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Zenithfleet wrote:Not yet... give me time
Zenithfleet wrote:Sadly, this alternative map still provides no explanation for who the Stone Hunter actually is.
Zenithfleet wrote:I'd love to hear your thoughts on these new maps, too - constructive criticism is always welcome
Zenithfleet wrote:Alternative map for Quest 1 - The Trial
Same basic layout, but different monster and treasure placement. Notice that Verag has left his throne room to go worship at the altar of his dark gods. Probably to complain that the last bunch of Heroes were too feeble to be any challenge, and could he please be sent some tougher ones. He may be about to get his wish...
Zenithfleet wrote:Alt map for Quest 2 - The Rescue of Sir Ragnar
Quick ladz, let's dig out a new cell in which ta stash da puny 'ooman so da next lot of stoopid adventurers won't find 'im... Hey, dat gives me an idea. Oi, Snagitz! Grab dem leftovers from dinner last night an' put 'em in the old cell. 'S gone stale anyhow. Don't worry ladz, fresh meat's on the way. Hur hur hur...
Zenithfleet wrote:Alt map for Quest 3 - Lair of the Orc Warlord
I've always really liked the compact layout of this one, so didn't try anything fancy. Ulag seems to have become a bit paranoid and barricaded himself in the broom cupboard though...
Zenithfleet wrote:Alt map for Quest 4 - Prince Magnus' Gold
Never much liked this one - just a lot of empty rooms and doorways, plus a pointless 'outlaw' penalty. I've tried to knock it up a notch with a blast from my spice weasel. (BAM!) Hopefully there's at least a chance that the Heroes will pick up the chests while there are still monsters on the board, so that the one-die-for-movement rule actually gets used. Meanwhile, Gulthor is clearly following Ulag's sterling example, having retreated with the treasure to a more secure location.
Zenithfleet wrote:Alt map for Quest 5 - Melar's Maze
Oh boy oh boy oh boy. Oh no oh no oh no. Mucking around with Melar's Maze is like redecorating a church with spraypaint. (Well, maybe not quite.) I love love love this Quest, and it was nerve-wracking to figure out how to revamp it. The throne puzzle, for instance, is clever the first time, when people aren't yet used to searching, but tedious the second time when you know what to do.
The solution I hit upon was to assume that the Heroes made it a fair way into the Maze on their previous try. (There's not much to hurt them early on, after all). Because of this, some of the tricks and traps have already been set off - the falling block has fallen, and the throne has moved to reveal a door. Of course, the Maze has a few other tricks up its metaphorical sleeve... For instance, will the Heroes work out that they can make the throne move again? (And where did that fireplace come from? The Maze moves in mysterious ways!)
Zenithfleet wrote:Alt map for Quest 6 - Legacy of the Orc Warlord
This one assumes that the Heroes tried to escape once, failed, and were thrown back in their cell - under heavier guard this time. Busting out through the door will be tough - better to take the long way round.
Meanwhile, Grak is over in the 'guest chamber' busy rummaging through his collection of, ahem, 'hospitality facilitation implements'. If only he could remember where he put that swirly metal thing with the clockwork spikes...
More tomorrow - must go do that sleep thing now.
Zenithfleet wrote:. . .Anyway, on with the maps! Here's Quest 7 - The Stone Hunter:
Sadly, this alternative map still provides no explanation for who the Stone Hunter actually is.
Zenithfleet wrote:Alt map for Quest 8 - The Fire Mage:
Again, this map assumes the Heroes have already met Balur in the first room in their previous attempt. (Note that the XX square is where Balur starts and the X square is where he's placed after he runs through the wall.)
Zenithfleet wrote:Alt map for Quest 9 - Race Against Time:
Okay, this one got a bit of a makeover. The original is in no sense a 'race against time', so I added a pile of monsters to give the Heroes a reason to run. If they take the usual trapdoor at the start, they'll meet a horde of undead around the corner. They could stand and fight, or retreat to discover the other trapdoor, or flee past before the monsters can attack. In the latter case, they'll be pursued.
Meanwhile, anyone lucky enough to discover the new trapdoor at the start will have a winding but apparently danger-free passage ahead of them. There are no traps in this Quest, but hopefully the Heroes won't know that... as TV Tropes would say, Nothing Is Scarier. So whoever takes the long corridor ought to be nervous. Exactly how you want them to feel just before the Gargoyle jumps out on them.
Zenithfleet wrote:Quest 10 doesn't need a new map, so here's Quest 11 - Bastion of Chaos:
Nothing spectacular here - just redistributed the monsters. Because I have to make the As, Bs and Cs match the original Quest Notes, it's a bit limiting (e.g. the Gargoyle trap will always work the same no matter where it's placed). Oh well...
Zenithfleet wrote:And finally (for now), Quest 13 - Quest for the Spirit Blade:
This one had me scratching my head for a while. Curse that four-secret-door limit!
The Spirit Blade is in the same old room, but temple has crumbled a bit more since the previous visit, so the Heroes will have to find a new route. They might find an unexplored and long-buried section of the temple on the way, including the unfortunate remains of a forgotten wizard or sorcerer and his ancient cache of gold.
That's all for now - I'll see if I can make a few for Barak Tor and the expansions.
I'd love to hear your thoughts on these new maps, too - constructive criticism is always welcome
Daedalus wrote:I've just noticed while recovering these that Quest 12, Barak Tor--Barrow of the Witch Lord, and Quest 14, Return to Barak Tor, weren't included in the thread.
Zenithfleet wrote:I've created new maps for all the Quests in the EU base game except for #1a (The Maze), #12 and #14 (the Barak Tor quests, which I'm frankly nervous about messing with), and #10 (Castle of Mystery, which doesn't need changing for obvious reasons).
Zenithfleet wrote:. . .
So far I've created new maps for all the Quests in the EU base game except for #1a (The Maze), #12 and #14 (the Barak Tor quests, which I'm frankly nervous about messing with), and #10 (Castle of Mystery, which doesn't need changing for obvious reasons).
. . .
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