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Re: The Labyrinths of Muroidea: A Skaven Expansion Pack

PostPosted: May 3rd, 2016, 5:41 pm
by StratosVX
The Admiral wrote:
EvilWizardCharacter wrote:I've posted a lengthy post to the blog, one near to my heart, not only for its nostalgic value (hint: BELLTHOR THE GARGOYLE!) but for its discussion of my favorite Hero (now deceased).

It also acts as a Prelude to the third installment of my Skaven Quest Pack.


What do the 'K's' denote in this quest please?

My guess is Skaven.

Re: The Labyrinths of Muroidea: A Skaven Expansion Pack

PostPosted: July 1st, 2016, 11:51 pm
by EvilWizardCharacter
Hey Again, Everyone! Long time, no talk! Sorry for not posting in such a long time, but I've been bust finishing my PhD. No need, however, to begin calling me Dr. EvilWizardCharacter...but you could.

At any rate, I've just uploaded new content to my Expanding HeroQuest blog: https://evilwizardcharacter.wordpress.c ... noway-inn/

I hope you all enjoy. As always, I'd love any feedback. Nothing is set in stone!

:blackshield:,
EWC

Re: The Labyrinths of Muroidea: A Skaven Expansion Pack

PostPosted: July 4th, 2016, 11:06 am
by Saiyaforthelight
As ever, an interesting post and good looking quest. Can we expect any more vids of your sessions?

Re: The Labyrinths of Muroidea: A Skaven Expansion Pack

PostPosted: July 29th, 2016, 11:42 pm
by EvilWizardCharacter
My Expanding HeroQuest blog is newly updated: https://evilwizardcharacter.wordpress.com/2016/07/30/quest-five-the-way-of-ruin/

Enjoy!

:blackshield:,
EWC

Re: The Labyrinths of Muroidea: A Skaven Expansion Pack

PostPosted: July 31st, 2016, 4:36 am
by Anderas
I like what you did in the blog. Looks good! I just need a reminder in here once in a while to take a look again as I have no blog tool.

The player necromancer had a ritual the allowed him to come back as soon as a hero died? Really good idea!

Re: The Labyrinths of Muroidea: A Skaven Expansion Pack

PostPosted: July 31st, 2016, 6:39 am
by EvilWizardCharacter
Hey Anderas,

Thanks for stopping by. Yeah, the Necromancer character had an ability where he could raise any felled zombie or skeleton in quest provided he was at full health (4bp). If ever he was killed but his thrall was still on the board, he could take the place of the thrall with a new ceiling of 3bp. This enabled him to possibly revive himself three times in quest, returning the last time with a single body point.

When he revived in the quest covered by the latest post, he did so literally months after he died for good. The story arc suggests that he cursed some item from each of the other Heroes so that when they died, their blood plus his curse would allow him to revive himself in their place.

When the Ogre finally met his maker, Shale made his return.

Re: The Labyrinths of Muroidea: A Skaven Expansion Pack

PostPosted: August 12th, 2016, 1:14 am
by painteddrum
This looks fantastic. hopefully my group will stay together long enough to play these. your new monster cards are great :chaoswarrior: :blackshield:

Re: [Preview] [Quest Pack] [5 Quests] The Labyrinths of Muro

PostPosted: November 3rd, 2016, 1:38 am
by Daedalus
Since this story has some more telling (5 more Quests), I formatted the title as a preview. I have a some questions and points to bring up.

Quest 1- Rooms B and D/G have Rat Holes. Is there a tile download for this, do you treat it as a secret door, or something else?

Are the stone doors just for show, or do they have rules for opening as in AtOH?

I like the WQ Web Markers. Did you also use any markers for poisoned or plagued Heroes? Does a poisoned Hero that fails his roll continue to take damage? It seems so.

Quest 2- I think this Quest would benefit by marking the entrance stairway with a letter and short note as there are two Stairway Tiles present.

It's nice to see tiles from the Inn used in your Quests. On closed inspection, I noticed short sections of rooms B and C, as well as room E are defined by their floor pattern rather than bounded by the white lines of walls or the irregular black boundary and rubble of cave tiles. Too bad the cave tiles don't come with 2-square wall tiles (similar to the Breached Wall Tiles of WoM) to close off these gaps. Perhaps a mention in the Notes section of rooms C and E could make this clear.

Room A contains a Swordsman, which is listed under the wares. To me, this implies he can be hired. Can the Swordsman attack the Heroes if they attack the Skaven merchant or steal from him? I'd guess "no" based on the fire trap and Escape spell. In your blog, the Swordsman appears to be represented by a Skaven figure. Shouldn't the map use a Skaven icon and the Notes explain to treat that Skaven as a Swordsman?

The key at upper room D must open the door to lower Room D, but a short note would make that fact more readily clear, in my opinion.

Quest 3- It appears the Trap Door Tile marks the entrance to the Quest. I'd say make a note of it. Also, I'd add actual Coffin Tiles and Blocked Square Tiles to create small catacombs for the Skaven Mummies--false Doors feel non-representational.

The Cave with Four Rooms brings up line of sight issues. How did you handle this?

Though it's not absolutely necessary, it might help to make a Monster Card for Shale with a matching icon. Otherwise, something in the Notes section about his location could clarify his icon on the map.

Quest 4- For clarity, I'd designate the open door at A as the Quest entrance. As the Heroes can possibly fail to open the stone doors, I imagine that means any stone door in your pack uses the same rule as found in AtOH. Seems like ultimately the Quest pack could use an introductory section detailing rules for stone doors, darkness, etc.

That's got to be the longest Quest Notes section I've yet read. I think you could split them into two linked Quests. The first would include the appendix section and the night battle, while later events--including the Shale fight--would occur in the second Quest. Can the Heroes buy from the merchant at this point? I imagine yes, so maybe a note of where his goods are at the inn would be appropriate.

The room next to room I confuses me. Does the Cloud of Chaos Tile use the rules from KK? If so, I'd repeat the rules in the introductory section (if you include one.) Can the chest teleport-trap not be found, as in WoM? I'd note it. Which square should Shale escape to in cave C2, or is it B? I think restatng his stats and spells would be a good idea. Also, which square does the triggering Hero teleport to?

Other players may not be interested in replacing a dead Hero with Shale (he won't be in their backstory), so I'd say he'd serve better tweaked as a villain. Converting the story for others will require reworking. but that can be an opportunity to lean down the text. Just my :2cents: , take it or leave it.

What prevents the Heroes from exiting the Quest at J early? Maybe the stone doors there should be locked somehow for the first part of the Quest. Or was this your intent when you mentioned the unlocked stone doors at C2?

Quest 5- An opening note should indicate all Falling Block Tiles (not just at A) are actually collapsed rubble that a stick of dynamite may clear away, as with note A.

How about adding that Heroes shouldn't need to roll for shrapnel if they aren't in the same room or corridor as the blast?

Re: [Preview] [Quest Pack] [5 Quests] The Labyrinths of Muro

PostPosted: August 28th, 2018, 6:17 am
by Anderas
Quest 5 seems to have disappeared?

Re: [Preview] [Quest Pack] [5 Quests] The Labyrinths of Muro

PostPosted: August 29th, 2018, 3:12 pm
by Daedalus
The link is a bit hard to find. Look just below the battle report for this:

    Here is the PDF of the Map and Notes: The Way of Ruin
It is just above the Mentor's Introduction link.