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Wizards of Morcar expanded...

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Wizards of Morcar expanded...

Postby j_dean80 » Friday July 7th, 2017 9:28pm

So I was looking at this quest pack. It is 4 random storylines thrown together into one quest pack. Nothing cohesive about it. Am trying to figure out where to place the 4 random quests with other like quests to make solid storylines. Later the 5th quest can come about as a stand alone where the heroes must again fight these past bosses which weakened in strength. (The one less BP given to each in quest 5 as a tradeoff for being brought back to life.)

Looking for suggestions where and how to put them.

Orc Shaman quest somehow put into KK? Not sure exactly how to fit the quest in. I don't want to change the official quests, just maybe tweak wording to get it cohesive.

Necromancer quest seems to fit pretty easily into The Necromancer's Lair from here on the Inn. Just change the necromancer's name on one and tweak a little story.

Not sure about the storm master or high mage.
Last edited by j_dean80 on Wednesday July 19th, 2017 9:17pm, edited 1 time in total.
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Re: Wizards of Morcar expanded...

Postby knightkrawler » Saturday July 8th, 2017 2:01am

The Storm Master is going to be a Beastman Shaman for me. Fits thematically with his spells. Pan's Mound of the Beastmen is likely to model for that.
The High Mage is going to be something of a cult priest, brainwashing townguard in a city-based quest. I'll probably take a lot of inspiration from The Dark Company for this.

The Orc Shaman is going to be in another short orc-based storyline and the Necromancer will also receive a trilogy or quadrilogy on his own.
Maybe you get some ideas from my plans, but same as you, I see no real purpose in keeping these 5 quests together and the quests themselves offer only some mechanics that can be used elsewhere while the characters and their special monster can be inserted here and there.
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Re: Wizards of Morcar expanded...

Postby j_dean80 » Sunday July 9th, 2017 7:26am

There is a necromancer named Tormuk in the EQP. Could perhaps be Fanrax. There is more than once that the names of characters changed from EU to NA.


It actually works quite nicely. Add the stairs room from WoM to the map on EQP. Can be a 2 level castle. Fanrax uses the listed chaos spells in the bottom level, plus an Escape spell. When he escapes to his personal crypt, he becomes more powerful, using the necromancer spells. I would combine the stats to Mo-8 A-4 D-6 B-6 Mi-7. That would be a tough opponent. I would give the skeletons on the bottom level the same 3 defend dice as the ones from the top level.
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Re: Wizards of Morcar expanded...

Postby j_dean80 » Wednesday July 19th, 2017 9:09pm

Lair of the Orc Shaman Quest 11 Kellar's Keep

"Yonder dark cave in the hillside is the entrance to the lair of Grawshak. Orc Shaman of the Northern Tribes. Raiders of the Halls of Belorn. Strike down this sorcerer and the World's Edge Mountains are sure to be free once more. To reach him you will need scores of brave men. For he has surrounded himself with his fiercely loyal elite bodyguard. They will fight to the death before they allow you to reach their master." Mentor

*Before this Quest - Introduce Mercenaries per the Frozen Horror pack rules. These Mercenaries are freed members from the Emperor's army (conclusion of Quest 10).
Last edited by j_dean80 on Thursday July 20th, 2017 9:14pm, edited 3 times in total.
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Re: Wizards of Morcar expanded...

Postby j_dean80 » Wednesday July 19th, 2017 10:10pm

j_dean80 wrote:
There is a necromancer named Tormuk in the EQP. Could perhaps be Fanrax. There is more than once that the names of characters changed from EU to NA.


It actually works quite nicely. Add the stairs room from WoM to the map on EQP. Can be a 2 level castle. Fanrax uses the listed chaos spells in the bottom level, plus an Escape spell. When he escapes to his personal crypt, he becomes more powerful, using the necromancer spells. I would combine the stats to Mo-8 A-4 D-6 B-6 Mi-7. That would be a tough opponent. I would give the skeletons on the bottom level the same 3 defend dice as the ones from the top level.


Rework for my notes for this: EQP Quest 6a & 6b Fanrax's Guests.

"Sinestra has struck again, with the aid of Zargon's lieutenant, Fanrax the Malicious. Fanrax cast a spell upon two of Queen Terrellia's bodyguards, the finest Elven Archers in the kingdom. The Archers now fight alongside Fanrax. The Queen wants you to find the Archers. Once they are alone with you, the spell will be broken. Scouts say that Fanrax dwells in an ancient crypt that lies in the vast and nameless graveyard swamp beyond the Shuddering Forests. Be doubly careful, for Fanrax commands both the forces of the living and the forces of the dead. Enter the crypt through the iron door and leave through the wooden exit door." Mentor

All skeletons in this Quest are special creations of Fanrax. They attack and defend with 3 dice.

The wooden exit door is magically sealed. Fanrax must be defeated to lift the seal.

EQP-C. Tormuk is in this room, he is Fanrax's apprentice. Use the Chaos Warlock figure for him...(continues as original book).

EQP-D. (starts as original book)...Fanrax's spell is broken....(continues as original book).

Wandering Monsters in this Quest: 2 of Fanrax's special Skeletons


*Add the spiral stairs onto the EQP map (in the same location as the WoM map) with a secret door to enter the room. This is the only way for Heroes and monsters to travel between floors. Defeated monsters do not return when Heroes re-enter the same board. All discovered rooms stay discovered, along with already opened doors. If possible, use two boards for this Quest.
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Re: Wizards of Morcar expanded...

Postby j_dean80 » Thursday July 20th, 2017 8:09pm

"Summons of the Wizards' Council" Wizard Quest Pack.

3 solo Wizard Quests followed by 5 group Quests and a group double Quest.

*During this Quest Pack, the Wizard will have a special ability to counter a spell.

If the Wizard successfully counters the spell with his roll, he must discard a Spell Card he has not yet used. The attacking spell is also discarded, with no harm inflicted. If the Wizard does not successfully counter the spell with his roll, follow the text on the attacking spell. The Wizard may choose to not attempt a counter.

To successfully counter - The Wizard rolls one combat die. If the attacker has lower Mind Points than the Wizard, the Wizard must roll a Skull. If the attacker has higher Mind Points than the Wizard, the Wizard must roll a White Shield.
Last edited by j_dean80 on Sunday November 5th, 2017 9:30pm, edited 2 times in total.
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Re: Wizards of Morcar expanded...

Postby j_dean80 » Thursday July 20th, 2017 10:01pm

Official/semi-Official Quest pack order:

The Maze

The Gathering Storm (original game)

Kellar's Keep (with added Quest 11)

Return of the Witch Lord

Lost in the Orc's Cave

The Halls of Durrag-Dol

The Slave City

The Plague of Zombies

Inn of Chaos

The Eyes of Chaos

The Dark Company

Rescue of the Princess

Against the Ogre Horde

The Mage of the Mirror (with added Quest 6b)(the toughest ogres with 10 BP not previously defeated in AtOH are here aiding Sinestra)

*Summons of the Wizards' Council (contains: Running the Gauntlet/Revenge of the Weather-Man/The Tower of the High Mage/Eyrie of the Storm Master/The Final Conflict)

The Frozen Horror (With Zargon weakoned after The Final Conflict, a new enemy must be dealt with.)

(Various home-brew Quests to fill the gap before the Barbarian returns home.)

A Growl of Thunder (Barbarian becomes the chieftain and retires from Questing for his new role.)(Could be moved up to retire an over-powered Barbarian.)


*(contains some new Quests along with some Official/semi-Official Quests)
Last edited by j_dean80 on Thursday January 4th, 2018 8:26pm, edited 4 times in total.
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Re: Wizards of Morcar expanded...

Postby j_dean80 » Sunday July 23rd, 2017 8:51am

j_dean80 wrote:"Summons of the Wizards' Council" Wizard Quest Pack.

3 solo Wizard Quests followed by 5 group Quests and a group double Quest.

*During this Quest Pack, the Wizard will have a special ability to counter a spell.

If the Wizard successfully counters the spell with his roll, he must discard a Spell Card he has not yet used. The attacking spell is also discarded, with no harm inflicted. If the Wizard does not successfully counter the spell with his roll, follow the text on the attacking spell. The Wizard may choose to not attempt a counter.

To successfully counter - If the attacker has lower Mind Points than the Wizard, the Wizard must roll a Skull. If the attacker has higher Mind Points than the Wizard, the Wizard must roll a White Shield.


New Monster:

Spirit - Mo 10/A 3/D 0/B 0/Mi 0 *Any Skull rolled against a Spirit causes it to disappear in a foul puff of smoke. Spirits can travel through walls, furniture, other monsters; but cannot end their turn on the same square as any object. Spells have no affect on Spirits.
Last edited by j_dean80 on Sunday January 7th, 2018 7:20am, edited 1 time in total.
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Re: Wizards of Morcar expanded...

Postby j_dean80 » Sunday August 6th, 2017 4:24pm

Quest 9 & 10 double Quest - The Final Conflict

Quest 9 map:

Image

Quest 10 map:

Image

Constructive feedback welcome...
Last edited by j_dean80 on Monday August 7th, 2017 8:18pm, edited 1 time in total.
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Re: Wizards of Morcar expanded...

Postby Gold Bearer » Monday August 7th, 2017 7:21am

j_dean80 wrote:Constructive feedback welcome...
This topic's in the wrong section. :)

I agree, I thought that WoM should be a lot more than five quests but it makes a good base to build from. Thirteen, three for each wizard then the big one at the end.
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