Hey everybody, I am new to quest making but have decided to make a go at it.
My idea for the first quest is another boss to fight. Basically after Zargon is killed/defeated it is found out that he wasn't the main cause for evil and was just a pawn to a god/demon known simply as Chaos. Now you have to fight through undead, monsters, orcs, etc. to win the fight against this new creature (Note this campaign takes place directly after the original campaign). I already have plans for the next campaign I am making but that will be later down the road.
To begin here is the list of monsters that I have with their stats [The ones unmarked are the normal NA stats] as follows; Movement, Attack Dice, Defense Dice, Body Points, Mind Points:
- Gargoyle
- Chaos Warriors
- Chaos Warlock 8 4/2 3 3 4
- Orcs
- Goblins
- Fimir
- Skeletons
- Zombies
- Mummies
- Troll 8 4 4 3 3
- Half Orc Thief 15 3 5 4 3
- Skidders 15 2 4 4 4
- Poison Skidders 15 4/3 3 4 4
- Vampire Knights 10 3 4 3 4
- Vampire Lords 10 3 3 2 3
- Chaos Cultists 8 3 1 1 1
- Ogre Warriors 6 5 5 3 1
- Chaos N/A 10 10 15 20
- Bone Golems 5 2 3 2 5
- Chaos Space Marines 6 5 5 5 6
- Giant Wolves 9 6 3 5 1
- Mother Rathtar 7 6 5 8 2
- Ogre Champions 6 5 5 4 1
- Ogre Chieftains 4 6 6 4 2
- Ogre Lords 4 6 6 5 5
- Ogre Magnus' 6 5 5 4 6
- Shadows N/A 3 1 1 1
- Undead Berzerkers 6 4 5 5 2
- Werewolves 10 6 4 5 3
- Possessed Chaos Space Marine 10 3 5 5 2
The ones that show N/A for movement can move anywhere on the board for their movement. Although the shadow cannot attack during "Zargon" Chaos' turn and instead attack when any hero it can "see" moves.
And here is a list of rules I have created for the game as well (Sorry if it's a lot to read):
Picking Heroes: During quests there may be more than just the 4 base heroes. To pick which Heroes are yours roll off against any other players, the highest roller gets to pick first, then the next gets to pick. Once all players have picked one hero the highest roller gets to pick another and so on. Each Hero gets their own Gold, their own weapons, etc although they may swap items between Quest between the Heroes a player has and between players if you want.
Equipment Rule: Each Hero has a few main slots for armor which are as follows;
- Helmet: This slot is for anything that fits over your head like a Helmet or even Mask.
- Armor: The Armor Slot is for what you wear over your chest such as cloaks, chain mail, plate mail, and other types of armor.
- Gauntlets: Gauntlets are for special items that go around your arms/hands. These can be anything from braces, or special gauntlets.
- Weapons: This slot holds whatever weapon you have in your hand.
- Shields: The Shield Slot is pretty much just for shields that you have equipped.
- Boots: Boots are for anything that go on your feet. These can help you fly or move farther or even just be normal boots.
Each slot can hold only 1 item, but you may swap out any item for another during a game, although some items don’t allow you to equipped items to other slots as well (Those will be written on the cards).
Beginning Items Rule: Before every Quest you may fill up your Equipment Slots with any items you have. After you fill up the slots with whatever you have you may take 2 extra weapons and 1 more piece of armor (Helmet, Armor, Gauntlets, Shields, and Boots) to start your quest. Anything you find in the Quest may be saved for the next Quest and be equipped like normal into these slots.
Initiative Rule: When starting a game roll for initiative to see which player goes first, after the first turn you can choose to proceed a few different ways.
- You can go clockwise from the person with the highest initiative.
- You can roll initiative every turn.
- Or you can go in any order after the first turn. (Note: If you have more than one Hero it is best if one player moves all their Heroes first before moving on to another player)
Blocking Doors: At times you may try to block opened doors with furniture (bookshelves, cupboards, Tables). Roll a Red Die, on a 6 you push the item in front of the door and block any monsters from getting in and you from getting out. Any “Barbarian” may roll 2 dice instead of 1. But be warned, to move it back you must reroll it again. Each Hero only gets 1 chance to do this per turn that takes up an action.
Common Sense Rule: This rule simply states to, you guessed it, use common sense. Some items don’t have information on it like it should (like if it can be used with a shield or not). During this times figure out amongst each other if two items can go together, can you properly hold a shield when using a warhammer? I don’t think so. This also applies to the Artifacts/Treasure deck with what you should put back into the deck and what you should keep.
Double Door Rule: Double Doors can be found on certain maps. Large monsters may move through these at will. You may also close these doors after they have been opened. In this instance the Monsters may open the door at the cost of their attack.
Fallen Items Rule: When a hero dies his items drop where he was, place an equipment tile on the ground and that is where his equipment lies. If the equipment isn’t picked up by the end of the turn the items are lost.
Locked Door Rule: Around the map there are locked doors that may be only opened by a key that is somewhere on the map. Once you retrieve that key the key holder is the only one who can open the door.
Monsters Picking Up Weapons Rule: Only a few monsters can pick up hero weapons, Orcs and Ogres pick up hero weapons. Orcs do it for shiny weapons to use whilst Ogres use it to melt down metal into armor. Once a monster takes an equipment pile it keeps it until it is killed. (Note: Even though they can pick up the weapons they may not use them unless as the monster equipment listed below.)
Searching Furniture Rule: During a game you may search specific Furniture (Barrels, Weapon Forges, Cupboards, Bookshelves, Tables, Alchemist’s Benches, Sorcerer’s Table, Weapon Racks, Tombs.) to see if there are any items inside of them, or you can search the room in general. You may only look through 1 piece of furniture per room. Once you have searched a piece of furniture you may search the room like you normally would too.
Treasure Deck Rule: Zargon must create a Treasure/Artifact deck each turn. To create a deck you must first take out any special items to the specific Quest you’re playing, this may be a sword you have to find, or a suit of armor you need to find or something that is placed in a specific area. After that you simply make the deck. To make it easier the treasure deck must consist the following:
The Treasure:
- 15 Item Cards.
- 15 Gold Cards (You may place 1 Horde/Hoard Gold in the Gold Cards part or exclude it from the Quest).
- 10 Trap Cards.
- 10 Wandering Monster Cards.
Critical Hit Rule: For every attack roll you do, roll 2 red dice, on double 6’s you do a critical hit of 2 unblockable damage to the monsters Body Points. But beware, on a snake-eyes (double 1’s) you wiff and none of your attacks hit for that attack. (Note: This is a choice! You may try to take a critical hit or you may hit as normal)
Demon Rule: When a demon attacks you in close combat (base to base) it has a chance of possessing you. Every time the demon attacks (not when he is defending) it has a chance to possess the Hero. The demon may roll a red die, on a 6 the demon possesses the Hero and Zargon takes control of them. When the demon possess the hero take the demon off the board and place him to the side on the Hero Card to know who is being possessed by what demon. Each demon may possess a hero only once.
Equipment Monster Rule: Monsters can use equipment below is a list of what it does to each.
- Shield: A shield gives any monster an extra combat dice when defending.
- Bow: A bow gives the user half of its base attack at long range. It can hit any hero it can “see”.
- Armor: Armor gives the monsters 1 extra combat dice in defense.
- Heavy Armor: Heavy Armor halves the creature’s movement but gives them 2 extra combat dice in defense.
- Boots: Adds 2 extra spaces to their movement.
- Gauntlets: Allows them to reroll defense once per Quest.
- Helmets: This gives the monster 1 extra combat dice in defense.
- Spears: Spears allow the monster to use all their combat dice to attack diagonally.
Large Monsters Rule: Some monsters are too large to fit in 1 space. During these cases you may roll a red die and that is how many spaces it moves down a small one space corridor. When it does that it tears apart a space big enough to walk through, destroying anything that was in those spaces before and opens up space for other monsters to walk.
Shadow Creatures Special Rule: Shadow Creatures live between the realms of chaos/evil and reality. Due to this, the way they make themselves known is both mentally and physically appearing from thin air, sometimes coming off a wall like a shadow. This frightens most men, due to this every hit of damage they inflict on the Heroes not only takes away a Body Point but also takes away a Mind Point.
Spellcaster Rule: Every monster that is considered a spellcaster gets 3 Chaos Spells at the beginning of the quest to use.
Undead Special Rule: Heroes and monsters may move past all undead creatures unless specified otherwise.
Vampire Special Rule: Vampires count as undead although you cannot move past them and all vampires can cast up to 3 chaos spells. Before the quest figure out which vampire gets which spells to cast (it may help to keep a list). The vampires only get those 3 spells to cast for the quest and once they cast them the chaos spells get discarded.
Wandering Monsters Rule: When picking a wandering monster for a room simply shuffle the deck of Monster Cards and pick one at random, if one is already taken reshuffle and try again.
Chaos Mutations/Gifts: When picking a mutation shuffle the deck much like you would the treasure deck and pick a card at random. Once you pick the card apply its effects on the Monsters shown on the field (and any that come on the field for as long as the card applies) and place the card back in the deck.
Possessing Heroes: When a Hero becomes possessed he becomes a pawn of Zargon. To get out of Zargon’s control roll a red die for every Mind Point your hero has and on a 6 you escape the demons control. The demon then pops up in front of you.
Turning Heroes into Vampires: If your Hero gets hit down to 1 Body Point by a vampire the Hero in turn becomes one as well. Once the Hero becomes a vampire add 1 combat die, 1 Body Point, and subtract 2 Mind Points. In addition to that add 1 red die to the Heroes movement. The Hero may also use up to 3 chaos spells each quest you are a vampire, shuffle the chaos spells that are not already in play and let the player pick 3 at random, these are now the Hero’s spells.
Although you can act normally as a Hero when being a vampire the blood thirst can become too strong to handle at times, the Hero has to roll 2 red dice every turn, on the roll of a 2 to 8 the Hero is controlled by the player, but on the roll of a 9 to 12 Zargon controls the player.
The Hero must roll for this blood thirst each turn until he is cured by the potion of restoration that heals the curse of the wolf as well as drinking a special bottle of holy water.
Turning Heroes into Werewolves: If a Hero is affected by a Werewolf’s Curse spell or injured by the attack of a Werewolf, the Hero becomes a Werewolf, cursed to switch between Hero form and Wolf form. At the start of every turn, the Hero must roll 2 red dice to see if he transforms into a Wolf. A roll of 2 through 9 means the Hero remains in Hero form and under the control of the player; the Hero may move and act normally. A roll of a 10 through 12 means the Hero transforms into Wolf form and Zargon controls him as a monster for 1 turn (on Zargon’s next turn).
When a Hero transforms into a Wolf, replace his figure with a Werewolf OR a Wolf-Tile. All of his possessions are left in the square in which he transformed. Place a Weapon-Pack-Tile in the square to represent the Hero’s former possessions. The Weapon-Pack-Tile stays on this space until the Hero returns to pick up his possessions (or another Hero picks up his weapons.)
This Werewolf is a true monster, with no Hero abilities and all the abilities of monsters (moves on Zargon’s turn, attacks as a Werewolf, unaffected by traps or pits, cannot open doors, etc.).
At the end of Zargon’s turn, the Werewolf transforms back into the Hero and returns to the player’s control. The Hero figure replaces the Werewolf figure or Wolf-Tile.
The Hero must roll for this transformation each turn until he is cured by drinking a Wolfsbane Potion (or the Potion of Restoration from the Armory Cards).
Pits of Darkness: The Pit of Darkness Trap works in the same way as a normal pit trap with the following exceptions: if a Hero crossing a Pit of Darkness space rolls a Skull, he plunges 30 feet onto hard floor. Once he falls, a Hero will suffer damage depending on how much armor he is wearing. Heroes not wearing any armor must roll 1 Combat Die to see if they lose any Body Points; those wearing light armor must roll 2 Combat Dice; and those wearing heavy armor must roll 3 Combat Dice. A Hero may climb out of a Pit of Darkness on his next turn if there is a free space on any one side of the Pit of Darkness. Pits of Darkness may not be disarmed (once discovered), but Heroes may jump over them like ordinary pit traps.
Swinging Blade Trap: The trap is tripped when a Hero lands on a space marked with a black blade symbol: a huge blade swings down from the roof attacking any character in any one of the three spaces marked with a small black x symbol. These characters will be attacked with 2 Combat Dice, which they may defend against normally. A Swinging Blade Trap can only be detected by a search in the room or corridor containing the black blade symbol.
Any Hero with a Tool Kit may attempt to disarm a Swinging Blade Trap. To do so they must roll any shield, using only one Combat Die. If they roll a Skull, they will set off the Swinging Blade Trap. The Dwarf may disarm a Swinging Blade Trap automatically once it has been discovered.
Trap Door: Two trap doors are connected via a tunnel. If a Hero lands on one he instantly gets sent to the other
Barrel: Barrels may have something inside of them.
Forge: Forges allow the Hero to buy 1 piece of equipment at half of its cost excluding top tier weapons.
Weapon Forge: Weapon Forges may house weapons in them, they can also be used to buy 1 piece of equipment at 20% off.
Artifacts & Treasures Special Rule: Artifacts and Treasures now become a part of the same deck. The Artifacts & Treasure deck should be 40% Dangers, and 60% Items/Gold. The Danger part of the deck will then be 50% Traps and 50% Wandering Monsters, on the other hand the Items/Gold section of the deck should be 50/50 as well. At the beginning of the Quest take any Treasure and/or Artifacts out of this deck that are important to the Quest (i.e. found in a specific area or taken off the dead corpse of a creature. Shuffle this deck every time a player takes an item out of this.
Mind Points Rule: No matter how many Mind Points you lose you always have 1 to roll.
Multiple Heroes Rule: Any player may have up to 3 Heroes during a Quest. The Heroes may trade items between Quests but have to be adjacent to each other to pass off any items.
The Barbarian Rule: Every group of Heroes has its own “Barbarian”, the Barbarian is whichever Hero is the toughest of the 4 it is grouped with.
So that is everything to start. To see a bit more you can go to the place where I will be posting picture of my figures: http://forum.yeoldeinn.com/viewtopic.php?f=56&t=3569