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The Tyrant's Tomb - a solo quest pack

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Re: The Tyrant's Tomb - a solo quest pack

Postby Pancho » February 21st, 2020, 6:39 am

lestodante wrote:although my favourite character is the Wizard and the one I like less is the Dwarf!

Hopefully you'll like this next one then, in which the Wizard and his ally take on the Cabiri. I've always wanted to create a quest similar to the Final Conflict in the WOM, in which the four evil sorcerers can move around the quest map opening doors. This quest will have 6 magic users, all of which can explore the board. A real battle of magicians, with spells flying everywhere on all sides. Hopefully it will be a fun quest for Evil Wizard player and give lots of tactical options for both sides...

Image
Quest 5 - The Tower of the Cabiri Lords

The Wizard's Tale (continued)...
"You have climbed the long twisting stairway up from the labyrinth below, and now find yourself back in the Tower of the Cabiri. They will demand the Wand of Galimatias from you, but you must not give it up. These strange sorcerers must be punished for the evils they have committed; the twisted games they made you play down in their labyrinth and the shipwrecking and drowning of the innocent sailors that brought you to this cursed island. You must tread very carefully though. The Cabiri have a fearsome reputation for sorcery and are said to be masters of elemental magic. In Matholem's school of magic you learned many sorcerous tricks to help you survive, but you never completed your full training as a battle-wizard. But that is what you must now become if you are to be victorious in this high tower against the Cabiri Lords of Water, Earth, Air and Fire...".

Notes - This is a Quest for the Wizard and Elf Heroes. If the Wizard encountered the Elf in Quest 3 they will now be working together. If the Elf was not freed in that Quest, the Wizard will meet him in this Quest instead. Either way, the Elf will not have his equipment until he can find his belongings in the Tower. To complete the Quest the Heroes must start at the stairway, destroy all four of the Cabiri and then find some way to escape from their island.
Once the Cabiri Lords are encountered the Evil Wizard player may move them around the board, opening doors & secret doors. Lay out the contents of any rooms which they enter. As an action, the Cabiri are also able to activate magical traps in this quest, as detailed in the Quest notes. This is the only way these magical traps can be triggered.

A - If the Wizard is already working with the Elf, ignore this note. If not, the Elf will be encountered here. The Elf explains that the Cabiri wrecked his ship with their spells and took him captive, He escaped from his cell and now seeks revenge against his captors. The Elf has full Body Points and the use of one Elf spell deck, but will not be able to use equipment until he can find his belongings.

B - The Elf's equipment is stored here. He may take any items he had at the end of Quest 1, and if he regains the magically sword Woe he may choose an additional Elf spell. There is also a Shield on the weapon rack.

C - The Alchemist's desk contains a potion of healing (4BP) and the magical artefact Scrying Glass. A Hero with this item may search for magic traps at the same time as searching for ordinary traps. The Evil Wizard player must tell the player if there are any magic traps within his line of sight, but they are not disarmed.

D - Use the carpet tile from Mage of the Mirror here. The four Cabiri stand in the positions shown. They may open and move through doors and each have the following stats; Move 6, Attack 1, Defend 2, Body 4, Mind 6. The FIRE CABIRI has the Fire spells, the WATER CABIRI has the Water spells, the AIR CABIRI has the Air spells and the EARTH CABIRI has the Earth spells. However, a Cabiri sorcerer is not immune to spells from his own elemental type.
If a search for treasure is made in this room or the Scrying Glass is used here, tell the player that he has found a magic Carpet. If the Cabiri are destroyed, the Carpet will obey the commands of its new master, and fly through a window in the ceiling, speeding the Heroes on their way north, and ending the Quest.

E - If the Cabiri Lord of Air has line of sight to the X symbol he may trigger the Hurricane trap as an action. He may do this once per turn, with the hurricane moving down any ONE of the 3 corridors at the Air Lord's command, forcing any figures back 8 spaces until they hit a wall or fall in a pit.

F - From anywhere on the board, the Cabiri Lord of Water may choose to fill all of these pit of darkness traps with water. As water rushes into the pits, a Hero inside must immediately discard one piece of equipment, or all of his gold, or will sink and drown. If the Hero does this, or if he has no gold or equipment, he may climb out without harm on his next turn as usual.

G - The Cabiri Lord of Water may as an action use the Sorcerer's table to create a Wall of Ice anywhere in the room. See Strom Master spell for details of the Wall of Ice.

H - From anywhere on the board, the Cabiri Lord of Fire may as an action trigger any ONE of these Fireburst traps.

I - The Cabiri Lord of Fire may as an action draw power from the Fireplace to create a Wall of Flame anywhere in the room. See High Mage spell for details of the Wall of Flame.

J - From anywhere on the board, the Cabiri Lord of Earth may call forth a large boulder from the adjacent pile of rocks. Use the Boulder tile from Kellar's Keep. It starts rolling from the J symbol towards the other end of the corridor, using 2 dice to move on each Evil Wizard player's turn. If it rolls over a figure they are attacked with 3 combat dice, from which they may not defend. When it crashes into the end square of the corridor it becomes a permanently blocked square.

K - The Cabiri Lord of Earth may as an action take a spell scroll from the Bookcase. He may take the Spell of Protection Wall of Stone and use it on a subsequent turn.

L - The chest contains 50 gold coins and a Staff (the Wizard may take this equipment card, which grants him 2 combat dice & diagonal attacks).

Wandering monster - Goblin
Last edited by Pancho on June 16th, 2020, 1:11 am, edited 5 times in total.


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Re: The Tyrant's Tomb - a solo quest pack

Postby Pancho » February 28th, 2020, 9:20 am

Continuing the misadventures of the Dwarf, we now have Quest 6;
Image
Quest 6- The Acolytes of Kyrax
The Dwarf's Tale (continued)...
"Glad to leave Runeport behind you, you travelled north on foot through territory that became increasingly cold and barren. Green vegetation soon gave way to stunted pines and icy crags, and now carrion birds wheel overhead. You have been tracking the detestable pair, Grinch & Grivois, burning with a fury that only a Dwarf can feel. Without the map that they took from you there can be no way to find the treasure of Chungor Chan, but in truth taking revenge for their treachery would taste even sweeter than the gold itself.
This remote region is the dwelling place only of warring orc and goblin tribes, plus an old sorcerous hermit named Magister Caenwulf. Caenwulf is known to be very knowledgeable about the region, and it is even said that he can read a traveller's future. Should the trail grow cold, you could approach his tower and ask for advice. But you must tread carefully, as Caenwulf is famously prickly and capricious ".


Notes - This is a solo Quest for the Dwarf Hero. It takes place in the craggy countryside north of Runeport, and ends in the icy northlands.

A - Use the outdoor tile from Against the Ogre Horde here. Three goblin archers are lying in wait for prey, hidden at the streamline. If the Dwarf searches for traps on his first turn, he will smell an ambush and get the jump on the goblins before they can attack; place the Goblins on the X's and tell the Dwarf that he may immediately take another turn. If the Dwarf doesn't search for traps, you may place the goblin archers and attack with them on Morcar's first turn.

B - Tell the Dwarf that he can see the thieves Grinch & Grivois in the distance, stood on the B symbol. On Morcar's turn they will flee around the corner towards door C. They become out-of-sight of the Dwarf and are removed from the game-board for now.

C - An inscription above the stone doorway reads "The Tower of Magister Caenwulf. GO AWAY!". There is no sign of Grinch & Grivois but the ground around the stone door looks as if it has been disturbed recently.

D - There is a Potion of Healing (up to 6 BP) and a Potion of Strength on the table in this craggy goblin lair.

E - The stairs lead up to the tower of Magister Caenwulf, and Caenwulf himself stands on the X. As the Dwarf greets him the old man growls "Go away". As the Dwarf continues with his request for help, Caenwulf transforms into a werewolf and attacks. This is a surprise for the Dwarf and Caenwulf should get the first attack - Move 8, Attack 5, Defend 3, Body 4, Mind 4. However, as soon as the werewolf takes any damage at all, it transforms back into Magister Caenwulf, who then says to the Dwarf that he has passed the test and beckons him inside the tower. Both characters move into room F.

F - Use the carpet tile from Mage of the Mirror here. The Dwarf says that he is looking for two thieves who have taken his treasure map. Caenwulf's offers him a seat in the chair, which the Dwarf must accept. As soon as the Dwarf sits down, wooden hands sprout out of it and hold him fast. Caenwulf then explains he can read the future and that Grinch & Grivois will never live to see the treasure of Chungor Chan...but neither will the Dwarf either. He then offers the Dwarf a deal; to receive a great prize, but without knowing Caenwulf's price until after he has agreed to the deal. If the Dwarf doesn't agree to the deal, the chair tips back and the Dwarf is thrown into the teleport trap; move him immediately to room H. If the Dwarf does agree, Caenwulf will give him the magic artefact Skullcleaver, then bid him to leave in peace via the other door. As the Dwarf leaves he can see that Caenwulf looks younger whilst he (the Dwarf) feels older. He has lost some years of his life and permanently loses 1 from all movement rolls!

G - Use the Snow Blizzard tile form Revenge of the Weather Man here. Snow has fallen and the Dwarf can see strange footprints here; the size of the footprints changes drastically from one step to the next, as if the creature which made them changed in size as it moved along. The secret door here cannot be opened from this side as it is too well hidden in the snow drifts.

H - The Dwarf has been teleported to the very top of Mount Kringla! Use the Ice Vault tile from The Frozen Horror here. If the Dwarf doesn't have Warm Furs he will lose 2 BP on each turn he is in the room. He will have to find a way off the mountain.

I - Use the Ice Chasm tile from The Frozen Horror here. It can be jumped as a pit but if the Dwarf falls in he is killed. If he has a rope he may cross the chasm without harm, but the rope is then lost.

J - An undead creature known as a Draugr stands upon the X. Use a Zombie model but tell the Dwarf that it grows in size as he sets eyes on it. Stats - Move 4, Attack 5, Defend 4, Body 4, Mind 0. However, after 3 turns the Draugr shrinks again and has the same stats as a regular zombie, apart from its current Body Point total which it retains. If the Draugr is still alive in another 3 turns, it will change back to the increased size and stats again! Holy water will deal 2 Body Points of damage if used on the Draugr.

K - The Ice Slide (from The Frozen Horror) cannot be detected. When the Dwarf steps on the start of the slide he tumbles down it and smashes through the door into room M. He suffers no damage, but cannot climb back up the slide.

L - The tomb contains a Potion of Healing (4BP) and a flask of Heroic Brew.

M - Use the Snow Cave Entrance tile from The Frozen Horror here. The party of 12 orcs and 2 Rime-wolves is led by an Orc Witch, stood on the X, who already has Grinch & Grivois tied in chains (the thieves have been badly beaten up). The Orcs are busy chanting the name "Kyrax" in an off-key cacophony, and don't notice the Dwarf at first (only the wolves may attack on Morcar's first turn after the room has been entered). The Rime-wolves have these stats - Move 9, Attack 4, Defend 2, Body 2, Mind 1. The orc Witch, who is named Ghashlug, will not attack as she will let her acolytes do all the fighting. When the Dwarf loses his last Body point, he is not killed, but rather captured - the Witch casts a binding spell on him before the death blow can be delivered. This will also happen if the Dwarf manages to kill six of the orcs - Ghashlug will tire of watching the fight and incapacitate the Dwarf with the binding spell. The Quest is now over, but keep a record of how many Orcs the Dwarf killed before he was captured.

Wandering monster - Goblin
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Re: The Tyrant's Tomb - a solo quest pack

Postby lestodante » February 29th, 2020, 6:37 pm

The second part of the Dwarf's tale is again very interesting. I am curious to know what follows next...
I have read quest 5 when you first published it but never commented it.. I gues sI have to read it once more. I am afraid it could become very confused after the central room is revealed.
And now some questions:
I noticed you edited something in Quest 5 (Wizard). Was it just a minor edit or did you change something in particular?
In Quest 6, can the "C" stone door be opened as a normal stone door?
In the final battle could it happen that the Dwarf kills everyone?


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Re: The Tyrant's Tomb - a solo quest pack

Postby Pancho » March 1st, 2020, 4:03 am

lestodante wrote:The second part of the Dwarf's tale is again very interesting. I am curious to know what follows next...
I have read quest 5 when you first published it but never commented it.. I gues sI have to read it once more. I am afraid it could become very confused after the central room is revealed.
And now some questions:
I noticed you edited something in Quest 5 (Wizard). Was it just a minor edit or did you change something in particular?
In Quest 6, can the "C" stone door be opened as a normal stone door?
In the final battle could it happen that the Dwarf kills everyone?

I like the idea of Quest 5 but it needs play testing by others to see if it works. It could be too confusing. I wanted it to be a Quest with very low monster numbers, and have the 6 magic users battle it out (2 Heroes vs 4 Cabiri). Maybe I can ask Wallydubs to test these, although I know he is busy testing your pack at the moment.
The edit was just to reduce the gold reward in room L from 80 to 50.
The stone door is opened like a normal stone door.
It’s very unlikely that the Dwarf kills all the orcs. In my tests the Dwarf rarely got to the last room with more than a few BP left. The Rime-wolves have 2BP, so he’ll be quite lucky to even kill those, let alone all 12 orcs. Again, it needs testing by others though. The Skull-cleaver weapon is really great to play with as a solo hero, and combined with the heroic brew and some wild dice rolls, I suppose it’s posssible that the Dwarf could clear the room.

How’s it going with the art work & cards?
I’m still undecided on whether the Elf spells should be in 3 sets of 3 or not.


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Re: The Tyrant's Tomb - a solo quest pack

Postby lestodante » March 1st, 2020, 5:55 pm

OK, but we don't know how many and what kind of potions the Dwarf could collect while searching for treasures through the two quests so it can be helpful to insert another line specifying what to do if the Dwarf kills everyone, including the Witch.
If the Dwarf refuses to deal with the mage the Skull Cleaver will not be found anymore?
There are no updates on the cards artwork yet, sometimes Luis disappear for weeks...


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Re: The Tyrant's Tomb - a solo quest pack

Postby Pancho » March 2nd, 2020, 9:06 am

This might be a longish post to try and tidy up some loose ends...
lestodante wrote:OK, but we don't know how many and what kind of potions the Dwarf could collect while searching for treasures through the two quests so it can be helpful to insert another line specifying what to do if the Dwarf kills everyone, including the Witch.
If the Dwarf refuses to deal with the mage the Skull Cleaver will not be found anymore?
There are no updates on the cards artwork yet, sometimes Luis disappear for weeks...

I just included a line to say that the Witch will cast her binding spell on the Dwarf if he manages to kill six of the orcs. This works because its very similar to what happens in the book, and it avoids the potential problem that you raised :D .
As it stands the Skullcleaver can only be found if Caenwulf gives it to him. The Dwarf has to go through this room, it's then his decision if he accepts the deal or not. There is of course a chance that it won't get found, but there are 13 artefacts available for a 12 Quest pack, so maybe its Ok that every one isn't found in every play-through. What do you think?

I've finished the next 3 quests and I'll post them this week. That only leaves 3 more for me to finish! This will take some time though, so I'm not impatient for the artwork really. I've had, however, opportunity to revisit the start of the thread and pick up on some good suggestions that you made I didn't follow up before;

Another idea I had for the Elf weapons: you can allow the Elf to be equipped with both BOW and SWORD (after he found it) or DAGGER but since the bow is a two-hands-weapon, the player will need to swap weapon when he prefer to use one or the other.
Weapon swap is always permitted and doesn't count as an action if there are no monsters.
But if there is at least one monster the player need to roll a die when he wish to equip the BOW: if a skull is rolled he swap succesfully and fast enough so he can also attack in the same turn.
If a shield is rolled instead he swap weapon anyway but not fast enough so he will miss his action for that turn. He must wait next turn to attack.
No weapon swap is allowed if a monster is adjacent.
I will make the die roll required only when he wish to equip the bow and not when he wish to use the sword because it is faster to unsheathe a sword than to take an arrow from the quill, charge the bow and shot.

I think this is a really good idea, and would make the Elf character stand out. Do you still agree with this after having seen the Elf Quests? If so, I can add it in to the intro.

In other news, Wallydubs has kindly offered to playtest for me, after he has finished with your pack. He hasn't had chance to read the whole thread yet but he likes your idea of splitting the Elf spells into decks of 3 cards each. He wrote;
Though I didn't read all the way through it yet, some things did catch my eye. I see wasn't the only one who noticed that some of the Elf spells fit naturally into a set of Illusion and Time. I had this very same idea.
However some spells just aren't usable on Solo Quests unless they're given an extension: Tempest, Chains of Darkness, Deep Sleep and Timestop are nearly useless unless they are extended to last an extra turn.

I totally agree now that we should split the Elf cards in 3 sets of 3. I propose;
TIME
- Flashback
- Timestop (might need adapting as per Wallydubs suggestion)
- Slow

ILLUSION
- Hypnotic Blaze (could adapt this too as I don't like that it affects other Hero's too).
- Disappear
- Double Image

NATURE
- Deep Sleep (needs adapting as per Wallydubs and your suggestion)
- Twist Wood (needs improving from the original?)
- Restore Wounds (the new spell).

I think it works, with some nice spells in each deck.
We can forget about Chains of Darkness as it isn't available in this pack. Tempest I will just keep the same. It will still get used as the Wizard teams up with other Heroes quite quickly, and even if he's on his own it still can be used to slow down an enemy and allow escape.

My last question is about the card backs for the Elf spells. The one below is great. If you have 3 decks, will there be a different back for each, or will it just use this artwork with different names.
If possible we could have 3 different art backs; the original from MOTM, the one below, and maybe a third if Luis did a different design at the concept stage?
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Re: The Tyrant's Tomb - a solo quest pack

Postby wallydubbs » March 2nd, 2020, 1:55 pm

I posted much the following in a separate forum, but I think they apply here since we're dealing with Solo Quests and some of the spells are completely irrelevant in solo play and may require some tweaking:

There seems to be only 1 big advantage to solo quests. In group quests heroes will often throw caution to the wind and try milk their turns for all it's worth, often neglecting trap searches and secret doors. In solo quests a hero can proceed leisurely: first attack phase, killing off monsters in the room, end turn; search for traps, end turn; search for secret doors, end turn; search for Treasure, end turn; move, whatever action, etc.

The Barbarian and Dwarf quests mainly rely on luck of the dice roll as they can't cast spells.
My main concern here, however, lies on the Elf and Wizard quests and finding suitable spells. Spells are very helpful and have a maximized potential in group quests, but aren't entirely up to par in a solo mission:
Air Spells:
Genie: it's a one off maximized 5 attack dice, still very helpful... and then there's the door thing.
Swift Wind: loses its merit in a solo quest, it could be used to make a hefty rescue or lend a helping hand if a hero is eight spaces or so away; sometimes it's used for a lagging hero to play catch-up; or it could be used to make a quick escape. In a solo quest the escape option seems to be the only use of this spell.
Tempest: this one also loses merit; it's often played by the Wizard to give a defending hero a breather from bombardment; preventing an enemy spellcaster from casting a spell; or disabling Fireburst traps. There are no spellcaster in solo quest and if a Fireburst trap is drawn from the Treasure deck... well that was his action. If you play this on a regular monster you just used an action you could have used to attack, so it's practically a waste, unless you open a door and don't have enough spaces to reach the monster across the room, it could hold I'm off until your next turn... or you can use it on a monster, preventing movement to give yourself some time to escape.
So Air spells are not all that great to use on solo quests.

Spells of Darkness:
Arrows of the Night: still has a valid use, it's great for killing mummies, but it's not gonna kill a giant Wolf.
Chains of Darkness: pretty much has the same effect as Tempest, which isn't much in a solo Adventure.
Cloak of Shadows: is kind of a double edge sword; it's great for defense, if you walked into a room with a bunch of monsters you have an immediate defense against all attacks. However others monsters can now use it for their own protection as well. I've always thought of this as a way to trap an evil spell caster (if you have mercenaries) to prevent them from casting spells too, but that's out on solo quests.

Spells of Detection:
Clairvoyance: it'll give the Elf or Wizard a heads up into one room if she chooses this one. I also add in the stipulation to identify traps and room Treasure as well.
Future Sight: since this spell lasts until the end of the spellcaster's next turn, it still has good use: it could give the Elf or Wizard a boost in offence and defense, especially if you want to use potions (Defense, strength, heroic brew) with it.
Treasure Horde: this is another double-edge sword. It could really turn on the hero using it, depending on the luck of the draw. I can understand the prospects of an unequipped hero being optimistic with this spell, but if you don't have any friends to help, 3 Wandering Monsters could be the death of you.
Detection Spells could make things rather interesting...

Earth Spells:
Heal Body: even though it costs an action to use, this spell is much more valuable in a solo quest. Conserving body points is key in a solo mission, in group quests you can get someone else to pick up the slack if a character is in danger of death, so this is a rare occasion where a spell actually increases in value on a solo mission.
Pass Through Rock: this has always been a risky spell and a careful hero wouldn't wander into the unknown. But when the is already laid out it could be use to make a quick escape.
Rock Skin: a very good protection spell for an unequipped hero. It could last a while or fail on the first defence. But when up against a Giant Wolf, odds are it'll break then and there.
Earth Spells, apparently would be ideal for a solo quest.

Elf Spells:
Deep Sleep: it's a useless spell unless you're doing a group quest. It would be a waste to pick this going solo. If you cast it, that was your action, turn ends, monster wakes up.
Disappear: it's a good spell for scouting, using this going through a trap door negates any traps. I can envision the Elf scouting the hole map first. In this circumstance it would be helpful, but there would be a lot of monsters left on the board once the spell was broken. However the spell doesn't really specify if it could go through monsters or not. I assume since the word "Unseen" is specified in Veil of Mist, an unseen hero, in this case, should be able to.
Double Image: it's a great defensive spell, but it seems to lose something in a solo quest. It could be used in a big battle to protect one hero during a big battle while other heroes are fighting. In a solo quest you miss an opportunity to be offensive. But I guess it would help if facing a group of monsters... but in no solo quest does a room consist of more then 3 monsters.
Flashback: the fact that this spell doesn't require an action makes it very helpful. Draw a Wandering monster in the Treasure deck or roll poorly in battle, it could be very helpful if the Elf needs to replay his turn.
Hypnotic Blaze: another spell brought down by lack of characters. The spell can be like a grenade in group quests, but in solo, if it takes hold, it's already been 1 turn before you get to make your first attack.
Slow: forced on a heavy hitting monster like a Chaos Warrior or Giant Wolf, this spell shines brightly in a solo quest. Limiting a big monster to 1 movement while revoking an attack and defense dice gives the Elf a chance to dance back and forth around a monster. If the 2nd attack doesn't work you could back away, preventing the monster from attacking back. So if you're up against a Giant wolf and you have a bow and arrow, do not take your eyes off that Wolf! Dance around the room and turn that thing into a pin cushion with arrows, he can't touch you, unless it's a really small room.
Time Stop: in a solo quest you're the only one you can cast this on, so you're practically losing an action and only giving yourself another movement. If you have your action but not enough space to reach a monster, this is the only time this spell will come in handy because it costs an action to cast this on youself. In a group quest it should be used on the Barbarian, so he gets 2 attacks, but rarely should the Elf use it on himself.
Twist Wood: if we go by Lestodante's interpretation and apply this to the handles of a skeleton's sickle, or a Fimir's axe handle it could have good use, but the spell card is too vague and doesn't really explain the ramifications. Fair enough for an Orc with a crossbow, but what monster fights with a staff?
I guess Disappear, Flashback and Slow would be the 3 ideal spells for a solo quests... maybe Double Image.

Fire Spells:
Ball of Flame: a fine attack spell, no qualms with using that.
Courage: like Double Image, you lose an action to cast it on yourself. Although that extra 2 attack would be useful in each subsequent attack, you gotta wonder how much damage will that Giant Wolf inflict on you before you can start using this spell?
Fire of Wrath: not as good as Ball of Flame, but it's an attack spell but only worth it against an orc.
Fire Spells are very offensive, but you gotta wonder if Courage is worth losing an action over to activate it...

Spells of Protection:
Dispell: there are no enemy spell caster's in a solo quest, so this would be useless.
Invisibility: doesn't really last as long as Disappear, but I'd find it more useful then Tempest if walking into a room full of monsters.
Wall of Stone: not a bad spell if you're fighting on two fronts. But it still costs an action to use.
Probably not the best spell group to use, but some of the spells can be useful.

Water Spells:
Sleep: this spell increases in power with each expansion (except for Return of the Witch Lord) as the monsters get bigger and their mind points get smaller. This spell will be your best friend when facing a Giant Wolf or something with limited mind points. The problem is when you cast it the monster gets 2 chances to break it, because it can do immediately and on its next turn, which are one and the same in a solo quest.
Veil of Mist: the need to get around monsters isn't as crucial as killing them, as they will just give chase in a solo quest. But in the event that monsters have you cornered or sandwiched and running is your best option, it's not a bad spell to have.
Water of Healing: same as "Heal Body", it's more important in solo quests then group quests.
On past group missions I've ranked Spells of Darkness higher then Water Spells, but in this quest pack Water Dpells might be one of the better options for both group and solo quests.

It seems like Earth and Water spells would be her best options. To some degree Fire and (depending on choice) Elf Spells are practical options too.

It's apparent that some spells aren't compatible with solo quests: Tempest, Chains of Darkness, and Deep Sleep are nearly useless. Perhaps an extended turn for these spells (as well as Hypnotic Blaze) would make them more valuable.
If Time Stop could be cast and not take effect until the Elf's next turn, this too would become a formidable spell, as actions are very important and some of these spells are only reliable in group sessions.

Does anybody else think certain spells should be amended for Solo play?

Nobody's really said much in regards to the Wizards of Morcar spells, so I assume you won't be use them in this quest pack.
Fair enough, but we still have Tempest, Deep Sleep and Timestop to worry about, as well as, to some degree, Courage, Sleep and Hypnotic Blaze.
Suggestions:
Tempest should be extended for 1 additional turn.

Deep Sleep should defer back to Sleep itself in a solo quest, but maintain its difference in groups.

Timestop, much like Flashback should not take an action. We're dealing with a Time concept and the heroes in the game are not experiencing Time the same way we do when playing. In my altered version of Quest 9 Race Against Time I add a time limit based on actions. Some orcs may last longer then others in a 1 on 1 battle, they may last 3 or even 4 turns depending on die roll and defense. This can be interpreted as some orcs are better fighters then others. My point is actions cost time and the Elf now has spells to manipulate time. To a very recent degree he can go back in time (it makes sense that this wouldn't cost an action). He can pick and monster and slow down its perception of time (visually by keeping a focus on them), or he can speed up his or a fellow hero's time. I would imagine speeding up his own time would be easier then focusing on the other heroes. But by using an action to cast it impedes on his own productivity. That's why whenever he does use this spell it's on another hero, because they can make more use of it. But since he's messing with Time here, I suggest just get rid of the action when casting on himself.

SleepWhen a Wizard is casting this spell in a solo quest I would just combine the monster's immediate roll with the one on his next turn, so the monster only gets one chance to break it until his next turn.

Courage: Some of you could remember or even took part in the Great Courage Debate of last year; I think the Wizard could optimize the strength of this spell if we use the Ethica Interpretation:
Ethica wrote:I don't see where the confusion is with the use of this spell. You can cast it on yourself before you encounter monsters (so that you're not wasting a turn casting when you need to be fighting), then when you next attack you feel corageous and keep going until all the monsters are gone and you calm down (a bit like the incredible hulk).


The Wizard can totally make use of this if he utilizes Faust at the right room.

Hypnotic Blaze does get a but weaker in a solo quest, but if it takes hold you can still get 2 free hits, I guess we could leave it as is.


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Re: The Tyrant's Tomb - a solo quest pack

Postby Pancho » March 2nd, 2020, 5:48 pm

Lots of food for thought there Wallydubs, cheers. I’ll write a substantive post tomorrow.


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Re: The Tyrant's Tomb - a solo quest pack

Postby lestodante » March 2nd, 2020, 5:58 pm

Pancho wrote:I just included a line to say that the Witch will cast her binding spell on the Dwarf...
As it stands the Skullcleaver can only be found if Caenwulf gives it to him...
...but there are 13 artefacts available for a 12 Quest pack, so maybe its Ok that every one isn't found in every play-through. What do you think?

Perfect!

(about weapon swap) I think this is a really good idea, and would make the Elf character stand out. Do you still agree with this after having seen the Elf Quests? If so, I can add it in to the intro.

Yes, I think it should be a generic rule for everyone. It's more realistic.

In other news, Wallydubs has kindly offered to playtest for me, after he has finished with your pack. He hasn't had chance to read the whole thread yet but he likes your idea of splitting the Elf spells into decks of 3 cards each. He wrote;
Tempest I will just keep the same. It will still get used as the Wizard teams up with other Heroes quite quickly, and even if he's on his own it still can be used to slow down an enemy and allow escape.

He is right, some spells are useless in a solo quest. We can simply add "until the end of your next turn" when required. There is a topic created appositely for spells improvement. Let's try to not make any of them unbalanced, each standard set has a combination of weak spell, good spell and strong spell (better to discuss later about this).

My last question is about the card backs for the Elf spells. The one below is great. If you have 3 decks, will there be a different back for each, or will it just use this artwork with different names.
If possible we could have 3 different art backs; the original from MOTM, the one below, and maybe a third if Luis did a different design at the concept stage?

.... who knows? :roll:
elf deck prev.jpg
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Re: The Tyrant's Tomb - a solo quest pack

Postby Pancho » March 3rd, 2020, 10:18 am

That artwork is fantastic. There you go right there, card backs for Illusion, Nature & Time.
I can imagine members finding the work you are doing with the Elf Spells very useful, even if they're not interested in playing this quest pack.

My comments on spells as they relate to this project;

WOM spells (Spells of Detection etc) -
You were correct earlier Wallydubs, they are not being used in this pack.

Elemental spells -
Only the Wizard (and the Cabiri) will use them, with the Elf only having access to the Elf spells. The Wizard will start with 3 elemental decks of his choice, but in his first quest he will gain the Wand of Galimatias, which grants him use of all four decks from that moment on. It's possible that he finds the Wand of Recall in that Quest too.
I really don't want to change any of the elemental spells for this pack. I completely agree with what has been said about some spells being less useful in a solo quest, but there are a number of things to bear in mind in this particular instance.
- Not all of the Quests are strictly solo. Even Running the Gauntlet & Growl of Thunder have allies that the Hero teams up with half way through. Four of my Quests will have all four Heroes in them, the closer they get to confronting Kyrax and some of the other key battles in the books. The Wizard should have the opportunity to use all the spells as originally written. In fact, I've designed the Quests so that all his spells will get used.
- Even in a strict solo quest I can see opportunity for the use of spells like Swift Wind, Veil of Mist, Courage, Tempest. Escaping from a slow moving Undead creature for example. Also, the Wizard should have the Wand of Recall so he could cast Courage on himself, use an attacking spell on one monster, then take advantage of the Courage to deal with the other monsters on the next turn. The same tactic also would work with Tempest. I don't have a problem with sleep, as there is only a 1 in 6 chance that the monster will wake up before the Wizard can take advantage.
- The Cabiri also have these spells. I fear that if that Air Cabiri had a Tempest spell that, say, lasted two turns instead of one, it could mean a quick death for a Hero.
- Also, I wouldn't want to ask people to print out different versions of these well loved spells cards, just for one quest pack. It's a bit different for the Elf spells, as explained below.

the Elf spells -
I am less precious about changing the Elf spells than I am about the elemental ones. People will hopefully feel more inclined to print out/create the new set of Elf spells, because they will have cool new artwork, a nice theme of 3 separate decks, and they will be an improvement on the originals (which were a bit meh, and probably not play-tested as well as the elemental spells were).
Deep Sleep - I propose that it can only be broken like normal sleep, i.e. a 6 is needed.
Time Stop - I can see two solutions, either it doesn't cost an action to cast, or it allows the Elf two more turns before anyone else.
Hypnotic Blaze - I don't have a problem with the effect on monsters in a solo setting as it can still be very useful, but I don't like it that it affects the other Heroes two. It makes no sense that his own buddies can lose 3 turns.
Twist Wood - Agree that it's too vague. The rules need clarifying.

One more thing - now that we have separated the Elf deck into three, maybe the sword Woe could grant the elf one more deck, rather than just one more spell? These quests will get pretty difficult, I think 6 spells for the Elf is not too many.


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