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Q12 Fire and Night by Anderas

Quests for the HeroQuest 25th Anniversary Quest Pack.
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Post Subject: Q#. "Title" by "Author"

First Post: Map + Quest Notes

Following Posts: Public discussion.

Q12 Fire and Night by Anderas

Postby Anderas » Thursday August 9th, 2018 7:06am

There was supposed to be one quest with sneaking in, monsters calling for reinforcements.

Also, Q13 The Invincible Minotaur needs the heroes to have a powder keg and fireworks. But where to get them?
So I thought maybe they would steal it from the Chaos Dwarfs.

This quest is a little bit special, inspired by Warhammer 40k 4th edition (god I'm old). Please could you give me feedback if it is understandable?

I have set up the quest in a way that, if the heroes manage to attack each monster group one-by-one, it should be relatively easy.
If they manage to alert the minions and they come all at the same time, it should be quite deadly.

This quest is made for a group with 3-Dice-Equipment. Each sentry is replaced with one Chaos Dwarf and one Beastman.
Should the group have 4-Dice-Equipment, replace each sentry with one Chaos Dwarf and two Beastmen, then it fits perfect.

Disadvantage: In order to sneak out of the way of a sentry, you need a lot of open connections. That means, this quest needs more than the Hero Quest standard doors, lots more.
I propose to download and print valnar's open door package, to be found in his crazy-great tiles thread.
Also, this posting is best viewed if you have installed the fonts HQModern, Gaze and Heroquest.

Finally, I think it is a good idea to use Thantos' Dwarven Forge, or with the Dwarven Forge from Kellar's Keep - however, to stay as base game compatible as possible, you can put a Fireplace there.

The Map:
Image

Q12 wrote:Fire and Night
It is said that once there was a Minotaur, so strong that no one could fight and win against it. Many a good man lost their life trying to destroy the Beast in vain, for no weapon can harm the monster. A cunning magician finally trapped the beast in a magical labyrinth, losing his life in the course. You have found hints that the Chaos Dwarfs have the magician's red cape and the powder to destroy the bridge in one stroke. Sneak in, steal them, get out, without alerting the sentries!


Image

Notes:
All doors are open and placed on the board along with the sentry tokens. It is pitch black night: Line of sight is only 4 squares. Room contents are revealed only when the heroes are entering the room.

Sentry tokens are placed at the beginning of the quest as shown on the map. Morcar starts with an Alert Value of 2. For each sentry, Morcar rolls one red die at the beginning of his turn. If he rolls equal or less than his alert value, he may move the sentry; else the heroes may move the sentry. Each sentry can move 4 squares.
If a sentry is in the same room with a hero, or closer than 4 squares distance in a hallway, replace it immediately with one Chaos Dwarf and one Beastman. The Monsters are controlled by Morcar, even if the sentry token was controlled by the heroes. For each living monster at the beginning of Morcar‘s turn and for each sentry uncovered during Morcar's turn, raise the alert value by one. (sentry tokens don‘t count as monsters).

A: The Cupboard contains one Blasting Powder and the magic red cape.
B: The forge provides light. If a hero is in Line of Sight of any sentry while in this room, replace the sentry with monsters immediately; ignoring the normal 4-square-limit.
C: The Bookcase contains one Charm Philtre
D: The Bookcase contains one Spell Scroll of Pass Through Rock.

Wandering Monster: Chaos Dwarf


... needless to say, this quest needs playtesting. It is possible that the arrangement of doors and the initial placement of sentries is blasting the entire quest concept to pieces one way or the other.
The idea is that if the heroes manage to kill three or four sentry groups without raising the alert yet, they will get out with very low damage.
If the alert is raised earlier, for example by the first group, then they should flee or they will... die.

I said in the quest notes, for each living monster the alert value is raised by one. If that's too fast, I could imagine that one:
"If at least one monster is on the board at the beginning of Morcars turn, the alert value is raised by one."... maybe in combination with a start-alert of 3 instead 2. That's the part that needs testing.
I could also imagine, if it is too difficult, to use less sentry tokens and then to replace each one with more monsters. Or if it is too easy to sneak around then the other way round, more sentries but replaced by a weaker monster group...


Downloadable material

Follow up quest
valnar's open door package, to be found in his crazy-great tiles thread

ImageImage
Last edited by Anderas on Sunday August 12th, 2018 5:15am, edited 3 times in total.


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Re: Q12 Fire and Night by Anderas

Postby TMU » Friday August 10th, 2018 4:40am

In theory I like it. Yet it is hard to connect the storyline fully due to not having all the quests at hand for reference. Glad to see this moving on tho! |_P
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Re: Q12 Fire and Night by Anderas

Postby Maurice76 » Friday August 10th, 2018 7:17am

I suspect this quest will be too easy for a coordinated team of Heroes. What they'll likely do if they gain control of a Sentry Token that's not too far off, is that they move it towards them and then on their own turn, attack and possibly kill both of them. By doing this, they can clear a few of the tokens without significantly raising the alarm. Once a few of the tokens are gone, it becomes much easier to move about the dungeon, especially since the tokens only move 4 spaces.

What you could do is add a mechanic with regards to corpses. Give the players the option to hide a corpse, but if the corpse is spotted by another Sentry, it would raise the alarm.

Another variation is that you have stationary Sentries and patrolling Sentries. Sentries will then meet every now and then. When such a meeting fails (because the Heroes took out a Patrol or a Stationary Sentry), the alarm gets raised. This more or less forces the players to first observe Sentry patterns before taking them out; taking notes on when Patrols meet Stationary Sentries or other Patrols. The hard part for the Evil Wizard in that case is to keep track of where Patrols, which have been taken out, would be if they were still around.


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Re: Q12 Fire and Night by Anderas

Postby Anderas » Friday August 10th, 2018 10:21am

Thank you for raising the point.

It means I need some wording that raises the alarm also when the heroes convert the sentries to monsters in Morcars turn.
It may also need some clarification that even when the sentry token is controlled by heroes, if they convert to monsters, the monsters are then controlled by Morcar and may attack.
I put some words for that in my quest note a minute ago, thanks.

What is intended indeed is, if they convert to monsters during the heroes turn, the heroes may attack them like when they open a door during normal gameplay. That shall reward them for successfully sneaking upon the guard. If they are then not able to kill them immediately, the alarm goes up.

Killing them in one turn is not easy as the chaos dwarf and the beast man have quite the statline. :)

What to do about moving them nearby and then uncover them during the heroes turn? Don't know really. Do you have any suggestions that are not too complicated? I try to stay in the few lines that are allowed by the standard quest note layout.

Maybe start with a higher alert level and fewer but more powerful sentries so that they are seeking out the heroes more actively and are less easy disposed of?
I have to playtest that one. With the exploit you described. Let's see how it plays.


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Re: Q12 Fire and Night by Anderas

Postby Anderas » Sunday August 12th, 2018 12:07am

Ok Maurice,
I was looking in the details of a fight between the hero group and a sentry monster group.
There is about 30% to 50% chance that the fight lasts longer than one round (and so raises an alarm).
Assuming that the first one or two fights are supported by special effects like spells or potion, it could go well for a while, but sooner or later the alert would be raised.

So the exploit you describe would work, but is very risky.

Thanks for the find! |_P |_P


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