Farwatcher wrote:The Witch Lord letting the heroes keep/regain the Spirit Blade never made sense to me either! My sneaky solution was: in Quest 4, the Halls of Vision, the ghost of King Agrain shows up right at the end and takes the Spirit Blade from the heroes -- he doesn't give an explanation, but behind-the-scenes it's because he had a vision of what was going to happen next. Then, when the dwarf and wizard get out of their cell, Agrain's ghost shows up again and gives them the Spirit Blade -- which is why the Witch Lord flees when they interrupt him.
It's been a long time since I ran those quests, but I think my players' heroes had lost Orc's Bane or Borin's Armor to the sparkly dust room already, and they got pretty panicked when the Spirit Blade got stolen, too! ::evil cackle::
-FW
Ooh, I like that idea! King Agrain's ghost would be cool to include. In fact ghosts in general would be a nice addition to this quest pack. Trembling in fear at our three kinds of undead gets a bit monotonous after a while ...
We don't have that sparkly rust room in the EU edition of the game, though. I don't think any 'rust' effect is introduced until Wizards of Morcar.
However, I have something much nastier in mind ...
It's been a while since my original post, but I've been thinking about how to make revisions to Return of the Witch Lord with the fewest possible changes. My ideas above were a bit complicated and best left to creative Morcar/Zargon players to embellish as they see fit.
However, if I were just going to do an edit of RotWL's questbook (European edition), I think it would go something like this:
WARNING - THE IDEAS BELOW ARE NOT YET PLAYTESTED! These proposed edits are for the EU edition of RotWL. They don't alter the maps, only the notes.
Inside front cover of questbook, or below the flavour text on p5- Add a note to the start of the questbook saying that
if players lose the Spirit Blade they may be able to get it back in a later quest. - Remind the players that
if a character dies, a fresh replacement hero will arrive at the start of the next quest. - In the same note,
recommend that players be allowed to buy equipment between quests as normal. (A lot of people don't allow this, but officially it's fine, and it will be important for the ideas below! Possibly the prices are doubled as you have to buy from a 'zombie shop' or some shady lone merchant.)
Quest 5 (Gate of Bellthor)Add a note that the
players cannot spend gold between this quest and the next one.
Quest 6 (Halls of the Dead)-
The Dwarf and Wizard do NOT start with any equipment.
The Wizard doesn't have his spells either. As in the original, they have lost all their gold.
(In the EU game, they can still use their basic attack and defence dice as on their character sheets: Dwarf 2A/2D; Wizard 1A/2D.)
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The chest marked C in the central room contains the Spirit Blade and the spellbooks for the Wizard and Elf (allowing them to get their spells back). It does NOT contain the Barbarian and Elf's gold or equipment.Everything else in this Quest happens as normal.
Yes, that's right--NOBODY gets their equipment or gold back in this Quest. All gone, bye bye! That includes Quest Treasures like Borin's Armour and the Wand of Recall. The old HQ problem of maxing out your character with gear is brutally solved by cutting them back to bare basics. Now they have to flee to the stairs, armed only with their starting stats plus the Spirit Blade. Suddenly those 'easy' undead monsters are much scarier ... and they have a reason to really hate that Witch Lord guy. Gold suddenly matters again too, because they'll have to desperately start saving for shields and helmets and whatnot again. (This is why it's important to go with the official rule of spending gold between RotWL quests if using these edits.)
Putting the Spirit Blade in the chest in the main room isn't as cool as having it turn up in a chest later, but it needs to be here so that I don't need to muck around with the rules for the Witch Lord cursing and vanishing immediately. If the heroes don't get it back yet, then all kinds of extra changes would be needed, because the Witch Lord would stick around to fight and need a stat block, etc. Simpler just to bung it in the chest and call it a day.
Note that if you know where the stairway tile is, you only have to kill three Zombies and maybe one Skeleton to finish this quest. The rest of the map is just there to get new players lost.
Quest 7 (The Forgotten Legion)No change. But the Legion will be a much scarier prospect now because the players have no gear apart from the Spirit Blade. Run for it! I get the impression this quest was meant to involve fleeing from the Legion as published, and this should make it more effective.
Quest 8 (The Forbidden City)This quest has two unmarked chests that are visible on the board from the start of the quest. Very odd. I suspect some content was cut here. Anyway, let's make use of them:
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The chest marked A contains 1 random Quest Treasure. Shuffle all the Quest Treasures and take one. (There will be four of them, unless the players managed to die and lose the Spirit Blade again, because they automatically lost everything they had in Quest 6.)
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The chest in the lower left corner of the map gets the mark (C) and contains another random Quest Treasure. This way, the players CAN get some of their most valuable and irreplaceable items back ... if they bother to go see what's in the chests, that is. And the chests are advertised on the board from the start, so it's not as if the game isn't playing fair! They may be able to get back Borin's Armour, the Wand of Recall, the Talisman or Lore or Orc's Bane this way (but only up to two of them).
They should also be spending any fresh gold they find on basic equipment cards again, between quests. An alternative to the above is to have one of the chests contain several random Equipment cards rather than a Quest Treasure.
Quest 9 (The Last Gate)
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The chest in room A contains 250 gold coins (as published) AND 1 random Quest Treasure card. (This means that if the players checked all the chests in the previous quest and this one, they can get back three out of four Quest Treasures they lost. But they'll still feel the pain of the missing fourth one.)
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Add a note to Kessandria saying she can open secret doors and doors, and move through them; lay out what she can see as normal. (This seems to have been the intention of the quest designer, but it's not actually mentioned in the notes as published. There is a named Orc, Ograk, in Kellar's Keep who does have this move-through-doors ability, so there's official precedent.)
Quest 10 (The Court of the Witch Lord)This is the trickiest one to edit because there's not much room left on the notes page!
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The chest in room B will contain the Spirit Blade (as well as the potions) if the players managed to lose it again between quests 6 and 10, e.g. by the wielder dying and a monster collecting it. It won't be here if they're stupid enough to smash it against one of the magical Orc statues in this quest, though.
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If Skulmar was not killed, all Skeletons in this quest are from his Forgotten Legion and defend on white shields instead of black. -
If Kessandria was not killed, the Witch Lord is immune to Fire spells. With those changes, I
think I avoid an unwinnable game condition in Quest 10. If the players lost the Spirit Blade again somewhere in Quests 6-9, they can get it from the chest near the WL's room. Of course, if they lose it to an early death or statue tomfoolery in
this quest, AND Kessandria escaped earlier, the WL will be totally invincible--but that only forces the players to try the quest again, rather than being doomed for something they did three quests ago and can't fix.
Now to get around to testing it! Need to see if the total loss of equipment will make the quests too hard. It actually should be straightforward to test, because the players start Quest 6 with no extra gear and zero gold. Just set up Quest 6 as if starting the first game of a campaign and see if it's survivable. It might take a couple of tries but you can just reset it and try again since nobody starts with anything.
In fact, if it works, this could form a mini-version of the quest pack. Just start with fresh characters and play Quests 6, 7, 8, 9 and 10. Start with the scene on the front of the box and play through to the final battle!
It would effectively divide RotWL into two shorter campaigns. Quests 1-5 form a mini-quest pack, ending on a cliffhanger. You can stop there if you want, indefinitely. Then Quests 6-10 start from scratch in gold/equipment terms, making them playable out of the box even if it's been years and you've lost your old character sheets.
Well, it makes sense in my head, anyway ...
(Obviously there are other changes I'd like to make, like giving the Witch Lord and other bosses a Body point track, but that's an extra thing.)