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Q3: "A Desperate Escape" by TMU & MrBigB [EARLY VERSION]

Quests for the HeroQuest 25th Anniversary Quest Pack.
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Re: Q3: "A Desperate Escape" by TMU & MrBigB [EARLY VERSION]

Postby Goblin-King » July 22nd, 2014, 11:32 am

Teldurn wrote:I'd prefer using the NA rules, since at least it gives the Heroes a tiny chance to fight. the EU rules seem to imply that without weapons, you can't fight or defend at all.

No no no! In EU the heroes don't have listed "starter equipment". In US the barbarian has a broadsword. In EU he just start with 3 combat dice.
The way the rule is written it just means any CARDS they have acquired earlier is taken away.

It's beautiful really - their equipment are taken away. And physically the players' actual cards are taken away.


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Re: Q3: "A Desperate Escape" by TMU & MrBigB [EARLY VERSION]

Postby Teldurn » July 22nd, 2014, 12:09 pm

Okay, I was not aware of that. Thanks for clearing that up for me.
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Re: Q3: "A Desperate Escape" by TMU & MrBigB [EARLY VERSION]

Postby Gold Bearer » July 22nd, 2014, 3:02 pm

Someone (I think it was Torilen) wrote a nice rule for unarmed heroes. They all roll one attack dice, the wizard score a hit on a black shield, the elf and dwarf on a white shield and the barbarian on a skull. I think your defence dice is right, the dwarf should be tougher and I think they should keep their spells. They're still well balanced then.

MrBigB wrote:Note: I didn't have icons for cultists, so I sub'd them with the "dark warrior" icon [I will edit this post when I get the Heroscribe icon pack working]
You too huh. Nice to know it's not just me. What problem are you having? I get: "Could not find the main class. Program will exit."

Goblin-King wrote:A - The heroes have per definition not purchased a toolkit as per the rule of no shopping except between chapters.
That's up to the chapter authors. They can between the second and third quest in the chaos chapter, they stop at a town on the way.
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Re: Q3: "A Desperate Escape" by TMU & MrBigB [EARLY VERSION]

Postby Sjeng » July 25th, 2014, 9:02 am

No, we agreed on the rule of no shoppong inbetween chapters. Bypassing that with a town in your quest doesn't change that. There might be a town, but no shopping.
The only exception I can see here is if at one point stuff is taken away deliberately, and is given back later (either by finding it again, or rebuying it with a quest reward, but only the SAME equipment, nothing NEW) as a quest mechanic.
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Re: Q3: "A Desperate Escape" by TMU & MrBigB [EARLY VERSION]

Postby Daedalus » August 4th, 2014, 8:20 pm

I'm not sure if the storyline will suggest any changes, but as you have a lot of good material here I'll just launch right in to some comments.

MrBigB wrote:A - The hero's wake in their cells unarmed and striped of armor. Doors are locked. Hero's can attempt to pick the lock using a toolkit (if purchased) or Dwarf may use disarm ability to unlock the door.

Unarmed heros fight bare handed:
:barbarian: A2, D1
:dwarf: A1, D2
:elf: A1, D1
:wizard: A0 (spells only), D1

The Dwarf is enough to unlock a pair of doors if you allow repeats, so just drop the toolkit note. I think you should note that the players may choose which two Heroes are in which rooms.

I'm with trying to use the unarmed rules already provided, unfortunately that leaves a large discrepancy between EU and NA unarmed Heroes. A single amalgamation would suit this Quest, as it must accomodate both rulesets. I'd suggest using the EU numbers on the Character Boards. That sets the Barbarian at 3AD/2DD, the Dwarf at 2AD/2DD, the Elf at 2AD/2DD, and the Wizard at 1AD/2DD. However, the idea that a Hero can attack as effectively unarmed as with a weapon hurts theme. Therefore, I say let monsters count white shields in defense against unarmed Heroes. This halves the effect of their unarmed attacks, brings the Heroes' average AD down to the NA standard 1AD, and gives meaning to recovering their starting equipment.

Upon their escape from confinement, two of the three closest doors they may choose before regaining their equipment are a tough and very tough fight. Maybe you could restrict their initial path to avoid one or two of these. Others may disagree, I'm being conservative here. Maybe you favor a retreating start until the right room is found?

MrBigB wrote:D - Opening hidden door opens both hidden side of the small corridor to next room. Once the first hero passes through the corridor they cut off from the group by falling rocks.

You could get away with just the first secret door and the falling block trap. Otherwise, things can get complicated. If you use secret doors on both sides of the falling block trap, you'll need to mention a blocked square tile is placed at the falling block location when the room is entered first from the east secret door--if the falling block hasn't already been sprung.

Also, the NA and EU falling block trap rules behave a bit differently than your Quest notes. This is fine, but as in Quest 13 of the Quest Booklet I'd add for clarity: "The rules for this falling block trap are different. Once the first Hero passes...."

MrBigB wrote:F - This hidden door opens only from the tomb side.

G -healing potion found on the shelf.

Rooms only have one note each, so Notes F and G should be combined:

    The western secret door may only be opened from room E. The first
    Hero to search for treasure will find a healing potion on a shelf of
    the bookcase that restores up to 4 lost Body Points.
The 2 Chaos Warriors at the exit are going to make for a drawn out battle. Why not place them in the room just to the east, so all the Heroes can get in on the action? In that case, you'd need to block off the exit corridor and rerout the Heroes into the northeastern quadrant.
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Re: Q3: "A Desperate Escape" by TMU & MrBigB

Postby TMU » March 28th, 2016, 11:00 am

Image
So here is the new version, I got no HS so you'll have to settle for drawn version :roll:

A - Heroes start from these cells unarmed. The doors are locked.
B -This room is filled with the mangled corpses of the missing villagers. The level of brutality is far beyond normal Greenskins... something is very wrong...
C -The weapon rack has all the Hero's equipment. Chest in the room is filled with rusty junk.
D - Once a hero passes trough the secret door, it closes and cannot be opened again. Chest on the right contains 150 :2cents: and the left one contains a healing potion.

Bit messy but atleast you get the idea.
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Re: Q3: "A Desperate Escape" by TMU & MrBigB [EARLY VERSION]

Postby j_dean80 » September 5th, 2018, 9:57 pm

See Quest 1 for my notes.

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Re: Q3: "A Desperate Escape" by TMU & MrBigB [EARLY VERSION]

Postby Anderas » September 13th, 2018, 4:21 am

Quest notes:
* Am I right the symbols next to the tomb to be HQ25 cultists?

Assumptions:
* I play the first two rooms with one-die-equipment, afterwards i go on with 2-die-equipment
* 3 wandering monsters are drawn

Results:
* The center room with 3 Goblins and 2 Fimirs draw most blood, 3.6 BP. Next is the Chaos Warrior guarding the exit with 3.5 BP; then comes the mummy.
* The three wandering monsters take 3.5 BP

* In total, 18 BP are taken by fights, 3.5 BP by traps, that's almost perfect as quest difficulties go for adult players (maybe one death, maybe not)


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Re: Q3: "A Desperate Escape" by TMU & MrBigB [EARLY VERSION]

Postby knightkrawler » September 13th, 2018, 4:56 am

There's a better icon in the HeroScribe-AllInOne pack for the Cultist:
Darf Elf Assassin. At least in my opinion.
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Re: Q3: "A Desperate Escape" by TMU & MrBigB [EARLY VERSION]

Postby j_dean80 » September 13th, 2018, 7:15 am

knightkrawler wrote:There's a better icon in the HeroScribe-AllInOne pack for the Cultist:
Darf Elf Assassin. At least in my opinion.


I just used what I could find and figured it would get edited later.
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