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[Quest Pack] [10 Quests] - Vengeance for Vengeance

PostPosted: September 28th, 2008, 11:31 am
by drathe
Image
:: Vengeance for Vengeance ::

An extremely advanced Ten Quest - Quest Pack for elite Hero players. This Ten Quest Pack has been recreated by Phoenix. New tiles are included courtesy of Ron Shirtz. Additional requirements beyond the main Game System are various monsters and tiles from Kellar's Keep, Return of the Witch Lord, Against the Ogre Horde, and Wizards of Morcar. New rules pertaining to this quest pack are included.


Many thanks to Phoenix for a fantastic recreation.
Thanks to Derfel Link for creating the new vector files.
Thanks to Ron Shirtz for the permission to use his tiles.

Re: [Quest Pack] [10 Quests] - Vengeance for Vengeance

PostPosted: February 2nd, 2017, 4:53 am
by The Admiral
Note A to quest 10 says "These chests contain four potions of healing".

The quest has three chests marked A that are each in a different room. It reads to me that the four potions are within those three chests, which seems odd as how are they distributed? two in one and one in the other two, and which one would get two?

This leads me to believe that it should say that 'each' contains four potions, but as the potions each heal 8 BP's that would total 12 potions with 96 BP's for one quest. Even for a tough quest that seems a little excessive.

Some guidance/thoughts on this would be helpful.

Another question

PostPosted: February 3rd, 2017, 9:22 am
by The Admiral
The Well of Madness room at the end of the final quest is quite debilitating, However, when does a Hero roll for it's effects?

1) If they start their turn in the room.
2) 1 above plus during their turn if they enter the room during it.
3) At the start of their turn regardless of where they are once the door to the room has been opened.

The first option seems the most obvious to me, but Gremen is on his own and the Heroes will start outside the room. They will get a free turn to have a right go at him and maybe take him down before he gets a chance to do anything.

In reference to my question in the previous post, I have decided to distribute 4 potions amongst the 3 chests (2 in the first one and 1 each in the other two) as this is how it actually reads. Also, as I reach the end of this quest, I realise that 12 x +8 healing potions would be way too much help for my Heroes.

Re: Another question

PostPosted: February 3rd, 2017, 9:58 am
by j_dean80
The Admiral wrote:The Well of Madness room at the end of the final quest is quite debilitating, However, when does a Hero roll for it's effects?

1) If they start their turn in the room.
2) 1 above plus during their turn if they enter the room during it.
3) At the start of their turn regardless of where they are once the door to the room has been opened.

The first option seems the most obvious to me, but Gremen is on his own and the Heroes will start outside the room. They will get a free turn to have a right go at him and maybe take him down before he gets a chance to do anything.

In reference to my question in the previous post, I have decided to distribute 4 potions amongst the 3 chests (2 in the first one and 1 each in the other two) as this is how it actually reads. Also, as I reach the end of this quest, I realise that 12 x +8 healing potions would be way too much help for my Heroes.


I would go with option 2 (which includes option 1)
This passage: "If a total of 9-11 is rolled, they move to attack any monster in the room other than Gremen." makes me not think option 3. Since it specifically states in the room.

I agree with your theory on the potion distribution also.

Re: Another question

PostPosted: February 3rd, 2017, 2:41 pm
by The Admiral
j_dean80 wrote:I would go with option 2 (which includes option 1)
This passage: "If a total of 9-11 is rolled, they move to attack any monster in the room other than Gremen." makes me not think option 3. Since it specifically states in the room.

I agree with your theory on the potion distribution also.


Yes, I think option 2 makes the most sense.

Re: [Quest Pack] [10 Quests] - Vengeance for Vengeance

PostPosted: February 3rd, 2017, 4:50 pm
by Count Mohawk
Quest #10 starts with an utter meatgrinder, with the first room having 29 Body Points worth of monsters in it. Those Dark Haven Soldiers are no joke! Not to mention some really unfair trap placement (pit traps right next to the stairway? Come on!). According to the QSC, a party of 4 Heroes, each with 4 Attack and 5 Defend, are still likely to lose upwards of 52 Body Points... (probably a lot more than that, because i didn't add in the effects of the well of woe or the infinite undead coming from room C)