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[Preview] [Quest Pack] [4 Quests] - The Champion's Trial

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Re: The Champion's Trial. Expansion to main cannon -in progr

Postby Just_Will » July 20th, 2016, 11:35 pm

Here is quest one with the spelling corrections made. Good catch by Gold Bearer! |_P

Next up will be Durgin's Vault :dwarf:
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Re: The Champion's Trial. Expansion to main cannon -in progr

Postby Figomurphy » July 21st, 2016, 8:11 am

Great looking quest. Well done.


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Re: The Champion's Trial. Expansion to main cannon -in progr

Postby Just_Will » July 21st, 2016, 10:43 am

Up for your review is Quest 2 of the Champion's Trial, Durgin's Vault. As before, feedback, critique and corrections are greatly appreciated! [most current revision is further down. I'm deleting files as I revise an replace them so as not to waste space]

(I'm considering changing 2 Men-at-Arms: Dwarf's choice to 2 Men at arms: Halberdiers to balance the 'Durgin's Horn' relic. Thoughts?)
Last edited by Just_Will on July 21st, 2016, 6:34 pm, edited 2 times in total.
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Re: The Champion's Trial. Expansion to main cannon -in progr

Postby Gold Bearer » July 21st, 2016, 4:43 pm

Nother real minor nitpick. Looks like there's a double space in there, with white.

Not sure about the horn. Is it supposed to summon the spirits of the men-at-arms? If it does they could disappear after the turn or maybe a few turns so it's not so powerful.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


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Re: The Champion's Trial. Expansion to main cannon -in progr

Postby Just_Will » July 21st, 2016, 5:20 pm

Gold Bearer wrote:Nother real minor nitpick. Looks like there's a double space in there, with white.


Ok I see it. Easy fix.

Gold Bearer wrote: Not sure about the horn. Is it supposed to summon the spirits of the men-at-arms? If it does they could disappear after the turn or maybe a few turns so it's not so powerful.


I hadn't thought about that. I'd rather have them stick around since men-at-arms die fairly easily. I could always scale it back to one man-at-arms.
Last edited by Just_Will on July 21st, 2016, 6:32 pm, edited 4 times in total.
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Re: The Champion's Trial. Expansion to main cannon -in progr

Postby Gold Bearer » July 21st, 2016, 5:51 pm

Or make them scouts? They tend to be the least used anyway.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


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Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: The Champion's Trial. Expansion to main cannon -in progr

Postby Just_Will » July 21st, 2016, 6:17 pm

Gold Bearer wrote:Or make them scouts? They tend to be the least used anyway.


Good call. And they disarm traps too, so it matches the dwarf's theme. I made the change to scouts, changed it so they can also be summoned at the entrance. I cleaned the text up a bit too.
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Re: The Champion's Trial. Expansion to main cannon -in progr

Postby Big Bene » July 21st, 2016, 7:49 pm

I like the idea and the quests seem well balanced and fun to play, but I would add an in-game explanaination why the tombs are infested with monsters (at least Ladril's Sanctum is located in the land of his peaople), and why the spirits of the original heroes act hostile against the defenders of the empire.
Have a look ;)


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Re: The Champion's Trial. Expansion to main cannon -in progr

Postby Just_Will » July 21st, 2016, 8:03 pm

Big Bene wrote:I like the idea and the quests seem well balanced and fun to play, but I would add an in-game explanaination why the tombs are infested with monsters (at least Ladril's Sanctum is located in the land of his peaople), and why the spirits of the original heroes act hostile against the defenders of the empire.


I plan to do that in a larger full page narrative like the other expansion packs do. I'm toying with the idea that the slews of restless and hostile spirits of the chaos forces slain by the original heroes are bound in dishonor to the burial halls of the heroes who vanquished them. Sort of an anti-Vahalla |_P

As for the Spirits of the original heroes, this is a trial for their would-be successors. The spirit of Rogar wouldn't just hand off the Star of the West to any old random yahoo. He (and every other hero spirit) must test the new heroes for worthiness in the only way they know how.... GLORIOUS COMBAT!!! :barbarian:
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Re: The Champion's Trial. Expansion to main cannon -in progr

Postby Just_Will » July 22nd, 2016, 12:43 am

Up for your review is Quest 3 of the Champion's Trial, Rogar's Hall. Effective critique and comments are welcome as always!
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