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[Preview] [Quest Pack] [3 Quests] - Solo Quest Pack

Discuss Quest creation and share Quests/Quest Packs you've created.

Re: Solo Quest Pack

Postby The Admiral » May 30th, 2017, 12:28 pm

Decipher wrote:Alright, I get all that, but I thought the Wizard having to fight golblins the whole time with the occasional orc or fimir would be repetitive and boring, that's why I included the artifacts to help him at least hold his own for bigger monsters. The rat wondering monster is simply an awesome idea that can be used. But, I think after exploring the entire solo idea and play testing this past weekend, I'm going to deffer to scraping this whole project. It's not that I am lazy or don't have time or the ability, I just think the Wizard on his own is a unique situation that the standard rules do not cover and maybe it's just something that cannot be balanced for a good game.


Noooo! I really want some solo quests for the Heroes. It may seem boring, but as a starting Wizard, an orc is quite terrifying, and exciting. A Wizard can only really buy a Staff and daggers and these are weapons that are best used with a group of Heroes. So, with the Wizard not having much to spend his money on, henchmen will be a real purchase option for him, allowing him to shine as he would in a larger group. Other Heroes may see them as dead money early on, that is detracting from them acquiring more powerful equipment, but for the Wizard they are a real option for his hard earned cash. I am not against him having henchmen, just not giving him any for free. While other Heroes on a solo quest might be given a better weapon or shield, the Wizard could perhaps get aggressive scrolls, and certainly a wizardy artifact wouldn't go amiss. I think you have a great idea here, and I don't want to be pouring cold water over it.


Rewards:
Grin's Stone Map Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered a menacing Chaos Warlock! Encountered all eight (8) Game System monsters.
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Re: Solo Quest Pack

Postby Decipher » May 30th, 2017, 1:11 pm

I'll take a few days to play around with it and try to pop out some good stuff. I think if the rat wondering monster is added, maybe some scrolls etc, it can be done. I'll do some brain storming and figure it out.

Admiral, you drive a hard bargain lol.


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Re: Solo Quest Pack

Postby The Admiral » May 30th, 2017, 5:19 pm

Decipher wrote:I'll take a few days to play around with it and try to pop out some good stuff. I think if the rat wondering monster is added, maybe some scrolls etc, it can be done. I'll do some brain storming and figure it out.

Admiral, you drive a hard bargain lol.


8-) I'm glad this may still go ahead. I'm just giving my thoughts. You are the designer and I'll appreciate, and almost certainly play, anything you produce for us.


Rewards:
Grin's Stone Map Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered a menacing Chaos Warlock! Encountered all eight (8) Game System monsters.
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Re: Solo Quest Pack

Postby j_dean80 » May 30th, 2017, 6:33 pm

Could consider giving the Wizard all four spell groups. To add more flair...try adding different "weak" monsters like giant bats and rats. For the Wizard even a zombie can be a tough "boss". Maybe give the "boss zombie" a couple Chaos Spells.
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Re: Solo Quest Pack

Postby whitebeard » May 30th, 2017, 11:55 pm

I'm interested in these but less so since they are an alternative to the first group quests. I suppose I expect expansion materials to begin where the original 14 left off. The heroes we play with now are champions yet they consistently struggle to stay alive and rarely do they start quests with healing potions in their pockets. This can make any dungeon deadly! Yet there is always someone there to pick-up the equipment and pass it on to the new guy. I do understand the desire to have a new player intro and "catching up" to the more buffed players already in the game but I was actually thinking that my son would want to play and/or GM these with me.

I would expect a wizard's solo quest to involve doing what wizards do best. Outsmarting their opponents.

I do like the modified wandering monster which has been proposed (giant rat which runs away). Alternatively, the wandering monster could be completely substituted as in Castle of Mystery & "Olar's ghost". Instead it could raise a "warning level" or even be an NPC who offers you clues. Or a book worm that eats one of your spell scrolls. Or a roll of the dice to decide between all of the above.

More pro-actively, the wizard is very good at the following things.

(1) running away! (from monsters and towards the objective)
(a) a monster bound to a room (too big for the door, contained in a summoning circle, in chains, etc.) can be tricked and slipped past. Better yet, this is the perfect time to use Veil of Mist.
(b) the monster wants something you have, so you throw it and run the other way.

(2) Buffing others.
(a) an NPC is holding back a flood of monsters. You need to heal him and possibly give him courage.

(b) the monsters are brawling which is why they don't notice your approach. But they will notice you when the fight is over... unless of course you buff the one fighting 3 others. :) Then you only have to defeat the survivor with 1BP.

(c) NPC needs to race to brace a door. Will only make it if you cast swift wind on him/her.

(3) tricks
(a) you realize the monsters (which serve their arcane master) are actually terrified of ALL magic users. A fake curse, or fake spell casting can cause them to flee! perhaps you discover this after you cast your first offensive spell. "the fear of the monsters is palpable". Perhaps they are afraid, cower and receive huge penalties (as if the fear spell was on them).

(b) you notice the guard is already drowsy - the smart wizard player would take this a cue to use the sleep spell here! And it works without a monster save check.

(c) The portcullis is closed behind a chaos warrior who is signaling for you to approach and attack... He is giving you the first shot because he has sized you up and knows he will break you in half! He will not advance and you are a play thing to him. But "Pass Through Rock" puts you on the other side of the portcullis where where you quickly lock it and must kill only the goblin operator who would open it again.

(d) some kind of illusion capability like create door/walls allows you to confuse the enemy. Perhaps an open door in the wrong spot would cause a large foe to run head long into a solid object. being knocked out?

(4) Making intelligent use of his spells to maximize effect
(a) Genie to open a door you are "supposed" to open from the other side as a way out of the dungeon. This cuts out 1/2 of the dungeon!

(b) A room is filled with something flammable (sewer gas is not so obvious) and a well placed fire of wrath kills everything in the room (and shakes the entire dungeon).

(c) A tempest spell on the first monster and standing in front of it for one turn prevents a flood of monsters... while you run to the next door and lock it.

(5) solving puzzles

(6) Borrowed artifacts / single use items (better than permanent buffs which break things later).
(a) extend the wizards ability to counter chaos spells (a.k.a you came prepared for the necromancer and you are able to sever his control of them, and white they HATE the living, they hate him even more.
(b) ointment - Green skins are unable to see you for what you are. And will not attack and let you pass provided you do not engage in any combat in front of them. don;t say this, instead say something vague about aggression on your part and their part.

(7) a healthy pile of spell scrolls... He's on his own, he needs this.

(8) mind points vs. body points.
(a) all creatures in an area are mentally assaulted. You get monsters to follow you and with the flip of a switch (e.g. pulling a cloth off of a disco ball) they are disabled. Effects are location based and/or you have a potion to recover mind points. Or it is just a save you easily make.

etc.
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Re: Solo Quest Pack

Postby The Admiral » May 31st, 2017, 5:53 am

j_dean80 wrote:Could consider giving the Wizard all four spell groups.


That is a major power upgrade right from the start for the Wizard, and will cause a problem for the Elf when the team joins together. If one wants to power up the Wizard right from the beginning there are many options. Give him more body points, allow him to use all the weapons and armour, supply him with powerful artifacts, allow him to cast his spells twice or more per quest. I have done some of these things for my Wizard, but they have occurred over a long period of time and have been hard earned. I personally like to see him start as the original game started him, and then progress him naturally using the system, and what is found/won in quests. e.g. an extra BP on completion of 'Heir to Chaos' and an extra MP on completion of 'Chaos Twins'. My Wizard is now immensely powerful, but that journey has been a long one!

People can obviously do whatever they like, but it would not be my preference, and If I had a starting Wizard, they would not be quests I would use to begin his questing adventure.


Rewards:
Grin's Stone Map Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered a menacing Chaos Warlock! Encountered all eight (8) Game System monsters.
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Re: Solo Quest Pack

Postby Decipher » May 31st, 2017, 2:09 pm

The issue with making any type of unofficial quest, even a single one, is it will somehow overpower the Heroes in one way or another, no matter at what time you play the quest(s). So if you play a custom 4 quest pack between the game system and Kellar's Keep for example, the Heroes will be more powerful going into Kellar's Keep. As far as starting new characters, I don't see an issue with playing something like a 4 quest solo pack with a new character. The SOUL purpose of this whole project is to scratch the HQ itch when a group of players can't get together to play a full game. In a sense, this would be one of those things where you would play on a weekend. You will get the feel of a complete HQ experience tailored just for a single player. Yes, I know, a single player could play all four Heroes, but in my opinion, that is not how HQ is supposed to be played. However, playing solo isn't the way HQ is supposed to be played too. Should this Solo Quest Pack tie into the main Milton Bradley HQ product line? I'd say that's personal preference. I don't think myself or anyone for that matter would be able to insert a generic custom quest pack between official quests/quest packs that could keep the game balanced as it was originally designed while having something that's both fun and challenging at the same time. Removing gold, equipment, armor, weapons a Hero has earned while playing the Solo Quest Pack so he can play the official quest's is not a fair or a cool thing to do to a player.

Like I said, in my opinion, the Solo Quest Pack should be treated just as that, a solo game all on its own. Something that can be played as a last resort if only two people are available to play. I think an average game master could easily throw in some monsters and traps on the fly if he wanted to use the Solo Quest Pack to host a full hero group.


Rewards:
Grin's Stone Map Created a Hot Topic. Participated in a Miniature Exchange. Slain a measly Goblin! Killed a mighty Fimir! Destroyed a Zombie! Unravelled a Mummy! Encountered a menacing Chaos Warlock!
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Re: Solo Quest Pack

Postby j_dean80 » May 31st, 2017, 5:54 pm

Perhaps the Solo Quest Pack could be used to get a new Hero up to speed. Lets say a Hero was killed off so a new Hero comes to take his place. He would be well weaker than his fellow Heroes. He wouldn't want to play through the base game again...been there done that. This will give him a chance to advance with some new material.
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Re: Solo Quest Pack

Postby whitebeard » May 31st, 2017, 6:48 pm

Decipher wrote:The issue with making any type of unofficial quest, even a single one, is it will somehow overpower the Heroes in one way or another, no matter at what time you play the quest(s). So if you play a custom 4 quest pack between the game system and Kellar's Keep for example, the Heroes will be more powerful going into Kellar's Keep.


We are playing a Conan pulp fiction style game. One story picks up where Conan is in his 50's and king of Aquilonia. And the very next he is a veteran on the Pictish frontier. Or a young pirate. Etc.

For example we are currently 3 or 4 adventures into KK and we play my DungeonsDark quests in between (KK is disapointingly bland!). So the healing potions and daggers found in KK have been used elsewhere. And when we return, to KK we are not quite the same and nobody really cares.

The wizard is a little bit more powerful with 4 spell schools and a randomly selected pair of DD artifacts, but this just makes him more fun to play. The rest of the party struggles to maintain their equipment as few quest end with a reward.

The warrior buffs from new equipment are minor like the Dwarven axe which allows you to divide the 4 attack dice into separate attacks. Sure, that helps against goblins, but it can also back fire if you try to take down an orc and save 1 or 2 dice for another adjacent monster.

And heroes die, lose artifacts, etc. A rust monster could and did devour some artifacts. No power creep here. Are the heroes really more powerful after KK than when they went in?

You have inspired me to write a few Solo Quests. Thank you.
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Re: Solo Quest Pack

Postby Decipher » June 1st, 2017, 2:01 am

j_dean80 wrote:Perhaps the Solo Quest Pack could be used to get a new Hero up to speed. Lets say a Hero was killed off so a new Hero comes to take his place. He would be well weaker than his fellow Heroes. He wouldn't want to play through the base game again...been there done that. This will give him a chance to advance with some new material.


That Sir is a great idea...


Rewards:
Grin's Stone Map Created a Hot Topic. Participated in a Miniature Exchange. Slain a measly Goblin! Killed a mighty Fimir! Destroyed a Zombie! Unravelled a Mummy! Encountered a menacing Chaos Warlock!
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