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Q6 Unholy Water

PostPosted: October 20th, 2018, 10:44 pm
by j_dean80
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"The plot is thickening in this unnatural Fimir-Kobold alliance. Enter the swamps to uncover their plot and why the noble's daughter was treated so delicately."

All monsters in this Quest are accustomed to the swamp waters and not affected by the movement. Any Hero standing on a space marked by water moves 3 spaces in the direction of the arrow at the start of Zargon's turn. The water speed increases to 6 spaces after the Fimir leader is defeated. Do not place the Whirlpool Tile on the board until it is in line of sight. Anything entering the Whirlpool Tile is instantly removed from the gameboard. The Quest ends when all Heroes enter the Whirlpool.

A. The Fimir is teaching the Kobold how to cast the Swamp Spells. The Fimir knows all Swamp Spells. The Kobold may draw a Swamp Spell at random but must cast it. The Kobold may draw up to 3 times.

B. The first Hero to search for treasure finds a Broadsword on the Weapon's Rack.

C. The chest on the right holds a Potion of Healing that will restore up to 4 lost Body Points. The chest on the left holds a glowing gem worth 65 gold coins.

D. Place the Green Room Tile here. This is a meeting of the leaders. A scroll sits upon the table that reads: "Blood of the heir by the skin of the dragon on the tomb of the wretched. This must be done to preserve us!"

Wandering Monster: Kobold Trickster makes an Attack then disappears

Re: Q6 Unholy Water

PostPosted: October 21st, 2018, 4:56 am
by lestodante
nice hole in the centre...

Re: Q6 Unholy Water

PostPosted: October 21st, 2018, 10:00 am
by j_dean80
Notes should be done now.

Re: Q6 Unholy Water

PostPosted: October 21st, 2018, 6:19 pm
by StratosVX
So to make sure I understand correctly, the Heroes move like normal through the water tiles but if they stop on the water tiles, then they get pulled three squares in the direction of the arrows. Is that correct?

Re: Q6 Unholy Water

PostPosted: October 21st, 2018, 7:48 pm
by j_dean80
StratosVX wrote:So to make sure I understand correctly, the Heroes move like normal through the water tiles but if they stop on the water tiles, then they get pulled three squares in the direction of the arrows. Is that correct?


Yes, exactly.

I thought of a movement reduction also but thought it maybe too much.

Re: Q6 Unholy Water

PostPosted: October 22nd, 2018, 1:46 am
by Anderas
The surge could become stronger over time, just to ensure that the heroes really land in the whirpool. :-) Maybe after they kill the Boss Fimir, the surge gets stronger.

Gold found in this quest: 65 + Broadsword 150 = 215. That's not too much until here; yet [opinion] I'd like a rust spell somewhere to ensure that the Heroes enter my quests with three dice. :lol: [/opinion]

There is roughly 1350 Gold until Quest 5, so Quest 6 already has a 3-dice-group. Just for you and your monster planning. :geek: 8-)
I added the quest to mohawks overview...

Re: Q6 Unholy Water

PostPosted: October 22nd, 2018, 8:11 am
by j_dean80
Anderas wrote:The surge could become stronger over time, just to ensure that the heroes really land in the whirpool. :-) Maybe after they kill the Boss Fimir, the surge gets stronger.

Gold found in this quest: 65 + Broadsword 150 = 215. That's not too much until here; yet [opinion] I'd like a rust spell somewhere to ensure that the Heroes enter my quests with three dice. :lol: [/opinion]

There is roughly 1350 Gold until Quest 5, so Quest 6 already has a 3-dice-group. Just for you and your monster planning. :geek: 8-)
I added the quest to mohawks overview...


Maybe when all monsters are gone it's insta-flood.

Re: Q6 Unholy Water

PostPosted: October 23rd, 2018, 4:33 am
by Pancho
You could have Zargon roll one die for each hero at the start of each Zargon turn. That way the number of squares the heroes move is randomised somewhat, and the players get the sense that it is a whirlpool controlled by the forces of evil.

The Barbarian can subtract one from Zargon's roll because, you know, he's really been workin' on his glutes and he laughs in the face of ghost-filled whirlpools.

Re: Q6 Unholy Water

PostPosted: October 27th, 2018, 8:35 pm
by j_dean80
Pancho wrote:You could have Zargon roll one die for each hero at the start of each Zargon turn. That way the number of squares the heroes move is randomised somewhat, and the players get the sense that it is a whirlpool controlled by the forces of evil.

The Barbarian can subtract one from Zargon's roll because, you know, he's really been workin' on his glutes and he laughs in the face of ghost-filled whirlpools.


I feel that would be too many dice rolls that Zargon may get tired of doing.

Re: Q6 Unholy Water

PostPosted: October 28th, 2018, 5:12 am
by lestodante
So if a hero is in one of the corners he doesn't suffer the effect of the whirpool, right?
Are tiles of water-corridor available?