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[WIP] custom questpack [9 quests] by unknown author

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Re: [WIP] custom questpack [9 quests] by unknown author

Postby lestodante » Saturday March 7th, 2020 11:34am

Applied some of the suggestions you gave me:
Quest 1: added bow to the goblin in the top corridor. added note for the falling rock.
Quest 5: ramped up the difficulty a little bit, added 1 fimir in room B plus note F (1 gobin more) and G (2 new orcs waiting for the heroes to come back);
Quest 6: added note F for open doors;
Quest 9: explained better note B about heroes teleport (Once a hero pick up the gem all the Heroes on the same path are teleported back to room A...)


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Re: [WIP] custom questpack [9 quests] by unknown author

Postby wallydubbs » Saturday March 7th, 2020 12:15pm

Thanks, but I've got a question on the Potion of Battle Rage too:
Whatever damage the hero has taken gets added to his attack dice, does this only apply to damage taken before he drinks it, or can he drink the Potion first and every damage taken thereafter will continuously add to his attack?

Also, you may want to change the name of the Potion, there is a Potion of Battle Rage already in the Barbarian quest pack, which does something slightly different.

Then again there's also a Potion of Speed in the Elf quest pack, which is different from the one in European version...
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Re: [WIP] custom questpack [9 quests] by unknown author

Postby lestodante » Saturday March 7th, 2020 12:49pm

This one is Potion of Rage (without "battle"). At first it was Potion of Fury. I can rename it to avoid confusion.
As long as you continue to lose body points you continue to add dice to your attack. So the less body points are left the more powerful your attacks will be.
You need to suffer at least one body point of damage to use it. If the hero is at his max stats the potion is doesn't work and is wasted.
Any kind of healing (body points) will stop the potion effect.

I was also thinking to change a bit its effect and just stop the dice add to the point when you use it. This could create some doubts in the hero: "should I use it now? Or better wait to lose a couple more of BP?"


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Re: [WIP] custom questpack [9 quests] by unknown author

Postby wallydubbs » Saturday March 7th, 2020 1:39pm

It seems like it would be way too overpowered for the attack dice continue to grow after using it. I like the "should I or shouldn't I?" Debate better.
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Playtest Quest 9: Into Your Mind

Postby wallydubbs » Saturday March 7th, 2020 4:02pm

This was a beautifully done quest, utilizing every room and different paths that go everywhere. Playing it was even better. The mind point variable makes it much more tense.
The zombies and Skeletons weren't much of consequence, but the Mummies and Gargoyles could mess up the heroes. Luckily they could only lose 1 mind point per turn, if not the Dwarf would've gone into shock.

At first I was thinking of keeping the heroes together on this one, :barbarian: made a trap search on his first turn, :wizard: and :elf: went through the north east door first and made similar searches there. The :dwarf: only rolled :roll2: :roll1: and couldn't get past his friends so he made the choice to make the best of his turn and take the Southeast door. He didn't have enough movement to attack the :skeleton:s but he certainly alerted them... so that's how that decision was made. :barbarian: and :elf: would continue on their set path, and :wizard: would go back and aid the :dwarf:, taking the hallway route.

:barbarian: and :elf: didn't have much problems with the undead down the path of 7 room, 1 :skeleton: did manage to get a lucky hit on :barbarian:, but for the most part his defense rolls were solid. He and the :elf: made it to the :gargoyle: while :wizard: and :dwarf: were only in the southern corridor. Understandably, the had a longer route to walk and corridors limit attack order. :wizard: did use Fire of Wrath on a :mummy: and the :dwarf: finished it off. The :skeleton:s and :zombie: did no damage. I suppose it should be noted that :dwarf: was beefed up with Borin's Armor, a helmet and a Battle Axe, :wizard: did cast Rock Skin on himself, which actually held until the end of the quest.
:barbarian: had a Helmet, shield, chainmail and a longsword, :elf: had a Helmet, chainmail and crossbow.
:barbarian: met the first :gargoyle: in single combat while the :elf: struggled to reopen the door. :barbarian: was lucky as the Gargoyle's 2 attacks each only resulted in 1 easily blocked :skull:. So :barbarian: took out the firstc :gargoyle: with little issue and he and :elf: were heading down the southwest door before the :dwarf: and :wizard: got to the 2nd room on their path.
The :dwarf: was doing very well defensively, :wizard: stayed back and maintained diagonal attacks whenever possible. He did Tempest a :skeleton: down the last corridor of their path.

:barbarian: and :elf: worked quite well together. :barbarian: would make first attacks and was careful on positioning, enabling the :elf: to get an opening for a clear shot with his crossbow. The :skeleton: and :zombie: on their path were done in a matter of turns, they reached the next :gargoyle: the same time the :wizard: and :dwarf: reached theirs. This time it seemed certain that the :elf: would go through the door first and face the :gargoyle:, as he was only 5 spaces away, but he rolled :roll1: :roll2:, so the :barbarian: ran in and this fight was a bit more difficult. They had to attack a few times before someone actually got a hit. :barbarian: did muster one hit, but then :gargoyle: got a hit in, which brought :barbarian: down to 1 MP. He couldn't risk it and had to use the Potion of Rage, 1 more hit would've sent him into shock. So despite only losing 2 BPs, it brought him up to t
5 attack dice. Rolling :skull: :skull: :blackshield: :whiteshield: :whiteshield:, :gargoyle: defended :skull: :blackshield: :whiteshield: :skull:. Having already taken 1 damage, was down by 2. :gargoyle:'s next attack managed to get 1 in, which would've sent :barbarian: into shock, but he had the Talisman of Lore, which restored 2 MPs. He finished :gargoyle: on his next turn.

As for the :dwarf:, his first attack flopped against :gargoyle:, but when :gargoyle: rolled :skull: :skull: :skull: :skull:, things looked uncertain. :dwarf: managed to blockn1 but took 3BP and 1 MP. :wizard: cast Pass Through Rock on himself to gain access to the room and summoned a Genie. Although he rolled 4 :skull:, :gargoyle: blocked 2 hits and was still fighting. :dwarf:'s next attack was blocked and :wizard: flopped, :gargoyle: did one more point of damage to the :dwarf: bodily and mentally. :dwarf:'s next attack, however, was enough to finish :gargoyle: and the appeared back in the starting room around the same time as the :barbarian: and :elf:.

This time the heroes switched up, :elf: traveled with :dwarf: through the West Door, casting Mind Recovery and Water of Healing on his friend along the way. :wizard: accompanied the :barbarian: taking the North West door.
The :skeleton:s were easily cut or shot down by the :dwarf: and :elf:, except in the small room, :elf: couldn't get a distance shot in. Just the same, no damage was done to the heroes.
The :dwarf: got stuck outside the 3x5 door when he failed to kill the :mummy:. The :elf: didn't have patience for all that so he cast Veil of Mist on himself but only rolled :roll2: :roll1: and couldn't make it into the room. But after the :dwarf: finished off the :mummy: he ran in and killed a :zombie: with a head shot. :dwarf: attacked the other :zombie: rolling :skull: :skull: :whiteshield: :whiteshield:, but surprising the :zombie: defended with :blackshield: :blackshield: :skull:. While the :dwarf: would be busy with the :zombie: :elf: took this opportunity to run in the next room and face the :gargoyle:. He still had his Sleep spell, it was useless against the undead, so why not give it a try? :roll2: :roll4: :roll5: :roll6:. No luck. :dwarf: finished the :zombie: in the other room and :gargoyle: attacked,but the :elf: managed a formidable defense. On his next turn he'd cast Stone Dust on :gargoyle: and that would be the end of it.

The :barbarian: and :wizard: went Northwest. :wizard: took out the first :mummy: with Ball of Flame. In the next :barbarian:, still on his rage killed the :mummy:. :wizard: attacked the :skeleton: rolling :whiteshield: :blackshield: , :skeleton: attacked :barbarian:, :whiteshield: :blackshield:. :barbarian: attacked :skeleton: :whiteshield: :whiteshield: :blackshield:. :wizard: finally got a hit in. The :zombie:s in the next room swarmed :barbarian: but they couldn't penetrate his armor. They were dead again in the next turn order.
Out in the hall, :barbarian: managed to take out a :mummy: on his first attack, :wizard: attacked the other from behind the :barbarian: using a diagonal attack :skull: :skull:! But alas, the :mummy: rolled 1 :blackshield: in defense. The :skeleton: didn't get a hit in, but the :mummy: managed to take 1 body and mind point from :barbarian:, he was down to 1 MP.
They just knew there was another :gargoyle: in the central, if :barbarian: went in to face it, 1 hit and he would be dead. Once they finished off the undead there was a debate over who should go in the room. Although the :barbarian: was confident that he could end it in one hit with his Rage potion still going, :wizard: made it like a Self Sacrificing moment often seen in the movies and cast Swift Wind on himself, shot for the door and as soon as he got in and the door closed he utilized his Wand of Magic and cast Courage on himself.
:gargoyle: had first attack and rolled :skull: :skull: :skull: :blackshield: , but :wizard: still had Rock Skin, defending with :skull: :skull: :whiteshield: :whiteshield: , only taking 1 damage but losing the Rock Skin. Losing a mind point was inconsequential to him. :wizard: attacked, :skull: :skull: :whiteshield: :blackshield: , :gargoyle: defends: :skull: :skull: :whiteshield: :whiteshield: :blackshield:. 1 damage.
:gargoyle: attacks :skull: :skull: :whiteshield: :blackshield: ; :wizard: defends :skull: :skull: :whiteshield:, down to 2 BP 4 MP.
:wizard: attacks: :skull: :whiteshield: :whiteshield: :whiteshield:, :gargoyle: blocked it.
:gargoyle: attacks: :skull: :skull: :skull: :whiteshield:; :wizard: defends with :skull: :whiteshield: :whiteshield:, 1BP, 3MP. :wizard: casts Heal Body on himself, allowing the :gargoyle: to attack again: :skull: :whiteshield: :blackshield: :blackshield:. :wizard: Strikes Back: :skull: :skull: :skull: :whiteshield:. The :gargoyle: only blocked 1 but the other 2 were enough to kill it.

Quest complete, that one was enjoyable. Though I only have 1 gargoyle figurine, twice in this quest did I need 2 at the same time. That's ok I just a Chaos Warrior instead.
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Re: Playtest Quest 9: Into Your Mind

Postby lestodante » Saturday March 7th, 2020 6:30pm

Wow! Looks like it was an epic battle in the end! Much respect to your Wizard player, he did a wise use of his spells.
wallydubbs wrote:Though I only have 1 gargoyle figurine, twice in this quest did I need 2 at the same time. That's ok I just a Chaos Warrior instead.

When someone goes into one of the special rooms marked "B" its door will lock but also ALL the other "B" rooms will be locked and can't be opened. I did this not only to create a 1vs1 fight but also to avoid that you require more than 1 Gargoyle miniature.
Anyway this could happen if:
1) a Genie spell is used to force the opening of a locked door and enter another "B" room while someone else is already fighting another Gargoyle.
2) Pass Through Rock allows someone to enter another locked "B" room to face a second Gargoyle (in this case you'll need to use another figure).
In both situations you can let the second Hero wait for the end of the previous battle before the other Gargoyle will appear.

Well, I had so much fun reading this final playtest that I decided to complete the deleted (original) Quest 9 and a re-add it as n. 10.
It will be a punitive expedition against Gegel's master who ordered the ritual!


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Re: [WIP] custom questpack [9 quests] by unknown author

Postby Anderas » Sunday March 8th, 2020 9:58am

If you use the original values, there is close to no difference between Chaos Warriors and Gargoyles. Playing it with multiple battle rooms at the same time therefore is nicely doable :-)


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Re: [WIP] custom questpack [9 quests] by unknown author

Postby Drew » Monday March 9th, 2020 9:01pm

This thread is on fire lately, so many people giving ideas, I can hardly keep track anymore :D Im glad this it turning out pretty good.
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Re: [WIP] custom questpack [9 quests] by unknown author

Postby lestodante » Tuesday March 10th, 2020 3:03pm

This is the purpose of a public post!
Oh.. does anyone have ideas for a proper title for this questpack?


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Re: [WIP] custom questpack [9 quests] by unknown author

Postby Drew » Wednesday March 11th, 2020 2:18pm

lestodante wrote:This is the purpose of a public post!
Oh.. does anyone have ideas for a proper title for this questpack?

have you written an intro and outro story? that would help
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