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What order should the quest packs be played?

Discuss general topics relating to HeroQuest that don't fit well in the categories below.

Re: What order should the quest packs be played?

Postby aaronAGN » Saturday July 1st, 2017 1:11am

Phoenix wrote:"The Maze"
"Plague of Zombies"
"Inn of Chaos"
"A Growl of Thunder"
"Running the Gauntlet"
"Revenge of the Weather-Man"
Dark Company
"The Halls of Durrag-Dol"
"The Eyes of Chaos"


There's a LOT of quests I've never even heard of.
What are these, and where/how do I find them?

Edit:
Never mind. I just saw the section on the main forum page.
Can't believe I missed that.
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Re: What order should the quest packs be played?

Postby kyrrahn » Monday November 13th, 2017 12:21am

This is an excellent thread... Don't recognise a lot of the quests people are mentioning but I'm sure I can find them on the website.
I want my Mummy :mummy:
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Re: What order should the quest packs be played?

Postby Xd_Over » Tuesday April 24th, 2018 4:29am

What I am curious of is if you bring additional things from the upcoming expansion packs (WoM Spells, Men at Arms, Artifacts and Treasure etc..)
How much it effect the early game. and how you would introduce the new spell decks from WoM (Wizard/Elf purchases the spells like Weapons in the Armory or should they have the option to choose them from Mission 1)
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Re: What order should the quest packs be played?

Postby Maurice76 » Tuesday April 24th, 2018 5:45am

Gold Bearer wrote:KK is supposed to be first. Read the epilogue in the main quest book. It tells you right after you kill the witch lord that he isn't proper dead and you need to do it again, but first you must travel to KK. I'm not saying you shouldn't play RotWL first, just that KK is meant to be first.


I know this post is 2 years old, but I just realised no one has mentioned this before:

The epilogue of Return of the Witch Lord mentions that there's going to be a banquet for the Heroes in the presence of the Emperor and the nobles of the Empire, at the Grand Palace to celebrate their victory over the Witch Lord. That's particularly hard to do if the Emperor were still holed up in Karak Varn at that time. As such, he has to have been released from that place before the Witch Lord is defeated.


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Re: What order should the quest packs be played?

Postby girot » Monday August 27th, 2018 7:48am

Xd_Over wrote:What I am curious of is if you bring additional things from the upcoming expansion packs (WoM Spells, Men at Arms, Artifacts and Treasure etc..)
How much it effect the early game. and how you would introduce the new spell decks from WoM (Wizard/Elf purchases the spells like Weapons in the Armory or should they have the option to choose them from Mission 1)


I am working on this very thing right now. The way I'm working it is the Wizard needs to by the new spell groups (~1000g each) to get access to them, but still only gets to go into each quest with 3 sets. I am toying with adding Wands and Rods to the mix as well. Since the Wizard can lose his magic after being stripped of equipment, it stands to reason he requires a physical tool to cast at all. Wands make sense. So, a basic Wand gets something like 9 charges (spells) per quest before it burns out. If you want to cast up to 12, you'll have to upgrade to a Rod. The Wizard Staff works like a Wand (9 charges), but with a physical attack. The final gear tier would be the Grimoire, giving you full access to your entire inventory and a +1 defense bonus. This is balanced by making the book 2-handed and reducing attack to 0.
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Re: What order should the quest packs be played?

Postby Spookyhappyfun » Monday August 27th, 2018 4:05pm

Xd_Over wrote:What I am curious of is if you bring additional things from the upcoming expansion packs (WoM Spells, Men at Arms, Artifacts and Treasure etc..)
How much it effect the early game. and how you would introduce the new spell decks from WoM (Wizard/Elf purchases the spells like Weapons in the Armory or should they have the option to choose them from Mission 1)


I bring in more treasures and artifacts once I get to those sets of quests. I have extra treasures and other cards that I like to start with at the beginning anyway, but if cards are for a specific quest pack, I don't put them in the deck until then.

As for the spells and Men at Arms, I don't bring them in until those particular quest packs, but I try to put in story reasons for them. For instance, I substitute j_dean's Summons of the Wizards' Council for the regular Wizards of Morcar since it expands on the quest pack to make it a full-on Wizard Quest Pack. It also has a quests where the Wizard finds spellbooks to help him learn the new spell groups. I've also gone into the Elf Quest Pack and written in a section to allow the Elf to learn the new Elf spells early on so it makes sense with the story.


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Re: What order should the quest packs be played?

Postby wallydubbs » Friday November 30th, 2018 1:36pm

Xd_Over wrote:What I am curious of is if you bring additional things from the upcoming expansion packs (WoM Spells, Men at Arms, Artifacts and Treasure etc..)
How much it effect the early game. and how you would introduce the new spell decks from WoM (Wizard/Elf purchases the spells like Weapons in the Armory or should they have the option to choose them from Mission 1)


In a sense, I have done this:
drathe had made extra treasure cards for Keller's Keep and Return of the Witch Lord accessible to the US version; combining this with the original treasure deck, and a few cards from the expansion packs like Poison, Magical Traps, Potion of Magical Aptitude, Air Walk, Potion of Magic Resistance (I did not include Potions of Warmth, Elven Cloak of Passage, Wolvesbane Potion, Treasure Hoard, Potion of Alchemy and Potion of Charm as some of these are irrelevant until their corresponding expansion packs). This did create a bit more rarity in the cards, as Potion of Healing becomes more scarce with additional cars and there are other dangers besides wandering monsters and hazards.
The expansion spells were played right away, as the Elf preferred his Elven custom spells, and the Wizard had a wider variety to choose from. He usually picked 2 of the original (Fire and Earth) and 1 of the newer ones. But when Melar's Maze came up and Talisman of Lore came into play, I let the players vote if an additional mind point would give the wizard and elf an additional set of spells (if it went to the Dwarf and he was raised to 4 MP he would be allowed to use only Earth spells).
To counter this the poison cards in the Treasure deck that effect mind points causes the hero who drank it to lose a set of spells if the mind point was lost. Of course, I also upped the ante and allowed other bosses to use spells (I let Ulag use 3 Orc Shamen Spells, and gave the Witch Lord Reanimation from the Mage of the Mirror Chaos Spells.
The Wizard would then tactically listen to the introduction trying to determine which spells would be most useful. If he knew he would be fighting a boss, such as the Fire Mage, he would choose Spells of Protection, attempting to utilize the Dispell.
I felt Men-at-Arms would give the heroes too much of an edge, so I saved those for the Frozen Horror and Wizard's of Morcar expansions.


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Re: What order should the quest packs be played?

Postby The Admiral » Friday November 30th, 2018 4:50pm

Xd_Over wrote:What I am curious of is if you bring additional things from the upcoming expansion packs (WoM Spells, Men at Arms, Artifacts and Treasure etc..)
How much it effect the early game. and how you would introduce the new spell decks from WoM (Wizard/Elf purchases the spells like Weapons in the Armory or should they have the option to choose them from Mission 1)


Interesting. When I played the base game back in 1990 that wasn't an issue. If I was starting again, I think I would play it as written with no extras. After that I would say no limits on what's allowed.


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Re: What order should the quest packs be played?

Postby wallydubbs » Friday February 8th, 2019 2:51pm

So I've read over all the posts in this forum and I'd like to throw my 2 cents in on some things:

The quest order I intend to play in:
1 ) The Maze
2.) The Game System (The Trial will be moved up the list in that quest pack)
3.) Keller's Keep
4.) Return of the Witch Lord
5.) Against the Ogre Horde
6.) Wizards of Zargon
7.) Frozen Horror
8.) Mage of the Mirror
9.) Dark Company

There's been a bit of a debate regarding Keller's Keep and Return of the Witch Lord. There's a sense of urgency in Keller's Keep, which should definitely put this ahead of the Witch Lord... however it appears as if that might be too easy. I would up the ante with RotWL such as removing some of the heroes equipment after they've been captured, adding body points to the Witch Lord, giving the spirit riders each a spell, giving Skullmar Chaos spells and if he or the Witch Queen escapes they'll be allowed to stand by the Witch Lord in the final battle.

I also feel some sort of epilogue is needed for Wizards of Zargon, connecting it with the American expansion packs.
Although it seems uncertain among the ranks of which should be played first, Frozen Horror or Mage of the Mirror, FH seems to flow better with the inclusion of mercenaries after WoM. MotM doesn't allow them.

Also I really don't care for the story of Dark Company... I'm actually thinking if keeping the map, but changing the story to the final showdown between the heroes Zargon himself.


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Re: What order should the quest packs be played?

Postby Jalapenotrellis » Friday February 8th, 2019 9:40pm

I didn't know there was a Wizards of Zargon. I thought there was only a Wizards of Morcar game. I was told Against the Ogre Horde and Wizards of Morcar were Europe only, which makes rules odd when you get to them playing the NA systems. I don't have experience playing that far yet...can't wait though.
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