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[Quest Pack] [10 Quests] - ...and the quest begins!

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

Re: ...and the quest begins!

Postby Sotiris » November 15th, 2015, 11:03 am

7th QUEST
quest07.png

Threat from Inside
“I am not safe here anymore. Two assassination attempts making it clear that someone plans to dethrone me and put the City into slavery again” said the City Master while apologizing for the welcome. The main suspects are the Guild Masters but we are not sure yet. A reward of 400 gold coins is for you if you manage to kill the right suspect and find the stairs that lead underground to the City Master's secret place. But remember! Any wrong dead guild master will lower the reward by 75 gold coins.

Heroes begin the quest from the “X” squares and finish it on the stairs.

A. These Swordsmen are guarding their guild's entrance and do not move unless they become foes. Heroes may pass through them if they're not interested to visit the guild. Guilds (from left to right): Clerics, Assassins, Merchants and Alchemists. When a swordsman meets a hero read the following text: welcome stranger! pay a 10 gold coin fee and i'll let you pass into the (name of guild) to meet our master. If a hero pays the fee he can enter and move through other figures. When a guild master meets a hero (who paid his fee) he responses that his guild has no involvement with the assassination attempts.
A hero's guild re-visit is free for as long as he hasn't lost line of sight with its guard.
If a hero attacks a guildsman or searches for treasure in front of them (visible), the rest of the guild is not friendly anymore to ALL heroes and become foes.
Guards may move and open their doors when they/their guild get attacked. All guildsmen (except guards) may move through their guild. If a hero doesn't allow a guildsman to pass then they become foes.
For as long as a guild master (Cleric & Assassin: B4 M3 A3 D4 Mv7, Merchant & Alchemist: B3 M4 A2 D3 Mv6) is alive he and his men-at-arms grant the following skills (give this information to heroes but do not read the skills aloud):
Clerics – defend on white shields
Assassins – poisoned weapons (poison rules)
Merchants – combine attacks into a single large attack
Alchemists – drink a potion on each Zargon's turn (heroic, defense or strength)

B. In a dark corner of the city you find a Wizard who summons Ghosts (see previous quest for ghost rules) ready to kill any other master and take the City back!
Wizard: B4 M5 A2 D3 Mv6 (Chaos Spells: Ball of Flame, Summon Undead, Chill, Cloud of Chaos). Ghosts, using their skills, may attack other guild masters (lowers heroes' reward). Men-at-arms may attack ghosts when their master is attacked.

Furniture contents.
Bookcase (clerics guild) – 1 artifact: Holy Water.
Chest (assassins guild) – trapped with poisonous dart (-2 B.P.)
Table (assassins guild) – 1 artifact: Magical Throwing Dagger & 1 potion: Venom Antidote.
Cupboard (merchants guild) – trapped (all figures in the room -1 B.P. ) & 100 gold coins
Alchemist's Bench (alchemists guild) – 1 Potion of Healing

Wandering Monster – Swordsman
men at arms stats.jpg
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Last edited by Sotiris on March 28th, 2018, 7:30 am, edited 1 time in total.
My new unpublished boardgame on Tabletopia free platform:
https://tabletopia.com/games/stellar_omega


Rewards:
Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Encountered a menacing Chaos Warlock!
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Re: ...and the quest begins!

Postby Sotiris » March 17th, 2016, 11:34 am

8th Quest
quest08.png

The Mine Tracks
You made it well my friends but this was not the one summoning source of ghosts. Far away from here there's a huge army of undead marching against us. Your goal until then is to find an ancient blade that may harm them in the upcoming war. It lies deep inside a mine, mainly occupied by Kobolds. Their traps and sorcery will make harder your quest for the mine tracks, which is the fastest way to get deep and closer to the blade.

Heroes begin the quest from the stairway. All Fimirs in this quest may cast the spell Command once.

When the first hero (or a Man at Arms) passes a door replace the door immediately with a portcullis. This sorcery triggers once per door for the first hero only. In this quest figures may “see”/attack through a portcullis. It opens when a hero opens another door (example: the portcullis in the 1st room opens when a hero opens the 1st door).

A. The first hero who searches the room for treasure will find 1 Potion of Healing and 1 Scroll: Pass Through Rock on the Alchemist's Bench.

B. This door leads nowhere, the passage has been collapsed!

C. The first hero who searches the room for treasure will find the Artifact: Wand of Magic in the Bookcase.
The chest is trapped with an arrow (-1 Body Point), it contains 220 gold coins.
The 2nd secret door leads to the mine tracks, the exit of this quest. There is a cart on the tracks which heroes have to board it. When they are ready the cart starts to roll and the quest ends for now.

Wandering Monster – 2 Kobolds
kobold stats.jpg
ogre warrior.jpg
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Last edited by Sotiris on April 7th, 2018, 4:16 am, edited 1 time in total.
My new unpublished boardgame on Tabletopia free platform:
https://tabletopia.com/games/stellar_omega


Rewards:
Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Encountered a menacing Chaos Warlock!
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Re: ...and the quest begins!

Postby Sotiris » June 10th, 2016, 2:14 am

9th Quest
quest09a.png

quest09b.png

quest09c.png

A Coasting Quest
A long way down through these mines, lies the ancient sword you are seeking: the Spirit Blade. You are not alone, the enemy is everywhere! Utilize the mine cart and stay inside for as long as you can. Its shape and speed will cover you from the countless archers who lurk in the darkness.

All heroes begin the Quest inside the cart.
The visibility is full open until the mine tracks change board or turn in a corner.
Zargon, inform heroes about their extra free actions & information:
1) Move the cart. Using 1 of your movement dice.
2) Embark or Disembark. During your movement phase.
The cart does not move backwards & heroes may not search while in the cart.

A. On each Zargon's turn, each Hero gets attacked by 1 archer: 2 attack dice, not placed on the board. Exceptions:
1) safe zone: archers may not “see” and shoot in these areas
2) a hero adjacent/diagonal to a monster may not get attacked
3) heroes inside a cart get attacked by 1 combat die each.
The board is cleared when heroes change sections.
Where the mine tracks cross a wall, treat it like a double open door.
To open a Stone Door a Warrior rolls 3 dice, a Light Equipped hero rolls 2 dice and they have to score at least 2 skulls. Wizards cannot open a stone door by force.
Any figure who stands in front of a moving cart rolls 3 dice and loses 1 BP for each scored skull.
Monsters cannot use carts. Also, they roll 1 less die when attacking embarked heroes.

B. Safe zone. The treasure chest contains 1 Holy Water and 50 gold coins.

C. Both small rooms have no walls along the mine tracks. The stairs are going downwards. On each Zargon's turn the cart moves towards the pit by 1 red die. Whoever falls, is killed immediately. When a hero kills a Fimir, give them a Magical Throwing Dagger.

D. Both rooms, across the mine tracks, have a harmless chasm instead of a wall. The next one though, at the end of the mines, is dangerous. Whoever falls, is lost forever.

E. If the wooden door opens first, tell heroes that the stone door is moving! At the beginning of your next turn open it and place the contents on the board. The chest is trapped with poisonous gas: all heroes in the room lose 1 B.P. It contains the Artifact: Spirit Blade and 1 Potion of Dexterity. Both rooms are safe zones.

F. Safe zone. The treasure chest contains 350 gold coins.

G. Safe zone. The stairways lead to the exit. If not found, heroes may use the quest's entrance too. The marked secret door cannot be found from this side of the wall.

Wandering Monster – one attack by an archer
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Last edited by Sotiris on May 4th, 2018, 1:39 am, edited 1 time in total.
My new unpublished boardgame on Tabletopia free platform:
https://tabletopia.com/games/stellar_omega


Rewards:
Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Encountered a menacing Chaos Warlock!
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Re: ...and the quest begins!

Postby Sotiris » June 10th, 2016, 2:17 am

We have 2 free slots. Anyone who is interested to play, is welcome!
contact here viewtopic.php?f=162&t=2286&start=3220
My new unpublished boardgame on Tabletopia free platform:
https://tabletopia.com/games/stellar_omega


Rewards:
Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Encountered a menacing Chaos Warlock!
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Re: ...and the quest begins!

Postby Gold Bearer » June 10th, 2016, 3:29 am

:smack: There was an earlier secret door leading to the the exit room. :)
: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!
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Re: [Quest Pack] [9 Quests] - ...and the quest begins!

Postby Daedalus » October 14th, 2016, 12:12 pm

I edited the topic name and bottom of the OP to help people checking out out this series of Quests. Figures needed are sometimes combined from adjacent rooms or corridors that may be in play together, but you may wish to adjust these numbers.

Since you designed the Quest pack for PBP play, there are a few map issues to be worked out. As mentioned earlier in the thread, there are no Thick Vegetation Tiles of one square space, so I referenced a larger Dense Forest Tile that can be cut into correctly sized squares.

Two other tiles that don't exist at the Inn are a half-length Straight Track Tile and the symmetrically branching Y-junction Mine Tile on Mine map 3. Of course, 2 short Straight Track Tiles are easily cut from one Straight Track Tile. Overlapping half of a Straight Track with other tiles also works. I suppose the Y-track junction of your map could be made from 2 curved tracks cut and mounted together. It should also be possible to use 2 Y-track tiles in succession by altering the map a bit.
..
UNCLE ZARGON
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WANTS.. YOU


Rewards:
Wizard of Zargon Group Member Grin's Stone Map 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! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy!Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered all eight (8) Game System monsters. Encountered a menacing Chaos Warlock!
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Re: [Quest Pack] [9 Quests] - ...and the quest begins!

Postby Sotiris » October 22nd, 2016, 4:14 am

Thank you Daedalus!
My new unpublished boardgame on Tabletopia free platform:
https://tabletopia.com/games/stellar_omega


Rewards:
Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Encountered a menacing Chaos Warlock!
User avatar
Sotiris

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Re: [Quest Pack] [9 Quests] - ...and the quest begins!

Postby Sotiris » December 24th, 2016, 4:01 am

10th Quest
quest10.png

The Ghost City
You have been late! The City's gate is now broken and the undead army is marching to the King's Hall. Your mission will be harder now as you have to walk through the undead to reach the King and protect him. When you clear the City, stand on the City's Gate and release the power of the Spirit Blade; score 1 skull and you will be the greatest Heroes ever!


Heroes begin the quest from any square of the north corridor (between squares "X").
The King, until heroes find him, loses 1 B.P. and 1 M.P. by turns (1st turn: -1BP, 2nd turn: -1MP, 3rd turn: -1BP and so on). He begins with 8 B.P. and 6 M.P. (normal 6-4 character + artifacts' bonus)

Every 3 rounds roll 2d6 and put an undead on an “X” square. This monster cannot move during this turn. 2=Ghost Skeleton, 3=Mummy, 4=Zombie, 5-6=Skeleton, 7=Ghost (Zargon's choice), 8-9=Skeleton, 10=Zombie, 11=Mummy, 12=Ghost Zombie (if both “X” squares are occupied select the next free square)

Ghosts (!=map symbol) may pass through heroes/walls/furniture when moving. They inflict Mind damage instead of Body (through normal fight). A Hero using the Spirit Blade may hit a ghost like a normal undead. Using other weapons: they have to pass a Mind test by rolling 1 Red die. If they score lower/equal to their M.P., they are able to attack, otherwise they lose their action phase (they may continue their movement though, if any left). Heroes may search a room with ghosts visible.

A. Opened doors. Put the contents of a room only when a hero passes in front of the door. The double door is the Golden City's gate. The Quest ends successful when:
1. the King is alive (heroes may also move him to the stairway's safety) and
2. make a successful* attack on the double door with the Spirit Blade (* no undead inside the City. If there exists they have to kill it and try again. When they succeed, a spell takes effect: turns all undead monsters beyond the door. Zargon cannot summon undead furthermore.)

B. The secret door is visible, put it on the board immediately. When a hero steps on it place the contents of the room. The chest contains 1 Potion of Restoration, 1 Holy Water & 1 Potion of Healing.

C. “This is a Guild door, you cannot open it from outside”. May be open normally from inside. If a hero unlocks a door (Genie) or passes through the walls, check Quest 7 for map & notes (exception: the Guilds are empty of figures.)

D. The Hall of the King. Each Hero, on their turn, selects one figure to control until the end of the quest (it is possible for a hero to control more than 1 figures):
1. the King (Movement: lowest 2 of 3 dice, Defense: 3, effect on adjacent heroes & men-at-arms: re-roll 1 die per round).
2. an available Man-at-Arms.

Wandering Monster – 1 random undead on an “X” square.

This was the end of a 10quests' pack . Total heroes' reward: 1000 gold coins.
In their next travel, heroes will find out who's been in charge of all this undead power and confront them soon!
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Last edited by Sotiris on May 4th, 2018, 1:45 am, edited 1 time in total.
My new unpublished boardgame on Tabletopia free platform:
https://tabletopia.com/games/stellar_omega


Rewards:
Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Encountered a menacing Chaos Warlock!
User avatar
Sotiris

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Posts: 345
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Evil Sorcerer: Morcar
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Re: [Quest Pack] [9 Quests] - ...and the quest begins!

Postby Daedalus » May 1st, 2017, 2:56 pm

I updated the OP and post title.

Sotiris wrote:10th Quest

The Ghost City
...When you clear the City, stand on the City's Gate and release the power of the Spirit Blade; score 1 skull and you will be the greatest Heroes ever!

Like this?
..
UNCLE ZARGON
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WANTS.. YOU


Rewards:
Wizard of Zargon Group Member Grin's Stone Map 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! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy!Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered all eight (8) Game System monsters. Encountered a menacing Chaos Warlock!
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Re: [Quest Pack] [10 Quests] - ...and the quest begins!

Postby The Admiral » March 11th, 2018, 5:50 am

The quest maps have gone, only the notes remain?


Rewards:
Grin's Stone Map Slain a measly Goblin! Slaughtered an Orc! 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! Encountered all eight (8) Game System monsters.
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