The Admiral wrote:I'm not sure I am understanding how quest 5 works?
Some guards will become companions of the Galinicus (good) house, but not all can. How does the EW player use the non companion guards? The notes say the EW player should use his monsters to support the appropriate camp. I would say that means that non companion guards help the good heroes and the rest (Chaos Warriors, Zombies etc) help the bad Heroes. But what happens when both are in the same room, such as in the spear trap room. do they attack each other, and if so, how does the EW player decide who attacks first?
I can sort the attacking order out easily enough with random dice rolls, but I just want to make sure that is how this is meant to work.
I'd say you've figured out the two camps correctly. Any non-Companion Guards fight against Champions of House Trell while Zombies, Chaos Warriors, and non-Companion Wraiths fight against Champions of House Galanicus. As for who attacks when, I'd suggest allowing a monster supporting a Hero to fight at the start of Morcar's/Zargon's turn. This will keep things ordered simply in line with Companion rules without having to resort to initiative rolls. I also see no reason why a monster can't attack another monster from the other camp.
Here's a breakdown how it could work in the spear-trap room:
A Champion of Light enters and attacks the Chaos Warrior. Any Guard that has joined him as a Companion then attacks the Chaos Warrior. If a Guard in the room can join as a Companion, he does so and attacks the Chaos Warrior. Other Heroes take their turns. If the Chaos Warrior is still up and either of the Guards starting in the room haven't joined as a Companion, they may now attack the Chaos Warrior. Should the Chaos Warrior survive, it may then attack.
A Hero of Darkness would work similarly, except that since the Chaos Warrior can't join as a Companion, it couldn't attack until the beginning of M's/Z's turn.
By the way, thanks for catching those errors!