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Quests for in Town

Discuss other HeroQuest expansion topics that do not fit into the above categories.

Re: Quests for in Town

Postby Anderas » Saturday May 5th, 2018 3:24am

You're right. So it should go one way only, up = better
without disadvantages.See here my attempt to remake the marketplace event table.

Then this table will give you more scam and more bad
experiences the less this town likes you; and more positive experiences the more this town likes you.

Put it the other way round: The less good your reputation is, the more the "good" people try to rob you; the better your reputation is, the more the "real bandits" try to rob you. :lol:

Probably the reputation should go up and down quicker in a small village, and slower in a big town. Likewise, the marketplace could contain more items in a town and less items in a village. Plus, the people show you the good items only if they like you and have heard about you. Finally, they will give you less for the stuff you sell if they don't like you.
All of this is not included below, but should be worth some
consideration.

This table is already quite developed. I played long time with all the positions of the events until i had something satisfying that makes bad reputation more than a mere inconvenience.

Below the numbers table you find a second table with my
thoughts about the event details. That one is not at all
finished, it is just my first thought. For finishing it would need a different system alltogether, because I hate dice tables.
To be welcomed in my system, it would need some translation into another medium, Cards, Website, whatever. However, for the first impression this should be ok already.
What do you guys think?

I assume the reputation to be somewhere
between -10 and 10. No problem to have higher or lower
reputation; the table will still work. Note that with
3D6 the extreme results are quite unlikely, so events like
the invitation or the the angry mob will take a while to
trigger, and they can trigger only if you already have more
than one modifier.

Before you go out in the morning, decide what you take
with you. If you go to the market, roll 3D6 :roll6: :roll6: :roll6: and add
your reputation.

-7 angry mob
-6 angry mob
-5 angry mob
-4 angry mob
-3 angry mob
-2 angry mob
-1 scammed
0 righteous anger
1 sleight of hand
2 robbery!
3 quiet
4 scammed
5 scammed
6 sleight of hand
7 quiet
8 sleight of hand
9 hunt
10 quiet
11 broken pouch
12 quiet
13 careless
14 careless
15 quiet
16 lucky
17 quiet
18 broken pouch
19 quiet
20 hunt
21 meet a friend
22 quiet
23 robbery!
24 invitation
25 invitation
26 invitation
27 lucky
28 invitation


The angry mob is not possible if you have minus one or
two reputation; however if you accumulate negativity by
constantly harming the good folks of the town, at some point the angry mob will gather.

I thought of something like this:
Angry Mob
Some villagers mob up and attack you. You can leave the town
and never come back. You can also defend yourself, but due to
the violence you will lose another 1D6 reputation, if you
survive.
If you don't survive, all the equipment will be gone - your
friends cannot collect the equipment and give it back to the
next hero.

Scammed
Roll 1D6 and multiply by 10. All prices on the market are higher
by this percentage until the end of the day. The effect of the
scam is cumulative with the effect from bad reputation. If you
decide to stay and buy supplies, roll another D6: On a 5 or 6,
you suffer also the sleigh of hands event.

Righteous Anger
Execute the robbery event. The only difference is, that this
time it is the "good town folks" who want your money, so if you
defend yourself you lose 1D2 reputation, and you cannot gain
reputation.

Sleight of Hands
Lose 2d6*10 crowns. You can invest the rest of the day to
investigate. If you do so, roll a d6:
1-2, no news.

3-4: It is a local's kid's gang. You can
attack them and lose 1 reputation but get your crowns back;
you can leave them alone and nothing happens;
you can try and catch one of them and bring him to his parents.
If you try that last action, roll a mind test.
Success: Gain one reputation and your crowns back.
Mishap: it's like the attack; you lose 1 reputation but get your
money back.

5-6: It is a local's crime lord's gang. You gain one hint about
their whereabouts.

Quiet
Nothing special happens. It is a beautiful day.

Hunt
The officials are calling for a hunt! You can participate
and play a side quest to catch a big monster. This side quest
will stay open for five town days.
If you participate, you can do nothing else in the town for
three days (Heroes who stay can do whatever town action
they like).
When participating and it is a success, you have the chance to
talk to some influencial people from the town. Mind Test.
Success: Gain 1 Reputation.

Broken Pouch
Your pouch feels so light! Someone made a small slit in it.
Lose 1D6*10 crowns.
You can investigate for the rest of the day. If you do so, roll a
Mind Test:
Mishap: nothing
Success: You found a hint to the local crime lord's gang.

Careless
One of the market stand owners lost his pouch here!
Gain 1D6*10 crowns.
You can
Give it back: Lose the crowns, but roll 2D6. On 10, 11, 12, gain
1 Reputation.
Keep it: Keep the crowns. You have to make sure that no-one
sees! Roll 2D6 and add your Mind value. If you roll less
than 11, lose 1 Reputation.

Lucky
Due to lucky circumstances, you have an extraordinary day!
Roll a D6:
1: You can hire one mercenary for free.
2-5: Multiply any price on the market with 0.8 for today
6: Gain one hint to find the local crime lord's gang
If your reputation is 8 or higher, you get all three effects, no
need to roll.

Meet a Friend
You are quite known by now. You meet a friend on the market
and have a nice chat with him!
Roll a D6:
1-2: You are invited so you don't need to pay for sleeping in
town tonight.
3-4: He tells you some interesting rumors! Place a new side
quest on the world map.
5-6: He asks for help with the local bandits. Get one hint
to find the local crime lord's gang.

Robbery!
A gang of adults tries to rob you.
Choose between "Give", "Talk" and "Fight"
Give: Lose all crowns you have with you today. You may
then follow the gang. (see follow)
Talk: Make a mind test. Mishap: Go to "Give".
Success: Get one hint to find the local crime lord's gang. Lose
only half the crowns you have with you. You may then follow
the gang. (see follow)
Fight: Set up a one-room-quest (best case with a
modular tile). The room shall have at least 4x6 fields,
better 6x8. Place a 4 BP Encounter Card. Two Monsters attack
first, then it's the hero's turn. The fight is not for life and death.
Survive: Gain 1 Reputation, keep your crowns.
Die: Lose your Crowns and the most expensive equipment card.
Follow: Make a mind test. Success: You may gather the
rest of the hero group and then go to "Fight". If you win, the
reputation gain will be for the entire group. Mishap: Gain one
hint to find the local crime lord's gang.

Invitation
You are quite well known in the meanwhile! Even the nobility
got some interest in seeing you.
Roll a D6:
1-3: Be invited to the Party of some noble tonight.
4-6: Be invited to a nobility hunting party. Play the "Hunt" but
if you succeed, you have the chance to gain 2 reputation instead
of one.
Party: You can get additional hints to the bandit's gang, find a
side quest, be invited to a tournament or have a duel. I have
to elaborate the last two.
Roll a mind test. For every walrus you roll, you can choose one
of the above. If you roll no walrus, roll a D6 instead and let it
happen to you:
1 - Hint
2 - Side Quest
3 - Tournament
4 -6: Duel



How many hints are needed to find the crime lord's den? Up to
you. The higher the crime lord is in the town's hierarchy, the
more hints should be needed, the more difficult should the
quest be in the end.

Needed preparation:
Monster Hunt side quest
Noble Monster Hunt side quest
Tournament "Quest"
Duel "Quest": The opponent should be really good in what he
does, also you should use silly mini-weapons. It should be clear
that if the hero does not have serious fencing skills, he should
likely lose. If he loses, he loses 1 reputation, likewise if he wins,he gains one reputation.
Fight the Kid's gang (to catch one alive for giving him back to the parents)
Fight the angry mob (If the hero really wants to do this ?!)
Fight the adult's robbery gang (1-Room quest that should cost approximately 4BP to the average hero)
Raid the Crime Lord's Den (Full out Side quest with an escaping boss and a worthy pre-boss)
The side quest of the Friend,
The side quest of the nobility.


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Re: Quests for in Town

Postby Josh » Sunday May 13th, 2018 11:47pm

All of that is amazing Andreas! The getting kicked out of town bothers me though unless you leave a backdoor way for the Hero to maintain property/acquire equipment.

Are there any benefits to having a Bad reputation? Like a bonus to "Hints" when looking for bandits/cheaper prices etc?

There is a lot of bad things on that list which i won't know how it works till I test it. That is rad you put that together &will be trying it!
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Re: Quests for in Town

Postby mitchiemasha » Monday May 14th, 2018 12:12am

So is this kind of away of stopping you from killing all the NPC's in the town and robbing them, instead of saying, "you can't attack him, he's an NPC"?

All of that is amazing Andreas! The getting kicked out of town bothers me though unless you leave a backdoor way for the Hero to maintain property/acquire equipment.

I guess that's where a sneak skill comes in. One can always go back to a town they're kicked out of, just anyone who can attack you, will attack you. All those M@A in the Advanced HeroQuest set will come in handy, guards man, so will those modular tiles for rooms.


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Re: Quests for in Town

Postby Anderas » Monday May 14th, 2018 1:01am

Josh,
Yes there is.
The townsfolk is like 100:1 more than the heroes so if they just stay and kill everyone it is likely thy don't survive it. And if yes they will have bad reputation all over the country.

No in my mind there is no advantage of bad reputation, just as we said earlier, it is easier if it is a one-way-system.

The angry mob can't appear until you have minus 4 or 5 reputation. You have to do A LOT to go down so far.

If this table is interesting to use, we should think about more things you can do with your reputation. Especially develop those side quests, tournament, duel and so on.

Did Torilen already have something for settlements in his system?
And Road Warrior, I think he also had a system of settlement cards.


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Re: Quests for in Town

Postby torilen » Monday May 14th, 2018 8:14am

Anderas, torilen did not already have something for settlements.
Torilen simply turned HQ into a full rpg. :lol: :lol: :lol:


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Re: Quests for in Town

Postby Daedalus » Sunday May 20th, 2018 12:44am

Josh wrote:I plan on making side quests that take place in the Town between quests that the Hero's stay in. I'm making it a large city though with rich & poor areas with even an "Orc/Goblin District" as well as other races I'll include with their own neighborhoods.
Hero's can take side jobs like bounty hunting, helping police investigate crimes or taking down a gang boss.
I'll use the regular mapboard to show the rundown mansion where the Orc Boss & his gang live, or a two story building where human bandits are hiding out that you gotta raid.

Maybe the Hero's gold was stolen from their "Shed" & gotta get it back. These are all smaller, quicker quests that don't give them to much stuff.

My question is what options to this city can I add?.....price ranges on items like a horse, wagon, maybe the hero's have a business on the side.

I want there to be three main areas such as a rich, middle class &poor areas to give you a bonus or minus to security for your "Shed" or Business but the price will vary.

Do you got any links or ideas that could help me flesh this out more? Thanks!

Anderas wrote:. . . Did Torilen already have something for settlements in his system?
And Road Warrior, I think he also had a system of settlement cards.

That's some great groundwork, Anderas. I believe Torilin's system was mainly about traveling to locations, but I'll leave it to him to explain/link to more if I'm wrong. I found the topic with The Road Warrior's Roleplay Book ideas. It's called Roleplay book for Heroquest?. I posted a modified table based off of one from Advanced Heroquest on p.3, but more importantly, The Road Warrior begins his posts after that. Unfortunately, his Roleplay Book wasn't posted in a completed form, but it is stacked with great ideas, many of which came from Warhammer Quest. It features chapters for travelling, settlements, and town locations.

Another good topic, How I Use the DragonStike Boards, from shy-design is worth a look. He begins discussing his town system starting here. The pics make it a fun read.
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Re: Quests for in Town

Postby QorDaq » Wednesday May 23rd, 2018 1:08am

And for boards, don't forget the tiles from Black Plague and Green Horde. They're not 1" grid, and the art is a bit post-apocalyptic (Zombies and all), but they are modular and do look great for town and farm settings. Additionally, the tile packs can be purchased separately from the boxed games.

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Re: Quests for in Town

Postby Anderas » Wednesday May 23rd, 2018 6:08am

Thanks for that. I wasn't buying Green Horde because i thought the models to be too ugly, too comic style. But the tiles I would use.


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Re: Quests for in Town

Postby Josh » Thursday May 24th, 2018 12:38pm

Anderas wrote:If this table is interesting to use, we should think about more things you can do with your reputation. Especially develop those side quests, tournament, duel and so on.

Of course the costs of items would go down a small percentage with better reputation & In town Side Quests could pay more.

Duels, tournaments, hunts would need to be a series of quick rolls possibly using both the red dice & combat dice.
Hunt: "scenes" during a Fox hunt.

First Challenge:
1st roll 1d6 to see how good your horse & Bow is.
2nd roll 1d6 Your horse embarasingly trys to mate a competitors horse.
3rd roll 2d6 & score UNDER this number.
At this point you could have a skill level to give you a minor +1 or +2 to help out if we want.
If you succeed you get one CD.
This scene would be embracing to fail but you're still in the game.

Second Challenge:
1st roll to evade angry peasants throwing rocks who mistake you for nobility.
2nd roll Your face dodges a bee hive hanging in a tree as you ride by.
3rd roll 2d6 & score UNDER this number.
If you succeed you get one CD.

Third Challenge:
1st roll 1d6 to see if the competitor from earlier bumps you off the trail.
2nd roll 1d6 to see how hung over you are to make the shot.
3rd roll 2d6 & roll ABOVE this number.
If you succeed you get one CD.

Fourth Challenge:
Roll what CD you have. Roll TWO Skulls & you win by killing the Fox! Three Skulls, you win tremendously!

You would want the drama to build with each roll &no matter how crappy their rolls are, there's still the slightest chance they could win with a miraculous last roll.

This style would be used for Duel & Tournament I suppose.

Let the win be by how many Skulls were rolled. If we have to make 4 or 5 "scenes" instead of three, so be it since it would create more tension/story in a good way.
Last edited by Josh on Tuesday February 2nd, 2021 9:12pm, edited 30 times in total.
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Re: Quests for in Town

Postby Josh » Thursday May 31st, 2018 2:34am

Duel:
1st challenge:
Roll 1d6 You insult the guy as bad as it gets.
Roll 1d6 How good is your apology? but the duel will commence.
Roll 2d6 UNDER this number to help your opponent save face.
Success?...gain a CD because the guy is angry.

2nd challenge:
Roll 1d6 His taunts & insults are petty & make him look bad.
Roll 1d6 Don't show any mercy & you look like a dick.
Roll 2d6 ABOVE this number to show you're the better.
Success?...gain a CD because you were more classy than him.

3rd challenge:
Roll 1d6 How good do you Defend his attacks?
Roll 1d6 How awesome are your Attacks?
Roll 2d6 UNDER this number to show you put up a good fight.
Success?... gain a CD because he's losing.

4th challenge:
Roll what CD you have. TWO Skulls you win, three Skulls you win tremendously! No Skulls & you lose a Reputation point & are kicked out of this guy's mansion.

This could be done with Just two challenges instead of three where you need to end up with just ONE Skull to win, TWO Skulls to win tremendously.

The idea is to create a funny story that the players can laugh about where they rolled high n low.
Last edited by Josh on Tuesday February 2nd, 2021 9:45pm, edited 44 times in total.
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