Warlock Quests

By Alchemist, in Talisman

I have a few questions about the Warlock Quest cards and how everyone uses them.

First, when you draw the Warlock Quest card do you look through the deck and choose or draw off the top?

Second, the directions state that quests must be completed as soon as possible. This is the rule that we've had quite a bit of discussion about. For example, one player ended up with "Kill One Dragon." There happened to be a dragon on the board deep in the dungeon. Does this mean the person has to take the shortest route possible to the dragon without any detours? Should a player forget everything and make his/her priority the Warlock Quest? A player could and has stated that drawing cards from the adventure deck gives him/her the best chance at completing the quest. This rule seems a bit vague to me.

in my belief u dont have to kill that dragon or take the shortest route but the next drago u kill does complete that quest and for the quest card u can do either it depends on ur play group we personally look througn the deck as the reaper rules state but i no some group that draw the top card off the deck

We go by the Reaper rules for selecting Warlock quests, pick whatever quest you would like.

As for completing it as soon as possible it depends on the type of quest. If it's a discard quest, it is my believe that if you can complete it and you are on the Warlocks Cave, you HAVE to do so. As for traveling or killing quests, you don't necessarily have to go out of your way to try and complete the quest, BUT say you have a die roll of 3, and you can go to the city or the chapel, and your quest is to travel to the city, you HAVE to go to the city. Basically, you don't have to go out of your way to complete a quest based on chance, but if the chance presents itself, you have to do it.

As for the "teleport to the warlocks cave when you complete a quest", we have our own set of house rules to compensate for quests that don't necessarily fit that. For Deliver, you have to go back to the Warlocks Cave to complete, instead of teleporting. For Travel, you get your reward at the place. Anything else (kill, take a life, etc) you are teleported to the Warlocks Cave upon completion.

how would u get ur reward if u dont automatically teleport to the warlocks quest space and what do u do for the sacred pool ending

We solve that by deciding what we want BEFORE we pick our quest.

"I'm going to take a quest" "Okay, are you going for a quest reward or a talisman?" "Eh, I need a Talisman, but I could just go through the dungeon... I'll take a quest reward"

We bend the "story" to state that you tell the Warlock what you hope to gain from your quest, whether it be a bonus on your person, or the ability to enter the valley of fire. That way with the Warlocks magic ability to get the Talisman to the places can also work with the Quest Rewards.

As for the Sacred Pools Ending, we have even more house rules. Because you can gain a quest at the beginning of every turn, and some you can complete a lot more quickly than others, any quest rewards you may get you cannot use until you visit the Warlocks Cave. We attribute this to an external force, the Warlock, acting on the characters to compel them to do certain things, and the characters are unwittingly doing the Warlocks bidding until they visit him and realize the truth. Instead of teleporting to the Warlocks Cave when you complete the quest types mentioned above, you automatically receive a quest reward, but for sake of story, the character just has a feeling of empowerment that he doesn't know what it is. Basically, when you first visit the Warlock, he then activates any quest rewards you have obtained. As for actually acquiring them? Same as normal, draw one random when you complete a quest. You can look at them, giving everybody a greater drive to make it to the middle region. Needless to say, the Highlands and Tavern are greatly abused when using this ending, when somebody has a powerful quest reward they can't use. Also, it encourages more PvP because we want to prevent somebody with powerful quest rewards from being able to use them. They still count towards your total of 4 if they haven't been activated, and they also count towards your total if they haven't been activated and you die. As for the actual ending? We dislike the "If you make it to the crown of command with 4 quest rewards, you win" so after somebody makes it to the crown of command they draw another alternate ending and play it out.

Sorry if this doesn't make sense, tried my best to sum it up, I can rephrase if needed.

Best Wishes-

it actiually makes perfect sense and i love how u storylined how it all works

Our take on this is if you can complete the Quest immediatly then you do so, teleport to the Warlock's Cave and get your random Quest Reward. Quests are also picked randomly, just like you would any card that stacked as a deck.

As far as soon as possible, we interpret that a bit loose. If there is a Dragon on the board, or a Str. 7 trophy, and you are a middling Str. 2, then it's foolish for you to complete the Quest, and the Warlock wouldn't want you to. It's in his best interest for you to finish the Quest and wouldn't send you on a suicide mission. When you are assured of a reasonable chance of success then you must make the attempt, and there is grey area there.

There are far too many Quests to from, with the Reaper rules that is fine, but if you are also using the other expansions then it's too easy to get something that doesn't cause you sacrifice, which the Warlock adores. I was the Chivalric Knight and forgot that I had a Quest to discard 2 Objects. I had the Druid Staff, and was focused on a Runesword that the Gypsy couldn't use as she is good. As soon as I picked it up I realized what I had done and heard the hollow laughter of the Warlock demanding his payment demonio.gif