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Re: [Preview] [Quest Pack] [12 Quests] - Lost Bretonnian Arm

PostPosted: September 17th, 2017, 5:41 pm
by Daedalus
Gold Bearer wrote:
Daedalus wrote:Monster range is sometimes written as a-b, where a is the max number of monsters in a single room or corridor section, while b is the total of one room or corridor section and any two adjacent areas that can be reasonably accessed from there by the Heroes. Feel free to adjust the numbers as you see fit.
You mean for alternate monster types?

Yes, but also standard monsters exceeding the Game System number. Except for the Chaos Sorcerer, I included a new monster entry if you used a new icon. Additional standard monsters are represented by a +X. The lower ranges all fit when including the extra figures from RotWL. Except for the Zombies, the upper limit is covered by KK and RotWL. The upper range is really just a suggestion for preparation, as other figures of the same color type can always be substituted anyway. Here's what I've got so far:

    4 Cultists, +0-2 Goblins, +0-1 Fimir, 1 Goblin Shaman, +4 Mummies, 1 Mancer*, 2 Ogre Warriors, 1 Orc Shaman, 1 Necromancer*, 1 Nurgle Sorcerer*, +8 Skeletons, 1 Storm Master*, 1 Tzeentch Sorcerer*, +4-6 Zombies
    * use the Chaos Sorcerer if unavailable
I'll add this to the end of the OP along with other material links after I've worked through the rest of the Quests.

Gold Bearer wrote:Yea I added the no other actions to it. It's still not as concise as I'd like. Is drinking a potion an action, is opening doors? If they can't drink potions can other heroes basically pour it down their neck? I think the simplest way is just to add '... no other actions apart from drinking potions and opening doors'.

That should work. That's basically how the NA GS rules work, and the in shock rule was made with that and In mind. Maybe add picking things up and trading equipment. The other way to word it is to list prohibited actions, including searches and casting spells. Since those actions are already listed in the NA rules as part of the six actions you can perform on your turn, your wording already works concisely using them. Being an NA player, that's why your rule appeals to me, as is.

Daedalus wrote:Adding that Heroes start with spells would also be useful, as they need to know their options.
Gold Bearer wrote:They'll work out to ask, I'd rather not spell it out by explicity mentioning that they've still got spells. I need to figure out exactly how I'm going to handle that because if they're all in shackles then how does the one who passes through rock release the others? I did that because I didn't want them using genie.

Letting the players work it out is okay. Here's another anti-Genie idea: add a blocked Square Tile and locked portcullis across each prison room. That way a Genie still leaves them locked in the rooms. As another barrier option, put a locked portcullis or locked door in the corridor between the cells and the weapon rack room instead. Now Pass Through Rock is needed as the correct option for escape in either case, rather than being dictated by text that messes with the workings of the spell.

Gold Bearer wrote:There's actually four objectives in this quest, escape the cells, find your equipment, get the Bretonnian weapon, find the way out. I wanted to avoid the scout around as far as possible use for pass through rock, that's how it's normally used anyway. If the choose the south wall then they'll only face two goblins before finding some equipment and freeing the other heroes as long as they search the room, the east wall is the most dangerous option. I do think this quest is the one that needs the most attention though because it could be far too difficult to survive, black orcs are tough as well.

I had missed the secret door--it happens. Sure enough, 2 Goblins isn't as much of a problem before recovering some equipment. If the search is missed or the east wall is passed through instead, it's a stiff fight that very may swing the wrong way. I think removing the blocked square tile at the east end of corridor A should be enough to prevent the possibility of the Quest ending in failure as soon as it has begun. As for the Black Orcs, I'd swap out two on the mandatory path to the weapons cupboard for a Goblin and a Fimir.

Daedalus wrote:B. Where are combined spell scroll and elf spell scroll files found? [Spell Scroll Cards are needed. -edit]
Gold Bearer wrote:I'll either make cards for them or a reference list. Cards would be nicer but it seems a but pointless when they ccould have multiples of the same scrolls anyway.

The NA KK scroll rule has a player draw from a shuffled mix of the cards, then record and returned it to the deck. The NA RotWL rules awards specific scroll cards in a Quest, which the player keeps until cast. You could even combine a random draw with a kept card if you wished. However, if you want to stick with the possibility of multiples, a scroll reference table certainly works efficiently.

Gold Bearer wrote:I'm going to do a separate US version with the yucky colour US style maps and everything. Thanks for the reminder that they don't have holy water, I'd have definitely forgotten that.

Awesome! Also remember a Potion of Resilience is renamed Potion of Defense.

Daedalus wrote:Strength in Numbers: Since there are two stairs tiles, I'd add a note, preferably with another letter, immediately clarifying where the Heroes begin.
Gold Bearer wrote:I was trying to keep down the number of quest notes and was hoping the A close to the right stairs would be clear enough but it probably should be stated.

Yes, it can be figured out, it's mainly an ease-of-use thing. If it means saving a new page, you could instead clarify a bit in the Room M note by stating the stairway there is the exit.
Daedalus wrote:M: Should Ollar be represented by the Chaos Sorcerer (my guess), a Wraith, or some other figure? Maybe add a note or icon.
Gold Bearer wrote:The idea is that all the monsters can be represented with the standard figures so a wraith would be ideal but the chaos sorcerer would do almost as well. I might have pushed it a bit far with chaos cultists, acolytes and disciples being represented by chaos warriors but I wanted them in it.

Do you mean the Cultists in Room F of Tzeentch Tower are to be represented by Chaos Warriors? I didn't get that from the notes or icons. I guess I should amend the figures list with a note that the Cultists may be proxied.

Re: [Preview] [Quest Pack] [12 Quests] - Lost Bretonnian Arm

PostPosted: September 18th, 2017, 7:54 am
by Gold Bearer
Daedalus wrote:
Gold Bearer wrote:
Daedalus wrote:Monster range is sometimes written as a-b, where a is the max number of monsters in a single room or corridor section, while b is the total of one room or corridor section and any two adjacent areas that can be reasonably accessed from there by the Heroes. Feel free to adjust the numbers as you see fit.
You mean for alternate monster types?
Yes, but also standard monsters exceeding the Game System number. Except for the Chaos Sorcerer, I included a new monster entry if you used a new icon. Additional standard monsters are represented by a +X. The lower ranges all fit when including the extra figures from RotWL. Except for the Zombies, the upper limit is covered by KK and RotWL. The upper range is really just a suggestion for preparation, as other figures of the same color type can always be substituted anyway. Here's what I've got so far:

    4 Cultists, +0-2 Goblins, +0-1 Fimir, 1 Goblin Shaman, +4 Mummies, 1 Mancer*, 2 Ogre Warriors, 1 Orc Shaman, 1 Necromancer*, 1 Nurgle Sorcerer*, +8 Skeletons, 1 Storm Master*, 1 Tzeentch Sorcerer*, +4-6 Zombies
    * use the Chaos Sorcerer if unavailable
I'll add this to the end of the OP along with other material links after I've worked through the rest of the Quests.
Thank you. I didn't think I ever went over the number of monsters you get in KK and RotWL. You get six zombies, oh I think you must mean into the swamps because the open doors mean that more than six zombies can be revealed. I might change a couple to skellies then.

Daedalus wrote:
Gold Bearer wrote:Yea I added the no other actions to it. It's still not as concise as I'd like. Is drinking a potion an action, is opening doors? If they can't drink potions can other heroes basically pour it down their neck? I think the simplest way is just to add '... no other actions apart from drinking potions and opening doors'.
That should work. That's basically how the NA GS rules work, and the in shock rule was made with that and In mind. Maybe add picking things up and trading equipment. The other way to word it is to list prohibited actions, including searches and casting spells. Since those actions are already listed in the NA rules as part of the six actions you can perform on your turn, your wording already works concisely using them. Being an NA player, that's why your rule appeals to me, as is.
Monsters that reach 0MP is another thing, I need to add that they have a max movement of 4.

Daedalus wrote:
Daedalus wrote:Adding that Heroes start with spells would also be useful, as they need to know their options.
Gold Bearer wrote:They'll work out to ask, I'd rather not spell it out by explicity mentioning that they've still got spells. I need to figure out exactly how I'm going to handle that because if they're all in shackles then how does the one who passes through rock release the others? I did that because I didn't want them using genie.
Letting the players work it out is okay. Here's another anti-Genie idea: add a blocked Square Tile and locked portcullis across each prison room. That way a Genie still leaves them locked in the rooms. As another barrier option, put a locked portcullis or locked door in the corridor between the cells and the weapon rack room instead. Now Pass Through Rock is needed as the correct option for escape in either case, rather than being dictated by text that messes with the workings of the spell.
That could work, I need to have a think about that quest, taking into account how to give the players the information they need in the intro.

Daedalus wrote:
Gold Bearer wrote:There's actually four objectives in this quest, escape the cells, find your equipment, get the Bretonnian weapon, find the way out. I wanted to avoid the scout around as far as possible use for pass through rock, that's how it's normally used anyway. If the choose the south wall then they'll only face two goblins before finding some equipment and freeing the other heroes as long as they search the room, the east wall is the most dangerous option. I do think this quest is the one that needs the most attention though because it could be far too difficult to survive, black orcs are tough as well.
I had missed the secret door--it happens. Sure enough, 2 Goblins isn't as much of a problem before recovering some equipment. If the search is missed or the east wall is passed through instead, it's a stiff fight that very may swing the wrong way. I think removing the blocked square tile at the east end of corridor A should be enough to prevent the possibility of the Quest ending in failure as soon as it has begun. As for the Black Orcs, I'd swap out two on the mandatory path to the weapons cupboard for a Goblin and a Fimir.
Removing the block square tile is a nice idea, so is swapping the monsters. I might see I can come up with a better layout by starting the quest from scratch and then comparing the two because it's definitely the one I'm least satisfied with.

Daedalus wrote:
Daedalus wrote:B. Where are combined spell scroll and elf spell scroll files found? [Spell Scroll Cards are needed. -edit]
Gold Bearer wrote:I'll either make cards for them or a reference list. Cards would be nicer but it seems a but pointless when they ccould have multiples of the same scrolls anyway.
The NA KK scroll rule has a player draw from a shuffled mix of the cards, then record and returned it to the deck. The NA RotWL rules awards specific scroll cards in a Quest, which the player keeps until cast. You could even combine a random draw with a kept card if you wished. However, if you want to stick with the possibility of multiples, a scroll reference table certainly works efficiently.
I need to come up with prices for all the potions and scrolls as well. A huge part of balancing this quest pack is going to come down to what price I make healing potions, I'm thinking 500 or 600.

Daedalus wrote:
Gold Bearer wrote:I'm going to do a separate US version with the yucky colour US style maps and everything. Thanks for the reminder that they don't have holy water, I'd have definitely forgotten that.
Awesome! Also remember a Potion of Resilience is renamed Potion of Defense.
Yes, I might add a potion of defence that works like the US rock skin and a potion of bravery that works like US courage. I've thought of another rule for potions that I think could be a nice addition because in the standard rules you lose them all at the end of each quest. Roll a combat dice for each potion and the end of each quest, skull = the potion is nearing the end of its life, you lose it at the end of the next quest, white shield = the potion still has plenty of life left in it, black shield = the potion has reached the end of its life and is discarded.


Edit:
They can have an old potions section on their character sheets for ones they've rolled skulls for and will be lost after the next quest and a new potions section. That way the won't be able to horde potions but they won't be useless if they're found towards the end of a quest.

Re: [Preview] [Quest Pack] [12 Quests] - Lost Bretonnian Arm

PostPosted: September 19th, 2017, 10:24 am
by Gold Bearer
I've taken out the cultists before you do anything with the monsters, I'm also going to take out the acoylte in the ogre fortress but the priest can stay because he can be represented with the chaos sorcerer and I like chaos priests. I'm going to put undead acolytes in the last quest instead because I can use skeletons for those. The cultist room in the Tzeentch tower is now a magic room that should be quite interesting.

I've fixed the great escape, it didn't need much after all. I replaced the block tile with a falling rock trap, that works perfectly, thanks for giving me the idea. I've changed the attacking without weapons rule as well, the wizard attacks with one dice, the elf and dwarf attack with one and count black shields as skulls, barbie still attacks with two straight dice. I swapped two black orcs for night goblins and took out the particulary nastily place pit trap under the black orc guarding their equipment. I also added goblins for the spear trap room to make it far more likely that they'll actually get hit by it if it's triggered while they're trying to disarm it.

I've altered the two part tomb quest a bit. There's now a cool aztec tomb guardian monster and three potions of healing in the chests on the upper level, I think they'll be needed as they can't heal or get spells back between the two levels. I've changed the tomb area quite a lot, there's now a talisman that they get to keep, there should be at least one proper quest treasure in the pack and it might allow them to do something in possible sequal quest pack that I might make now I've got enough ideas for it. I've also made that whole tomb area much easier to miss. This is the picture I'll be using for the tomb guardian:
Tomb Guardian.jpg
The gargoyle just about looks enough like Anubis.


Edit:
I've fixed the magic room in the Tzeentch tower, it had a mix of the wording from before so didn't make sense. I've also altered the results of the first roll slightly because the risk of losing 1MP doesn't matter if they can back the recovery spell the heals MP, now the room has no further effect on a black shield. I'm going to move that into the main rules to get it out of the quest notes, they put special rooms at the beginning of official quest packs anyway. I might put a magic room in the last quest as well.

Re: [Preview] [Quest Pack] [12 Quests] - Lost Bretonnian Arm

PostPosted: September 21st, 2017, 1:10 am
by Daedalus
Gold Bearer wrote:I want to start making this into a proper PDF quest book but I haven't got a clue how, maybe drathe will be kind enough to do it for me like he has for some others.

Have you checked out Decipher's or Big Bene's stickied Quest template topics in this forum? They could be the answer you need to self-publish.

Gold Bearer wrote:I've taken out the cultists before you do anything with the monsters, I'm also going to take out the acoylte in the ogre fortress but the priest can stay because he can be represented with the chaos sorcerer and I like chaos priests. I'm going to put undead acolytes in the last quest instead because I can use skeletons for those. The cultist room in the Tzeentch tower is now a magic room that should be quite interesting.

I've fixed the great escape, it didn't need much after all. I replaced the block tile with a falling rock trap, that works perfectly, thanks for giving me the idea. . . .

I'm glad you dropped the Cultists--the CW proxy wasn't working for me. The new magic circle room is a great alternative, if a bit long. Perhaps drop the MP part and determine the effects with just 2 dice. :2cents:

The falling block trap is surgical. I noticed you sometimes use the EU arrow, but usually don't in favor of the NA trap. It could help to mention both types if usage in the LBA Rules! section.

Gold Bearer wrote:I've altered the two part tomb quest a bit. . . .I've changed the tomb area quite a lot, there's now a talisman that they get to keep, there should be at least one proper quest treasure in the pack and it might allow them to do something in possible sequal quest pack that I might make now I've got enough ideas for it. . . .

Gold Bearer wrote:Aztec Talisman
Can be used by the elf or wizard and contains the three chaos sorcerer token spells. Roll a combat dice each time you use it, skull = can be used this time but can't be used again this quest, black shield = can't be used this turn -1MP and miss the rest of your turn.

Will you make a Quest Treasure/Artefact Card?

Back to The Forest Tombs: in room C, are the three statues meant to be 1 Stone Gargoyle flanked by 2 Stone Warriors? (Numbers weren't listed.) Also, do the Stone Warriors in rooms E and K have the same stats as those listed in room C? I assume so, but notes would clarify this. You could list a Stone Warrior's stats at the beginning of the Quest Notes if you want to save space.

Now back to the Quests:

Tzeentch Tower:
C. Is Lightning Blast a renamed Lightning Bolt, either the Storm Master spell from WoM or the Chaos spell from the NA GS? If so, I'd list it as Lightning Bolt (version), as with the Astromancer Wandering Monster. If not, where is it found?
J. Like before, a note as done with Sacred Water (RotWL, Quest 2) for NA players would be helpful.
L. Doesn't the Necromancer need a spell list, or should the WoM Necromancer spells be used? A note could clarify this.
The halberd, mace, and flail could use descriptions, either in this note or in the LBA Rules! section.
X. If a Chaos Sorcerer is proxied as the Master Astromancer and he escapes to the "X" (he'd wait unrevealed in safety there, right?), proxy-wise another Chaos Sorcerer would be needed for the Tzeentch Sorcerer when the contents of the room are revealed. That's fine, I could list +1 Chaos Sorcerer, but that means identical figures for different monsters and an extra Game System is needed. Maybe a (wingless) Gargoyle could proxy for the Tzeentch Sorcerer instead? Another (better) fix would note the Astromancer only teleports in with his Escape spell after the Tzeentch Sorcerer is killed, claiming the sword for his final stand.
The Ogre Fortress:
J: The Chaos Warlock has 15 random Chaos spells, so does that mean all random draws in this pack uses a combined deck of all the Chaos spells from the NA Game System, Mage of the Mirror, and Forgotten Frozen Horror?
Demon Lair: The map starts with 33 closed doors placed at the start of the Quest. That requires two Game Systems +1 more open door after the board is completely explored (I'd reduce by the number by 1.)
Since two sets contain only 10 closed doors, I'd note open doors are mixed in for the setup (or limit the starting map.) I'd also note that as open doors first come into view, closed doors will need to be swapped in.
If you want to keep this Quest playable with just one Game System, you could make a note about marking door locations with both open doors and blocked square tiles (16 open doors + 15 blocked square tiles = still short 2 tiles), which would be placed across the walls. (Into the Swamps is also stacked with doors and could use the same mechanic. Maybe it belongs at the introduction section of the pack, if at all.)
B. Battle Wizard Cards need development or an ability table is needed.
H. Just a reminder to note chaos armor at the beginning of the pack.
X. The "X" without a circle leads me to believe it represents the Khorne Lord on the map, but a Chaos Warrior icon (used for a Khorne Lord?) is also located before the throne where I'd expect to find the leader. A little clarifying could help--which is it?
Also, the collapse numbers make for a tense finish, but an extra 22 falling block tiles are needed (34 for the EU GS) for a likely escape*! Even if you own two NA Game Systems, that's 10 tiles to make. You may want to mention spare blocked square tiles May be used if no falling block tiles are available.
Apart from that, the collapse numbers aren't represented on the first Quest map and are likely to be printed on a separate page. It could help to mention the second map with the trap mechanics.
* according to the parts list here
The Haunted Walls: I assume the Quest begins at an iron entrance door on the left boarder of the board, but it's always nice to state where the Heroes begin a Quest.
Chaos Demon Warriors (Dread Legion), Chaos Dimension Warriors (Hell Legion), Chaos Spirits (Doom Legion), and Spectral Chaos Beings (Spirit Legion) can be proxied with Chaos Warrior figures, right? I'd add a note for clarification, as the icons suggest special figures. Also, did I get the names right? If instead chaos demon warrior, etc. and their icons = special Chaos Warrior and Chaos Warrior figures are meant to be used despite the icons, I'd somehow state that.
G. I think it would be useful to clarify "the stone block has now moved up to the other stone block" > the sliding stone block has now moved up to the near stone block.
L. As you used different icons for the knights, do they have the same abilities mentioned at the beginning of the Quest: chaos demon warrior, etc.? If so, I'd add a clarification either to the beginning or this note.
The Haunted Halls: When this Quest is finished, will it be the last one of the pack?

The components list has now been added to the end of the OP.

Re: [Preview] [Quest Pack] [12 Quests] - Lost Bretonnian Arm

PostPosted: September 22nd, 2017, 5:50 am
by Gold Bearer
I've updated five of the quests and the intro to include the magic room rules and I've changed the abilities for the different levels a bit, I've also changed the way they're eligible to train to make it much easier for new heroes to catch up.

Daedalus wrote:
Gold Bearer wrote:I want to start making this into a proper PDF quest book but I haven't got a clue how, maybe drathe will be kind enough to do it for me like he has for some others.
Have you checked out Decipher's or Big Bene's stickied Quest template topics in this forum? They could be the answer you need to self-publish.
No I haven't yet, completely missed them. :oops:

Daedalus wrote:
Gold Bearer wrote:[I've fixed the great escape, it didn't need much after all. I replaced the block tile with a falling rock trap, that works perfectly, thanks for giving me the idea. . . .
I'm glad you dropped the Cultists--the CW proxy wasn't working for me. The new magic circle room is a great alternative, if a bit long. Perhaps drop the MP part and determine the effects with just 2 dice. :2cents:
I've moved it to the main rules section. I might trim it down but I don't mind it being a bit long now it's out of the way of the quest notes, I'm using it in the last quest as well. I used three dice because it's nice and neat if there's five good and five bad things that can happen.

Daedalus wrote:The falling block trap is surgical. I noticed you sometimes use the EU arrow, but usually don't in favor of the NA trap. It could help to mention both types if usage in the LBA Rules! section.
Yea I think I'll go over the AtOH and WoM trap rules as well, maybe men-at-arms too.

Daedalus wrote:
Gold Bearer wrote:Aztec Talisman
Can be used by the elf or wizard and contains the three chaos sorcerer token spells. Roll a combat dice each time you use it, skull = can be used this time but can't be used again this quest, black shield = can't be used this turn -1MP and miss the rest of your turn.
Will you make a Quest Treasure/Artefact Card?
Yea I've already got it somewhere from ages ago.

Daedalus wrote:Back to The Forest Tombs: in room C, are the three statues meant to be 1 Stone Gargoyle flanked by 2 Stone Warriors? (Numbers weren't listed.) Also, do the Stone Warriors in rooms E and K have the same stats as those listed in room C? I assume so, but notes would clarify this. You could list a Stone Warrior's stats at the beginning of the Quest Notes if you want to save space.
Yes, eight stone warriors and one stone gargoyle in total. I'll make the text clearer.

Daedalus wrote:Now back to the Quests:...

Tzeentch Tower:
C. Is Lightning Blast a renamed Lightning Bolt, either the Storm Master spell from WoM or the Chaos spell from the NA GS? If so, I'd list it as Lightning Bolt (version), as with the Astromancer Wandering Monster. If not, where is it found?
J. Like before, a note as done with Sacred Water (RotWL, Quest 2) for NA players would be helpful.
L. Doesn't the Necromancer need a spell list, or should the WoM Necromancer spells be used? A note could clarify this.
The halberd, mace, and flail could use descriptions, either in this note or in the LBA Rules! section.
X. If a Chaos Sorcerer is proxied as the Master Astromancer and he escapes to the "X" (he'd wait unrevealed in safety there, right?), proxy-wise another Chaos Sorcerer would be needed for the Tzeentch Sorcerer when the contents of the room are revealed. That's fine, I could list +1 Chaos Sorcerer, but that means identical figures for different monsters and an extra Game System is needed. Maybe a (wingless) Gargoyle could proxy for the Tzeentch Sorcerer instead? Another (better) fix would note the Astromancer only teleports in with his Escape spell after the Tzeentch Sorcerer is killed, claiming the sword for his final stand.
C. That's because I copied and pasted from my mancers topic and missed that name change, thanks.
J. That will be in the US style version.
L. Yes he uses the WoM necromancer spells and I need to state that. I might take those out but a wanted a weapon rack that matches the actual weapon rack. :)
X. I didn't think of that, and yes, good fix, I've used that. |_P

Daedalus wrote:The Ogre Fortress:
J: The Chaos Warlock has 15 random Chaos spells, so does that mean all random draws in this pack uses a combined deck of all the Chaos spells from the NA Game System, Mage of the Mirror, and Forgotten Frozen Horror?
Yes. I'm going to add to the intro that the pack uses the spells from all the expansions.

Daedalus wrote:Demon Lair: The map starts with 33 closed doors placed at the start of the Quest. That requires two Game Systems +1 more open door after the board is completely explored (I'd reduce by the number by 1.)
Since two sets contain only 10 closed doors, I'd note open doors are mixed in for the setup (or limit the starting map.) I'd also note that as open doors first come into view, closed doors will need to be swapped in.
If you want to keep this Quest playable with just one Game System, you could make a note about marking door locations with both open doors and blocked square tiles (16 open doors + 15 blocked square tiles = still short 2 tiles), which would be placed across the walls. (Into the Swamps is also stacked with doors and could use the same mechanic. Maybe it belongs at the introduction section of the pack, if at all.)
I'll add that to the intro as well. I didn't realise I used that many doors, oops. I'll see about reducing it, at least by one.

Daedalus wrote:B. Battle Wizard Cards need development or an ability table is needed.
I changed that bit shortly after posting it but forgot to update the post, if they're not using battle wizards he gives them a spell book with the same spells he would have had, same as I did for the ogre shaman. That's just as useful because it means a better character gets those spells.

Daedalus wrote:H. Just a reminder to note chaos armor at the beginning of the pack.
X. The "X" without a circle leads me to believe it represents the Khorne Lord on the map, but a Chaos Warrior icon (used for a Khorne Lord?) is also located before the throne where I'd expect to find the leader. A little clarifying could help--which is it?
Also, the collapse numbers make for a tense finish, but an extra 22 falling block tiles are needed (34 for the EU GS) for a likely escape*! Even if you own two NA Game Systems, that's 10 tiles to make. You may want to mention spare blocked square tiles May be used if no falling block tiles are available.
Apart from that, the collapse numbers aren't represented on the first Quest map and are likely to be printed on a separate page. It could help to mention the second map with the trap mechanics.
* according to the parts list here
H. Yep, I keep forgetting that.
X. I'm going to be using a few different icons in the final version like for the different types of orcs and goblins and the chaos lord will have a special one. I'll add to the quest text at the beginning that there's another map for the end of the quest.

Daedalus wrote:The Haunted Walls: I assume the Quest begins at an iron entrance door on the left boarder of the board, but it's always nice to state where the Heroes begin a Quest.
Chaos Demon Warriors (Dread Legion), Chaos Dimension Warriors (Hell Legion), Chaos Spirits (Doom Legion), and Spectral Chaos Beings (Spirit Legion) can be proxied with Chaos Warrior figures, right? I'd add a note for clarification, as the icons suggest special figures. Also, did I get the names right? If instead chaos demon warrior, etc. and their icons = special Chaos Warrior and Chaos Warrior figures are meant to be used despite the icons, I'd somehow state that.
When the monster cards are done it should be fairly obvious which monsters should be used for all of them hopefully but I will clarify it here in the quest notes because there's four different ones at the same time and I also need to add they might need to put different tiles or something under the ones in centre room to differentiate them.

I've got some really awesome monster cards lined up for these. I'm not quite sure what the correct etiquette is for using peoples artwork but I didn't use anything that the artist put a copywrite symbol on because if they bothered to do that they probably don't want it being used and I'm going to add a credits section for the monster card art.

The names are Chaos - Dread/Hell/Doom/Spirit/Blood - Warriors/Knights/Guard/Champions/Lords. ;) The chaos blood warriors are vampiric chaos warriors, they're in the mansion part of the quest and a lead in to the next quest pack. I might introduce the black grail knights in the last quest as well and set it in Bretonnia which would be an appropriate place to end considering the story and it's where the next quest pack will start.

Daedalus wrote:G. I think it would be useful to clarify "the stone block has now moved up to the other stone block" > the sliding stone block has now moved up to the near stone block.
L. As you used different icons for the knights, do they have the same abilities mentioned at the beginning of the Quest: chaos demon warrior, etc.? If so, I'd add a clarification either to the beginning or this note.
G. Yea that sounds a little nicer.
L. Same abilities, they'll be listed on the monster cards anyway.

Daedalus wrote:The Haunted Halls: When this Quest is finished, will it be the last one of the pack?
Yes this is the twelfth and final quest.

Daedalus wrote:The components list has now been added to the end of the OP.
|_P Thanks Daedalus, for the excellent feedback as well.


Edit:
I've been inspired by the Assassin's Creed Origins trailer I've just watched https://www.youtube.com/watch?v=kGq7ZCth7QY to make a multi part pyramid quest as the centrepiece for the follow up quest pack. I'm thinking this is going to be a trilogy of quest packs, I've got an idea.

I've fallen well behind on the games but I still love the cinematic sequences they put together, they're unrivalled. Ubisoft should have made a CGI film, they should never have let someone else make a live action one. I haven't even seen it, looks like arse.

Re: [Preview] [Quest Pack] [12 Quests] - Lost Bretonnian Arm

PostPosted: September 23rd, 2017, 4:25 pm
by Daedalus
Gold Bearer wrote:
Daedalus wrote:C: The long stairway tile in the east corner could stand to be moved 1 square south so a landing could approach it properly from the corner. Well, that would suit normal stairway design, anyway. I see how your current placement is a step in the right direction, to speak, but a corner curve in the notes could also keep the ball rolling.
I was thinking of actually putting a curved corner on the map. A curved wall tile would be handy.

Valnar Nightrunner made a nice one found through this topic. It's a curving stair tile which fits your design.

Re: [Preview] [Quest Pack] [12 Quests] - Lost Bretonnian Arm

PostPosted: September 25th, 2017, 5:41 am
by Gold Bearer
Ah that's handy, cheers. I've got appropriate heroscribe icons assigned to all the monsters now and I'm going to write the quest intros over the next couple of days and separate the optional rules so they'll be a big update soon. Then I'll do the potion and scroll price list and the US maps, then that should be it.

Re: [Preview] [Quest Pack] [12 Quests] - Lost Bretonnian Arm

PostPosted: September 29th, 2017, 8:50 am
by Gold Bearer
StratosVX has very kindly offered to convert this to a official looking quest pack (cheers dude) so it should look awesome when it's done. I've just got to write the quest intros, make the final read through and revision to the quests and price up the potions and scrolls as well as a few cards for the armoury. Should be ready in a couple of weeks. Here's the intro fluff:

Vincent's Tzeentch chaos horde was in bad shape after a failed attempt to collect gold from an old dwarven city, heavily depleted by the resistance of dwarves living in the surrounding mountains. His second in command, the sorcerer Selea approached and bowed her head.
"My lord, Curtis says he's seen something interesting emanating from inside the foot of the mountain. Seems you might have been right, having an astromancer around could prove handy."
"I'm always right, eventually. CURTIS, get over here!"
"YES MY LORD."
"Selea tells me you've found something."
"Several powerful and ancient magic artifacts, weapons I think, at least ten, deep inside the foot of the mountain on the other side of several loose boulders my lord, and they reek of the kingdom of Bretonnia."
A look of recognition came to Vincent's face, then he smiled knowingly.
"The lost Bretonnian armoury."
"Never heard of it." Selea said unimpressed.
"I'm not surprised, it's a very old legend I heard when I was still living in Altdorf. Before there even was an Empire, a Bretonnian force lead by the king's guard fought a campaign attempting to rid this area of greenskins but they were overrun due to giving all of the tribes a single enemy to fight, idiots. The kings guard hid their magic weapons to prevent them from falling into the hands of the tribes."
"They really were idiots." Selea said smugly. "They should have hid themselves, let the tribes tear each other apart fighting over them, then taken on the survivors to complete their original objective and taken the weapons back."
"I knew there was a decent reason why I made you my second. The weapons have been lost ever since, I think there's eleven of them. Tell the surviving ogres to start moving those boulders if they want to continue surviving! And tell them to watch their language please, just because they're ogres doesn't mean they can't show a little sodding class." Selea rolled her eyes.
"Yes my lord."

After nearly two hours the ogres had uncovered an opening into the mountains. Vincent called for Selea and Curtis and the three of them entered the mountain. Selea waved her hand over her torch to light it before using it to light the other two. The chambers and corridors stretched out in multiple directions.
"This way." Curtis said confidently as he lead the way. Within a few minutes they had come to large stone door. Vincent pushed it open and there in front of him were twelve weapons laying on the ground at the far side of the chamber. "It is the lost armoury!" The three of them examined the haul, relieved that their campaign had taken a dramatic turn of fortune.
"These weapons could make us a real force." Selea said gleefully to Vincent.
"Yes, but not in the way you're thinking."
"My lord?"
"We came to these mountains looking for the currency that would allow us to bolster our army enough to pay true homage to Tzeentch but ended up getting our arses handed to us by a bunch of stinking dwarves. But these weapons can cover our losses as well as the gold we would have gotten and then some. We're going to trade them!"


Image

Re: [Preview] [Quest Pack] [12 Quests] - Lost Bretonnian Arm

PostPosted: October 16th, 2017, 6:42 pm
by mondor
where I found pdf file or all pack for this work?

Re: [Preview] [Quest Pack] [12 Quests] - Lost Bretonnian Arm

PostPosted: October 17th, 2017, 7:30 am
by Gold Bearer
It's still in the preview stage for the moment. I've slowed down because I'm doing the more tedious stuff now, the quests are the easy part. :) It will all be available in one download hopefully in a few days.