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Masses of Quest Ideas

Discuss Quest creation and share Quests/Quest Packs you've created.

Re: Masses of Quest Ideas

Postby Goblin-King » January 22nd, 2015, 5:05 pm

However...

It's always annoyed me a bit that goblins have 1 MP. You can't go any lower without turning undead!
So if you introduce rats, spiders or giant maggots they'll have to also have 1 MP and be equally as intelligent as a goblin!


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Re: Masses of Quest Ideas

Postby Gold Bearer » January 22nd, 2015, 8:41 pm

I've always thought goblins should have more MP than orcs. Goblins 3MP, Orcs 2MP, Fimir (don't know the background at all or how clever they're supposed to be) 1MP.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

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Re: Masses of Quest Ideas

Postby cynthialee » January 22nd, 2015, 9:25 pm

Gold Bearer wrote:I've always thought goblins should have more MP than orcs. Goblins 3MP, Orcs 2MP, Fimir (don't know the background at all or how clever they're supposed to be) 1MP.

I agree. I have always seen Goblins as rather clever and nasty. Considering the tactics I prefer to use with them a higher Mind score would be in order.

As for Fimir...
Nasty critters with a nasty way of replenishing their numbers. The race should have died out before the advent of the age of man, but they have crafted via dark sorcery a way to use human females to be the wombs for their young.
Fimir are EVIL!
As they are smart enough to avoid the cruel hand of evolution they must be as smart or smarter than the average human or elf.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: Masses of Quest Ideas

Postby cynthialee » January 22nd, 2015, 9:29 pm

Also, I have never put a Fimir into play that wasn't also a Chaos Mage of some sort. I always have given them magic powers on top of being brutes.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: Masses of Quest Ideas

Postby whitebeard » January 22nd, 2015, 10:10 pm

This thread was so much better when it was about "Masses of Quest Ideas". Good job Cornixt.

So here are a few more:

Doors:
- Portcullis: It may be closed or closed when the heroes approach, triggered by a detectable "trap square" or after one walks though (a goblin immediately throws the switch). The room is visible, but the door is closed. The monsters sound an alarm and like the rescue of Sir Ragnar, all rooms become visible and a swarm descends on you The barbarian can lift it by rolling a "1" with a red die, he gets only 3 attempts. The Dwarf can examine the surrounding stone for weaknesses one attempt ("1" on a red die). All attempts while the monsters on the other side may fire ranged weapons!

- A Switch or magic opens a locked secret door in a distant part of the dungeon (already explored) and preferably a hallway (heroes don't often search the hallway for secret doors). When the door is opened, the room may be immediately revealed and monsters start moving, Or the exact door is unknown and the heroes must split up to find it. Some kind of companion time limit / feature would help get everyone to split up. Quest are so much cooler when heroes are rushing to the aid of each other.

- Trap Door : a square appears to be trapped, but it is actually a secret door to another level (split your dungeon in two). The door must be opened and does not give way if walked on (or failed to be jumped). Disarming the trap reveals it's true nature.

- Talking door : the door lies to you about the perils on the other side, or the curse you will acquire should you pass through. Inside is the evil wizard's pantry, he uses the door to frighten his servants from taking his person food.

- Warded door : In this case the Wizard is the one who can disarm the trap. Curse, fire spell, rust, etc. affect any who pass through.


Rooms:
- magnetic. all metal weapons are dropped and heroes wearing armor are pinned (1 defend die) for one turn until they can remove their armor. Monsters in this room use heavy clubs as weapons (with normal attack rules) and must be defeated with hand attacks, magic, or a staff. Once the room is cleared, the equipment can be carried out, one piece at a time (one trip for each, weapon, helmet, armor, shield containing metal.
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Re: Masses of Quest Ideas

Postby cynthialee » January 22nd, 2015, 11:30 pm

Here is one for you:

The dungeon is empty as they go room to room, but once the last door has been opened monsters, treasures and furniture are all placed onto the board and the EWP starts moving monsters. <insert evil grin>

Heroes can either clear the dungeon or race back to the stairway. Racing to the stairway is probably advisable....
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: Masses of Quest Ideas

Postby Count Mohawk » January 22nd, 2015, 11:52 pm

On sort of the same track as cynthia's last idea, I had a Quest once where the center room had to be visited multiple times and changed each time the Heroes visited it by means of a pair of portals which eventually led to the Quest exit.


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Re: Masses of Quest Ideas

Postby slev » January 23rd, 2015, 7:46 am

Fimir are of human-level intellegence. Most Fimir in the background are not evil, their reproductivemethod (based on British folklore) causes them to be *seen* as evil, but this is a matter of survival, which is a grey area the old-school Warhammer background was much enamured of.


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Re: Masses of Quest Ideas

Postby The Road Warrior » January 23rd, 2015, 4:30 pm

This is a great topic. I'll be visiting cornixt's first post many times when I need to find inspiration.

One idea I've been struggling with for ages is to make a moving dungeon, where the map of the dungeon changes either periodically or when a certain condition is met. Anyone who has seen Cube or Alien v. Predator should no exactly what I mean.

Count Mohawk wrote:On sort of the same track as cynthia's last idea, I had a Quest once where the center room had to be visited multiple times and changed each time the Heroes visited it by means of a pair of portals which eventually led to the Quest exit.


This seems to be on the right track for what I mean. I would like to see how you did it.
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Re: Masses of Quest Ideas

Postby Gold Bearer » January 24th, 2015, 4:23 am

cynthialee wrote:
Gold Bearer wrote:I've always thought goblins should have more MP than orcs. Goblins 3MP, Orcs 2MP, Fimir (don't know the background at all or how clever they're supposed to be) 1MP.
I agree. I have always seen Goblins as rather clever and nasty. Considering the tactics I prefer to use with them a higher Mind score would be in order.
I think gargoyles should have 1MP as well. Why are they so clever? As smart as the elf!

cynthialee wrote:As for Fimir...
Nasty critters with a nasty way of replenishing their numbers. The race should have died out before the advent of the age of man, but they have crafted via dark sorcery a way to use human females to be the wombs for their young.
Fimir are EVIL!
As they are smart enough to avoid the cruel hand of evolution they must be as smart or smarter than the average human or elf.
Where's that background from? It can't be HQ unless the US version went into much more detail about the monsters.

slev wrote:Fimir are of human-level intellegence. Most Fimir in the background are not evil, their reproductivemethod (based on British folklore) causes them to be *seen* as evil, but this is a matter of survival, which is a grey area the old-school Warhammer background was much enamured of.
Fimir weren't in WH when I used to play it. I've never even heard of them outside of HQ.

Some nice ideas by the way Cornixt. There's some I'd like to add but I'm keeping them under my hat for my p-b-p.
: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


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