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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
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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).

gootchute wrote:Introduction and Greenskin ArcQ1: 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 ArcQ6: 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 ArcQ10: 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...


I bloody hope not! It cuts our chapter to three quests when it's already the shortest. It was four in the latest version.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.
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