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[Complete] Summons of the Wizards' Council

The secret catacombs where members gather to discuss Quests in progress and contribute to community Quest projects.

Re: Summons of the Wizards' Council - a work in progress

Postby TMU » Thursday August 24th, 2017 9:55am

Where is that picture from?
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Re: Summons of the Wizards' Council - a work in progress

Postby j_dean80 » Thursday August 24th, 2017 2:22pm

TMU wrote:Where is that picture from?


I "borrowed" it from drathe's Wizards of Zargon cover.
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Re: Summons of the Wizards' Council - a work in progress

Postby j_dean80 » Sunday August 27th, 2017 2:02pm

Quest 9 (The Final Conflict):

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Last edited by j_dean80 on Wednesday January 3rd, 2018 6:37pm, edited 3 times in total.
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Re: Summons of the Wizards' Council - a work in progress

Postby j_dean80 » Sunday August 27th, 2017 10:53pm

Quest 10:

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Last edited by j_dean80 on Wednesday January 3rd, 2018 6:42pm, edited 3 times in total.
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Re: Summons of the Wizards' Council - a work in progress

Postby j_dean80 » Wednesday August 30th, 2017 9:22pm

Just re-posted "Wizards of Zargon" story page. Hopefully that, the cover, and Quest 9/10 are pretty much final versions. If anyone catches something I should fix please let me know.

Oh and I guess this Quest Pack is fitting now that I'm a High Mage...
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Re: Summons of the Wizards' Council - a work in progress

Postby j_dean80 » Thursday August 31st, 2017 9:24pm

Alchemist's Shop/Title Page (Page 1):

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Re: Summons of the Wizards' Council - a work in progress

Postby knightkrawler » Friday September 1st, 2017 2:45am

Adapting these potions into my own cards right now...
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Re: Summons of the Wizards' Council - a work in progress

Postby knightkrawler » Friday September 1st, 2017 4:20am

Edits to consider:

QUEST 4
"I believe he has been buried in..." --> "I have reason to believe he has been buried alive in..."
"...shortbows. They may roll 2 combat dice on ranged attack." --> "...shortbows. They may attack any hero they can see." OR "any visible hero."

"A hero rolls...wastes their Action."
--> "A hero can attempt to open a coffin or tomb in the same room by rolling one red die, without any monsters present. A coffin or tomb will open if the number assigned to it in the map is rolled with the die. If an unassigned number is rolled, a wandering monster appears and attacks. If a number assigned to an already opened coffin or tomb is rolled, nothing will happen and the hero's action ends."

Comment: I think this is way too many potential Wandering Monsters flooding the room where the heroes first have to kill them all and then take the next attempt at opening a coffin. Potentially very very tedious to play.
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Re: Summons of the Wizards' Council - a work in progress

Postby j_dean80 » Friday September 1st, 2017 7:31am

knightkrawler wrote:Adapting these potions into my own cards right now...


They are pretty much the Elf Pack potions almost word for word. Mostly just changed "Elf" to "Wizard" and gave the potions new names. I thought these Elf potions worked pretty well for the Wizard as well.
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Re: Summons of the Wizards' Council - a work in progress

Postby knightkrawler » Friday September 1st, 2017 7:47am

j_dean80 wrote:
knightkrawler wrote:Adapting these potions into my own cards right now...


They are pretty much the Elf Pack potions almost word for word. Mostly just changed "Elf" to "Wizard" and gave the potions new names. I thought these Elf potions worked pretty well for the Wizard as well.


Yeah, I figured. But the idea to cater them to the Wizard, thats what I stole from you.
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