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Village quest idea (against men-at-arms)

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Village quest idea (against men-at-arms)

Postby Gold Bearer » December 23rd, 2013, 3:10 am

I had a few quests that I really liked but this is the only one I can remember right now. It's an outdoor quest in a village. The corridors represent alleyways. I turned one of the room tiles upside down to cover the centre room and the surrounding squares to make it an open space, the market square at the centre of the village. The heroes go to the village and get attacked by men-at-arms (the ones they can normally hire, so best make it an early quest before they're available). It turns out a high mage has charmed (with a spell) the whole village. There was a locked door to one of the buildings and the only way they could get in was to go to the building opposite, go up to the first floor and the jump across at the risk of falling. Just thought I'd share it in case someone wants to use it.

It reminds me of another idea I had. I'm sure this has been mentioned before. Monster Quest! - Ogre, Chaos Champion, Orc Shaman, Necromancer.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


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Re: Village quest idea (against men-at-arms)

Postby Goblin-King » December 23rd, 2013, 4:10 am

I did a quest much like that once.
The main gimmick was that the heroes are unjustly arrested the second they enter the city after returning from a quest.
Here they have the choice to accept the arrest, fight to kill or fight to knock the guards out.

Later they are attacked by the guards who has indeed been corrupted. They must fight all those they DIDN'T kill earlier - yes killing as many as possible was the "correct" choice.


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Re: Village quest idea (against men-at-arms)

Postby The Road Warrior » December 23rd, 2013, 7:51 am

Sounds like a fun quest.
There was a locked door to one of the buildings and the only way they could get in was to go to the building opposite, go up to the first floor and the jump across at the risk of falling.

I like this idea, what was the penalty if they fell?
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Re: Village quest idea (against men-at-arms)

Postby Gold Bearer » December 23rd, 2013, 10:10 am

I think it was just like jumping a pit trap but a better way would be dwarves fall on a skull, humans on a white shield and elves on a black shield. Don't tell them that though. The door could be opened from the inside so only one has to jump if they think of that. Or they could just genie the door from the outside.

Edit: Actually a better way would be dwarves make the jump on a black shield, humans on a white shield and elves on a skull. Don't want to make it too easy.

Re-Edit: Actually dwarves fall on a skull, humans on a white shield and elves on a black shield would be better because they'll probably jump with all four. The other would be better if they they don't have to.


I remembered another one. This is outside too and it would be best to have some trees. The town there at gets attacked from the nearby forest by swarms of forest goblins and savage orcs. That's it, but it could be fun. There's an outside tile in ATOH that could be put on the edge of the board where they start with the forest on the other side. After a while they could fall back to narrow alleyways. Maybe they just keep coming because there's an orc shaman in the town who needs to be killed to stop them.
Last edited by Gold Bearer on February 9th, 2014, 3:44 pm, edited 1 time in total.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


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: Village quest idea (against men-at-arms)

Postby Sjeng » January 31st, 2014, 5:43 pm

Just wanted to post this here:

Gold Bearer wrote:Artefacts
Wizard: Elemental Storm Wand: Can combine spells...

Genie + Sleep = Lullaby: Cast Sleep individually on everybody in any room or corridor on the board.
Tempest + Pass Through Rock = Cyclone: Cast Tempest on everybody in any room or corridor on the board.
Swift Wind + Fire Of Wraith = Backdraft: Fills any room or corridor on the board with intense flames causing a Fire Of Wraith attack on everybody individually, attack twice for targets vulnerable to fire.
Ball Of Flame + Vail Of Mist = Fire Spray: Fills any room or corridor in sight with flaming hot liquid vapour causing a Ball Of Flame attack on everybody individually, attack twice for targets vulnerable to fire.
Courage + Rock Skin = Invigoration: Raises A and D by three each until the end of the targets next turn.
Water Of Healing + Heal Body = Restoration: Fully restores BP and MP.
http://forum.yeoldeinn.com/viewtopic.php?f=37&t=2140&p=32665#p32665


This idea is basically a shortened version of WOM. When the heroes get to the dungeon they find themselves teleported (one in each corner of the board.) Each 'block' of the board contains a different faction with a boss magician. Chaos dwarves lead by a sorcerer (or whatever you want to call it) with fire spells, lizardmen lead by a whatever with water spells, beastmen and ogres and a few other things lead by a beastman shaman with earth spells and other chaos stuff including chaos warriors and cultists lead by a chaos sorcerer/warlock with air spells. They all have chaos spells. When the bosses are defeated they teleport to the centre room rather than dying. This room has four doors for the four different routes.


I love the combining of spells idea! Amazing :D
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Re: Village quest idea (against men-at-arms)

Postby Gold Bearer » February 1st, 2014, 2:13 pm

Cheers. Simple ideas tend to be the best ones. Luckily the spells go together quite nicely and four groups of three is perfect for one of each combination. Backdrop's my favourite, and a spell casting genie is very cool. It should really make the wizard think about what spell set he chooses. Restoration's a bit underpowered though compared to the others, most of the time you'd be much better off with two separate healing spells. I thought amount raising them above maximum but then it's not really healing any more and it's still the only spell that heals MP. That will be the least available one anyway because the elf nearly always picks a healing set so it works out quite nicely.

It could be expanded even further by casting all three spells of the same element. Fire = Inferno (most damaging), Air = Tornado (Causes them to miss a turn), Water = Tsunami (least damaging and causes them to miss two turns), Earth = Earthquake (no damage but causes them to miss three turns). That way they're in the right order from offensive to defensive. Using all three spells spells could summon the elementals from the pictures as well with access to those spells. That should probably take both actions to do. It's still nice and simple. Depends on how far you want to go with it, or it could be done with other items/skills.

Should maybe rule that only one wand can be used at a time so it can't be used with the wand and of recall, and the name should probably be shortened to just Storm Wand. It was supposed to read as elemental-storm wand but it reads more like elemental storm-wand.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


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: Village quest idea (against men-at-arms)

Postby Gold Bearer » February 11th, 2014, 3:30 pm

This could be made into an alternate WOM quest set. There High Mage and Orc Shaman are already there. The Necromancer could be accompanied by a Vampire and Liche for a memorable fight. Maybe a dungeon with chaos enemies on the entry level and a stair well leading down to a subterranean catacombs level using tiles instead of the main board with loads of undead, maybe special chaos undead with better stats. The Storm Master could be at the top of a tall tower, but small areas on each level. That way you could use the four blocks board as with stairs in each as different levels leading to the top of the tower using the centre room. Two boards would be much better, then you could have eight levels and a kind of snakes and ladders theme but without the ladders using teleport traps.

To expand the Men-At-Arms village level idea of a block that you can't get into without jumping across, there could be another block that you can't get into and you have to go down a grate at the other side of the board and into the sewers with Skavin, Rat Swarms, and maybe Trolls, and then come out in the basement of the block.

I just thought I'd post this in case someone wants to make it because I'm still working on finishing my house rules and heroes. I can't rush it, it doesn't work. When it's done I'll probably want a break so this wont be made by me for a while.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


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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