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[Quest Pack][WIP] Conquering Despair

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Re: [Quest Pack][WIP] Conquering Despair

Postby Teldurn » April 28th, 2014, 5:47 pm

Daedalus wrote:Looking cool. Second on including a note about the stepping stones. I'd also think some kind of clue as to the Quests beyond the two exits would make the choice more interesting.

Yeah, I will be redoing the quests so that the letter marks read more descriptively. Something like. "The exit to the north leads up toward the foothills, while the exit to the south go deeper down into the sewers." And then a GM note on the same line as to which exit goes to which quest.

Thanks for the feedback so far, guys! I'm continuing the story and I think you're all going to like what I have...once I get around to finishing them up as quests. Well, I hope so anyway. |_P
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Re: [Quest Pack][WIP] Conquering Despair

Postby Sjeng » May 11th, 2014, 3:39 am

There are icons for goblin archers (an added arrow) for the one on the table.
I'd also place the orc ON the first stepping stone, so heroes couldn't potentially escape the dungeon without finding the ruby gemstone first. After killing all monsters, why not open the chest, right ;)
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Re: [Quest Pack][WIP] Conquering Despair

Postby Goblin-King » May 11th, 2014, 6:40 am

yes - notes are needed for the stepping stones.

Maybe instead of plain out telling where the doors lead to, maybe you could show it somehow?
Now, I don't know which plans you have for the two quests, but something like having a goblin guard the hill-door and have a set of stairs down to the sewer door?


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Re: [Quest Pack][WIP] Conquering Despair

Postby Teldurn » May 11th, 2014, 9:43 am

Sjeng wrote:There are icons for goblin archers (an added arrow) for the one on the table.
I'd also place the orc ON the first stepping stone, so heroes couldn't potentially escape the dungeon without finding the ruby gemstone first. After killing all monsters, why not open the chest, right ;)

Good idea with the orc placement. And while I know there are a good number of varied monster icons like the archer you mentioned, there are also lots of custom ones I need to do or have done for me.

Goblin-King wrote:yes - notes are needed for the stepping stones.

Maybe instead of plain out telling where the doors lead to, maybe you could show it somehow?
Now, I don't know which plans you have for the two quests, but something like having a goblin guard the hill-door and have a set of stairs down to the sewer door?

I was thinking of adding a sewer grate near one door but the stairs is a good call. I don't know about the hill-door yet. A goblin there would just be another enemy. It might need another note, and I feel this quest already has too many.

As for the stepping stones, I don't know if they are used in another quest or what the mechanics of them are, but I was thinking of adding a note that you need to roll a skull on one die to jump from each stone to the next else take 2 points of damage as you fall down in the gap squares and end your turn.

I would probably have another separate page devoted to mechanics on all the special tiles used in the whole pack. This would save on a little precious quest note space.
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Re: [Quest Pack][WIP] Conquering Despair

Postby Sjeng » May 11th, 2014, 10:42 am

when you fall down the stepping stones, you could end up somewhere else on the board and have to retrace your steps. Not too much though, and certainly some damage ;)

edit: no, nm that, you'd need to get over them in one go, and chances would be you'd die. bad idea :P
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Re: [Quest Pack][WIP] Conquering Despair

Postby Teldurn » May 11th, 2014, 10:45 am

Sjeng wrote:when you fall down the stepping stones, you could end up somewhere else on the board and have to retrace your steps. Not too much though, and certainly some damage ;)

edit: no, nm that, you'd need to get over them in one go, and chances would be you'd die. bad idea :P

That's a good point. How about making it similar to jumping a pit trap in a corridor corner instead. Rules are already in place and simple as well.
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Re: [Quest Pack][WIP] Conquering Despair

Postby chaoticprime » May 11th, 2014, 11:38 am

I really like the flow-chart.


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Re: [Quest Pack][WIP] Conquering Despair

Postby Daedalus » May 11th, 2014, 4:39 pm

I think the jumping a pit rules from the Instruction Booklet cover the stepping stones well enough. A simple note describing the chasms spaces as having the same effect as a pit should do the trick. by the way, straight jumps are also possible, so a Hero could clear the tile room safely in three jumps. Only one fall is likely, as a Hero can climb up to the last stone to escape. Interesting.

What is to prevent the Heroes from returning to the stairway tile after recovering the first gem? According to the flow chart, that would lead to nowhere. I'd add something in the Parchment section so that it is known where to exit.

A stairway down works, but it doesn't say Ratmen/Skaven as strongly as a sewer grate--I like your idea better. Maybe a stairway up with an Orc and 2 Goblins guarding the hill door would provide enough forshadowing.
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Re: [Quest Pack][WIP] Conquering Despair

Postby mitchiemasha » August 25th, 2014, 3:20 pm

Quest progression flow chart, good idea. Will be using that idea for sure.


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Re: [Quest Pack][WIP] Conquering Despair

Postby Teldurn » August 25th, 2014, 3:25 pm

I only needed to use it because these quests have multiple exits each, so it's imperative to keep track of them and keep them in logical order. But if your quests are linear like the base game system is, then you don't need a flowchart.
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