• Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

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.

4. HQ25 - Story Arc discussion

Brainstorming topics for the HeroQuest 25th Anniversary Quest Pack.

Re: 4. HQ25 - Story Arc discussion

Postby TMU » July 16th, 2014, 5:01 am

Nope, three only at all traps, just checked :) Once there were three white only, but it was unique. Does it affect your quest greatly if you put that one down to three squares too? For conformitys sake ;)
"There is no greater danger than playing it safe."


Rewards:
Played a turn in a Play-by-Post game. Wrote an article for the Blog. Created a Hot Topic. Participated in four (4) Miniature Exchanges. Slaughtered an Orc! Destroyed a Zombie! Encountered a menacing Chaos Warlock!
User avatar
Second Lieutenant
TMU

Swordsman
Swordsman
 
Posts: 1870
Images: 15
Joined: November 17th, 2012, 2:55 pm
Location: Rauma, Finland
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member Scribes Group Member

Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

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.

Re: 4. HQ25 - Story Arc discussion

Postby Gold Bearer » July 16th, 2014, 9:58 am

I'd rather leave them to be honest. I don't see it as a problem. Something like that doesn't need to be constant in order to be self consistent. Why wouldn't they varying distances in the length that they swing depending on the height they're released from?
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
Gold Bearer

Exiled
Exiled
 
Posts: 1792
Joined: June 4th, 2012, 4:21 pm
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: 4. HQ25 - Story Arc discussion

Postby knightkrawler » July 16th, 2014, 10:42 am

Yeah, the length of the swing could be anything. Really not worth a debate, cause there are no tiles to account for.
HQ - Heroes & Villains (Dropbox-download link) https://www.dropbox.com/sh/jgj0kzsys9w38oh/AAA_VEHx6vMv4HKRX7IiOWTFa?dl=0
Feedback http://forum.yeoldeinn.com/viewtopic.php?f=38&t=3560
Gallery http://forum.yeoldeinn.com/viewtopic.php?f=56&t=1972&hilit=knightkrawler+gallery&start=200
____________________________________________________________________________________________________________

I've found a way of paying off old debts:
Always make more promises than you can break.


Rewards:
Grin's Stone Map Created a Hot Topic. Participated in four (4) Miniature Exchanges. Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered a menacing Chaos Warlock!
User avatar
Cheese Baron
knightkrawler
The Furry Blue Derailer

Witch Lord
Witch Lord
 
Posts: 5825
Images: 27
Joined: May 25th, 2012, 2:26 pm
Location: Regensburg, Germany
Forum Language: English (United States)
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: 4. HQ25 - Story Arc discussion

Postby TMU » July 16th, 2014, 11:18 am

I'm not debating :shock:
"There is no greater danger than playing it safe."


Rewards:
Played a turn in a Play-by-Post game. Wrote an article for the Blog. Created a Hot Topic. Participated in four (4) Miniature Exchanges. Slaughtered an Orc! Destroyed a Zombie! Encountered a menacing Chaos Warlock!
User avatar
Second Lieutenant
TMU

Swordsman
Swordsman
 
Posts: 1870
Images: 15
Joined: November 17th, 2012, 2:55 pm
Location: Rauma, Finland
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member Scribes Group Member

Re: 4. HQ25 - Story Arc discussion

Postby knightkrawler » July 16th, 2014, 11:30 am

Well, with that last post you are. |_P
HQ - Heroes & Villains (Dropbox-download link) https://www.dropbox.com/sh/jgj0kzsys9w38oh/AAA_VEHx6vMv4HKRX7IiOWTFa?dl=0
Feedback http://forum.yeoldeinn.com/viewtopic.php?f=38&t=3560
Gallery http://forum.yeoldeinn.com/viewtopic.php?f=56&t=1972&hilit=knightkrawler+gallery&start=200
____________________________________________________________________________________________________________

I've found a way of paying off old debts:
Always make more promises than you can break.


Rewards:
Grin's Stone Map Created a Hot Topic. Participated in four (4) Miniature Exchanges. Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered a menacing Chaos Warlock!
User avatar
Cheese Baron
knightkrawler
The Furry Blue Derailer

Witch Lord
Witch Lord
 
Posts: 5825
Images: 27
Joined: May 25th, 2012, 2:26 pm
Location: Regensburg, Germany
Forum Language: English (United States)
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: 4. HQ25 - Story Arc discussion

Postby Count Mohawk » July 16th, 2014, 4:56 pm

You know, there's an easy way to handwave the length of the axe traps - just say that the one trap causes two axes to swing down.


Rewards:
Grin's Stone Map Created a Hot Topic. Shattered a Skeleton! Destroyed a Zombie! Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle!
User avatar
Marquis of Math
Count Mohawk

Elven Warrior
Elven Warrior
 
Posts: 696
Joined: July 11th, 2013, 5:18 pm
Location: New England, USA
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Champion Group Member

Re: 4. HQ25 - Story Arc discussion

Postby Gold Bearer » July 16th, 2014, 6:05 pm

MrBigB wrote:If your interested in my building adventure (I'm pretty proud of how it turned out):
http://forum.yeoldeinn.com/viewtopic.php?t=2000
:shock: Great work! |_P I especially love those dice. This is a small issue in relation to the standard of everything but the wizard looks like he has three thumbs. :)
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
Gold Bearer

Exiled
Exiled
 
Posts: 1792
Joined: June 4th, 2012, 4:21 pm
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: 4. HQ25 Story Arc discussion

Postby gootchute » July 16th, 2014, 7:45 pm

gootchute wrote:There are a lot of great ideas here! But if there is one thing I have learned about online group think-tanks, without a project leader it will stagnate in indecisiveness and fail. Someone has to make the hard decisions of which direction to go, what ideas to cut etc... Someone needs final say and will be responsible with pulling the other chapters together at the end... which may require sending it back to the author for changes.

Included in our outline should be a difficulty (simply name an official quest it should be roughly as hard as). I'm still on board with this being a fresh set of heroes, so essentially they should be as powerful as heroes after the base game and kellers keep (24 quests).


Quoting myself here from much earlier in the topic to show that I proposed the project manager idea before it was cool! :lol:

Also I updated my rough outline in page (insert number) due to the repeated number 6. I simply combined the first two quests of the Chapter. I also want to stress that the Greenskin arc should not be followed by the authors, I simply was throwing out ideas, take it or leave it.

Also, having read this: http://forum.yeoldeinn.com/viewtopic.php?f=37&t=2102, I realize that there was already a rough outline before I wrote mine which I was not aware was approved. Sorry I was stepping on toes, I was just trying to bring a little clarity of purpose to the discussion so we can focus on quest design. I am certain it WILL change as needed by whomever has Final Cut.

I do have to humbly request we make new topic for each arc where the author can discuss separately without further lengthening this topic. I can only read so much! :D EDIT: I see this is being done, thanks!
•==(Broadsword>


Rewards:
Played a turn in a Play-by-Post game. Zealot Miniatures: Twisting Catacombs Kickstarter Backer Encountered a menacing Chaos Warlock!
gootchute

Ogre Chieftain
Ogre Chieftain
 
Posts: 224
Images: 12
Joined: May 13th, 2013, 4:28 pm
Forum Language: English (United States)
Evil Sorcerer: Zargon
Usergroups:
Artists Group Member Champion Group Member

Re: 4. HQ25 Story Arc discussion

Postby Sjeng » July 18th, 2014, 12:16 pm

gootchute wrote:Introduction and Greenskin Arc
    Q1: The heroes are just ordinary travelers from their respective homelands who just happen to be in the village when it is raided suddenly by a band of orcs/goblins. 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 Ye Olde Inn, both are great ideas so I am torn. We could always use Ye 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!
    Q4: 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)
    Q5: 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 Arc
    Q6: Some Marshland farmers are reporting raids by strange looking goblins. A local noble's daughter has been kidnapped. The heroes go rescue her and in the process find Kobolds and surprisingly, a Fimir raiding party. The girl is being held prisoner for some unknown reason. The heroes rescue her from their clutches. She recounts how they have been oddly respectful and reverent in their treatment of her
    Q7: 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.
    Q8: 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 Kobolds 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.
    Q9: Tying up lose ends. The plots have been foiled, but the Kobold 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 Kobold 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 Arc
    Q10: 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.
    Q11: 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!
    Q12: 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)
    Q13: 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.
    Q14: 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! )

Undetermined arc (undead? skaven?)
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...


So, is this your final draft? Mind if I look it over sometime? I'm trying to make it a bit more coherent, combined with the other ideas.
Check out my YouTube channel Boardgame Heaven, and drop me a sub please!


Rewards:
Grin's Stone Map Played a turn in a Play-by-Post game. Wrote twenty (20) articles for the Blog in three (3) sections. Created a Hot Topic. Participated in three (3) Miniature Exchanges. Zealot Miniatures: Twisting Catacombs Kickstarter Backer Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy! Encountered a menacing Chaos Warlock!
User avatar
Official Spokesman
Sjeng
Ye Olde Orcish Bard

Wizard
Wizard
 
Posts: 4536
Images: 92
Joined: July 26th, 2011, 9:58 am
Location: The Netherlands
Forum Language: Nederlands
Hero:
Evil Sorcerer: Morcar
Usergroups:
Wizards of Zargon Group Member Adventurers' Guild Group Member Artists Group Member Champion Group Member Scribes Group Member

Re: 4. HQ25 Story Arc discussion

Postby Gold Bearer » July 18th, 2014, 12:53 pm

Sjeng wrote:So, is this your final draft? Mind if I look it over sometime? I'm trying to make it a bit more coherent, combined with the other ideas.
I bloody hope not! It cuts our chapter to three quests when it's already the shortest. It was four in the latest version.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
Gold Bearer

Exiled
Exiled
 
Posts: 1792
Joined: June 4th, 2012, 4:21 pm
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

PreviousNext

Return to HQ25th Brainstorming

Who is online

Users browsing this forum: No registered users and 1 guest