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bastianbux wrote:Ahh, stocking up on potions BEFORE starting the Quest Pack. That makes sense. We never played it that way when I was a kid, but it makes sense.
It also makes sense that they players would have to be able to recover BP and spells between quests (even though it makes no logical sense... how are they getting a chance to rest?).
bastianbux wrote:I was thinking that one of the potions sold in the Alchemist Shop was Potion of Healing, so the quest pack expected them to purchase potions between quests to heal. Nope, haha.
Because my current group was going to be 6 Heroes when we started, I had to create a Ranger and a Cleric. The Ranger and the Wizard and Dwarf have dropped out (well, the Dwarf never actually even started, but that's another story) so with the Cleric... it might be possible for the Heroes to make it through the ten quests without recovering BP. The Cleric has three different healing spells, and I suppose I could let him recover his spells between quests, and also give them the option of buying Potions of Healing along with the other potions in Alchemist Shops which I could locate ever few quests or so. What do you guys think? I kind of like the idea of them doing the whole pack without innately recovering HP between quests. Plus it will give them something to spend their crazy amounts of gold on. We are only on quest 12 in the base game though, so I have a bit of time to figure it out.


AerynB wrote:Just started KK with Dave. He said he enjoyed it, but he says he's looking forward to a quest pack with new or different characters/monsters. I've tried telling him we won't get any new monsters for 20 more quests, but I think he keeps forgetting.But maybe I could use some of the DnD minis I bought for a few of the boss-like monsters instead of the Chaos Warlock figure. Hmm... *peruses KK quest book* Well... The Fimir in Quest 4 (The Dwarven Forge) knows a spell... I could use a DnD monster for him mayhaps. Quest 5 (The Hall of Dwarven Kings) has the stronger skeleton monsters, I could use different monsters for them. There's a Chaos Warlock in Quest 6 (The Great Citadel), I could definitely make a different character for him. There's an Orc Captain in Quest 7 (The Eastern Passage) and you're supposed to use the special orc with the notched sword, but I could always use a scarier looking orc. Nobody special in Quest 8 (Belorn's Mine) except the gargoyle, but I like using that figure; it's already big and scary enough.
Quest 9 (The East Gate) has the shape-shifter, which probably shouldn't be a special mini because it cycles through all the various monsters, but the Chaos Warlock Borokk could be a special guy. And nothing really special in the last quest (Grin's Crag) except for the special guardian gargoyle, which, like I said before, I probably won't change because I already like the gargoyle figure.
Hmm... now that I've glanced over the quests, it's not too bad of a pack. Yes, it's mostly going from point A to point B and looting all the rooms for treasure, but there are some interesting traps, monsters and story. Like, in the Hall of Dwarven Kings, you sorta get to learn about the, uh, old Dwarven Kings.And the quest before that (The Dwarven Forge) is a neat little room that pretty much only the Dwarf can walk through (unless you have the Fire Ring, of course). As a matter of fact, this could almost be considered the Dwarf Quest Pack... Wonder which one would be a good Wizard Quest Pack... maybe the Wizards of Zargon... *shrugs*
I also kinda like how the rooms and corridors are arranged in this pack. For instance, corridors seem to be much shorter than corridors in the main system. And some corridors become little treasure rooms or small graves. Anyhoo, it's kinda clever.
Hopefully it'll still hold Dave's interest for 9 more quests. We'll see how it goes.
















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