Q12 Night and a Fire by Anderas
Posted: August 9th, 2018, 7:06 am
There was supposed to be one quest with sneaking in, monsters calling for reinforcements.
Also, Q13 The Invincible Minotaur needs the heroes to have a powder keg and a red cape. But where to get them?
So I thought maybe they would steal it from the Chaos Dwarfs.
This quest is a little bit special, inspired by Warhammer 40k 4th edition (god I'm old). Please could you give me feedback if it is understandable?
I have set up the quest in a way that, if the heroes manage to attack each monster group one-by-one, it should be relatively easy.
If they manage to alert the minions and they come all at the same time, it should be quite deadly.
This quest is made for a group with 3-Dice-Equipment. Each sentry is replaced with one Chaos Dwarf and one Beastman.
Should the group have 4-Dice-Equipment, replace each sentry with one Chaos Dwarf and two Beastmen.
Disadvantage: In order to sneak out of the way of a sentry, you need a lot of open connections. That means, this quest needs more than the Hero Quest standard doors, lots more.
I propose to download and print valnar's open door package, to be found in his crazy-great tiles thread.
Also, this posting is best viewed if you have installed the fonts HQModern, Gaze and Heroquest.
Finally, I think it is a good idea to use Thantos' Dwarven Forge, or the Dwarven Forge from Kellar's Keep - however, to stay as base game compatible as possible, you can put a Fireplace there.
The Map:
Downloadable material
Follow up quest
valnar's open door package, to be found in his crazy-great tiles thread
Also, Q13 The Invincible Minotaur needs the heroes to have a powder keg and a red cape. But where to get them?
So I thought maybe they would steal it from the Chaos Dwarfs.
This quest is a little bit special, inspired by Warhammer 40k 4th edition (god I'm old). Please could you give me feedback if it is understandable?
I have set up the quest in a way that, if the heroes manage to attack each monster group one-by-one, it should be relatively easy.
If they manage to alert the minions and they come all at the same time, it should be quite deadly.
This quest is made for a group with 3-Dice-Equipment. Each sentry is replaced with one Chaos Dwarf and one Beastman.
Should the group have 4-Dice-Equipment, replace each sentry with one Chaos Dwarf and two Beastmen.
Disadvantage: In order to sneak out of the way of a sentry, you need a lot of open connections. That means, this quest needs more than the Hero Quest standard doors, lots more.
I propose to download and print valnar's open door package, to be found in his crazy-great tiles thread.
Also, this posting is best viewed if you have installed the fonts HQModern, Gaze and Heroquest.
Finally, I think it is a good idea to use Thantos' Dwarven Forge, or the Dwarven Forge from Kellar's Keep - however, to stay as base game compatible as possible, you can put a Fireplace there.
The Map:
Q12 wrote:Quest 12: Thantos Part II: A Quest for Heroes with at least 3 dice
Night and a Fire
Tales speak of Thantos, a powerful Minotaur against which none could prevail and no weapon might harm. Yet, a cunning magician managed to trap the terror within a magical labyrinth, attracting it's wrath and costing him his life. Loretome has revealed that Chaos Dwarfs possess not only the mage's red mantle, but also powder capable of destroying the bridge the beast may use to escape. Sneak into the Chaos Dwarve's fortress, steal all these items, and get out without alerting the sentries!
Notes:
Doors: All doors are open and placed on the board. Use all doors you have, also closed doors and secret doors. They all count as "open" and "discovered".
Other room contents are revealed only when the heroes are entering the room or standing at the door.
Night: It is pitch black night: Line of sight is 3 squares, also for magical effects.
Sentry tokens are placed at the beginning of the quest as shown on the map. Morcar starts with an Alert Value of 3. For each sentry, Morcar rolls one red die at the beginning of his turn. If he rolls equal or less than his alert value, he may move the sentry; else the heroes may move the sentry. Each sentry can move 3 squares.
If Heroes and a sentry have a line of sight, replace it immediately with one Chaos Dwarf and one Beastman. The Monsters are always controlled by Morcar, even if the sentry token was controlled by the heroes.
Raising Alert: If there are active monsters at the beginning of Morcar‘s turn, raise the alert vlaue by one. Undiscovered sentry tokens don‘t count as monsters. Also, for each sentry becoming monsters during Morcar's turn, raise the alert value by one more. You can cross the boxes on this page to keep book.
Unconscious monsters: If a monster is under the influence of Tempest or Sleep or otherwise unconscious; it does not raise the alarm in Morcar's turn.
A: The Cupboard contains one Blasting Powder and the magic red cape.
B: The forge provides light. Any model can "see" inside and into this room as normal.
C: The Bookcase contains one Charm Philtre
D: The Bookcase contains one Spell Scroll of Pass Through Rock.
Wandering Monster:Beastman
Downloadable material
Follow up quest
valnar's open door package, to be found in his crazy-great tiles thread