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Overland Questing and Kellar's Keep

Discuss Quests, Cards, Monsters etc from the Kellar's Keep Quest Pack.

Re: Overland Questing and Kellar's Keep

Postby Big Bene » Monday May 22nd, 2017 3:26am

Nicely done.
I would put some more work into the skull at the top right. The "relief" doesn't fit the style of the rest of the map, looks too smooth and too flat.
Have a look ;)


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Re: Overland Questing and Kellar's Keep

Postby knightkrawler » Monday May 22nd, 2017 5:28am

Anderas wrote:I photoshopped it there :)


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Re: Overland Questing and Kellar's Keep

Postby Anderas » Monday May 22nd, 2017 7:11am

Big Bene wrote:Nicely done.
I would put some more work into the skull at the top right. The "relief" doesn't fit the style of the rest of the map, looks too smooth and too flat.


You're right.
So i took my lunchtime and photoshopped it again.
There are two versions now: Everybody can decide themselves how many hints they want to give their players by using a part from the one map or from the other map.

Click for big, as always. The original has 400px per inch, that should suffice for any professional printer.

First one, re-shopped hints:
Image

Second one, the same, without hints:
Image


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Re: Overland Questing and Kellar's Keep

Postby Big Bene » Monday May 22nd, 2017 7:23am

Great!
|_P
Now do a 3-dimensional version :mrgreen:
Have a look ;)


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Re: Overland Questing and Kellar's Keep

Postby Daedalus » Wednesday July 5th, 2017 6:58pm

Anderas wrote:. . . So i propose to use 1, 2, 3, 9 as entry points to 4, 5, 6, 7 and make logically connected pairs of them:
1- The Great Gate leads to 6 - The great Citadel.
2 - The Warrior Halls leads to 4 - The Dwarven Forge
3 - The Spiral Passage leads to 5 - Hall of the Dwarven Kings.
9 - The East Gate will contain two things: A piece of Grin's Stone Map and hints plus a door to 7 - the Eastern Passage, which turns out to be blocked.

So finally the heroes enter
8 - Belorn's Mine as another entry to 10 - Grin's Crag.

So that makes five game evenings with two quests each, and an story-based acceptable opportunity to buy equipment between the quest pairs.
I also propose to make a finer resolution stone map so that it actually becomes useful - perhaps on the quest map there could be some more rooms, but filled with deadly traps, so that it finally becomes useful to read the map and avoid those rooms.

Side quest opportunities:
-[proposals]

Let me read your thoughts about it!

I'd say be sure to differentiate the entry points, either with the spiral stair tile or a mention in the Parchment Text. Also, a side Quest to exit the mines could be required to reach one of the entry points.

I always remembered the East Gate as a particularly uninspired roll-fest to get every Hero through the magic door at the end. Maybe this post will help provide some ideas, including another use for the map.
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Re: Overland Questing and Kellar's Keep

Postby Anderas » Friday September 8th, 2017 2:38am

Thanks for those proposals!
A side quest to exit the mines? You mean, i prepare a quest that the heroes can play any time to exit the mines?

Sounds good!

For the east gate, i am fully your opinion. Too many monsters, too less inspiration, too much standard, not enough specials.
I just read your proposals - i guess i will even go a step further, but they are definitely a good start! :)


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Re: Overland Questing and Kellar's Keep

Postby Spookyhappyfun » Friday September 8th, 2017 4:43pm

This is really cool, stuff. Especially the new map with hints. Thanks! I think I'm gonna be using some of this.


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