Goblin-King wrote:Until we get the poll, I'll use this time to share the plot I had considered myself.
* Village is raided by EVIL. Only four (heroes) escape - rest is killed or kidnapped. Heroes are contacted by Mentor.
* Raid seems too well coordinated - too accurate for sandpeople. Something's wrong. Heroes sent to investigate EVIL lair. Maybe free villagers?
* Discovers that SUPER EVIL seems to be guiding EVIL.
* Travel to AREA
* Investigate SUPER EVIL LAIR.
* SUPER EVIL are gathering slaves from all over the surrounding lands to be sacrificed at the SUPER EVIL temple in EVIL AREA - In order to awaken/summon SUPER AVATAR OF EVIL
* Must travel to temple. On the way nearby town is destroyed! Oh noes! SUPER AVATAR OF EVIL has already been summoned.
* Abort and instead gather X,Y and Z to unsommon. Go on crazy adventures.
* Travel to Temple to finally kill all SUPER EVIL and unsummon SUPER AVATAR OF EVIL.
Use some, all or nothing at all

Most of these are roughly what I was thinking hehe. I am stealing that Evil Avatar idea though, I love it. I'll copy paste yours and add my thoughts.
Q1 * Village is raided by EVIL. Only four (heroes) escape - rest is killed or kidnapped. Heroes are contacted by Mentor.
Basic orc/goblin/fimir emenies.Q2-Q3 * Raid seems too well coordinated - too accurate for sandpeople. Something's wrong. Heroes sent to investigate EVIL lair. Maybe free villagers? (2 part quest, upper level and lower level lair)
Basic orc/goblin/fimir emenies.Q4-Q5 * Discovers that SUPER EVIL seems to be guiding EVIL. * Travel to AREA. (a trip through a dangerous area, maybe two)
Basic orc/goblin/fimir emenies plus chaos enemies.Q6-Q7 * Investigate SUPER EVIL LAIR. (multi level) * SUPER EVIL are gathering slaves from all over the surrounding lands to be sacrificed at the SUPER EVIL temple in EVIL AREA - In order to awaken/summon SUPER AVATAR OF EVIL
Basic orc/goblin/fimir emenies plus chaos enemies, perhaps some undead here and there.Q8-Q9 * Must travel to temple. (another voyage through a cave or crypt or something.
Undead enemies.) On the way nearby town is destroyed! Oh noes! SUPER AVATAR OF EVIL has already been summoned. ("town map" quest)
Q10-Q19* Abort and instead gather X,Y and Z
and Q to unsommon. Go on crazy adventures. Perhaps 2 maps per item, and a final quest to combine the artifacts, which leaves 1 quest to improvise something. I would suggest these 4 artifacts to be hero-boosting items, such as the amulet of the north. Something specific for each hero.
Anything allowed per quest set. Skaven included.Then, at the end, they can combine the items into an artifact that can destroy the Avatar by forging them together in a lost Dwarven forge, now controlled by
Chaos Dwarves.
Q20-Q25* Travel to Temple to finally kill all SUPER EVIL and unsummon SUPER AVATAR OF EVIL.
Any sort of enemy, including skaven, chaos baddies, etc..
We can include a variety of environments. Think crypts, swamps, deserts, cities, caves, dungeons, castles, towers, sewers... Nice looking tiles can be made to put on the HQ board.
Feel free to add ideas, and to take your pick of a quest, and flesh it out with your ideas. Please 1 quest each, so we can have 25 quest makers. Everybody else is welcome to add thoughts and critisizm, or even cooperate with someone to create one or two quests together.Go, spew ideas, post them here. I hope I'll have at least half of you to pick a quest and thin of something before christmas, so we can try and string them together for a fluent storyline.
Use anything you like. All existing monsters are allowed, including the ones I listed. If you want to add chaos beastmen, go ahead. Chaos demons, sure! As long as it fits the theme and isn't too difficult to proxy.
You may use ANY traps / artifacts / spells from all released sets within reason of course.
Go wild for now. When we gather everything, we will start fleshing things out, and then balancing it, so the difficulty curve will rise normally without overpowering the heroes too soon, or making it way too difficult for them.
Feel free to create new spells, items, weapons, potions etc. I encourage new game mechanics such as new traps, tricks etc. Rolling boulders and revolving rooms are nice, but try giving them a little twist, so we're not copying thing exactly as they are now. Use any AHQ/WHQ ideas you can incorporate in HQ.