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[Quest Pack] [14 Quests] - Rise of the Chaos God

Discuss Quest creation and share Quests/Quest Packs you've created.

Re: [Quest Pack] [14 Quests] - Rise of the Chaos God

Postby Anderas » Sunday February 24th, 2019 5:21am

Hello to our very special rabbit hole! |_P


Rewards:
Hosted a Play-by-Post game. Played a turn in a Play-by-Post game. Created a Hot Topic. Participated in four (4) Miniature Exchanges. Participated in a Miniature Exchange. Zealot Miniatures: Twisting Catacombs Kickstarter Backer Destroyed a Zombie! Encountered a menacing Chaos Warlock!
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Re: [Quest Pack] [14 Quests] - Rise of the Chaos God

Postby Kurgan » Wednesday February 27th, 2019 8:29am

Thanks! It's like re-reading a chapter of your favorite book from youth and then realizing that all this time there have been dozens of more chapters you never knew about... (and not something just slapped on by some modern company trying to cash-in but "intended" from the beginning, just made more accessible)
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Re: [Quest Pack] [14 Quests] - Rise of the Chaos God

Postby Kurgan » Monday March 18th, 2019 5:42pm

I'm now thinking that this may be the perfect quest pack to try out my new custom heroes. I'm tempted to use the "monster bounties" but maybe in very limited fashion as it would
get ridiculous. I will probably stick to straight NA rules for this run through. I did modify the legendary treasures to allow for the new Heroes though...

This version of the game has provided some inspiration for new things, which I will be implementing in my campaign should I ever get the opportunity to play it through with some
people! Again, amazing work. I was already impressed with the Inn and that was before I delved into the forums...
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Re: [Quest Pack] [14 Quests] - Rise of the Chaos God

Postby 8bit-Dude » Saturday April 13th, 2019 10:42am

Wow! That's pretty amazing to discover that the Japanese version of HQ had a completely different set of quests.
Great work on the translation, and sharing your work!
Tony (currently living in Kyoto!!)
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Re: [Quest Pack] [14 Quests] - Rise of the Chaos God

Postby Kurgan » Tuesday April 23rd, 2019 9:06pm

My play group (using four brand new hero classes) have completed Quest 3, with one death (just in time they found the Talisman...)! Can't wait to do more later this summer hopefully...
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Re: [Quest Pack] [14 Quests] - Rise of the Chaos God

Postby wallydubbs » Wednesday April 24th, 2019 7:10am

Kurgan wrote:My play group (using four brand new hero classes) have completed Quest 3, with one death (just in time they found the Talisman...)! Can't wait to do more later this summer hopefully...


I felt these quests were too easy for most standard heroes and should be modified for solo adventure. How did anyone in a group quest die from this? Did you lower the parameters of your new hero classes?
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Re: [Quest Pack] [14 Quests] - Rise of the Chaos God

Postby The Admiral » Wednesday April 24th, 2019 5:27pm

Kurgan wrote:My play group (using four brand new hero classes) have completed Quest 3, with one death (just in time they found the Talisman...)! Can't wait to do more later this summer hopefully...


Are you using the Japanese rules to play these or the normal EU or NA rules?


Rewards:
Grin's Stone Map Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy! Smashed a massive Gargoyle!
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Re: [Quest Pack] [14 Quests] - Rise of the Chaos God

Postby Kurgan » Wednesday April 24th, 2019 11:28pm

I'm using NA rules. The new heroes I'm using have 4, 4, 5, and 5 body points respectively (the Mystic is a little over powered depending on her spell choice). I figured having a few easy quests at the start is fine. In the rescue of the Princess quest I made it so when the "alarm" was sounded, all the alerted monsters (not wandering monsters) gained the ability to attack with black dice (skulls more likely) and defend with blue dice (black shields more likely). The only exception I made to this was when the monsters rolled defense from magical attacks. This bumped up the difficulty considerably...

I'm using other house rules like allowing a random Equipment card draw on searching the weapons rack (if no quest treasure). But they played very conservatively so little treasure has been found so far. There's an expanded armory too, hopefully to entice them to risk it more...

The Cleric only perished at the end because her self-healing spell isn't automatic (has to roll a white shield to heal a body point), and she failed on a saving roll from death.

By using the Talisman between quests (to revive her), they won't be able to use it on the next quest (have to wait for the next one to use it again).

by the way, has anyone printed out the booklet from page one? I thought the page layout looked strange...
Last edited by Kurgan on Sunday July 7th, 2019 4:04pm, edited 3 times in total.
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Re: [Quest Pack] [14 Quests] - Rise of the Chaos God

Postby Maurice76 » Thursday April 25th, 2019 4:41am

A total of 18 BPs seems a bit low on the surface. Keep in mind that this only allows the Heroes to soak up at most 14 points of damage, healing aside, before fatalities start to occur. The vanilla game has a BP pool of 25 BPs, putting the maximum sans healing up to 21 BPs. That's a significant difference. But I admit that this is an observation on the surface, I don't know other traits and strengths of your custom Heroes to offset this.


Rewards:
Grin's Stone Map Slain a measly Goblin! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy! Smashed a massive Gargoyle!
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Re: [Quest Pack] [14 Quests] - Rise of the Chaos God

Postby The Admiral » Thursday April 25th, 2019 5:49am

Kurgan wrote:I'm using NA rules. The new heroes I'm using have 4, 4, 5, and 5 body points respectively.


Watch out for quest 7!


Rewards:
Grin's Stone Map Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy! Smashed a massive Gargoyle!
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