Quantcast
Channel: Cooperative Game | BoardGameGeek
Viewing all articles
Browse latest Browse all 1683829

Thread: Mage Knight Board Game:: Variants:: Working on a Solo full Length Adventure... Quest 1: Arythea is Tired....

$
0
0

by padawanofthegames

Please note, this is still in beta form. I have playtested these quests multiple times, but I would love the geek's help in order to make this as good as it can possibly be. That being said, let us delve into the first Quest.... The Red Ruins.

The assignment was to capture the city by the order of the Void. But Arythea was tired. She was so powerful, and yet, she was stuck under the weight of always being told what to do, always being told who to kill, what to kill, and how to do it. And besides, who was she really? She remembers only one thing from all those years ago: the Dark, and then the gate. That's all. She awoke one day and found herself in the council chamber, with a new body... and these powers. The Council claimed to have given her these powers, but she really didn't know. She didn't even know what they looked like. Whenever she was assigned a task, the Council just kind of... whispered... in her head. It was a silent, scheming whisper. Almost a slither... it was taunting. but Arythea was tired. It was time to take matters into her own hands. She saw where those creatures in the city really came from, and her moral compass was starting to defrost again. This, and that strange stone she saw the last time she was in the Cruor? It was time she got some answers, and she wasn't going to slay any more innocent Atlanteans to do the Council's bidding. What was their underlying motive? The cities aren't nearly as strong enough to fend off what the council is sending them. And what does Arythea have to do with this all? Are there any other like her? She had heard herself being called a Mage Knight by the locals, but what, and who, was she really? Maybe if she liberates Cruor finally of the threat of the Council, she can out a little more, and maybe, just maybe, a clue to dethroning the Council of the Void. But how to get there? Ever since she started having thoughts of Rebellion, Arythea has not been able to find Cruor. It's as if it has fallen off the face of the table... The only clue she has received are these strange pieces to a puzzle, shaped like pieces of a mirror, that she found in different deserted ruins... that look almost completely identical to the ones found by Cruor. Finding the rest of the pieces may just lead her to the Red City... and a start to freedom.

(This is the first Quest in Arythea's Story line. All the characters will have their own Quests, and I have tailored these quests specifically to fit the character's play style... good luck, and happy... Mage Knighting?)


Adventure 1: The City of Cruor

Setup: Open (3-column)

Tiles: Use tiles 8, 10, and 11 from the countryside tiles, as well as 4 random countryside tiles. Use tiles 2,3, and 4 from the non-core city tiles. Set the Red city tile aside, face down, with the red city set at level 5.

Adventure end:

When players have liberated the Red City.

Number of Rounds: 4 (twilight, day, day, dusk)

Special Rules:

-Remove the "Altar" ruins tiles from the game during set up. They will not be used.
-A player must defeat 3 ruins tiles on the board in order to travel to the red city.
-Once a player has defeated 3 ruins tiles, he may teleport to the red city moving onto a defeated ruins space. This is part of movement, and does not count as a player's action for the turn. When a player travels to the Red City, turn over the Red City tile as if it were just revealed, and place Arythea on that tile's ruins space.
-As a side note, whenever "just revealed" is written, you will do ALL actions associated with revealing a tile: Placing tokens, setting Advanced Action cards, groaning at how much move it's going to take to get across that freaking desert... you know, the usual.

Scoring:
- Normal Scoring.
- Receive 2 red crystals as a gift for freeing the people of Cruor of the Council's never ending treadmill of dissatisfaction.


Nothing as felt more powerful than... doing good. Well, that, and knowing how pissed the Council will be when word has got to them that they no longer have power over Cruor. Having also been gifted with real Red Crystal, Arythea has also began to actually... dare she say... like the Atlanteans. Good people... how did they get into such a corrupt, ruinous, death filled state? She had to help them be freed, and she knew that they could help her. This altruism towards the common downfall of the Void is going to have to strengthen quickly, though, because there is a powerful rumbling on the ground and a faint red glow in the distance. Night is coming, and the Council has just realized the Treachery that is afoot.


Adventure #2: Rampage

Setup: You will preset all tiles in a wedge shape as if they were just revealed. Don't worry.... it's still hard.

Tiles: All countryside tiles with magical glades.

Rounds: 4 (night, night, night, twilight)

Adventure end:

When players have cleared all three villages of enemies and defended the orcs from rampaging until the end of the 4th round.

Special rules:

-At the end of each round, the player will place 3 orc enemies randomly on the appropriate "rampaging" sword spaces. These enemies will stack, so if a player has not defeated an orc in a space, and it is chosen to be populated by another orc, there will be 2 orcs in that space until the player has defeated them both in Combat.
-You do not gain reputation for defeating orcs.
-Place 1 red enemy and 1 white enemy enemy face down on each of the village spaces during set up. These villages MUST be cleared of enemies in order to complete the quest, as well as ALL orc enemies.

Scoring:
- As normal, except:
+10 if you won this quest, because you sir, are worthy. (basically it's +1 XP)




Viewing all articles
Browse latest Browse all 1683829

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>