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Jalapenotrellis wrote:Today I played quest 1: the Trial with a new group. They used veil of mist when the dwarf was surrounded by 3 monsters on the other side of the door in order to help out. Otherwise the dwarf would have been boxed in. I was impressed. It helps either with escape or positioning around a door when the monsters have the current position advantage.
Daedalus wrote:Next to casting a Genie spell to open a door, I think the Veil of Mist spell is the least useful spell (and in need of adjustment):Veil of Mist
This spell may be cast on any
one Hero, including yourself.
On the Hero's next move, he may
move unseen through spaces that
are occupied by monsters.
Here's a spell that let's you get behind the lines...for what? If you use it to attack, chances are you'll be attacked back by whatever monsters are in the rear. If instead the spell is used to escape an uncertain random move must still be rolled after the spell is cast. This move suffers from a 2 square movement penalty just to get on the opposite side and adjacent to a blocking monster that will likely pursue and attack that round. Both options usually expose the Hero to an attack in the same turn he moves...weak.
To strengthen Veil of Mist, certain interpretation is in order. Assume the spell is active once cast, making the Hero unseen by monsters in general. This lasts until the conditions of the spell are satisfied, namely when the Hero's next move occurs. Note that a Hero always has a move on his turn, even if he choses not to move any squares (found under On Any Player's Turn and Hero Movement in the NA Instruction Booklet, p.12). Two variations arise depending on when the Hero moves:
- Should the Hero's move occur after the spell is cast but before Zargon acts, then the spell is limited to only affecting the Hero's movement, with no additional effect. This occurs when the targeted Hero follows the caster in turn order.
- Should the Hero's move instead occur after the spell is cast and after Zargon acts, then the spell makes the Hero unseen from the time it is cast until the targeted Hero's next move. This means that on Zargon's turn following the casting of the spell no monster can attack or cast a spell on that Hero (and he can move through monsters on his turn, as well). This variation is only possible if Veil of Mist is cast on a Hero who goes before the caster in turn order, of if the caster is the target of the spell.
To further strengthen Veil of Mist, allow it to last until the caster's next turn. Similar to variation 2 above, this makes any Hero unseen on Zargon's following turn, regardless of turn order. Now, not only do all Heroes benefit from not being visable to monsters for a turn (regardless of turn order), but it's also possible for a targeted Hero other than the caster to move and then attack a monster behind the lines without retaliation for 1 Zargon turn. (The caster can't do this because he cast a spell- he may only move.)
Hmmm. Just checked out Wizards of Morcar. I thought all this Veil of Mist hupla was justified for those who don't own/haven't printed the Invisibility spell card for use in their game. Turns out I've remade Invisibiliy and stacked it with moving through monsters and allowing attacks. Makes Veil of Mist overpowered, and Invisibility a poorer cousin.I guess Veil of Mist should be cancelled if an attack is made, as with Invisibility.
I still think Veil of Mist sucks. I think I'll use some the guts of this in another house rule effort soon.
Never mind. -Emily Latella
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