Again, as with the previous posts, the following House Rules are recommended when trying to use these cards:
House Rule #1: At the end of every third session, the players receive a Deck Manipulation reward. When this happens, items are reset to their starting (brown) equipment for each character, but you can save 1 item + 1 per earned Title. Serendipity and gold are reset to zero at this time as well.
Addendum to House Rule #1: If the Heroes ended the third session while still in the middle of a Quest Chain, they may choose to delay the Deck Manipulation and item reset until the end of the session in which they complete that chain. Further Deck Manipulation rewards do NOT accumulate while you are delaying one.
House Rule #2: When you complete a chain Quest that directs you to add a new chain to the Quest Deck, you may choose to either place that card on top of the deck, or to shuffle it into the deck. If the last Quest of a session tells you to add a new chain to the Quest deck, you may make the decision at the start of the next session.
With those in play, you can incorporate the cards below into Myth's "Free-Questing" mode.
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I should have explicitly put the quest goals on this card. I've been assuming that the default of goal of any quest is to Clear the Tile unless something else is specifically mentioned, and failure happens if the tactical situation forces you to abandon the Tile without clearing it.
If the players abandon the Quest and flee off the double-sized Tile, they can escape past some Trap and then exit. Doing so here breaks the chain progression.
The Story in the rulebook includes a cryptic statement of "The Mini-Boss doesn't appear until Wave 5 is cleared." That's the only mention of a mini-boss being part of the Act. Weird, huh?
I decided to keep it, but broke that off into its' own Chapter Quest that follows this one. If 5 waves of slaughterfield eats up all the time you had to play, you can save the mini-boss fight till the next session.
It was a little tempting to move the miniboss all the way to the end and have it be the Innkeeper, but that would have really changed the power-level of the final battle which already has several strange rules and didn't need the further complication.
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Gathering kindling is mentioned in the Story, but not really explained or defined. Here it's a bonus Treasure, and also sets up a benefit for the final Quest.
I added a non-combat action with a die roll to make it just a little harder. The Title you get as a reward for success is a big deal, so I felt it needed an extra hurdle.
I came "this close" to adding a mini-boss or captain to this card to represent the innkeeper. It would have really complicated the fight, but killing that jerk would have felt cathartic.
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