Spirit Blade, Kessandria and Skulmar, oh my
*rises dramatically from tomb with arms crossed over chest*
I've been thinking about Return of the Witch Lord and its various oddities. I have the EU version, but some of this should also apply to the NA edition.
Note that I've only played through RotWL once, because I didn't have it as a kid (which pained me, oh how it pained me... *sad violins play*)
Incidentally, the flavour text throughout this booklet seems less well written than Kellar's Keep.
Anyway, here are a few things that bother me:
Problem #1: At the start of Quest 6, the Dwarf and the Wizard lose all their gold, unavoidably, and can't get it back.
Problem #2: The big dramatic moment depicted on the cover of the box--Barb and Elf captured and about to die for the Witch Lord's calcerous amusement--is a bit lacklustre in the actual Quest 6, because the WL curses and vanishes the moment the other two players enter the room. ("Curses!" *BAMF*)
Problem #3: By the rules as written in the Quest Notes, the imprisoned Dwarf and Wizard start with all their equipment sans gold. Therefore they might start with the Spirit Blade. I doubt the Witch Lord would make that elementary mistake. (On the other hand, if the Barbarian or Elf were carrying the Blade, it would be stashed in the chest in the central room.)
Problem #4: Skulmar and Kessandria both have rules saying they should attempt to escape to the stairway tile. Kessandria even has a Swift Wind spell to help her. Unfortunately there's no followup to this during the Quest. Skulmar at least gets an 'I'll be back!' mention in the epilogue, but Kessandria just vanishes from the official story.
Problem #5: In the final Quest, the Witch Lord is now vulnerable to Fire spells as well as the Spirit Blade. Presumably this is so that players who don't have the Blade anymore can still have a fighting chance (at least for the 1BP EU version of the WL, silly though that makes the final confrontation). However, it seems a bit random and unflavourful.
Problem #6: Kessandria is also immune to magic except Fire spells for some mysterious reason.
(Also, it looks as if the secret door behind Kessandria's starting square is intended to help her escape, but by the letter of the rules monsters can't open doors or secret doors. Easy enough to house-rule, though.)
Problem #7: The endless procession of Skellies, Zombies and Mummies gets a bit dreary after a while. At least Kellar's Keep occasionally throws in undead amid the Gobbo/Orc/Fimir parade. It would be nice to have a reason to see at least a handful of Orcs now and then.
Oh, and it's not necessarily a problem, depending on how ruthless an Evil Wizard player you are... but it looks as if in the final Quest, a curious player could accidentally break the Spirit Blade if they tried stabbing one of the magical Orc statues in the corners. Oops. Good luck defeating old smiley after that.
But wait! Perhaps these problems are opportunities in disguise!
Maybe those Orc statues were created with the very purpose of smashing the Spirit Blade?
Maybe the Witch Lord steals it off the Heroes in Quest 6, and intends to take it to his tower (where the statues are) to dispose of it? *WHANG* *SNAP* "Muhahaha, nothing can stop me now!"
However, he has a problem: Can undead pick up the Spirit Blade without being destroyed? Possibly not. So how will his minions carry the thing away to be smashed or locked away?
Not to worry--ol' Witchy has planned for this. He's been watching the Heroes approach across the plains, remember. What he needs is someone living to pick up the Blade. Either Chaos Warriors, or Orcs/Goblins/Fimir.
He probably wouldn't trust a Chaos Warrior not to use it on him. But Orcs are easier to keep cowed. So he has a reason to keep a few Orcs around the place, waiting to safely handle this radioactively deadly (to him and his legions) item. Which means a bit of enemy variety for the players.
But hang on. Surely you'd have to get the Blade back early in Quest 6. Otherwise the WL wouldn't curse you and vanish--he'd fight on, grinning his grin of smug invulnerability.
Then again, maybe that would be more exciting. You'd have to flee to the stairway after getting the Barb and Elf out of the centre room. Though there's the risk that the unkillable WL will block the escape route.
As for his newfound weakness to Fire, there seems to be some kind of connection to Kessandria since she has the same vulnerability. What if he was wounded by the Spirit Blade at the end of the base game Quests, making him vulnerable to Fire (as other people have suggested on this forum)... but Kessandria's magic now protects him from it again?
Essentially, she's projecting a portion of her own invulnerability to magic onto her lord--giving him her own immunity to Fire--which in turn leaves her weak to Fire?
In that case, if you kill Kessandria before she escapes, the Witch Lord would no longer have her around to maintain his Fire-immunity. Which is why he's weak to Fire in the final Quest.
But if Kessandria gets away, the Witch Lord will be immune to all magic in the final Quest (except the Spirit Blade). So now there's a consequence to letting Kessandria get to the staircase.
Meanwhile, for Skulmar... maybe if he gets away, the enemies in the final Quest will be stronger in combat?
Here are my ideas so far. Let me know what you reckon:
In Quest 6, 'The Halls of the Dead', add some extra notes and icons so that the Spirit Blade has been taken from the Heroes (the Witch Lord ain't stupid). Also, the Witch Lord won't disappear unless the players have retrieved the Blade--until then he'll fight them.
As for where the Spirit Blade should actually be kept: This depends on whether you want it retrieved quickly (so the WL won't be unkillable in this scenario), or keep it for much later.
If the latter, it could go in the Forbidden City's empty chest (the one mistakenly labelled A), but that seems like an odd place to stash it.
My own idea is to add two Orcs 'carrying' a treasure chest (that is, the orcs are placed on either side of the chest) somewhere in Quest 6. If the Dwarf or Wizard lost the Spirit Blade, it will be in the chest.
Whether or not they were carrying it, the chest will be full of their stolen gold. (Unless you prefer the evil genius of the permanent loss, of course.)
(Label this with a D.)
If the Barbarian or Elf were carrying the Blade, it's in the chest in the centre room instead.
Then, in Quest 6, add the following bolded text to Note A:
(...) Both characters may pick up all their equipment, except for the Spirit Blade if they were carrying it. The jailers have, however, stolen all their gold. (...)
Adjust the final sentence of Note B:
The Witch Lord attacks and defends as follows: [add row of stats on one line as per final Quest]
'The Witch Lord cannot be affected by spells and can only be harmed by the Spirit Blade. When a character retrieves the Spirit Blade, the Witch Lord immediately curses them and disappears in a howling tempest.'
Add an extra note D: 'This treasure chest contains all of the Dwarf and Wizard's stolen gold. It also contains the Spirit Blade if they were carrying it.'
[Adjust if you'd prefer that the gold is found much later, or never.]
In Quest 7, 'The Forgotten Legion', add the following flavour text at the end of Mentor's scroll:
'Their leader, Skulmar, also oversees the Witch Lord's personal bodyguard.'
[This is to give the players a hint that offing Skulmar might be a good idea before they reach the final Quest.]
In Quest 9, 'The Last Gate', add the following flavour text at the end of Mentor's scroll:
'Here dwells Kessandria the Witch Queen, whose magic protects and fortifies her Lord. He may be weakened if you can slay her.'
Then, in the final Quest, 'The Court of the Witch Lord', add the following Notes (not that there's much room!)
'If Skulmar escaped in 'The Forgotten Legion', all Skeletons in this Quest defend on both white and black shields.'
[That makes the six-skellie room near the end more dangerous, along with the WL's personal bodyguards in the final room.]
In the Witch Lord's description under his stats (new text in bold):
'The Witch Lord can only be harmed by two things: the Spirit Blade and Fire magic. If Kessandria escaped in the previous Quest, Fire magic will not affect the Witch Lord.'
... Phew. Now, does that actually work, or have I overlooked something?
There are other things I'd want to do, like sprinkle a few more Orcs in here and there, but the above covers most of it. I think.
I've been thinking about Return of the Witch Lord and its various oddities. I have the EU version, but some of this should also apply to the NA edition.
Note that I've only played through RotWL once, because I didn't have it as a kid (which pained me, oh how it pained me... *sad violins play*)
Incidentally, the flavour text throughout this booklet seems less well written than Kellar's Keep.
Anyway, here are a few things that bother me:
Problem #1: At the start of Quest 6, the Dwarf and the Wizard lose all their gold, unavoidably, and can't get it back.
Problem #2: The big dramatic moment depicted on the cover of the box--Barb and Elf captured and about to die for the Witch Lord's calcerous amusement--is a bit lacklustre in the actual Quest 6, because the WL curses and vanishes the moment the other two players enter the room. ("Curses!" *BAMF*)
Problem #3: By the rules as written in the Quest Notes, the imprisoned Dwarf and Wizard start with all their equipment sans gold. Therefore they might start with the Spirit Blade. I doubt the Witch Lord would make that elementary mistake. (On the other hand, if the Barbarian or Elf were carrying the Blade, it would be stashed in the chest in the central room.)
Problem #4: Skulmar and Kessandria both have rules saying they should attempt to escape to the stairway tile. Kessandria even has a Swift Wind spell to help her. Unfortunately there's no followup to this during the Quest. Skulmar at least gets an 'I'll be back!' mention in the epilogue, but Kessandria just vanishes from the official story.
Problem #5: In the final Quest, the Witch Lord is now vulnerable to Fire spells as well as the Spirit Blade. Presumably this is so that players who don't have the Blade anymore can still have a fighting chance (at least for the 1BP EU version of the WL, silly though that makes the final confrontation). However, it seems a bit random and unflavourful.
Problem #6: Kessandria is also immune to magic except Fire spells for some mysterious reason.
(Also, it looks as if the secret door behind Kessandria's starting square is intended to help her escape, but by the letter of the rules monsters can't open doors or secret doors. Easy enough to house-rule, though.)
Problem #7: The endless procession of Skellies, Zombies and Mummies gets a bit dreary after a while. At least Kellar's Keep occasionally throws in undead amid the Gobbo/Orc/Fimir parade. It would be nice to have a reason to see at least a handful of Orcs now and then.
Oh, and it's not necessarily a problem, depending on how ruthless an Evil Wizard player you are... but it looks as if in the final Quest, a curious player could accidentally break the Spirit Blade if they tried stabbing one of the magical Orc statues in the corners. Oops. Good luck defeating old smiley after that.
But wait! Perhaps these problems are opportunities in disguise!
Maybe those Orc statues were created with the very purpose of smashing the Spirit Blade?
Maybe the Witch Lord steals it off the Heroes in Quest 6, and intends to take it to his tower (where the statues are) to dispose of it? *WHANG* *SNAP* "Muhahaha, nothing can stop me now!"
However, he has a problem: Can undead pick up the Spirit Blade without being destroyed? Possibly not. So how will his minions carry the thing away to be smashed or locked away?
Not to worry--ol' Witchy has planned for this. He's been watching the Heroes approach across the plains, remember. What he needs is someone living to pick up the Blade. Either Chaos Warriors, or Orcs/Goblins/Fimir.
He probably wouldn't trust a Chaos Warrior not to use it on him. But Orcs are easier to keep cowed. So he has a reason to keep a few Orcs around the place, waiting to safely handle this radioactively deadly (to him and his legions) item. Which means a bit of enemy variety for the players.
But hang on. Surely you'd have to get the Blade back early in Quest 6. Otherwise the WL wouldn't curse you and vanish--he'd fight on, grinning his grin of smug invulnerability.
Then again, maybe that would be more exciting. You'd have to flee to the stairway after getting the Barb and Elf out of the centre room. Though there's the risk that the unkillable WL will block the escape route.
As for his newfound weakness to Fire, there seems to be some kind of connection to Kessandria since she has the same vulnerability. What if he was wounded by the Spirit Blade at the end of the base game Quests, making him vulnerable to Fire (as other people have suggested on this forum)... but Kessandria's magic now protects him from it again?
Essentially, she's projecting a portion of her own invulnerability to magic onto her lord--giving him her own immunity to Fire--which in turn leaves her weak to Fire?
In that case, if you kill Kessandria before she escapes, the Witch Lord would no longer have her around to maintain his Fire-immunity. Which is why he's weak to Fire in the final Quest.
But if Kessandria gets away, the Witch Lord will be immune to all magic in the final Quest (except the Spirit Blade). So now there's a consequence to letting Kessandria get to the staircase.
Meanwhile, for Skulmar... maybe if he gets away, the enemies in the final Quest will be stronger in combat?
Here are my ideas so far. Let me know what you reckon:
In Quest 6, 'The Halls of the Dead', add some extra notes and icons so that the Spirit Blade has been taken from the Heroes (the Witch Lord ain't stupid). Also, the Witch Lord won't disappear unless the players have retrieved the Blade--until then he'll fight them.
As for where the Spirit Blade should actually be kept: This depends on whether you want it retrieved quickly (so the WL won't be unkillable in this scenario), or keep it for much later.
If the latter, it could go in the Forbidden City's empty chest (the one mistakenly labelled A), but that seems like an odd place to stash it.
My own idea is to add two Orcs 'carrying' a treasure chest (that is, the orcs are placed on either side of the chest) somewhere in Quest 6. If the Dwarf or Wizard lost the Spirit Blade, it will be in the chest.
Whether or not they were carrying it, the chest will be full of their stolen gold. (Unless you prefer the evil genius of the permanent loss, of course.)
(Label this with a D.)
If the Barbarian or Elf were carrying the Blade, it's in the chest in the centre room instead.
Then, in Quest 6, add the following bolded text to Note A:
(...) Both characters may pick up all their equipment, except for the Spirit Blade if they were carrying it. The jailers have, however, stolen all their gold. (...)
Adjust the final sentence of Note B:
The Witch Lord attacks and defends as follows: [add row of stats on one line as per final Quest]
'The Witch Lord cannot be affected by spells and can only be harmed by the Spirit Blade. When a character retrieves the Spirit Blade, the Witch Lord immediately curses them and disappears in a howling tempest.'
Add an extra note D: 'This treasure chest contains all of the Dwarf and Wizard's stolen gold. It also contains the Spirit Blade if they were carrying it.'
[Adjust if you'd prefer that the gold is found much later, or never.]
In Quest 7, 'The Forgotten Legion', add the following flavour text at the end of Mentor's scroll:
'Their leader, Skulmar, also oversees the Witch Lord's personal bodyguard.'
[This is to give the players a hint that offing Skulmar might be a good idea before they reach the final Quest.]
In Quest 9, 'The Last Gate', add the following flavour text at the end of Mentor's scroll:
'Here dwells Kessandria the Witch Queen, whose magic protects and fortifies her Lord. He may be weakened if you can slay her.'
Then, in the final Quest, 'The Court of the Witch Lord', add the following Notes (not that there's much room!)
'If Skulmar escaped in 'The Forgotten Legion', all Skeletons in this Quest defend on both white and black shields.'
[That makes the six-skellie room near the end more dangerous, along with the WL's personal bodyguards in the final room.]
In the Witch Lord's description under his stats (new text in bold):
'The Witch Lord can only be harmed by two things: the Spirit Blade and Fire magic. If Kessandria escaped in the previous Quest, Fire magic will not affect the Witch Lord.'
... Phew. Now, does that actually work, or have I overlooked something?
There are other things I'd want to do, like sprinkle a few more Orcs in here and there, but the above covers most of it. I think.