't), they start to get distracted by him instead of the muffled sounds of screams from Ragnar being tortured. My group led the herring out only to learn at the end that he wasn't Ragnar based upon him really not wanting to go back to the empire ( he was a wanted criminal). They then had to go back and grab Ragnar.

2. Ragnar is on a death timer...healing buys time, but he is still bleeding out. So them taking longer to clear the whole dungeon resulted in a mad dash to get him out as he is only alive for so many rounds from when the quest starts.

3. I also add a second exit...one that is clear of monsters (the herring tipped them to the presence of a second exit). This exit is of course trapped with enough arrows to ensure that if Ragnar is in the room he will take the point of damage needed to kill him (and damage the heroes). They then have to take his corpse so it isn't defiled by the orcs.

If he dies, that leads into the unofficial quest in a town where the heroes are recovering... The town is somber seeing Ragnar's corpse come in...then at night cultists steal his body and take it to the woods to perform a revive ritual to revive him tainted with chaos.... The heroes can stop it if they get there soon enough. I tend to have him revived but not tainted if they get there soon enough and defeat the cultists.
However, while at first he seems normal, he soon starts displaying erratic behavior. He will go with them on the orc warlord quest...wanting revenge, he will brutally behead the orc warlord. This starts his journey towards darkness and eventual betrayal.
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Re: Rescue of Sir Ragnar: The anti-climax ??

Postby Kurgan » Thursday January 21st, 2021 11:53pm

Interesting stuff... I like the creative ideas!
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