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Gold Bearer wrote:Traps
Slough
This trap is a concealed natural occurrence and can be found by searching for traps, but can never be disarmed. A slough trap may be jumped like a pit trap. If a Hero steps onto a square containing a slough trap before it is found, he triggers it and ends his move immediately. A Hero occupying the same square as a slough trap, has to try to climb out of the slough. At every turn, he rolls a number of combat dice equal to his current Body points, but no less than two. If at least one white shield is rolled, he successfully climbs out of the slough onto an unoccupied adjacent square and may move and take an action again during his next turn. If at least one black shield is rolled, he loses 1 Body point. After the roll, the Hero's turn is immediately ended. A hero may also immediately climb out of the slough by discarding any one earth or water spell.
Acid Spray
When an Acid Spray trap is triggered the victim is sprayed with a strong corrosive green goo. The player rolls a combat dice, on a skull they take one body point of damage and on a black shield they take one body point of damage and any non magical armour they may be wearing (not a shield or helmet) is discarded.
Creeping Snare
When a Creeping Snare trap is triggered the victim is ensnared with deadly vines. An ensnared character cannot move and attacks and defends with one combat dice until freed. The vines have 4 body points but don't defend. An ensnared target or any directly adjacent allies can attack the vines.
Noxious Spores
When a Noxious Spores trap is triggered the victim is unable to distinguish between reality and the effects of the spores and is forced to re-roll any successful combat dice within that room or passageway.
And Cloud Of Flies and Insect Swarm could be used as parts of the environment in certain places.
Gold Bearer wrote:There could be a mixture of open and closed doors.
I think the room with the broadsword needs a weapon rack. I can't imagine a sword fitting inside a chest.
I think the sorcerer should just have swamp spells. The high mage in the ogre quest has got rust and it's a better version of it. It works on anything, apart from artefacts.
I don't think we need the dice rolling on a simple trap. The swamp disease seems fitting, though; if that's an established mechanic during the Kobold/Fimir arc, I will just upgrade the trap to always cause swamp disease if it's triggered.Gold Bearer wrote:We could tart up that gas trap in the centre room so that they all roll a combat dice and on a skull they loose a bp and on a black shield the loose a bp and get infected with swamp disease.
Between kobolds, goblins and cultists we have no shortage of low-level monsters - but we don't need all three in one Quest. If it's mostly the greenskins living in this ruined town, I can swap them in for the kobolds. I don't think this quest needs the high-level orcs though, for two reasons. We described the forces of Nurgle as the main threat for this Quest, therefore the Orcs that appear are being led by the Chaos Warriors rather than their own leaders. Also, the Orc Shaman spells work best in a quest with a heavy Orc presence, whereas this level is a bit more swamp- and decay-themed (not to mention the pluponderance of Cultists).Gold Bearer wrote:I think the wandering monsters needed cutting down but maybe a fimir and two kobolds/goblins wouldn't be too much?
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I think there needs to be a few more green skins. I had them in mind as the main occupants of the town. I've got an idea of how to include them. I'll upload an edited version of your map at some point if you don't mind to see what you think. I won't be changing anything you've put in.
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I'd love to see an orc warlord and shaman in one of the unused rooms.
On reconsideration, I think it would probably be best to do away with the 'flood of reinforcements' mechanic for the quest. I put the trigger point for the swamp undead at the very beginning of the corridor leading up to the end point for the Quest. Assuming that swamp undead have a movement rate of 5, it takes them six whole turns to get even as far as that trigger square, and four more to get onto the 5x8 tile housing the exit stairway. As for mummies wandering in from the stairway, the ones that are on the board in the upper-right quadrant are implied to have come from there anyway, a solution I thought was more elegant than adding a Quest Note to summon them. The swamp undead will still be around from the cultists' ability, of course.Gold Bearer wrote:I don't think we should use the marsh skeletons or fogwalkers coming up the stairs, just mummies. There won't be any swamp undead down there and it will hint at lots of mummies to come in the next quest. We could use marsh skeletons to come through the entrance door every turn after a certain point. Then they'll be undead coming in from both directions.
The creeping vines definitely fit well here, although I don't think I can make good use of the other three.Gold Bearer wrote:I think at least a couple of these (traps) should be in there. I don't know if you've seen them, I forgot to tell you about them.
A lot of traps already use a dice roll anyway and I think giving everyone in the room swamp disease is a little harsh, unless you mean just the one that opens the chest.Count Mohawk wrote:I don't think we need the dice rolling on a simple trap. The swamp disease seems fitting, though; if that's an established mechanic during the Kobold/Fimir arc, I will just upgrade the trap to always cause swamp disease if it's triggered.Gold Bearer wrote:We could tart up that gas trap in the centre room so that they all roll a combat dice and on a skull they loose a bp and on a black shield the loose a bp and get infected with swamp disease.
Count Mohawk wrote:QUEST 15: The Ruins of Direburg
After a grueling and arduous trip through the thickened forests, you finally find yourselves looking down on the once serene and tranquil town of Direburg. The jungle has claimed most of the outskirts, and a thick green moss has covered the buildings. Direburg has been occupied by a band of cultists led by a powerful necromancer, who has cursed the bodies of the town's long-dead inhabitants to rise from their graves and do his bidding. You must find the entrance to the crypt where the necromancer hides before he escapes.
NOTES:
The doors with a slash through them have long since fallen apart from disuse, and are put onto the board open instead of closed.
A The first Hero to Search for Treasure in this room will find a Ball of Flame Spell Scroll atop the table.
B This treasure chest contains a Potion of Healing capable of restoring up to four lost Body Points, but is trapped. When a Hero Searches for Treasure, unless the trap has been disarmed, all Heroes in the room will lose one Body Point as an acrid cloud of smoke billows out of the chest.
C These three Cultists wear gaudy robes signifying their higher rank in the Cult of Chaos. While all three of them are alive, they can collectively cast Cloud of Chaos instead of attacking or casting a Spell normally.
D The treasure chest here contains 150 gold coins.
E The Stairway here leads down into the crypts of Direburg, and marks the end of the Quest.
Wandering Monster: One Zombie
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