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Anderas wrote:I questimated this one.
Depends on how the heroes get out of the first quest - if they get out there with 4-dice-weapons it's hard but doable, with 20 BP loss in total. 20 BP means that very likely one of the heroes dies, maybe even a second or third.
Assuming we stretch the hero development a bit to fill 25 quests, they will get out of the first quest with 2-Dice-Weapons. Then it is way too hard to survive. Well it is meant to be too hard, to get the heroes imprisoned, right?
Quest notes:
* It might be worth to add a note that this and the following quest are meant to be played together, and that dead heroes are not dead but imprisoned.
* The goblin archer stats are missing, or we make an "official" HQ25 card for them. For me they belong in the game, so they should have a playcard.
My assumptions:
* Goblin archers attack with like the normal Goblins.
* Three wandering monsters are drawn
* The Orc shaman has the same stats like in WoM. He is the primary target of the heroes.
* Three Heroes attack, the Wizard tempest the Shaman one round.
* The goblin shaman survives 2, maybe 3 rounds so he will use "Summon Orcs", because this is the strongest spell he has. This is not even included in the calculation and comes on top!
Results
The entire quest (without the shaman room) has 16 BP, plus traps = 20 BP which would be fine - after all, you can search for all but one trap and avoid them.
The shaman room alone costs 27 BP without counting the shaman spells. So here the heroes get imprisoned.
Could you share the xml file next time? That would be nice for playing around with it myself.
Anderas wrote:If they enter the shaman's room, they have no chance at all. 20 BP from the normal quest plus 27 from the Shaman's room plus the Shaman's spells on top. They'll be captured. That's the quest concept so no problem with that.
If you want to give them a chance to go around, there needs be a way around that room.
TMU wrote:Here you are, ruining our hard work of five years and counting... I would like to still be the "master" of these quests, since they were mine and MrBigB's from the beginning, tho I have no problem whatsoever with you helping
j_dean80 wrote:TMU wrote:Here you are, ruining our hard work of five years and counting... I would like to still be the "master" of these quests, since they were mine and MrBigB's from the beginning, tho I have no problem whatsoever with you helping
Not trying to step on toes. Was told they just needed some tweaks and I tried to keep them as close to the originals as possible.
j_dean80 wrote: "I have found the source of the small raiding party. The Emperor will reward you greatly for erasing this threat from the Empire. Clear the dungeon then find the stairs leading out."
NOTES:
j_dean80 wrote:A. This falling rock trap is triggered when the last Hero passes over it.
j_dean80 wrote:B. On the Bench is a Spell Scroll of Courage.
j_dean80 wrote:D. Inside the Cupboard is a Potion of Healing. When taken, this Potion will heal up to four lost Body Points.
j_dean80 wrote:E. . . . He will lose one Body Point. The Chest contains jewels stolen from the village. These jewels are worth 50 Gold Coins.
j_dean80 wrote:F. These trap doors can be passed by standing on one, the next turn the Hero starts on the other. The Weapon's Rack has nothing of use. The Chest contains stolen coins from the village. The worth is 75 Gold Coins.
j_dean80 wrote:G. The Orc Captain rolls four combat dice on attack and three dice on defense.
j_dean80 wrote:H. The Orc Shaman knows the Orc Shaman Spells.
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