I don't have champion status, but I would love to be involved in this project.
I have a few opinions and suggestions for this project and would be willing to help with editing and continuity of the adventures and related stories.
First the easy ones
- I agree the logo should be silver and include the 25 below the skull and also printed small on the play side of each card in the expansion(s)
- I feel that 25 quest is a bit much for one full expansion but not for 4 or 5 related expansions or quest paths.
- I feel that a story arch should be presented and agreed upon before the adventures are written to allow for some initial continuity from the start.
- I think that by breaking the expansion down to 4 or 5 quest paths will allow for differing themes between them which eventually tie together and allow for more diversity in the 25 over all quest.
- I voted new monsters and I feel that paper miniatures should be included in the expansion for people who don't have the money or desire to buy new minis just to play can still experience the expansion in all its glory.
- I feel that since all of the official expansions are available for free download that all rules and items should be allowed in the expansion, including mercenaries since we could just as easily put a page of print and play paper minis for them in the expansion.
- I agree with the expansion focusing on the children of the original heroes "25 years ago your parents answered the call of need, and if they were not gone or past the age of helping I know they would answer again. Therefore it is with a heavy heart that I come to you the heirs of your parents fame to help our Kingdom when it's in it's greatest need!"
- Since this is written by Heroquest fans for Heroquest fans which by the way are the same people. <-- see what I did there. Then we should try to accommodate everyone, by allowing the quest paths to include the most popular choices of enemies. No real need to limit it to just one type of new creature or group of creatures.
Which brings me to my own suggestions for the expansion outline:
Q1-4: Saving the City. During the peace of the past 25 years the village has grown to a prospering hub of commerce. What once was a small village(1 board) is now a vibrant and growing town(4 boards). Our heroes either by regrouping after an invasion of upon request from the emperor are charged with the task of ridding the 4 quadrants of town from evil invaders and reuniting the town guard, and establishing peace again.
One benefit here is the characters will save towns folk, when they visit the armory and alchemist shops they will have net perhaps even saved the vendors child or some such. Making the need for the quest more important than a group of random events to find a bad guy.Q5-8: During the town invasion the city guard were able to capture and interrogate one of the invaders, learning that the invading force was trying to take control of the towns folk for both slavery and to divert incoming supplies to their army, the heroes must travel to their stronghold, a small cave located on the outskirts of one quadrant of town to put a stop to the invaders. Only when they reach the final area do they discover that the protagonist is actually a servant of one of the gods of chaos, and that the other three gods are also hard at work creating a threat to the town. (Skavens, undead, orc and goblin kind what ever for this quest theme)
Q9-12: Following a lead from clues they discovered the heroes find an entrance to some catacombs below an old mine in another quadrant of town. They delve deep to conquer the second chaos god representative who has taken control of a chaos dwarf army preparing for their own invasion upon the surface dwellers.
Q13-16: The clues continue as the heroes are led to an old crypt that leads to a dungeon full of an impending undead army under the control of the third representative of the gods.
Q17-20: The final clues the heroes have been able to find lead them to an old mire on the outskirts of the final quadrant of town, where a lizard man army with a dragon general are led by the fourth representative of the gods.
Q21-25: The final representative begs for his forsaken soul and reveals that once centuries ago this whole area was a city of the damned inhabited by the four gods themselves. Their corporeal forms are still bound to the ruined city buried deep beneath the existing town and they have enslaved the representatives to build an army to destroy the friendly surface races and find a way to release them from imprisonment. Each of the four previous dungeons has a secret entrance to a quadrant of the ancient evil city and the heroes must decend again to the bottom of each to defeat the four gods, discovering 4 artifacts needed to open a passage to the final level where the magic that imprisons the gods must be destroyed in a holy fashion in turn destroying the souls of the gods.
To be fair I have no information about the four gods of Chaos from the Warhammer universe. The ideas above could be tailored to most any circumstance and would allow for bouncing between quest path to get keys or artifacts needed to proceed lower creating a lot more diversity during the adventures and making it so that each could have a easy to hard level advancement and not have to be played in a linear fashion.
These are my ideas, let me know what you think.
And again I would be happy to help in any way, including paying someone to make a special box and printed version of the expansion for me when it's done
actually I'd buy two just so I could keep one sealed for my kid to own someday.