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[Group Quest] - Fire & Ice

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[Group Quest] - Fire & Ice

Postby Gold Bearer » Thursday July 7th, 2016 6:22pm

This quest was designed for eight starting heroes and has just been played in PBP. I overestimated the power level of eight starting level heroes but this could make a good quest for four very experienced heroes. You can always change the monsters though to make it whatever level you like. I'll upload a folder with all the monsters I used for this tomorrow.

Greeting heroes, I am Mentor. I've guided many adventurers on their path and now the time has for you to start your journey. A sect of Tzeentch worshipers to the north are trying to summon a greater daemon, they must be stopped! They've succeeded in channeling the daemon's spirit into a magical artifact but are some way from completing all the stages of the ritual so if we act now, they won't have time to complete the summoning. This will be a trial by fire in the depths of the ice and as such, you will be accompanied on your quest by two of my trusted wizards. Luther, Vladimir, come forward. This is Luther Flamestrike and Vladimir Stormbringer, they will help you battle the Tzeentch forces who are known for potent magics of their own. Good luck heroes.

The Bright Wizard can't use the Scrolls in this Quest and the Frost Wizard can't cast the five Fire based Tzeentch spells using the Tzeentch Staff. There's main three routs into the central room, if they take the very short rout then they get to use the Tzeentch Staff for most of the quest and they'll have to take a different rout out. The double secret doors are just because they can be opened from either side, depending on the route they take and the X is for Escape.

Image

A. If this room is searched then tell the heroes that they see writing appear on the north wall (before drawing a treasure card if they searched for treasure). Tell them the can attempt to read it by using an action (either movement or their attacking action) if they're in the room and there's no monsters in the room or in sight. Roll a dice and compare it to the Adventurers MP, if the dice is lower then their MP tell them that they decipher the writing and as they read it a secret door opens, if they fail then tell them the writing fades but is still barely legible. If the writing fails to be deciphered for a second time then the writing disappears but the secret door can still be discovered from the other side of the wall whether the writing appeared or not.

B. This room contains the Tzeentch Staff and is found if the room is searched for treasure, tell the player that they find it in hidden under the alchemist's bench. If the secret door is open when the Tzeentch Staff is found then it closes permanently, tell the Hero players that they hear the sound of heavy stone hitting stone.

C. The room with the sorcerer's table contains a Frost Spell Book (the six Chaos spells from The Frozen Horror). Spell Books are collections of Scrolls that can't be separated. Once the Frost book is taken, the six undead monsters on the sorcerer's table, tomb and graves are released, place them on the board and take their turns normally from the next EWP phase. The Spectral Chaos Warrior is bound to the Sorcerer's Table and unable to leave the northwest room block, and can't finish its turn on the Ice Hole square. If the room with the tomb is searched before the book is taken then tell the player 'You find no treasure but the tomb is sealed.', no treasure card is taken. If it's searched for treasure after the book is taken then they find a Magical Throwing Dagger and Elixir Of Life in the tomb.

D. You find a couple of interesting parchments between two of the books. The bookcase contains a Finger Of Death and Ice Bridge Scroll.

E. You find two useful scrolls in one of the books. The bookcase contains a Blinding Sleet and Wall Of Ice Scroll.

F. You find two interesting items in the cupboard. The cupboard contains the Amulet Of Protection and a Potion Of Healing that heals 1D6 BP when drunk.

G. When the Polar Warbear and Yeti are revealed tell the Hero players that they're fighting each other and roll a combat dice now and at the end of each EWP turn, on a skull they attack each other (which one attacks first determined randomly), on a white shield one of them (determined randomly) attacks the other and on a black shield or when one of them dies they under the the EWP's control as normal.

H. The chest contains 125gp.

I. The Ice Tunnel entrance is hidden and only placed on the board if the room is searched for secret doors. Travelling from on entrance to another takes an entire turn.

J. The chest contains 75gp.

Tzeentch Staff:
If the staff isn't being carried by a Magician then roll a combat dice at the start of the EWP turn. On a skull the Adventurer loses 1MP and on a black shield they lose 1BP. If the staff is equipped by a Magician then tell them they can draw on the staff's power once per turn using their attacking action. The Hero rolls a combat dice, skull = lose 1MP, white shield = draw a random Tzeentch spell, black shield = lose 1BP and draw a random Tzeentch spell. Loosing a BP or MP from the staff doesn't end the users turn. The spell in the staff is known to the EWP. If they already have an uncast spell from staff then it's returned to deck immediately after the new spell is drawn. The spell can be cast by a Magician in this or a future turn by using power cards in the normal way (or if the Winds Of Magic are strong enough for the spell in the simplified rules) by using their attacking action.

Wandering Monster: Pink Horror.
Monster Patrol: Tzeentch Marauder.
Sneak Attack: Blue Horror.

[Additional components needed: 5 Blue Horrors, 7 Chaos Acolytes, 1 Chaos Barbarian, 1 Chaos Beserker, 1 Chaos Centaur*, 1 Chaos Fire Warrior, 1 Chaos Ice Warrior, 1 Chaos Priest, 6 Chaos Skeletons, 2 Chaos Thugs*, 1 Chaos Witch, 3 Flamers, 2 Pink Horrors, 1 Polar Warbear, +2 Skeletons, 1 Spectral Chaos Warrior, 1 Stone Chaos Warrior, 5 Tzeentch Cultists, 2 Tzeeentch Marauders, 1 Tzeentch Spawn, 1 Tzeentch Warlock, 1 Tzeentch Warrior, 1 Tzeentch Wizard, 1 Yeti,
Bottomless Chasm Tile (from Frozen Horror), 4 Coffin Tiles (from Return of the Witch Lord), 2 Ice Tunnel Tiles (from FH), +11 Open Doors, Winter Board (from Ye Olde Inn, optional)

* Chaos Centaur M12 A2^ D3 BP5 MP5 Bow
* Chaos Thug M8 A2^ D2 BP1 MP2 Bow-edit]
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Last edited by Daedalus on Monday October 17th, 2016 4:15pm, edited 3 times in total.
Reason: Formatting
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: Fire & Ice

Postby cynthialee » Thursday July 7th, 2016 6:51pm

Not familiar with all the symbols, but that dungeon is a meat grinder!
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: Fire & Ice

Postby Gold Bearer » Thursday July 7th, 2016 7:17pm

Yes it is but it works perfectly fine with less monsters and they don't have to go through the whole dungeon, they can completely miss out the two right side room blocks. It's very loosely based on The Trial but it's meant for eight heroes. It was going to be based a more on it with Verag's brother Garev as the boss.

Should have mentioned that the Tzeentch Staff contains the soul of the greater daemon, to complete the objective they need to get out of the dungeon with it so Mentor can destroy it.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: Fire & Ice

Postby MadMickyG » Friday July 8th, 2016 3:36am

Bajeezus! No way Halt would have made it out on his own. I'm surprised we made it as far as we did. With all those monsters, basic gear wasnt going to be nearly enough, even on 8 heroes.

I might make some changes and use my own Chaos guys. Will have the Stone Chaos Warrior though. Maybe somewhere else, but definitely in there.
Check out my dabblings in writing.
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Re: Fire & Ice

Postby Anderas » Friday July 8th, 2016 6:31am

Hey Gold Bearer,
do you have a Heroscribe version of that Map?


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Re: Fire & Ice

Postby Gold Bearer » Friday July 8th, 2016 10:49am

MadMickyG wrote:Bajeezus! No way Halt would have made it out on his own. I'm surprised we made it as far as we did. With all those monsters, basic gear wasnt going to be nearly enough, even on 8 heroes.
It's not quite as bad as it looks. The yeti and polar warbear are fighting each other and the packed small room will be mostly cleared by the fireburst spell but Halt's only real hope was for the other to be resurrected. If you'd carried on past the tomb room you could have made it out no problem. There's a lot of extra spells available to the heroes, ten ice scrolls and an indefinitely supply of Tzeentch spells but I did overdo the monsters. Having extra heroes has more of an effect the better equipped the heroes are, starting level doesn't increase the party's power level as much as I thought it would.

MadMickyG wrote:I might make some changes and use my own Chaos guys. Will have the Stone Chaos Warrior though. Maybe somewhere else, but definitely in there.
|_P

Anderas wrote:Hey Gold Bearer,
do you have a Heroscribe version of that Map?
Yea, that's a screenshot of it.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: Fire & Ice

Postby MadMickyG » Friday July 8th, 2016 4:33pm

How did you fit all the notes in. I was recreating it, but shortening the notes to try and fit it all in.

Have an idea for a 2nd quest after Chaos Village. Have made some tiles for it too. Just fleshing everything else out. Calling it The Font of Chaos ( Chaos :?: themed of course) and inspired by Warcraft movie.
Check out my dabblings in writing.
https://www.facebook.com/pages/Madhouse ... 4179561807
Feel free to let me know what you think. All comments/criticisms welcome.


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Re: Fire & Ice

Postby Gold Bearer » Friday July 8th, 2016 7:15pm

I always keep my notes separate because I tend to put unique things in my quests and that takes my than a couple of lines because they have their own rules. This is what it looks like without the monsters to make it easier to use.

Image

The Bright Wizard can't use the Scrolls in this Quest and the Frost Wizard can't cast the five Fire based Tzeentch spells using the Tzeentch Staff. There's main three routs into the central room, if they take the very short rout then they get to use the Tzeentch Staff for most of the quest and they'll have to take a different rout out. The double secret doors are just because they can be opened from either side, depending on the route they take and the X is for Escape.

A. If this room is searched then tell the heroes that they see writing appear on the north wall (before drawing a treasure card if they searched for treasure). Tell them the can attempt to read it by using an action (either movement or their attacking action) if they're in the room and there's no monsters in the room or in sight. Roll a dice and compare it to the Adventurers MP, if the dice is lower then their MP tell them that they decipher the writing and as they read it a secret door opens, if they fail then tell them the writing fades but is still barely legible. If the writing fails to be deciphered for a second time then the writing disappears but the secret door can still be discovered from the other side of the wall whether the writing appeared or not.

B. This room contains the Tzeentch Staff and is found if the room is searched for treasure, tell the player that they find it in hidden under the alchemist's bench. If the secret door is open when the Tzeentch Staff is found then it closes permanently, tell the Hero players that they hear the sound of heavy stone hitting stone.

C. The room with the sorcerer's table contains a Frost Spell Book (the six Chaos spells from The Frozen Horror). Spell Books are collections of Scrolls that can't be separated. Once the Frost book is taken, the six undead monsters on the sorcerer's table, tomb and graves are released, place them on the board and take their turns normally from the next EWP phase. The Spectral Chaos Warrior is bound to the Sorcerer's Table and unable to leave the northwest room block, and can't finish its turn on the Ice Hole square. If the room with the tomb is searched before the book is taken then tell the player 'You find no treasure but the tomb is sealed.', no treasure card is taken. If it's searched for treasure after the book is taken then they find a Magical Throwing Dagger and Elixir Of Life in the tomb.

D. You find a couple of interesting parchments between two of the books. The bookcase contains a Finger Of Death and Ice Bridge Scroll.

E. You find two useful scrolls in one of the books. The bookcase contains a Blinding Sleet and Wall Of Ice Scroll.

F. You find two interesting items in the cupboard. The cupboard contains the Amulet Of Protection and a Potion Of Healing that heals 1D6 BP when drunk.

G. When the Polar Warbear and Yeti are revealed tell the Hero players that they're fighting each other and roll a combat dice now and at the end of each EWP turn, on a skull they attack each other (which one attacks first determined randomly), on a white shield one of them (determined randomly) attacks the other and on a black shield or when one of them dies they under the the EWP's control as normal.

H. The chest contains 125gp.

I. The Ice Tunnel entrance is hidden and only placed on the board if the room is searched for secret doors. Travelling from on entrance to another takes an entire turn.

J. The chest contains 75gp.

Tzeentch Staff:
If the staff isn't being carried by a Magician then roll a combat dice at the start of the EWP turn. On a skull the Adventurer loses 1MP and on a black shield they lose 1BP. If the staff is equipped by a Magician then tell them they can draw on the staff's power once per turn using their attacking action. The Hero rolls a combat dice, skull = lose 1MP, white shield = draw a random Tzeentch spell, black shield = lose 1BP and draw a random Tzeentch spell. Loosing a BP or MP from the staff doesn't end the users turn. The spell in the staff is known to the EWP. If they already have an uncast spell from staff then it's returned to deck immediately after the new spell is drawn. The spell can be cast by a Magician in this or a future turn by using power cards in the normal way (or if the Winds Of Magic are strong enough for the spell in the simplified rules) by using their attacking action.
You do not have the required permissions to view the files attached to this post.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: [Group Quest] - Fire & Ice

Postby Daedalus » Sunday October 16th, 2016 4:54pm

I edited the OP title and bottom to help out anyone wishing to play this Quest. Feel free to adjust the numbers (monster totals account for adjacent rooms or corridors.) I managed to figure most of the icons by reading your related PBP game, but some remain a mystery:

  • What are the stats for the Spectral Chaos Warrior at the Tomb (and why didn't he appear in the PBP)?
  • Are my assumptions about Chaos Thugs and a Chaos Centaur in the bottom-right and right-hand corridors correct?
  • What does the Gargoyle represent--a Lesser Daemon of Tzeench?
  • What two monster types do the icons represent in the room under the Gargoyle icon?
..
UNCLE ZARGON
Image
WANTS.. YOU


Rewards:
Wizard of Zargon Group Member Grin's Stone Map Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy!Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered all eight (8) Game System monsters. Encountered a menacing Chaos Warlock!
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