I see this has already been discussed upthread (many moons ago), but ...
Bareheaded Warrior wrote:Spells requiring a Physical Aspect
There is no mention elsewhere in HeroQuest of spells having a physical aspect, you don't have to purchase or carry spell components, and even the majority of carrying capacity house rules ignore spells for the purposes of calculating carrying capacity. HeroQuest's Spell System, like that of D&D is Vancean in origin, based on the principles of magic used in Jack Vance's Dying Earth Series, in which a wizard is limited in the number of spells that can be simultaneously remembered and forgets them once they are cast is based on memorising spells so I agree with the OP for the reasons that he has given, that our casters should NOT lose their spells at the start of this Quest.
I interpret this in another way: as evidence that spells in Heroquest
do have a physical component, such as a book of spells carried by the Wizard and Elf. Call it the 'Elemental spellbook'. While the spells clearly work on Vancian principles, you have to memorise the spells from somewhere. I'm pretty sure that in classic (Basic) D&D the magic-user toted around a spell book or other source to reread and re-memorise his or her spells after each hard day's dungeoneering. A D&D dungeon might take days or weeks to explore, so he or she would need to bring the book or whatever along for the journey.
In the case of this quest in HQ we can assume that since the heroes have probably been in the cell for a while, and each spellbook (or parchment or Elven amulet inscribed with poetic magical rhymes or whatever) has been nicked by the Orcs, the Elf and Wizard are unable to re-memorise the spells they presumably used up while fighting against their captors during the capture.
This opens up some simple ways to add new spells into the game: all the Wizard and Elf need to do is find or buy a new spellbook somewhere, in order to gain access to a whole range of new spell decks.
On a related note, there are items carried by the heroes (in the EU game) that are ignored for all game purposes and exist purely as background, like the crystals that glow red and let Mentor contact you in Kellar's Keep. These were edited out of the NA edition, probably to avoid awkward questions about whether to list them on your inventory, whether they could be lost during the game and what happens then, and so on.
Also, re this comment on the 'Advancement - how to do it?' thread
http://forum.yeoldeinn.com/viewtopic.ph ... 1&start=10Bareheaded Warrior wrote:2. The room in which the Heroes find and recover their lost equipment should be on the critical path but isn’t. The problem with it not being on the critical path is that Heroes can successfully complete this Quest and achieve the objective and move onto the next Quest with or without recovering their equipment (if they fail it doesn’t matter as they have to replay the Quest), which means the difficulty of the next Quest and subsequent Quests becomes impossible to balance. The next Quest would either have to be easy enough that the Heroes could complete it without their equipment, in which case it would be too easy and dull for equipped heroes or vice versa, making it extremely hard for Heroes without their equipment. That would lead to them failing and retrying the next Quest or Quests repeatedly, possibly losing Heroes as a result, causing a serious dent in their progression from that point forwards, all based on whether they went left or right at a particular junctions.
Well, as you know BW, you and I have different opinions about the importance of a 'critical path' in (EU) Heroquest ...
In this case, there are two factors that mean it's fine (in my opinion) that the room isn't on the critical path:
1) Mentor's parchment text says "you must find your equipment and escape". Strictly speaking, finding your equipment
is the goal of the Quest and it's not completed unless you do it. If the heroes just leave then it would count as a fail. It's like those NA quests in Kellar's Keep that specifically say the heroes MUST find the piece of the stone map before leaving.
Of course, this can be ignored--and I would probably ignore it because it's more fun to let the players decide whether to just flee or not.
2) Many of the base game EU quests are designed to be reasonably survivable even by starting heroes. This is probably so players can pick one to play instead of needing to play through all of them in a sequence, and also so that any hero who dies and is replaced during a campaign isn't totally useless and defenceless.
If you're rebalancing the base game so that it properly scales up in difficulty as you play through the campaign, this will obviously become a problem ... but I don't think it was too big an issue in the original design, precisely because the base game
didn't scale up in difficulty as fast as the heroes levelled up.
In this case, the next Quest is 'The Stone Hunter'. The only tough challenges are getting past the stone Chaos Warriors and the Gargoyle later on. The Warriors will be fought one at a time (two at a time for the first pair) and the Gargoyle is by itself too. Otherwise it's a handful of undead. There is an abundance of riches in this one to start re-buying gear with - 200 gold in a chest, 100 gold coins each upon returning, and Borin's Armour! Again, speaking of the published base game here.
The next two are 'The Fire Mage' and 'Race Against Time', which are both quite playable with starting heroes in the EU game. At least from memory 'The Fire Mage' is, and I recently ran through 'Race Against Time' with four starting heroes to test my simple timer mechanic. 'The Fire Mage' is fairly linear so the heroes will probably be staying as a group for much of it even if they're feeling competitive, which helps to compensate for any lack of equipment. 'Race Against Time' has a couple of tough rooms, but they're on the optional side-branch for the gold, not the, uh, critical path.
'
It's not until 'Castle of Mystery' that you hit a difficulty spike (because this one splits the heroes up with the teleporters to different rooms of monsters) and then 'Bastion of Chaos', which is just chockers with creatures.
Besides which, my own design preferences lead me to say the equipment room should
not be on the critical path. If it is, then the players aren't really doing any genuine exploring, but are simply following the (disguised) railroad laid out for them. The fact that they can leave without finding their equipment makes it feel more like real exploration. They actually have to stop and say, "Hang on - this is the exit but we haven't found our gear yet. Should we keep looking or just run for it?"
The one issue that does present itself is: if the Elf and Wizard's spells
are somehow locked in Grak's cupboard (e.g. as spellbooks), but the heroes leave without getting them back, are the Elf and Wizard doomed to play without their spells for the rest of a campaign?
In practice I think players would just get those heroes killed as fast as possible in order to replace them with fresh ones.

Foreseeing this, it would be easy enough to rule that the Elf and Wizard get their spells back for the next quest (having found replacement spellbooks or whatever in town).