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Q5 Noble Deeds

Quests for the HeroQuest 25th Anniversary Quest Pack.
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First Post: Map + Quest Notes

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Re: Q5 Noble Deeds

Postby lestodante » October 21st, 2018, 5:51 pm

I can't see another trap door icon on the map; I understood in this quest it is some kind of secret passage for the Trickster. but if a hero stand on it, doesn't mean that he is using the trap door. So that tile may be unvoluntary blocked by the hero.


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Re: Q5 Noble Deeds

Postby j_dean80 » October 21st, 2018, 7:47 pm

lestodante wrote:I can't see another trap door icon on the map; I understood in this quest it is some kind of secret passage for the Trickster. but if a hero stand on it, doesn't mean that he is using the trap door. So that tile may be unvoluntary blocked by the hero.


I just meant the Heroes wouldn't know there isn't another trap door, just would know how the trap doors usually work.

I can make a Hero fall from the ceiling somewhere as a "trick". That would leave no gray iffy area.
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Re: Q5 Noble Deeds

Postby Anderas » October 22nd, 2018, 6:07 am

My analysis:

Assumptions:
2.5 dice group (Everyone attacks with 2 dice, except Barbara 3 Dice, everyone defends with 3 dice)
3 Wandering Monsters



Traps:
28.5 BP;
12.5 are in rooms with monsters (--> not findable; count 100% against difficulty)
16 BP traps are findable (ignored for the difficulty)

Monsters:
On the way in:
2.8 BP Monsters
1 BP Wandering Monsters

On the way out:
They have to walk with the girl on the back, 52 squares. That makes 15 turns (ouf!)
5x1 + 5x2 + 5x3 kobolds, i guess that the singles wait for reinforcements before they attack, so that makes 10 x 3 Kobolds attacking, costs 5.4 BP in total.

Result
12.5 + 3.8 + 5.4 = 21,7 BP loss.

That's just behind the borderline of "too hard"; it's not ok anymore: It is just that tiny bit harder than "The Trial".
If they're stupid and trigger one or two too many traps, TPK. As it is right now, it can be likely 2 or 3 losses exactly like "the Trial". Maybe remove a few of the "non findable" traps?


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Re: Q5 Noble Deeds

Postby j_dean80 » October 22nd, 2018, 8:09 am

Maybe remove a couple traps and 1 Kobold from the groups of 3?
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Re: Q5 Noble Deeds

Postby Anderas » October 22nd, 2018, 11:01 am

Also here, I had to re-estimate with kobolds adjacent have +1 die.

Traps stay what they are
12.5 are in rooms with monsters (--> not findable; count 100% against difficulty)
16 BP traps are findable (ignored for the difficulty)

Monsters:
Way in
5 BP Monsters
3 BP Wandering Monsters

Way out
10 * 1.5 = 15

That makes some 23 for monsters plus 12.5 from non-findable traps, that's not a tiny bit harder than the Trial, that's nearly a guaranteed TPK.

A problem here is that the monsters from the stairway alone make a middle-strong quest set.
The Monsters on the map plus all the Traps make a hard quest set, too. So there's no room for both, except if both are cut in half...


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Re: Q5 Noble Deeds

Postby j_dean80 » October 22nd, 2018, 7:00 pm

Anderas wrote:Also here, I had to re-estimate with kobolds adjacent have +1 die.

Traps stay what they are
12.5 are in rooms with monsters (--> not findable; count 100% against difficulty)
16 BP traps are findable (ignored for the difficulty)

Monsters:
Way in
5 BP Monsters
3 BP Wandering Monsters

Way out
10 * 1.5 = 15

That makes some 23 for monsters plus 12.5 from non-findable traps, that's not a tiny bit harder than the Trial, that's nearly a guaranteed TPK.

A problem here is that the monsters from the stairway alone make a middle-strong quest set.
The Monsters on the map plus all the Traps make a hard quest set, too. So there's no room for both, except if both are cut in half...


I think I have a solution. I'll work on it.

Edit: OK made changes, hope that fixed it.
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Re: Q5 Noble Deeds

Postby wallydubbs » October 31st, 2018, 3:02 pm

This seems like it would be a really fun quest for the heroes until the alarm goes off. Since the heroes have no idea which section of the board the noble's daughter is being held they'll probably hit at least one quadrant of the board before moving south. Might I suggest only activating 2 quadrants when the alarm goes off.
I'm also thinking if the heroes go through the eastern door first and end up finding the trickster first he can drop a key as he flees. This key would open the cell door without setting off the alarm.


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Re: Q5 Noble Deeds

Postby j_dean80 » October 31st, 2018, 7:38 pm

wallydubbs wrote:This seems like it would be a really fun quest for the heroes until the alarm goes off. Since the heroes have no idea which section of the board the noble's daughter is being held they'll probably hit at least one quadrant of the board before moving south. Might I suggest only activating 2 quadrants when the alarm goes off.
I'm also thinking if the heroes go through the eastern door first and end up finding the trickster first he can drop a key as he flees. This key would open the cell door without setting off the alarm.


The quadrants aren't activated by the alarm, only the secret doors to the room. Then the flow off the stairs.

The fun part for Zargon is the alarm. I personally wouldn't want a key that skips it.
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Re: Q5 Noble Deeds

Postby wallydubbs » November 1st, 2018, 7:57 am

Oh, I see. I think I misunderstood what you were going for.


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