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Count Mohawk wrote:I'm just going to leave this here:
It's a bit large since I made it 300dpi, but this is a 8.5" x 11" reference sheet for the abilities of the cultists during this Chapter.
I figured laying everything out this way would be easier to read, which makes it easier to add to Quests.


Whether the rules are repeated in the quest notes or not, this is far too nice to not use. How about a compromise? In the quest notes we say these are follows of whatever, for example, khorne and can attack twice and wear chaos armour. Refer to the chaos card for full rules. This would be exactly like the trap card in WoM.Sjeng wrote:However nice this looks, we have already accomplished stats for chaos warriors and cultists. Extra quest-specific notes should be in the quest notes. Chaos and Swamp spells are available for them. Try to keep it simple.
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Gold Bearer wrote:There's been a definite change in direction since the beginning, when the message was basically go nuts and be as creative as possible. I understand try to keep things simple and clean (honestly I do) but I don't think it should be at the expense of good quality editions that will add something interesting. There's a danger of drawing the line too close to the simple side as well.
This would definitely be a very cool edition to the pack and I really don't think this is too complicated. Back me up people.


Just couldn't resist the chance to stick the knife in could you GK!Goblin-King wrote:Please, make it more simple!
I think we're already past the point further simplifications improving it. The is the chaos chapter and it needs to go a bit more in depth to be worth anything.Sjeng wrote: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.
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Gold Bearer wrote:Just couldn't resist the chance to stick the knife in could you GK!Goblin-King wrote:Please, make it more simple!
Did you even read what followed that quote? Did you disagree with it?Gold Bearer wrote:I didn't know we could do that. I hereby pretty much insist that everything I say from this point on regarding this quest pack is gospel and shall be so and is not up for dabate.Goblin-King wrote:I pretty much insist we keep the 3-quest intro.
D. This ogre is a shaman who is being held prisoner. He tells the heroes that there are two powerful magicians who have been sent by Morcar along with the Khorne reinforcements and it was them that ordered him to be locked in chains so they could drain his power. He says he has more useful information if they free him. If they have the key they can set him free, or come back when they find the key. If they choose to free him he tells them the location of the ogre lord and that he has lots of gold. If they don't have the Talisman Of Chaos in their possession he also tells them about the trap door if they haven't already found it and says that there's a powerful magical talisman down there that the two magicians plan on sending the ogres to retrieve but it's heavily guarded by the dead. Whether they have the amulet or not, he offers to join the heroes in exchange for letting him have the amulet and assures them that they can keep anything else they find. If they have the amulet and refuse to give it to him then he becomes an enemy monster and the heroes turns immediately end. If they don't have the amulet and refuse the deal he goes on his merry way, escaping using the route that the heroes used on their way in. If they accept the deal then he joins the heroes (controlled by the hero who set him free).


Of course I read it, and I did agree. What does that have to do with it? That impllies that my I should be motivated by getting my own way rather than what I think is fair and right. I don't and couldn't do that, and that is fact a perfect example of one of the problems I'm having with you.Goblin-King wrote:Did you even read what followed that quote? Did you disagree with it?
I agree. It will end when you sort yourself out.Goblin-King wrote:I'm getting real tired of this... This needs to end now.
That's extremely imature! Besides, do you think I judge the standard of my humour by what you (in this case the target of the point that I was making) find amusing? Now that is funny.Goblin-King wrote:But Gold Bearer, YOU are the one with the attitude. If the above quotes were supposed to be funny somehow, they fell pretty flat.
Stop trying to pretend I'm ignoring what has been agreed. You're really starting to piss me off now.Goblin-King wrote:YOU are deflecting most criticism with either hostility or "well, I still think it's a great idea".
You claim to have your hands tied, but that doesn't seem to slow you down. We made a monster list but you keep adding new anyway. Why?
1. It's an intro to the chapter. Do you not want it to have a story?Goblin-King wrote:Let me illustrate:
http://forum.yeoldeinn.com/viewtopic.php?f=199&t=2475
Page 1: What amounts to ~2 pages of story, in the middle of a quest pack; not intro or epilogue.
Page 2: 11 new monsters all with different special rules. Maybe more? I spotted a demon, swamplings and fogwalkers.
Page 8: 24 lines / 682 words of quest notes for a single quest. The following quote being one quest note:
I bet you'd love that but if you're not happy then you leave and work on your thing, please!Goblin-King wrote:I can appreciate you wanting something different out of this, but really, at least try to listen or if this is not what you want (and I mean this the most friendly way possible) just do your own pack on your own premises.
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knightkrawler wrote:If you want four types of chaos warriors variants...
Gold Bearer wrote:Again, they're not new monsters! They're variations of existing ones.
Gold Bearer wrote:First you tried stopping us from using kobolds and fimir outside of the swamp chapter
Gold Bearer wrote:fraggle off!


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