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Re: Yeti in soloquest = instadeath

PostPosted: Sunday November 24th, 2019 2:34am
by Anderas
One of every type should do the job

Re: Yeti in soloquest = instadeath

PostPosted: Monday November 25th, 2019 1:43am
by Kurgan
So 8 more body points total? (2 each) Or were you thinking 4 extra total? (1 body point each)

Re: Yeti in soloquest = instadeath

PostPosted: Monday November 25th, 2019 4:49am
by Anderas
8 more Body Points.

It's not just the BP. The Swordsman brings a good attack, Halberdier and Crossbowman good flank support and the Scout is best when he saves a turn searching.

They're all going to die, no matter what. The quest takes too many BP anyway. But it's more fun for you and your friend if the helmsmen die and not the Barbarian.

Re: Yeti in soloquest = instadeath

PostPosted: Wednesday November 27th, 2019 8:02pm
by Kurgan
It feels like cheating, but I would hate to make it take a dozen or more tries.... so I do have an interesting idea to piggy-back on yours...

The point of the quest is to rescue a prisoner, right? Well how about some more "prisoners" who don't care if they "don't make it out alive" so long as they "just get a crack at the scum who did this?"

Re: Yeti in soloquest = instadeath

PostPosted: Wednesday December 11th, 2019 7:59am
by Kurgan
Wow, so I took your advice, and gave him 4 mercs (freed prisoners). He took the option of using the small potions that were dangling in front of them instead of healing them up (to 2 each), so they each had only 1 BP. He discovered the Weapons Rack (Armory) and used it to equip each with a weapon and some with armor.

Even though I re-arranged things, this time he managed to avoid triggering the "monster" traps (by that I mean the hidden Yeti and the hidden Chaos Warrior).

I made the men generic (Movement 6, Attack 1, Defend 2, Body 1 with 2 maximum)
Merc #1: Battle Axe + helmet (Attack 4, Defend 3)
Merc #2: Broadsword + Shield (Attack 3, Defend 3)
Merc #3: Crossbow (Attack 3, ranged, 1 adjacent, Defend 2)
Merc #4: 2 daggers + cloak (Attack 1, Defend 3, killed by pit trap)

They make their way to the room where Gothar is being held...

So far the Barbarian has absorbed 12 BP of damage (6 BP, no more healing options remaining). It's fairly even now with 9 BP worth of enemies and 9 BP for the good guys... not counting the 2 he'd get for Gothar (who only gets rescued if the two Chaos Warriors are killed). I plan to let him have one more potion with Gothar and that's that. Anything else will have to be luck of the draw from Treasure searches.

Re: Yeti in soloquest = instadeath

PostPosted: Monday April 6th, 2020 2:47am
by Stig
Here's my 2C for the Yeti:

Hero cannot leave combat
Hero fights with only their base attack/defence (my homebrew uses base stat + weapon, as many others do)
Hug ends if the Yeti loses 1BP or Attacks another opponent

I'm also using Knightcrawler's stats

Yeti.png

Re: Yeti in soloquest = instadeath

PostPosted: Monday April 6th, 2020 1:33pm
by Kurgan
I forgot to add, my Barbarian player survived the Quest. Two of his mercs died by falling into traps in the last room, but the mission was a success. So now he's completed the Solo Quests. I gave him one mulligan but overall he survived (would have been pretty tough without the mercs at the end!). From here, he'll be substituting up to 3 black dice when attacking with any sword or axe, and get a random draw on a Combat potion at the start of each new quest. I'm also letting him draw 3 random Combat cards instead of 2.

Re: Yeti in soloquest = instadeath

PostPosted: Thursday June 11th, 2020 6:51am
by wallydubbs
Can other monsters attack a here while he's in the Yeti hug?
Like Quest 2: Trial by Ice, Krag and the Yeti are in the same room. So if the Yeti grabs the Barbarian, can Krag attack the Barbarian if he's trapped in the Yeti hug?

Re: Yeti in soloquest = instadeath

PostPosted: Saturday June 27th, 2020 2:18pm
by Kurgan
Oooh, nasty. I mean the Hero can attack only the Yeti in this situation (to free the victim). One could argue that the Yeti, being bigger, takes up the target area, so maybe it's too hard to target only the Hero and it would do damage to both? Then again I guess you can do what you like.

Re: Yeti in soloquest = instadeath

PostPosted: Tuesday November 30th, 2021 1:24pm
by therealshrek
Old thread, but. Ive played all of the quest, and even revisited these recently with the new release.
Because of the "HUG" situation, I allowed the Dwarf to go with the Barbarian on the solo quest, and
the Wizard to go with the elf on his solo quest. They are still both very difficult.

These were designed expecting people to use Mercs, but that doesnt fix the Hug problem.
Especially if you actually want to do the Solo quest solo.

An easy fix that I use is the Strength check as written in the Ogre Hoard to move Stone doors.
Barbarian gets 3 dice, Dwarf and Elf get 2 Dice, and must roll 2 skulls to break free. Wizard is not strong enough
and must depend on someone else to free him.