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Ye Olde Inn 25th Anniversary HeroQuest quest pack

Brainstorming topics for the HeroQuest 25th Anniversary Quest Pack.

Re: Ye Olde Inn 25th Anniversary HeroQuest quest pack

Postby MrBigB » December 4th, 2013, 4:21 pm

I freaking love this outline. So pumped :-)
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Re: Ye Olde Inn 25th Anniversary HeroQuest quest pack

Postby GimmeYerGold » December 4th, 2013, 9:38 pm

Hi folks! I picked a fetch quest for a powerful item, something in the Q10-Q19 area.
Sjeng wrote: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.


Image
The Vault of Dolemhall
Dr. Windsor of the Dolemhall excavation team believes the broken pieces of the Spirit Blade were laid to rest in a burial chamber beneath the ruined Dwarven city of Dolemhall. However, his notes warn of something called "the Gaping Maw," rumored to be the downfall of the ancient stronghold. Return to the surface with the sword fragments, and you'll each be rewarded with 100 gold coins.

A. This treasure chest contains a Potion of Healing that will restore up to 4 Body Points when consumed.
B. This treasure chest has a trap with a poison needle on it. If a Hero opens the chest before the trap is disarmed, he will lose one Body Point. The chest contains a golden crown worth 80 gold coins.
C. This treasure chest contains a sword artifact known as Orc's Bane. Its use is explained on the matching Artifact Card.
D. This treasure chest is empty.
E. When one of the doors (with a Monster behind it) is opened, all of the other doors in this room will open at the same time. All of the Monsters behind the doors are then placed on the gameboard. They will move and attack as usual on your (Zargon's) next turn.
F. This Chaos Warrior is the guardian of the vault. He may roll an extra Defend die. He also knows the following spells: Command and Fear.
G. If a Hero searches for treasure in this room, ask him if he wishes to pry open the tomb of a great warrior. If he says yes, he will find the fragments of the Spirit Blade resting with the warrior's corpse. After the Hero takes the fragments, the contents of the tomb vanish to reveal a bottomless pit. This is the Gaping Maw. Zargon, beginning on your turn (and each of your future turns), roll 1 red die to see how many Monsters emerge from the Gaping Maw. You may choose any undead Monstery: Skeletons, Zombies, or Mummies. After moving the new Monsters into the room, (refer to Monster Chart in Game System for movement), you may move any other Monsters present on the gameboard, as usual.

Wandering Monster: Skeleton
Last edited by GimmeYerGold on December 5th, 2013, 12:35 pm, edited 1 time in total.


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Re: Ye Olde Inn 25th Anniversary HeroQuest quest pack

Postby GimmeYerGold » December 4th, 2013, 9:39 pm

As you can see, I borrowed a few mechanics from my favorite expansion quests :)


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Re: Ye Olde Inn 25th Anniversary HeroQuest quest pack

Postby MrBigB » December 5th, 2013, 5:30 am

Sjeng wrote: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.


Unless someone else had their heart set on it, or are already in the midst of this 2-parter, I would really like to take a stab at these :bites-lip:

I have the general ideas done, just need to teach myself HeroScribe...
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Re: Ye Olde Inn 25th Anniversary HeroQuest quest pack

Postby Hero_Of_Retro » December 5th, 2013, 6:47 am

Here is a quest created a while ago.. perhaps this can be tweaked here and there to fit in nicely?

876
Quest 01
_______________________________________________________________

NOTES: RIGHT MAP
_______________________________________________________________

A: This chest contains 30 Gold!
B: Both the Fimir's in this room carry shields! They add +2 to defence!
C: This rack contains a strudy axe! For the duration of the level add 1 point to your attack! It then breaks upon exit.
D: This treasure chest reveals 2 potions of healing!
E: This treasure chest reveals 10 gold.

_______________________________________________________________

NOTES: LEFT MAP
_______________________________________________________________

X: Walking into the dark tunnels you trigger a vicious Gargoyle, once a Champion of times gone by, Sir Ryrid, one of the 1st to suffer Morcar's betrayel. Now, twisted, Strong and fast! Will it be a race against time to find the exit!? Or can you fell this foul beast?

GARGOYLE/SIR RYRID!**

Move: 9 Squares
Attack: 6 Dice
Defend: 6 Dice
Mind: 4
Body: 12

*Killing the beast will reward all hero's with a rare shard from the remains of the gargoyle that raises the body points PERMENANTLY by 2. Freeing Sir Ryrid from this nightmare prison also reveals a part an ancient map! Take one peice of the map token. (Name it Ryrid for reference!)

A: Searching the room reveals reveals a potion of speed & strength on the bench!
B: Searching the room reveals 80 Gold on the bookshelf!
C: The fimir in this room carries a shield! Add +2 to defence!
D: You have freed three Scout class merc's. You can hire these soldiers to aid you in your quest until they are slain!
E: This door can only be opened using the map token piece from apprentice sorcerer Hiemdul. The inscription reads "Protected by Hiemdul!"
F: This door is locked!

They are multiple exits.
1: This is a hidden exit, revealing a side-quest! Do not reveal the details to the players! Only describe the name on the door! all players must exit here.. move onto Quest: The Mines of Kraknor!!
2: This is the normal exit.. players should not be revealed details of the secret side-quest! Turn to quest: Sorcerer of Khumdia! to continue.

Wandering monster: Orc!

As you unlock the door leading to the sub quest. (Can be re-worked to make it essential to quest)

877
Quest 02
_______________________________________________________________

NOTES:
_______________________________________________________________

X: All Heroes start here. There is a message on the wall. Read out the following: "Here lies the lair of the Orc chief! Ruler of the eastern tribes! Run away!"

A: The Fimir in this room is regarded as a hero slayer! He has fought many champions and has been victorious in many battles!

FIMIR!

Move: 6 Squares
Attack: 4 Dice
Defend: 4 Dice
Mind: 3
Body: 6

If you slay the Fimir, you can pick up its rare axe! Dubbed "The Slayer!" Whoever picks up this weapon permenantly raises thier attack to four combat dice!
B: This treasure chest reveals 10 Gold!

Wandering monster: Fimir!

878
Quest 03
_______________________________________________________________

NOTES:
_______________________________________________________________

A: Whilst searching this room, you uncover 2 potions of healing!
B: This chest contains a potion of strength!
C: This is the armoury! It contains the helmets! Enough spares to equip your kin! Add +1 to defence.
D: This chest contains 100 Gold!
X: This trap door opens when the Fimir is slain! This fimir drops 80 Gold!
E: This chest contains 75 Gold!

Wandering Monster! 2 Fimir!

Then the last ends up here, fighting the boss. And an exit afterwards leading too.

879
Quest 04
_______________________________________________________________

NOTES: LEFT MAP!
_______________________________________________________________

A: Whilst searching this room, you find 2 elixers of life!
B: These chests contain 75 Gold each!
C: Whilst searching this room, you awaken a skeleton! This skeleton uses basic stats, with exception of 4 body points. Once slain, you continue your search and find 2 elixers of life!
D: The forbidden armoury! This room contains Borin's armour, and orc's bane!
E: This chest contains a potion of strength!
X: This room holds Kraknor's trusted Commander! Bwarg!

BWARG!
Use the Chaos Warrior to represent Bwarg! (X Mark)

Move: 8 Squares
Attack: 4 Dice
Defend: 4 Dice
Mind: 2
Body: 6

Once defeated, Bwarg drops 75 Gold!

_______________________________________________________________

NOTES: RIGHT MAP
_______________________________________________________________

A: When searching this room you uncover a potion of strength in the cupboard!
B: When searching this room, you find 2 potions of healing!
C: You have found a dwarven forge! You can upgrade all weapons and add +1 to attack. Due to the intense heat, each player whilst in the room looses 1 body point per turn!
D: You have entered the lair of Kraknor! He controls all the orcs, goblins and fimirs through powerful arcane magic! Be wary! He is protected by two Fimirs & two Ogre Warriors!

KRAKNOR!
Use the Ork Shaman to represent Kraknor! (X mark)

Move: 8 Squares
Attack: 5 Dice
Defend: 5 Dice
Mind: 6
Body: 8

Slaying the ork shaman, you notice your surroundings darken! You all catch a glimpse of a sorcerer! You witness the remains of the shaman burn away in fiery haze! A voice echoes.. tell the players the following! "Doom to all who appose the Necromancer!" Each tresure chest contains 50 gold & 2 Elixir's of life! You also find a key where the Shamans remains lie.

*All Goblins, orks, Fimir's now return to basic stats, the powerful magic Kraknor cast has been broken, the spell is gone.
E: Whilst searching this room you uncover 10 Gold!
F: This door can only be opened using the Shaman key! It takes you back into "The Halls of Damnation!"

*If you killed the Gargoyle previously in "The Halls of Damnation!" he does not re-spawn! Rare weapon pick-ups do not re-spawn!

Wandering Monster: 2 Fimirs!


Anyways, if it can be helpful in this, ill go back and retweak it with the monsters and so entry, and exits. Make it more suitable for this expansion. :)
Last edited by Daedalus on February 3rd, 2015, 12:05 pm, edited 1 time in total.
Reason: tag


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Re: Ye Olde Inn 25th Anniversary HeroQuest quest pack

Postby Goblin-King » December 5th, 2013, 10:19 am

We still haven't decided on what to do with monsters.
I'll restate our options as I see them. I suggest we turn this into a poll:

How to handle monsters in HQ25-anniversary quest pack?

1. Stick to base set. Everything must be done with quest notes and original minis. From here, go wild!
2. Stick to base set, but create a couple of "official" variant monster types with special rules/stats (e.g. orc berserker, goblin assassin etc) - These should largely be used throughout the pack as if they were new monsters.
3. Create a new batch of monsters that go beyond the minis available in the base set (skaven, chaos dwarf etc.). People will just have to deal with it.
4. Free for all - Do whatever you want with monsters. Add what you feel is fitting.
5. Free for all - official edition. Use whatever official HQ material exists.
6. ??? anyone want to add options?
Last edited by Daedalus on February 3rd, 2015, 1:04 pm, edited 1 time in total.
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Re: Ye Olde Inn 25th Anniversary HeroQuest quest pack

Postby Patroclus » December 5th, 2013, 11:29 am

I choose the 3 (Create a new batch of monsters that go beyond the minis available in the base set (skaven, chaos dwarf etc.). People will just have to deal with it), but we should make it a poll so everyone (even those they won't get involved) will choose what they want.


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Re: Ye Olde Inn 25th Anniversary HeroQuest quest pack

Postby Sjeng » December 5th, 2013, 11:51 am

I'l make a poll soon. ;)
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Re: Ye Olde Inn 25th Anniversary HeroQuest quest pack

Postby GimmeYerGold » December 5th, 2013, 11:57 am

I choose #1!

The reason I argue for the base set w/ original minis and quest notes, is that this 25th anniversary could bring a lot of people into the HQ fold who might have been out of the loop for awhile, or total newcomers, and something that's usable with the game system would be more accessible to people who might be dusting off their original game systems, or picking one up for the first time. Custom tiles can be printed out of course, but alternative minis are more often than not hard to come by, especially if you're new to HQ. I'm thinking of this 25th anniversary quest pack as a sort of ambassadorial offering to HQ fans and potential fans outside of this forum, not just something made by us, for us. :2cents:


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Re: Ye Olde Inn 25th Anniversary HeroQuest quest pack

Postby TMU » December 5th, 2013, 12:27 pm

GimmeYerGold wrote:I choose #1!

The reason I argue for the base set w/ original minis and quest notes, is that this 25th anniversary could bring a lot of people into the HQ fold who might have been out of the loop for awhile, or total newcomers, and something that's usable with the game system would be more accessible to people who might be dusting off their original game systems, or picking one up for the first time. Custom tiles can be printed out of course, but alternative minis are more often than not hard to come by, especially if you're new to HQ. I'm thinking of this 25th anniversary quest pack as a sort of ambassadorial offering to HQ fans and potential fans outside of this forum, not just something made by us, for us. :2cents:

I don't think it's important to have the original figures for the reason you stated, since no one that doesn't know this game won't know about this 25th anniversary. But this are just my :2cents: ;)
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