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4. HQ25 - Story Arc discussion

Brainstorming topics for the HeroQuest 25th Anniversary Quest Pack.

Re: 4. HQ25 Story Arc discussion

Postby Sjeng » July 11th, 2014, 12:27 pm

yes, and yes sure :P
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Re: 4. HQ25 Story Arc discussion

Postby Gold Bearer » July 11th, 2014, 2:29 pm

MrBigB wrote:
Gold Bearer wrote:I think there should be one in each of the five sections, the last one increasing the power of the other four.

Just to clarify, are you suggesting one be found in the greenskin arc, one in the swamp arc, one in the chaos dwarf arc, and the last one in the wizard arc you just described? If so I totally agree.
Yea. Although there's four quests together and it would be neater I think it would be better to have one in each 'chapter'.

MrBigB wrote:Please forgive my persnicketiness, but can we assign an official vernacular to these? I don't care if its "arc's" or "chapters", or "sections", just something we all agree on for the sake of clarity. I personally like "chapters".
It doesn't really matter until the final version but I like chapters as well. Sounds like a book, which is a good vibe for a quest set.

Sjeng wrote:yes, and yes sure :P
If you're talking to me I'll try getting heroscribe to run again. What's the newest version and where do I get it? I tried following the links but I couln't get to lightless.org.

I'll use the wizard's artefact for these quests, that makes the most sense.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


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Re: 4. HQ25 Story Arc discussion

Postby Count Mohawk » July 11th, 2014, 9:00 pm

Gold Bearer wrote:
Sjeng wrote:yes, and yes sure :P
If you're talking to me I'll try getting heroscribe to run again. What's the newest version and where do I get it? I tried following the links but I couln't get to lightless.org.

I'll use the wizard's artefact for these quests, that makes the most sense.

You can get HeroScribe from the http://www.HeroScribe.org website. It's on the Downloads page in the highlighted section, close to the top of the page.

If you want a hand with writing the cultist/undead arc, I wouldn't mind offering my input. Not to toot my own horn but I've been working on a Quest Pack that dips a heavy hand into the Chaos/Undead cookie jar. For instance, Cultist Priests that practice an evil form of battle meditation, increasing the abilities of all other monsters in the room until they are slain. (The Eyes of Chaos did this sort of thing before it was cool as well.)


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Re: 4. HQ25 Story Arc discussion

Postby Gold Bearer » July 12th, 2014, 2:37 pm

Daedalus wrote:
gootchute wrote:Undetermined arc (undead? skaven?)
Q14:
Q15:
Q16:
Q17:
This looks like a good place to include the Cultists. Each Quest can contain a Chaos Warrior mini-boss leading a faction that follows one of the four Chaos gods. This was discussed previously in another thread.

Also, don’t forget to include that Minotaur with the Beastmen in the earlier Quests! I think those monsters deserve a little more exposure, seeing as they represent two new models.
I didn't see this before, you edited your post. I could put chaos in all four quest to give a common thread. I was thinking of putting worshippers of the four chaos gods in each room block of the fourth quest but this way would be better I think. I'll expand the opening text to say that Morcar has provided reinforcements to guard the artefact.

Count Mohawk wrote:You can get HeroScribe from the http://www.HeroScribe.org website. It's on the Downloads page in the highlighted section, close to the top of the page.
Cheers. :)

Count Mohawk wrote:If you want a hand with writing the cultist/undead arc, I wouldn't mind offering my input. Not to toot my own horn but I've been working on a Quest Pack that dips a heavy hand into the Chaos/Undead cookie jar. For instance, Cultist Priests that practice an evil form of battle meditation, increasing the abilities of all other monsters in the room until they are slain. (The Eyes of Chaos did this sort of thing before it was cool as well.)
That's a great idea for the cultists. Maybe worshippers of each god should have a different ability. Cultists of Khorne should be able to summon a demon using the gargoyle model as it's actually a bloodthirster demon, worshippers of Tzeench could get chaos spells when they meditate, Nurgle cultists could get swamp spells and Slannesh cultists could have your rules.

Tzeench Chaos Warrior
Movement: 4. Attack: 5. Defend: 5. Body Points: 4. Mind Points: 3.
Chaos warriors who worship Tzeench, the god of sorcery, are resistant to hostile magic and roll a combat dice when they're affected by an enemy spell, on a white shield the spell fails but is not lost and on a black shield the spell fails and is lost. For spells that remain in play the resistance roll is only made when the spell is initially cast and for spells that affect more than one monster with magical resistance only one roll is made.

Khorne Chaos Warrior
Movement: 4. Attack: 3. Defend: 6. Body Points: 4. Mind Points: 3.
Chaos warriors who worship Khorne, the god of war, are fierce warriors and can make two attacks per turn and can make an attack before and after moving.

Slannesh Chaos Warrior
Movement: 6. Attack: 4. Defend: 4. Body Points: 5. Mind Points: 3.
Chaos warriors who worship Slannesh, the god of pleasure, delight in pain, even their own and can reroll one attack dice for every body point of damage they've 'suffered'.

Nurgle Chaos Warrior
Movement: 4. Attack: 3. Defend: 4. Body Points: 5. Mind Points: 3.
Chaos warriors who worship Nurgle, the god of disease and pestilence, are permanently surrounded by a cloud of noxious fumes commonly referred to as Nurgles rot. Any non undead/Nurgle/swamp based characters adjacent (including diagonally adjacent) to them attack and defend with one less combat dice than normal. The effects of pestilence, cloud of flies and Nurgles rot are not cumulative.

And nurgle chaos sorcerers with the same special rule who use swamp magic instead of/as well as chaos spells.

Nurgle should be in the first quest with the greenskins, slannesh in the second with the undead, khorne in the third with the ogres and tzeench in the the fourth quest with the wizards. I've given the Tzeentch chaos warriors the elite chaos warrior stats from WoM as that's what that quest is loosely based on.

Undead could make an appearance in all four quests as well since this is supposed to be a chaos and undead chapter. They could start pouring out of the underground quest two tunnels during the forst quest. In the ogre quest I could use this.
Gold Bearer wrote:I might incorporate that into a special section of a quest. They find a trap door and can drop down into a sub-subterranean area, using some of the tiles. There's a couple of torches in the first room and in the next room zombies attack from out of the darkness. :)
In the fourth quest the chaos sorcerer could resurrect the cultists into zombies as he dies.

Do you want to work on it together then? I'll try getting heroscribe working tomorrow and post the maps with the few bits I've got in my head and we'll take it from there.
Last edited by Gold Bearer on July 13th, 2014, 6:21 pm, edited 1 time in total.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


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Re: 4. HQ25 Story Arc discussion

Postby gootchute » July 12th, 2014, 5:27 pm

Goblin-King wrote:Regarding collection of items to combine... I don't like if they are artifacts that gets melted together, nor if they are all found late in 4 quests back to back.

First off: Artifacts should be spread out through the pack. You want to try and use them, not just in the last couple of quests. The jump in power would also be too great if they get 4 artifacts in 4 quests. It should be more gradually.
And again, if the artifacts are to be combined it would be like taking away a toy from a child.
(Or am I misunderstanding the whole four artifacts idea?)


Gold Bearer wrote:I think there should be one in each of the five sections, the last one increasing the power of the other four.


This pretty much sums it up. The 5th artifact is some sort of mystical "key" (not literally a key, maybe a gem, container or tablet) which unlocks the true power of the earlier found items. This can use the powers Gold Bearer came up with in their full form.
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Re: 4. HQ25 Story Arc discussion

Postby gootchute » July 12th, 2014, 5:58 pm

MrBigB wrote:
Gold Bearer wrote: think there should be one in each of the five sections, the last one increasing the power of the other four.

Just to clarify, are you suggesting one be found in the greenskin arc, one in the swamp arc, one in the chaos dwarf arc, and the last one in the wizard arc you just described? If so I totally agree.

Please forgive my persnicketiness, but can we assign an official vernacular to these? I don't care if its "arc's" or "chapters", or "sections", just something we all agree on for the sake of clarity. I personally like "chapters".


Chapters is what we agreed on.

So the wizard item in the cultist chapter, the dwarf one in the chaos dwarf chapter (obviously) . Barbarians and greenskins are a good fit, and that means the elf artifact for the fimir/kobold chapter. I can work that into a thing: putrid swamps vs. verdant forests, growth vs. decay.

Gold Bearer wrote:Maybe worshippers of each god should have a different ability. Cultists of Khorne should be able to summon a demon using the gargoyle model as it's actually a bloodthirster demon, worshippers of Tzeench could get chaos spells when they meditate, Nurgle cultists could get swamp spells and Slannesh cultists could have your rules.

Tzeench Chaos Warrior
Movement: 4. Attack: 5. Defend: 5. Body Points: 3. Mind Points: 3.
Chaos warriors who worship Tzeench, the god of sorcery, are resistant to hostile magic and roll a combat dice when they're affected by an enemy spell, on a white shield the spell fails but is not lost and on a black shield the spell fails and is lost. For spells that remain in play the resistance roll is only made when the spell is initially cast and for spells that affect more than one monster with magical resistance only one roll is made.

Khorne Chaos Warrior
Movement: 4. Attack: 3. Defend: 6. Body Points: 3. Mind Points: 3.
Chaos warriors who worship Khorne, the god of war, are fierce warriors and can make two attacks per turn and can make an attack before and after moving.

Slannesh Chaos Warrior
Movement: 6. Attack: 3. Defend: 4. Body Points: 4. Mind Points: 3.
Chaos warriors who worship Slannesh, the god of pleasure, delight in pain, even their own and can reroll one attack dice for every body point of damage they've 'suffered'.

Nurgle Chaos Warrior
Movement: 4. Attack: 3. Defend: 4. Body Points: 4. Mind Points: 3.
Chaos warriors who worship Nurgle, the god of disease and pestilence, are permanently surrounded by a cloud of noxious fumes commonly referred to as Nurgles rot. Any non undead/Nurgle/swamp based characters adjacent (including diagonally adjacent) to them attack and defend with one less combat dice than normal. The effects of pestilence, cloud of flies and Nurgles rot are not cumulative.

And nurgle chaos sorcerers with the same special rule who use swamp magic instead of/as well as chaos spells.

Nurgle should be in the first quest with the greenskins, slannesh in the second with the undead, khorne in the third with the ogres and tzeench in the the fourth quest with the wizards. I've given the Tzeentch chaos warriors the elite chaos warrior stats from WoM as that's what that quest is loosely based on.

Undead could make an appearance in all four quests as well since this is supposed to be a chaos and undead chapter. They could start pouring out of the underground quest two tunnels during the forst quest. In the ogre quest I could use this.
Gold Bearer wrote:I might incorporate that into a special section of a quest. They find a trap door and can drop down into a sub-subterranean area, using some of the tiles. There's a couple of torches in the first room and in the next room zombies attack from out of the darkness. :)
In the fourth quest the chaos sorcerer could resurrect the cultists into zombies as he dies.

Do you want to work on it together then? I'll try getting heroscribe working tomorrow and post the maps with the few bits I've got in my head and we'll take it from there.



This all sounds good. No need to shoehorn the undead in if you don't want to, I am using them in at least one swamp quest. The cultist and chaos warrior abilities can all be handled with quest notes: "In this quest if 4 or more cultists in the same room each roll under their mind points on a d6..." -or- "In this quest all chaos warriors are warriors of Khorne and gain..."
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Re: 4. HQ25 Story Arc discussion

Postby Gold Bearer » July 12th, 2014, 8:20 pm

gootchute wrote:So the wizard item in the cultist chapter, the dwarf one in the chaos dwarf chapter (obviously) . Barbarians and greenskins are a good fit, and that means the elf artifact for the fimir/kobold chapter. I can work that into a thing: putrid swamps vs. verdant forests, growth vs. decay.
Sounds good.

gootchute wrote:No need to shoehorn the undead in if you don't want to, I am using them in at least one swamp quest. The cultist and chaos warrior abilities can all be handled with quest notes: "In this quest if 4 or more cultists in the same room each roll under their mind points on a d6..." -or- "In this quest all chaos warriors are warriors of Khorne and gain..."
Yea they'll be put in the notes for the quest they're used in, but there's nothing stopping others from using them in quests outside this chapter. I kind of like the idea of undead being in all four quests. It's not like they're just scattered about, there's a good reason for them in each quest.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: 4. HQ25 Story Arc discussion

Postby TMU » July 13th, 2014, 7:32 am

Uhm... Just one question... Wut??
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Re: 4. HQ25 Story Arc discussion

Postby Count Mohawk » July 13th, 2014, 11:46 am

Gold Bearer wrote:
Count Mohawk wrote:If you want a hand with writing the cultist/undead arc, I wouldn't mind offering my input. Not to toot my own horn but I've been working on a Quest Pack that dips a heavy hand into the Chaos/Undead cookie jar. For instance, Cultist Priests that practice an evil form of battle meditation, increasing the abilities of all other monsters in the room until they are slain. (The Eyes of Chaos did this sort of thing before it was cool as well.)
That's a great idea for the cultists. Maybe worshippers of each god should have a different ability. Cultists of Khorne should be able to summon a demon using the gargoyle model as it's actually a bloodthirster demon, worshippers of Tzeench could get chaos spells when they meditate, Nurgle cultists could get swamp spells and Slannesh cultists could have your rules.

Tzeench Chaos Warrior
Movement: 4. Attack: 5. Defend: 5. Body Points: 3. Mind Points: 3.
Chaos warriors who worship Tzeench, the god of sorcery, are resistant to hostile magic and roll a combat dice when they're affected by an enemy spell, on a white shield the spell fails but is not lost and on a black shield the spell fails and is lost. For spells that remain in play the resistance roll is only made when the spell is initially cast and for spells that affect more than one monster with magical resistance only one roll is made.

Khorne Chaos Warrior
Movement: 4. Attack: 3. Defend: 6. Body Points: 3. Mind Points: 3.
Chaos warriors who worship Khorne, the god of war, are fierce warriors and can make two attacks per turn and can make an attack before and after moving.

Slannesh Chaos Warrior
Movement: 6. Attack: 3. Defend: 4. Body Points: 4. Mind Points: 3.
Chaos warriors who worship Slannesh, the god of pleasure, delight in pain, even their own and can reroll one attack dice for every body point of damage they've 'suffered'.

Nurgle Chaos Warrior
Movement: 4. Attack: 3. Defend: 4. Body Points: 4. Mind Points: 3.
Chaos warriors who worship Nurgle, the god of disease and pestilence, are permanently surrounded by a cloud of noxious fumes commonly referred to as Nurgles rot. Any non undead/Nurgle/swamp based characters adjacent (including diagonally adjacent) to them attack and defend with one less combat dice than normal. The effects of pestilence, cloud of flies and Nurgles rot are not cumulative.

Those are cool ideas, and easy to implement, too. Although, why do the non-Tzeentch warriors have only 3 attack? Unless you were basing them off of EU Chaos Warriors; NA Chaos Warriors actually have 4 attack. (And 7 move also)
Gold Bearer wrote:Nurgle should be in the first quest with the greenskins, slannesh in the second with the undead, khorne in the third with the ogres and tzeench in the the fourth quest with the wizards. I've given the Tzeentch chaos warriors the elite chaos warrior stats from WoM as that's what that quest is loosely based on.

Undead could make an appearance in all four quests as well since this is supposed to be a chaos and undead chapter. They could start pouring out of the underground quest two tunnels during the first quest. In the ogre quest I could use this.
Gold Bearer wrote:I might incorporate that into a special section of a quest. They find a trap door and can drop down into a sub-subterranean area, using some of the tiles. There's a couple of torches in the first room and in the next room zombies attack from out of the darkness. :)
In the fourth quest the chaos sorcerer could resurrect the cultists into zombies as he dies.

Do you want to work on it together then? I'll try getting heroscribe working tomorrow and post the maps with the few bits I've got in my head and we'll take it from there.

Yeah, that sounds good to me. Since it seems like you have a few ideas laid out already, I will leave it to you to make the first move in that direction. One thing to remember about the standard undead figures we have access to is that they have better defense than attack, so to properly threaten the Heroes it is best to mix in Chaos Warriors or something else with 4+ Attack as well.

Also, the Kobold/Fimir arc on the previous page has two Q6's, which is messing with the overall quest count I think.


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Re: 4. HQ25 Story Arc discussion

Postby Gold Bearer » July 13th, 2014, 12:38 pm

TMU wrote:Uhm... Just one question... Wut??
:?: You're going to have to be a bit more specific than that.

Count Mohawk wrote:Those are cool ideas, and easy to implement, too. Although, why do the non-Tzeentch warriors have only 3 attack? Unless you were basing them off of EU Chaos Warriors; NA Chaos Warriors actually have 4 attack. (And 7 move also)
I based the nurgle one off of the Euro chaos warrior because it seems right. I kept the khorne one low because of having two attacks. The slannesh one attacks with three because of the special rule and it seemed neater to be able to reroll all the attack dice when they've got just one BP. I think the slannesh warriors should be changed to attacking with four and have five BP. They like pain. It would be better if they didn't attack and defend exactly the same as mummies. That might be a bit OP though. Although undead are UP so if we go easy on the slannesh chaos warriors it should be fine. The slannesh chaos warrior are the fastest of the four so that's handy for a contrast with the slow undead. I don't think any of them should move any faster than six. They look slow.

Count Mohawk wrote:One thing to remember about the standard undead figures we have access to is that they have better defense than attack, so to properly threaten the Heroes it is best to mix in Chaos Warriors or something else with 4+ Attack as well.
I've got heroscribe running and I've started laying out the third and fourth quests. Should I post then in this topic when I'm it's ready to show or in the sticky HQ25 quest topic? Or is that just for completed quests? Or should I start a HQ25 wip topic?

Count Mohawk wrote:Also, the Kobold/Fimir arc on the previous page has two Q6's, which is messing with the overall quest count I think.
Yep, I noticed that a while ago but forgot to point it out. The chapters have a different number of quests anyway and we could always just increase it to 26, or the last two parter could be classed as one quest.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
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