Anderas wrote:I didn't find the most recent quest notes anywhere in this thread. I guess they disappeared somehow during multiple editing. . .
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Thanks for taking this up again.
Anderas wrote:. . . Daedalus, I was going with your Choice 4. Preserving a slow ramp up to allow for a 3-Dice-Quest in Q9, Q10, Q11, I would go for 25 gold per villager plus conditional Blacksmith discount. I put that version (including selling your starting weapons)
into Mohawk's google spreadsheet, too. However, I agree with you that 50% discount together with selling equipment is quite strong, so maybe it's rather 20% discount? That would give us: selling shortswords @50% (225), plus saving 3 villagers (+75 gold = 300) plus 25% discount of blacksmith (--> equal to having 400 gold) to buy
three weapons. Really, that's not a lot! Selling 1 short sword plus all the villager's gold would give you 150, with Blacksmith 25% discount that equals to 200 gold to spend on one single weapon; or you use it directly and can buy a shield.
The NA game figures a bit differently. The Heroes can sell two shortswords and a broadsword for 275 gold coins, + 75 for three villagers = 350 gold coins. With a 25% discount, the Barbarian could upgrade to a battle axe for 338 gold coins, but that doesn't leave enough for the Elf and Dwarf to buy any upgrades. The greatest option without a downgrade comes from raising 225 gold coins from two shortswords and saving three villagers. That is just enough the get two spears at a 25% discount.
I like the sound of that, but why wouldn't the Heroes instead loot the town with treasure searches? Even though that would cancel the 25% discount, they could probably exceed the 75-gold-coin discount and find a few potions, as well. I prefer the discount to be the better option, as it represents a more heroic reward. For that reason alone, I'd go with a 50% discount.
Beyond that, I'd avoid anything requiring more than dividing by half to find the discount. Hero Quest doesn't like tables or calculations. Another limit might be simpler.
How about the blacksmith only discounts one piece of equipment at 50%? That would be enough for a broadsword and a dagger (if 1 shortsword were sold), a couple of spears (if 2 shortswords were sold), or a shield/helmet (if no weapons were sold.) That seems right to me.
Anderas wrote:Finally, I would say that the Blacksmith indeed has a Weapon at hand, so he may have 2 Attack dice.
Okay. Everybody seems to want that.
Next, my edit suggestions (NA format) and comments.
Anderas wrote:Recommended equipment: 1.7 dice
(1 die AT and DE: Equal to the Trial(!). 2 dice AT and DE: Walk in the Park) Quest 1 (Prelude to Chaos I)
Ye Olde InnAwaken from your drunken stupor. The Empire is in need of your aid. You are just unknown warriors, but Loretome has foretold of your great futures. Rid the small village of the raiders and then I will further guide you.
It may be just me, but a drunken stupor comes off as kinda harsh. Yeah, this is me saying this after I had gone with "a bout of heroic drinking." Since the hangover penalty has been cut out (simplification is good), I came up with a more open-ended first sentence.
On more practical concern, mention of the exit should be included as part of the end condition of the Parchment Text. I also feel a hint about not looting the villager's possessions is in order to keep open the opportunity of getting the blacksmith discount.
Rouse yourselves, for the Empire is in need of your aid! You are just unknown warriors, but Loretome foretells of your greater destinies. Rid this small village of its raiders, securing the people and their belongings. Then depart in search of the marauders' base.
Anderas wrote:Notes: The Heroes start with no weapons or armor. The village law states it is to be kept at the Village Armory during their stay. The Heroes are allowed one combat die to Attack and two for defense.
Notes:
The Heroes start with no weapons. Tell the Heroes that village law requires them to be kept at the village armory during their stay. Heroes without equipment roll one Combat Die to attack and two to defend.
Anderas wrote:A: The Heroes start in one Bed Room each.
A: Use the Inn tile. Tell the Heroes they begin here, in one bedroom each. [The first Hero to search for treasure in the kitchen will find two knives that can serve as daggers.]
The last part about the knives was a nice suggestion, but it may be dropped. If this note is kept, the bedrooms should be labeled "A" and the kitchen should be labeled "B" with the knives mentioned in its own note. Other rooms would then have their letters bumped.
Anderas wrote:B: This is the Blacksmith. His stats are as follows:
Move 2 Attack 2 Defense 2 Body 2 Mind 2
If the heroes fail to kill the orcs, they will attack the Blacksmith. If Blacksmith is killed, the heroes can search for their starting weapons. If he survives, he will give the heroes their weapons. If the heroes don't search for treasure, they will additionally receive a discount of 25% after the quest is finished.
B: This is the armory. The Blacksmith stands on the space marked "B." Use the Chaos Sorcerer to represent him. The Blacksmith is controlled by the first Hero to enter, after the last Hero's turn. [The Blacksmith won't leave this room.] His stats are as follows:
Move 2 Attack 2 Defense 2 Body 2 Mind 2
Tell the Heroes the Orcs are attacking a blacksmith. The first Hero to search for treasure will find their weapons on the weapons rack. If the Blacksmith survives to the end of the Quest, the Heroes will also be offered one item of equipment at half price, but only if no Treasure Cards were kept.
The space marked "B" needs to be positioned where the Druid icon is now. If you keep the icon, something about what it represents and which figure to use should be mentioned.
That part about the Blacksmith not leaving the armory could be dropped. This would add an interesting choice: do the Heroes risk losing his 50% discount by having the Blacksmith fight with them, or do they instead forgo his help to insure his reward? I like this, but some monsters should then be added to the Quest. I'd suggest adding some Goblins in the main room of Inn not only to capitalize on that large tile but also better feature Ye Olde Inn in the Quest.
Anderas wrote:C: Those villagers can be saved like the Blacksmith. Each one will give the heroes 25 gold out of gratitude for their rescue, if they survive. They have the following stats:
Move 2, Attack 1, Defense 2, Body 2, Mind 2
A Villager stands on each space marked "C." Use a Villager tile to represent him or her. A monster that can move to an adjacent space will kill a Villager on their turn. Should the Villager survive, the first Hero to search for treasure is gratefully given 25 gold coins.
I don't favor stats for the Villagers since I don't feel this Quest needs more combatants (and new figures) fighting for the Heroes. It's enough that their rescue provides a tactical challenge in my opinion. However, we do need some way to represent them on the board; A couple of tiles with those Villager icons should suffice--I like the Druid and female Elf.
Anderas wrote:D: Use temple tile. The Fimir has Ball of Flame and Tempest (I would prefer swamp spells or Mind Control - just my opinion, what do you think?)
I'd say a Fimir should cast Swamp spells. Noxious Spores and Rot should do the trick.
Anderas wrote:E: This is a villager like the others. The Chest has already been raided by the attackers.
E: A villager like the others stands on the space marked "E." The chest has already been looted by the attackers.
The E should be moved to the Barbarian icon position unless you keep the icon, of course.
Anderas wrote:F: Inside this cupboard is a Potion of Healing. When used, this Potion will heal up to four lost Body Points.
Inside this cupboard is a Potion of Healing. When used, this potion will restore up to 4 lost Body Points.
Anderas wrote:Wandering Monster: Goblin
Wandering Monster in this Quest: Goblin