Affichage des articles dont le libellé est solo. Afficher tous les articles
Affichage des articles dont le libellé est solo. Afficher tous les articles

mercredi 28 août 2019

The Magic Trial V3.0

Thanks to all the suggestions I had on Ye Old Inn forums, I finally decided to rework my quest for the Wizard.
You will find here the last version (3.0) in pdf format including the map and all the required notes.

I'm quite sure it still needs some proofreading and adjustment but this version should be definitely better. I've completely reworked the Notes so that it is more understandable by Dungeon Masters who can then guide the player toward the good solution.

Notes : 

This quest is designed for players to learn the art of magic spells. It is supposed to be played by the Wizard or any equivalent hero. The quest was designed as a kind of riddles where the right spell should be used at the required occasion. I would thus recommend the master to read the quest carefully before playing it. A solution is suggested in italic letters in the notes.
It should be played by a beginner Wizard without any equipment nor treasure from any previous quest. Should he be killed during the adventure, the Wiazard will automatically be teleported to the very first room. He will lose any treasure or equipment he may have found and start the quest from the beginning.

In order to play this quest you will need the figures of the men-at-arms and the spells from the expansion set “Wizards of Morcar”.

The player doesn't choose any spell at the beginning since he will find them during the quest.

Get the full notes here

vendredi 9 août 2019

The Magic Trial V.2

Thanks to the feedback I earned quickly from the community (mainly on Ye Old Inn forum) I've edited my training quest  for the Wizard :


Note : In my downloaded version of the spells, the Genie can resurrect a dead hero. If you don't have this version you should add a Elixir of Life in Room 7

Changelog :
- Room 2 : The 8 Orcs have been replaced by the Barbarian and men-at-arm fighting against Orc so that the player will have to go through.
- Rooms 3 and 4 : The Chaos warrior has been moved from room 3 to 4. Traps added to room 3 then to maintain player's awareness and/or use the healing spell ;)

- Rooms 5, 6 and 7 : Minor change in furniture, treasures (this holy water might be useful) and monsters.
- Rooms 8 and 9 : Inverted the Elf corpse and the chaos warrior
- Room X : Replaced the Fimirs by the Dwarf and his man-at-arm fighting against undeads.
- Room 14 : Removed 2 Chaos Warriors
- Room 15 : Removed half of the Fimirs
- Room 16 : Piece of furniture added

Reworked the notes to follow chronological order of the quest