clmckay wrote:To me, it looks awesome.
Wish I knew what template you us e for your covers and inside narrative bits.
All homemade using a mix of MS Paint and Inkscape. Not high def but I do not own Photoshop.
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clmckay wrote:To me, it looks awesome.
Wish I knew what template you us e for your covers and inside narrative bits.
Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
The Admiral wrote:j_dean80 wrote: Compared to the Heroes, the Giant Spider and Giant Bat are very large. Based off of my play testing I think the stats of the monsters work well. Always looking for play testers to help adjust stuff.
The Bone Knife does nothing else but it is the only piercing weapon the Wizard may yield. If you read the full armory I believe the cost to seem fair.
Unarmed Heroes get an attack of 1 Combat Die per Quest 6 of the base game. In Quest 1 the Heroes are not unarmed though as they pick up a Torch each.
So if I don't mention a certain name then you assume Lustria? Someone else can assume Junglelandia if they prefer? Think I like not placing a name on it myself. haha
This Quest pack can be played by any set of Heroes. Every Hero begins with nothing no matter how many Quests they've played or not played. If using old characters you may want to use new character sheets for this Pack so you don't forget what they all had before.
Not sure why a Wizard would buy a Bone Knife for 150gc when a normal knife is only 25gc, unless the standard armoury is not available in your quests?
1 dice from quest 6, thanks for that.
I didn't assume Lustria, just suggested it could take place there. As you say, it could be in any jungle of the warhammer world.
knightkrawler wrote:To be honest, I do not like covers without any characters or at least devices that are important to the story. That's true for every genre.
A background shot of the setting doesn't cut it for me.
j_dean80 wrote:The Jungle
The halls are covered with webs. A thick layer of dust touches everything in sight. This place should feel eerily unwelcoming, yet the companions feel right at home. They should, as they venture here often.
"Where is he?" one Hero asked aloud. "I need some refills."
"We all do! I do not see him," another companion responded.
Just then, something crashed to the floor. It sounded like glass.
"Is that you?" a third called out.
A figure crept from the shadows, "He is not here. He's been gone for some time now."
The voice was unmistakably familiar.
"Mentor! Why are you here? Where is he?" the fourth Hero called out.
"Heroes, the Emperor desperately needs your help! The Alchemist has vanished in a strange, far-off land. He journeyed to the distant jungle to replenish his supplies. The trek has become even more dangerous than before, as the land has been overrun by Chaos Magic. This is a land of strange magic and medicine, powerful beasts, natives with a mind to war, and many dangerous gods. With the jungle's witchcraft now mixed with the Chaos magic, I fear for a difficult task. You must venture to this forsaken land and find clues to the Alchemist's whereabouts. Find him and bring him home safely. I secured passage for you on a trading vessel. The captain is no friend to the Empire, but also is no friend to Zargon. Keep a low profile to ensure a safe voyage. Use your skills I have taught you and achieve success, I will aid you when I can."
Mentor
j_dean80 wrote:Is this better?
knightkrawler wrote:Depends on if it shows something that happens in the storyline.
I don't particularly like the widescreen proportions.
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