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Let's Talk Silver Tower
JEM wrote: I don't want to detract too much from the subject, but in the last dungeon crawl game I played (Shadows of Brimstone) we had characters lagging behind and others running ahead to reveal new rooms mid-fight because there's a built in timer on the missions (a kind of Doom Track) and we had to book it. Characters and enemies also all activate in strict initiative order, so you might want one character to do something after another, but they go before. Now, SoB is basically a xerox copy of the old Warhammer Quest, but I don't know if those were or were not in the old game.
Same thing with the coop Descent scenarios and Road to Legend. And the D&D games have you explore at the end of your turn, so monsters get to go before they're attacked (unless you're Drizz't).
Mr. White wrote: Apparently, a new female hero has been added to the app. Too recent to be in that card pack though.
That said, the may need to be a little more added to give us the facade of that 'campaign' feel, but maybe something outside the box...not dealing with shop owners and their stocks.
I'm thinking about the Conan tales...I don't recall him worrying about encumbrance, but at the same time he sort of had a character arc over the tales. I wonder if there's some I can put in place to help give a career narrative to these characters that is within the experience of exploring the Silver Tower, but doesn't require retail therapy.
I like that stuff, but I don't really miss it. Most games don't have it. Descent tried, and it was dumb.
You do have a narrative arc as you get skills/treasures, so that is in place. No encumbrance though. It is actually kind of nice that the game isn't full of +1 swords.
Fury of the Forest (1+) range-combat to hit-2+ damage-1
Greenwood Scythe (4+) range-combat to hit-3+ damage-d3
Unleash Spites (6+) range-area to hit-5+ damage-1
Quick Tempered (stays the same)
Command (2+) (this is like the Warpriest)
Traits (stays the same)
Reknown (stays the same)
Bittergrub (acts as a pet like the gryph-hound)
Move – 3
Agility – 4+
Vigour – 1
Bittergrub Rules: If you have not made a Command (2+) action by the end of your turn, roll on the behavior table to see what the Bittergrub does.
1-2 HIDE: Move the Bittergrub towards the Branchwych. If the Bittergrub ends its movement adjacent to the Branchwych, place the model on the Branchwych’s card. (Note: this pays tribute to the Bittergrub model initially riding on the back of the Branchwych model as well as the nature of insects to generally scurry for cover.)
3-4 DEFEND: Like the gryph-hound action of the same name.
5-6 MANDIBLES: Like the gryph-hound action HUNT.
If it’s been knocked out – Move the model somewhere off the board, move to Branchwych card during Respite.
If it’s in hiding/spawning during Respite – Put the model on the Branchwych card, place adjacent to Branchwych as first space on DEFEND or MANDIBLES action. (This is how the BitterGrub moves back into the game.)
Originally, I viewed these as entertainment, but on a second pass this weekend I thought they should be included here. Beyond this guy's schtick, he seems to provide deeper analysis than most 'unboxing' videos. His observations on the Silver Tower's art and commentary on the characters across the HeroQuest lineage are worth a viewing. He clearly loves this line of games and has a lot of experience with them.