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A final quest question.

PostPosted: November 11th, 2013, 7:23 pm
by Fullork345
When the bosses appear as the wandering monster can they cast a spell instead of attacking?

Re: A final quest question.

PostPosted: November 11th, 2013, 8:20 pm
by sajungzak
from Playing Wizards of Zargon
*Each Sorcerer may only cast one spell in a turn, instead of attacking.

But then the Instruction booklet does say that Zargon must immediately roll Attack Dice after placing a wandering monster on the board. Since Wizards of Zargon is an expansion that was created later... I would say the spell is cast instead of attacking. In this case. Yeah

I say yes

Re: A final quest question.

PostPosted: November 11th, 2013, 10:52 pm
by chaoticprime
NA-wise. They can only make an attack. Its a rules-as-written thing that simply cannot be helped. Casting a spell as a wandering monster would entitle them to more than one spell per turn, anyway.

Re: A final quest question.

PostPosted: November 11th, 2013, 11:08 pm
by Fullork345
Isn't a wandering monster attack separate from a turn?

Re: A final quest question.

PostPosted: November 12th, 2013, 12:37 am
by TMU
Fullork345 wrote:Isn't a wandering monster attack separate from a turn?

In my games, yes.

Re: A final quest question.

PostPosted: November 12th, 2013, 2:25 am
by knightkrawler
Yes, it's an extra turn out of order. That's what chaoticprime is saying. It would be two spells in a round for the Wandering Monster wizard.
I will re-write this in the quest for it to actually say, a WMW can be put anywhere in the room where the search has taken place and immediately cast a spell.

Re: A final quest question.

PostPosted: November 12th, 2013, 3:59 am
by Sotiris
Because of the active role of morcar (by moving his wizards and opening doors) all rooms will be opened within 3 turns and there will be no time for search till every enemy is dead. So if the heroes defeat the wizards and clear the board, they have this advantage: search 11 rooms ignoring wondering monster cards (cause wizards are dead). It's the only ''award'' they can acquire from this hard quest.
In case of earlier search while wizards are alive it's up to dungeon master how to use a wondering monster card. I prefer the difficult case: he summons a wizard for 1 attack or 1 spell (why not? there are 24 spells to be cast in this quest) and then disappears immediately (returns in his position to continue his tactic).

Re: A final quest question.

PostPosted: November 12th, 2013, 4:05 am
by knightkrawler
I agree. It's unlikely that any search will take place in that quest. You've got a point there.

Re: A final quest question.

PostPosted: November 12th, 2013, 12:49 pm
by chaoticprime
Sotiris wrote:Because of the active role of morcar (by moving his wizards and opening doors) all rooms will be opened within 3 turns and there will be no time for search till every enemy is dead. So if the heroes defeat the wizards and clear the board, they have this advantage: search 11 rooms ignoring wondering monster cards (cause wizards are dead). It's the only ''award'' they can acquire from this hard quest.
In case of earlier search while wizards are alive it's up to dungeon master how to use a wondering monster card. I prefer the difficult case: he summons a wizard for 1 attack or 1 spell (why not? there are 24 spells to be cast in this quest) and then disappears immediately (returns in his position to continue his tactic).


There's no ignoring the Wizards if they're dead. They were brought back once, they can be so again. If you search, by the rules, those bastards can come back.

Re: A final quest question.

PostPosted: November 12th, 2013, 1:44 pm
by Fullork345
Yes, it's an extra turn out of order. That's what chaoticprime is saying. It would be two spells in a round for the Wandering Monster wizard.


Well is it one per round or one per turn? If it's one per round, the necromancers raise dead spell is useless because using it prevents him from casting another spell during zargon's turn because he used it for that round.