by The Admiral » Sunday September 22nd, 2024 4:51am
I have finished my solo playtest of this as I plan to play this with my brother in December. I didn't find many issues although there are a few new concepts to this and plenty to remember for the EWP. I kept forgetting to stop heroes moving adjacent to Skullblights, and adding attack dice to Raptors when there are adjacent monsters (even diagonally).
For some reason I struggled with the Grasping Vine traps, but eventually realised they are just normal traps to jump or disarm. If you fail in your jump/disarm attempt, or walk into them unknowingly, they spring and you then follow the instructions for springing them in the quest book. I'd played with them previously in the CoPD and don't remember it being an issue.
I normally do alot of amendments to quests, but found I have done next to nothing here apart from my own usual house rules. I think the only real change was swapping the Giant Ape's Attack and Mind Points and making him visable through other figures and furniture.
I had to change the back story to fit in with our Heroes' ongoing adventures. The Hero party has just finished the 'Crossroads of the World' quest and are at the port of Pigbarter in the southern Darklands on the coast of the Sea of Dread. There they meet Barbouros the Berzerker and his pet sabrefang. Barbouros tells them of the Treasures to be found across the sea in the old Dwarven settlements of the Jungles of Delthrak. And off they go. The Dwarves they find are not from Kellars Keep, but are refugees from Karak Vlag. The Slayer Rob Roy has been searching for these since the Karak Vlag quest and was the reason he went through the portal into the Northern Chaos wastes where he's been trying to escape from ever since.
Quest one is played and then there is full recovery and shopping, but then there is no recovery of BP's, MP's, skills, one off artefacts, spells or any shopping until the end, which in this case was path C. The party was quite strong in healing potions and there is lots to find, so they finished only slightly weaker in potions than they started. When the Heroes meet Tharn the Explorer he joins the party as a Hero. My party, which is similar to my brother's, was as follows: Grogni (Dwarf Slayer), Lanin (Wood Elf Sorceress), Barbouros (Human Berzerker) + pet, Tharn (Dwarf Explorer) and the Special Henchman Thorgrim (Dwarf Runepriest). The Raptor joined when the Fangwarden Amulet was found.
We play with Evil Wizard cards (heavily amended rules), which means with a party this size there is roughly 1 card every 3 turns.
I really enjoyed this quest and it should go more smoothly in December. It was great with all the new monsters and mechanics such a hindering terrain. The Spiderstep Elixir proved vital to get to the Blightweavers and Snakes quickly before their spawnlings overwhelmed me.
Last edited by
The Admiral on Tuesday September 24th, 2024 9:57am, edited 1 time in total.