A new quest (work in progress) map added

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A new quest (work in progress) map added

Postby Madds Temper » Thursday June 20th, 2019 10:00pm

Aronian's Dungeon
On your way out of town you come across a warrior priest who calls himself Terra Ket. He says he is looking for a group of adventures to rescue his friend from the dungeon of an evil wizard named Aronian. He tells you that his friend foolishly entered the dungeon seeking riches and magical items that were rumored to exist within the confines of the evil wizard’s lair. He tells you that for accepting his quest he will offer you a map of the dungeon to aid you. He also gives you a chilling warning. "Be careful! Aronian is powerful, clever and ruthless. He never leaves his dungeon and as a result has gone...a bit mad. And because he never leaves, one can safely assume that all the treasures in his possession came searching for him."
Do you accept?
If no, continue on your original quest at -1 to bravery until quest is completed.
If yes, the priest then gives you the map and offers 3 blessings for 3 members of your party. The blessings will increase any 1 stat for the duration of the quest. As you prepare to leave he says, "one more thing. If you manage to slay Aronian, it is rumored that he keeps the most precious of his treasures in a chest in his study. I require the contents of that chest, but you can keep everything else."
Last edited by Madds Temper on Friday June 21st, 2019 8:24am, edited 1 time in total.
Madds Temper
 
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Re: A new quest (work in progress)

Postby Madds Temper » Thursday June 20th, 2019 10:24pm

Aronian’s Dungeon
On your way out of town you come across a warrior priest who calls himself Terra Ket. He says he is looking for a group of adventures to rescue his friend from the dungeon of an evil wizard named Aronian. He tells you that his friend foolishly entered the dungeon seeking riches and magical items that were rumored to exist within the confines of the evil wizard’s lair. He tells you that for accepting his quest he will offer “a chance at treasures beyond your wildest dreams” and a map of the dungeon to aide you. He also gives you a chilling warning.” Be careful! Aronian is powerful, clever and ruthless. He never leaves his dungeon and as a result has gone…a bit mad. And because he never leaves, one can safely assume that all the treasures in his possession came searching for him.”
Do you accept?
If no, continue on your original quest with -1 to bravery for each party member for the remainder of the next quest.
If yes, the priest then gives you the map and offers 3 blessings for 3 members of your party. The blessings will increase any 1 stat for the duration of the quest. As you prepare to leave he says,” one more thing, if you manage to slay Aronian, it is rumored that he keeps the most precious of his treasures in a chest in his study. If you find a ring it belongs to me, but you can keep everything else. If you manage to survive, I will come find you when it is over.”

THE LONG HALLWAY
The double steel doors are trapped…Both of them.
THE VESTIBULE
When in the vestibule there are 4 random traps to be rolled from the traps table at the end of every movement phase for each party member until all 4 traps are placed. There are not more than 4 total traps in the vestibule unless randomly generated during the gm phase. At the end of every movement a 1D4 will be rolled and on a 1 place the trap. Traps remain until disabled.
The trap door is locked. The trap door will be rolled on the trap door table following the rules of a crypt.
THE CRYPT
The crypt contents will follow the undead lair matrix rules
In the crypt there is also a table with four Seals made of iron and depicting a circle with a cross(earth)glowing brown, a circle with a horizon line dividing it(water) glowing blue, a triangle with a billhook(air) glowing white and a triangle with a circle(fire) glowing red. Each seal must be placed in the empty space on the floor in the wizards study to unlock the portcullis with the associated symbol.
IN THE VESTIBULE CONTD.
If wandering monsters are generated on the gm phase, they enter through a secret one way door in the vestibule. As do reinforcements.
The grates all lead to the same place as the trap door, but when looked through the viewer sees darkness with a very faint pulsating glow emitting from a source out of view. The grates cannot be lifted.
THE TREASURE ROOMS
The four treasure rooms have a symbol by the doors: fire, water, earth and air [and will be rolled on the wandering monster table per the new rules except; of the 3 rolls only use the hardest 2 for each room. Each room will also be rolled following the rules for lairs. They will be rolled when the first adventure enters the vestibule, but the monsters are under a spell and impervious to damage until the portcullis doors are opened.]
The portcullis cannot be lifted,[ but can only be opened through breaking the seal.]
Each treasure chest will be rolled with a 2D12 x 10 for GC and contains a special magical weapon determined by a 1D4: bow 1, sword 2, hammer 3, wand 4. When a weapon type is found reroll that weapon type on future chests until all weapon types are found.
WIZARD’S STUDY
The Wizards study follows the quest room effect table for that room to be rolled when the first party member opens the door to the study. There is no trap on the wizards study door. The door is locked and has toughness 8 with 3 wounds. If the door is successfully unlocked and no traps were tripped whilst getting there, roll for surprise with only Aronian and the apprentice in the room. If prerequisites are not met, roll on the quest room monster matrix in addition to Aronian and the apprentice. Monsters approach from the secret door in the vestibule.
The Wizard has a Ring in his possession called the ‘The Ring of Stealing’. The ring allows the user to regain 1 wound for every wound caused by a critical hit on an enemy combatant. The recovered wounds may never exceed the starting wound total for the wearer. The wizard has a key around his neck.
The Evil Wizard is accompanied by a Wizards apprentice. Both are in the study with Aronian at the desk and the apprentice by the fire.
The wizard’s chest is a magical chest containing a cloak on the magic cloak table and a generated item off the chest table. If the quest room monster matrix was used roll the chest as if it were to magical chests.
AFTERMATH
If the quest is completed, when you turn to leave you see Terra Ket entering through the double steel doors. He is surprised that you are still alive and immediately asks if you found the ring. What do you do?
If you ask about his friend, he calls him a fool and again demands the ring.
If you give him the ring he thanks you and summons the same amount of henchmen as member in your party to kill you.
If you don’t give him the ring he becomes enraged and summons 1.5x your party size henchmen to assist him in killing you for it.
If you lie he calls you out and summons 1.5x your party henchmen and his brother, Motta Ket, to assist in killing you for the ring. Motta is a carbon copy of Terra.
Complete the encounter

Go to town.

https://www.dropbox.com/s/zijyfgu2pzhlw ... 0.jpg?dl=0

https://www.dropbox.com/s/ecvyvz2mowsan ... 2.jpg?dl=0

https://www.dropbox.com/s/6frmgke8q549i ... 8.jpg?dl=0
Madds Temper
 
Posts: 3
Joined: Thursday June 20th, 2019 9:44pm
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Re: A new quest (work in progress) new update

Postby Madds Temper » Saturday June 22nd, 2019 10:16am

Ok- my group and I have been running this for 2 full sessions at 6hrs per session. I have made some in game tweeks, but so far this dungeon has been pure brutality and very rewarding. The group is really enjoying it. We are running it under solo rules and I am running it as a gm/player allowing my group to make decisions for my character in exploration phase. The whole quest is about 80% randomly generated and any decision that would impact the group is left to fate, honesty and common sense to keep things leveled.

In our group, we run rules that some might say are a "hardcore" version of the game. For instance, fate points max at 5 and they can only be used on a persons own character that is about to die. When a fate point is used to prevent death, the character instead is left with 1 wound remaining. When a quest is over, a character can recover used fate point at a cost of 500gc per point and only before the next expedition. If the points are not recovered before the next expedition, they can be purchased later at 1000gc per or earned through normal rules back to the maximum 5. All other fate points beyond 5 are called leveling fate points and can only be used for leveling.

We also built a monster matrix that adjusts for the size of our party. Each member rolls a monster/group off the matrix when encounters arise unless "super monsters" are rolled. Super monsters trump all other rolls and are the only creature placed for the encounter. In my in-game-pic above, you can see this played out.

All thoughts and input appreciated.
Madds Temper
 
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