by The Admiral » March 20th, 2018, 6:24 am
Currently doing a development of the final quest. My brother will expect a big battle, but I love the concept of sneaking around the city to buy stuff while being hunted down by the guards. So.....the quest will have two parts. Stage one will be patrol mode which is basically the quest as written, although I've slowed the guards down to 4 as they are assumed to be stopping to look around. No capture mechanic now; if a guard can finish his turn next to a Hero he will try to raise the alarm. The Heroes then have a turn to kill the guard. If he's still alive at the start of Zargon's next turn the alarm is raised and stage two starts. Heroes can attack guards whenever they want, but an attacked guard who is alive on Zargon's turn will raise the alarm.
Stage two is alarm mode. Guards now move their full allowance, but are not replaced. A double (northern) gate is placed at the top of the board with an assumed unlimited double corridor extending from it. Heroes may not exit through this gate. Monsters (Goblins, Orcs, Sneaky Gits, Chaos Dwarfs and Ogres) will then appear at the gate every turn. What monsters are selected is linked into my Evil Wizard Card rules, but would roughly be per turn, depending on the number of Heroes and henchmen, 3 Goblins, or 2 orcs, or 1 Goblin and 1 Sneaky Git, or 1 Chaos Dwarf.
If the Hero Party is down, then the Prisoner will be a Half-Orc Character (Tarak from D&D Boardgame) who will join the party. Likewise, if their henchmen are low in numbers, then there will be three Half-Orc Archers (from same game) in the cells.