Hello fellowship of the Quest. Considering I don't have much experience as a Dungeon Master (let alone for D&D as well), this is a sneak peak of my very first HeroQuest campaign with my custom storytelling. I have been the DM for HeroQuest about 20 times for random quests, and I played as a hero pretty much as often -- which I believe is enough to have a good grasp on storytelling. HeroQuest is rather straight-forward and usually doesn't have scenario-bending decisions. So here is a short sneak peek of the main parts of the campaign (the big elements that trigger the exploration of the dark lands)
Quest 1 involves a rat problem in the Tavern Keeper's basement... (very short, maybe 40 mins)
Quest 2 is about a goblin clan who attacked & robbed a caravan that belongs to the blacksmith... (quite short, maybe 1 hour)
I'll most likely do all 2 first quests in the first session. Quest 3 starts everything. Multiple triggers.
Quest Three: Turmoil
At the town square, the Elder gathers with many villagers to speak of the recent happenings. In the wake of strange circumstances, the townsfolk share their worries with the heroes. One after the other, the citizens speak up. Haedrig, the farmer, claims to have heard some weird grumbling sounds coming from far away in the fields at night. Lloyd, who attends the church, says the Bishop appears to be weakening and is often being replaced by the priest to conclude the mass. Eleanor, who gathers berries and mushrooms in the woods, mentions having seen a group of Orcs forcefully dragging prisoners into a dark cave. Upon these revelations, your group is being asked to investigate these matters in a timely fashion.
** There are 4 parts to Quest 3, three are in accordance with the narrative of the paragraph, one is a surprise.**
After completing all 4 parts of the Quest, starting with the rescue of the villagers, there is an interlude that officially puts the heroes on a mission to defend the kingdom. Each part of Quest 3 is about 1.5 hours to 2 hours.
Basically, the heroes will have completed 6 sessions when they leave the hometown.
INTERLUDE
In these times of unrest, the town’s Elder swiftly gathers the inhabitants. Rising his oak staff high, he speaks of an Evil Omen; as impossible as it may seem, the Forces of Darkness could indeed be arising once again. The manuscripts found in the Bishop’s library are confirmed to be of sinister origin. It appears that the Evil Sorcerer, Zargon, was able to return, somehow. A handful of servants scattered in the Kingdom could very well assist him with his demented machinations.














Clean my Table Top Simulator table.