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Gold Bearer wrote:I've posted the first draft of the ogre quest in the HQ25 thread.




MrBigB wrote:So it seems like we have at least 2 (if not 3) "official" story outlines floating around the various threads.Gold Bearer wrote:http://forum.yeoldeinn.com/viewtopic.php?f=37&t=2102MrBigB wrote:Can't wait to start seeing these quests/maps!! I've lost track, is there already a thread for posting maps?
Are we using this outline as the true official working story? Honestly it seems the most complete version, but also needs a little updating moving forward (obviously easier said then done) as several good ideas have been posted over the past couple weeks that seemed to stick. Off the top of my head there was (1) the greenskin chapter incorporating the first 3 opening quests (which throws off the quest count a little) and (2) the order in which the hero artifacts are found and in which chapters. Seems like there were a couple other points but I'll have to re-read the threads to find them.
Sorry if this makes more work for people, but I'd hate for folks to work on content that gets cut because we didn't have a clear direction the group is working toward.



Since when?Sjeng wrote:Gold Bearer wrote:I've posted the first draft of the ogre quest in the HQ25 thread.
I noticed, but ogres aren't on the list of allowed monsters (sadly).
Sjeng wrote:We can use All official monsters (base set + expansions + magazines) and the 2 new factions, Chaos and Dragonkin.
If there is also a want for a few variations, such as goblin archers, I think we can allow for that.
They would have been my first vote so I was glad to see them in from the start.Sjeng wrote:Poll created! Place your votes please. You have 1 week starting today dec. 27th. Pick any TWO choices.
(existing factions are greenskins and undead from the core game. Chaos is also in there, but it could use more monster types.)
Ogres are also in the game, so they may always be used, but perhaps there's a want for an entire faction for them with more types? If you just want to use the standard ones, you need not choose them in this poll, as they are already allowed.
They're just for this chapter (although they can be used outside of it if quest makers want, like nurgle are a perfect fit for the swamp chapter), that's part of the theme of the quests. The standard chaos monsters still apply to other quests if there's nothing written about them in the quest notes and I'll provide a brief outline of the four chaos gods and what they're about.Sjeng wrote:I'm not too keen on the whole slaanesh/nurgle/khorne/tzeentch idea either. These have been discussed as well, and though I'd have to look up what we decided on, these are very Warhammer related factions. HQ is a "simpler" version of the same universe. Chaos is sufficient in my opinion, no need to split the chaos forces into factions that not every HQ player might be aware of.
(I do like the idea though, but I believe we wanted to keep things very simple)
I don't follow. Over the last few days things have become more clear about the direction of the cultist chapter and we've come up with a basic outline and me and Count Mohawk are going to work together on those quests. Gootchute has come with a rivesd overall story and where the specific special artefacts will go. We're away.knightkrawler wrote:I see things being splattered all over the place to an extent I can't even follow threads anymore. I'm sorry to have to say that.
Divide the subplots/chapter among people and get first drafts of quests done.
That way we can all work together again when elaborating those first drafts.
And I wholeheartedly concur with Sjeng's last post: for whatever's sake, keep things clean and put specifications in your quests.
We'll then see if they're needed or not. This is becoming GameZoney in timeframe and planning stages.
This is the new one. The one in the other thread needs updating.MrBigB wrote:I posted this last night in another thread that I think is on point here.MrBigB wrote:So it seems like we have at least 2 (if not 3) "official" story outlines floating around the various threads.Gold Bearer wrote:http://forum.yeoldeinn.com/viewtopic.php?f=37&t=2102MrBigB wrote:Can't wait to start seeing these quests/maps!! I've lost track, is there already a thread for posting maps?
Are we using this outline as the true official working story? Honestly it seems the most complete version, but also needs a little updating moving forward (obviously easier said then done) as several good ideas have been posted over the past couple weeks that seemed to stick. Off the top of my head there was (1) the greenskin chapter incorporating the first 3 opening quests (which throws off the quest count a little) and (2) the order in which the hero artifacts are found and in which chapters. Seems like there were a couple other points but I'll have to re-read the threads to find them.
Sorry if this makes more work for people, but I'd hate for folks to work on content that gets cut because we didn't have a clear direction the group is working toward.
gootchute wrote:Introduction and Greenskin ArcQ1: The heroes are just ordinary travelers from their respective homelands who just happen to be in the village. They don't even start the same place on the board, but in the end they meet up and find out they work together well. (or start with the heroes already known to each other and drinking at Yee Olde Inn, both are great ideas so I am torn. We could always use Yee Olde Inn in a later quest...)
Q2: Mentor, also "happens" to be in the village. He quickly spots the heroes as the only survivors that can actually take care of business. He tells them to go kill the orc raiders and free any prisoners. Following the trail they are ambushed as they camp in an abandoned fort. They must not allow any of their ambushers to escape and alert the others of their pursuit! (interesting condition which can alter the difficulty of the following quest depending of how many monsters escape the board)
Q3: The heroes tracks the orcs back to their lair and slay them and free the prisoners, but find evidence that this is just a vanguard. Back in the village Mentor proclaims them heroes: They are destined for great deeds! And that is the new beginning of HEROQUEST!
Q3: Continuing to chase the trail of the orcs, the heroes confront a goblin shaman who pleads for his life as they are about to kill him. He tells them that the orcs are fleeing some more powerful force in the mountains, and just assaulting defenseless villages to boost their broken egos. The heroes learn where the orc leader is located just before the shaman unleashes a spell to escape (this will take some clever quest notes for this exposition dump and ensuring the goblins plot armor works)
Q4: The heroes find the main orc stronghold. The goblin shaman is found chained to a rack and branded traitor. The heroes can choose to free him and he will pretend to help but turn on the heroes as soon as the warlord is found. Or they can leave him to his fate. Either way the heroes eventually succeed in killing the warlord and ending the raids. The remaining orcs scatter and the heroes are left pondering what could have forced them out of their territory. The only clue they have is a strange artifact which seems to (insert ability here) those who wear it. Definitely not orc in origin
(ok a got a little carried away with the shaman sub plot, take it or leave it)
Kobold/Fimir ArcQ5: Some Marshland farmers are reporting raids by strange looking goblins. They turn out to be Kobolds, and little known creature from a distant land. What brings them to these parts?
Q6: A local noble's daughter has been kidnapped by "Swamp Demons". The heroes go rescue her and in the process find more Kobolds and surprisingly, a Fimir raiding party. The girl is being help prisoner for some unknown reason. The heroes rescue her from their clutches. She recounts how they have been oddly repectful and reverent in their treatment of her
Q6: The kobold and fimir alliance doesn't bode well! Mentor suspects they might be looking for the an ancient dragon relic known as the Scale of Teshnirax. It was last known to be in in the estate of Burgomaster Raulf (or whatever, names subject to change). The mansions is already being ransacked when the heroes arrive. A handful of guards and the Noble are holed up on the east wing, the heroes must fight to get to them before they are killed. As it turns out the dragon relic is already gone. The Noble clues them into the legend surrounding it. Apparently it was the only remaining piece of a heretical dragon destroyed by his own kind for trying to mix dragon and human bloodlines. The kobolds (wrongly) believe it to be their origin and it is holy to them. The fimir, already practicing vile breeding rituals see it as another way to prolong their races existence. The scale is the reagent for this dark ritual, along with the human host.
Q7: In order to complete the ritual the ritual must be made upon the tomb of the Hero who helped the dragons defeat Teshnirax, with his own blood (the girl turns out to be his descendent). It is buried deep in the swamps. The tomb is crawling with undead which the Kobards and Fimir have awakened and are in the process of fighting. (simple monster vs. monster rules I know how to make it work, will elaborate more in the quest I write). The girl is already rescued, so the heroes must kill the Fimir leader so the scheme is abandoned.
Q8: Teing up lose ends. The plots have been foiled, but the Kobald shaman remains. Track him back to his cavern and finish him so the knowledge of the scale remains buried in the past. Here the heroes discover that Zargon is secretly manipulating them both to create a human dragon hybrid body to manifest his greatest servant into (this character to be elaborated on in the final quests of this pack). The Kobald has chaos warrior body guards and letters with Zargon's seal. ( I dislike any plot which even hints at the heroes coming into direct conflict with the main villain, hence the change from Zargon himself to his greatest minion)
Beastmen / Chaos Dwarf ArcQ9: Forces which drove the orcs out of the mountain are revealed to be amassing in the Dark Castle. Travel through the ancient ruins to get to Dark Castle. Ambushed by beastmen and fight your way through.
Q10: Secret entrance to Dark Castle. STEALTH QUEST! Some mechanic where monsters can somehow call for assistance if not killed quickly. Exit is guarded by... Chaos Dwarfs! Dun dun duuun!
Q11: Now it's time to kill some chaos dwarfs and figure out what they are up to. Find chaos forge: They are preparing for war! Free several prisoners which reveal they were meant to be sacrificed.
(new printable: Prison cell door? Could be useful in a lot of quests, even outside this pack)Q12: The sacrifices can only mean summoning of powerful evil magic. The chamber of sacrifice can only be entered by possessing two relics guarded by powerful chaos dwarf sorcerers. Get the relics and gain entrance to the final confrontation.
Q13: First half: the heroes are too late and a demon has been summoned. Kill it. Second half: Escape the castle as it begins to collapse! )
Cultist Chaos arc / undead
Q14:
Q15:
Q16:
Q17:
18: THE BIG REVEAL... Is their even a big reveal at this point? I think the idea of Zargon and summoning is firmly laid out already.
19: Captured by Big Bad's minions (equipment returned in quest)
20: City under siege
21: Kill the lieutenant to end the siege (he wields a familiar weapon...)
22: Get info on big bad's weakness, discover it was the 4 McGuffins you found in the various chapters earlier.
23: Quest to get the 5th artifact to unlock the power of the first 4
24: Part 1 of finale
25: Part 2 of finale
So the way I have written the Fimir/Kobold Chapter, it feeds into the Chaos Dwarf Chapter. Zargon is pursuing several ways to summon great evil. After his plot in the swamp is foiled he focuses on the Chaos Dwarves. They have their own summoning in mind though...
1BP,
2BP,
3BP,
1BP,
2BP,
3BP,
4BP,
5BP. US
3BP, US
4BP.



Gold Bearer wrote:Since when?Sjeng wrote:Gold Bearer wrote:I've posted the first draft of the ogre quest in the HQ25 thread.
I noticed, but ogres aren't on the list of allowed monsters (sadly).Sjeng wrote:We can use All official monsters (base set + expansions + magazines) and the 2 new factions, Chaos and Dragonkin.
If there is also a want for a few variations, such as goblin archers, I think we can allow for that.They would have been my first vote so I was glad to see them in from the start.Sjeng wrote:Poll created! Place your votes please. You have 1 week starting today dec. 27th. Pick any TWO choices.
(existing factions are greenskins and undead from the core game. Chaos is also in there, but it could use more monster types.)
Ogres are also in the game, so they may always be used, but perhaps there's a want for an entire faction for them with more types? If you just want to use the standard ones, you need not choose them in this poll, as they are already allowed.


I agree. That's why I'm sticking to the approved monster list and keeping the quest stuff I create self contained within the cultist chapter (although anyone can use it for their quests).TMU wrote:This is all going to be one big sillisalaatti if everybody does what they want to without any rules.
I thought you just accidentally left them off the list like the beastmen (I think it was beastmen that were missing). Four bloody good reasons why ogres should be included.Sjeng wrote:I recall the ogres being left out, maybe I'm wrong here, and I wouldn't mind if I was because I love ogres, but you'd need to carefully read the whole "pick your monster" topic. I think somewhere we settled on base game + chosen factions only. Twas a long time ago.
1BP,
2BP,
3BP,
1BP,
2BP,
3BP,
4BP,
5BP. US
3BP, US
4BP.



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