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[Quest Pack] [14 Quests] - WAAAGH!!!

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WAAAGH! Quest 10 - The Battle of Mad Dog Pass

Postby Thrawn » March 16th, 2012, 1:15 am

"Since the siege at Zenres was broken, Gorefist's Horde has been pursued by a combined force of Karak Varn dwarves and a human army from the county of Zenres. After a number of skirmishes accross the countryside, the orcs have finally made their stand at Mad Dog Pass, as the Eastern Trail heads into the World's Edge Mountains. What the humans and dwarves didn't know is that Warlord Gorefist has prepared an ambush in the pass, with his secret weapons, a large contingent of trolls and wolfriders flanking the dwarves, and breaking their line. Now as the orcs prepare to strike the killing blow against the realing dwarves, the heroes lead a desperate mission behind the orc lines to save the dwarf/human alliance and turn the tide of the battle."

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A - "The dwarves of Barak Varr instructed you on an underground passage that exits in the mountains above Mad Dog Pass. This should bring you above the orc encampment in the pass, where you can scout for a weakness to be exploited to turn the tide of battle. The caves are well patrolled though, not only by orcs, but by trolls and wolves as well. Judging by tracks, the wolves seem to have headed east, and the trolls headed west when passing through here this point."

B - The Orcs in this room seem to be patrolling the area looking for intruders. They identify the heroes immediately and prepare to attack.

C - These caves are hold a unit of wolf riders and their attendants. Both the goblins and the wolves spring to action as the heroes enter.

D - These caves are the sleeping chambers of a number of trolls, who attack the heroes as they enter.

E - The northwest side of this room exits from the cave system, and is an open cliff overlooking the orcish encampment far below. Boulders and rubble line the edge of the cliff.

Once the heroes defeat all the monsters and begin scouting, they should realize that the boulders and rubble could be pushed over the edge to cause an avalanche on the orc camp. (roll mind points for a hint if no player thinks of it.) No rolls are required.

"As you get a large boulder over the edge of the cliff, it sets off a chain reaction, as more rubble and rocks are caught up until a huge landslide is pouring down the side of the mountain. The orc camp far below seems to get panicked as they realize the danger coming, but they can't do anything to stop it. The impact is quick, as a large portion of the fortified encampment is buried beneath the rubble. The orc army has suffered a crippling blow, and when the battle resumes come morning, the tide will change."

Wandering Monsters
A bit more complicated in this quest:

When in a room labeled C:
Common: Goblin Spearman
Uncommon: Goblin Archer
Rare: Giant WOlf

When in a room labeled D:
Common: None
Uncommon: Troll
Rare: None

When in any other location:
Common: Orc
Uncommon: Orc Archer
Rare: Orc Big'un

Quest End:
The quest ends when the heroes cause a landslide down the mountain onto the orc camp, doing massive damage to the orc army.

Personal Notes: One key to this quest is that there are two paths to take. The heroes can fight through the trolls or the wolf riders, but they don't have to take on both in order to get to the cliff. (At the cliff they will get one of each anyway.) This is a much simpler quest, but with some deadly monsters, it still should be a challenge to characters who haven't advanced too far in their equipment.
Last edited by Thrawn on March 21st, 2012, 3:17 am, edited 2 times in total.


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WAAAGH! Quest 11 - Fortress of Badlum Gorefist (pt 1)

Postby Thrawn » March 16th, 2012, 1:16 am

Last edited by Thrawn on March 21st, 2012, 12:10 pm, edited 2 times in total.


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WAAAGH! Quest 12 - Fortress of Badlum Gorefist (pt 2)

Postby Thrawn » March 16th, 2012, 1:16 am

Last edited by Thrawn on March 21st, 2012, 12:12 pm, edited 1 time in total.


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Re: [Preview] [Quest Pack] [12 Quests] - WAAAGH!!!

Postby Sjeng » March 16th, 2012, 7:45 am

lol, cool! a new quest pack! I'll wait till it's complete and let drathe or Phoenix make a PDF ;)
please make a Euro version though ;) haha

Any ideas for a front page image yet?
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Re: [Preview] [Quest Pack] [12 Quests] - WAAAGH!!!

Postby Thrawn » March 16th, 2012, 9:16 am

I haven't thought about images at all, and I'm not really sure what is even required to make a Euro version. (Is it just the alternate map style required?)

This thread really came out of an innocent post about alternate versions of the original quests, and drathe's response was "please share". So as a result, I'm dusting off some 10 year old quests that were all made in excel spreadsheets long ago. I hadn't ever thought about "publishing" the quest pack, so for baby steps, my first agenda item is just getting quests into a format that is readable online. I decdided to go with getting them into hero scribe as a first step. I downloaded it, along with tons of custom icons (way more than I need or even want to look at) so part of what I'm doing is cleaning up the xml to make myself a leaner meaner version that still includes content that I need. (For example, I divided all the goblins into their own category, and then removed all the repeat goblin types.)


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Re: [Preview] [Quest Pack] [12 Quests] - WAAAGH!!!

Postby Ethica » March 16th, 2012, 9:20 am

I like the wandering monster rule, going to adopt that one I think.

I like the first quest. Lots of interesting stuff going on and meaning behind each encounter.


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Re: [Preview] [Quest Pack] [12 Quests] - WAAAGH!!!

Postby Nerrad72 » March 16th, 2012, 9:58 am

I like the WM idea too.

I'm currently using 2 AHQ matrix for normal and undead wandering monsters. Incorporating your idea I will now have to use 6 matrix, three for each. One fall of rare 'stranger' proep
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Re: [Preview] [Quest Pack] [12 Quests] - WAAAGH!!!

Postby Nerrad72 » March 16th, 2012, 10:06 am

oppss hit submit by accent,

One fall of rare 'stranger' and perhaps strong undead spirits.
I use a D20 for WM. So these strong WM wont occur often.

1/6 * 1/20= 0.8% lol just did the calc, thats a bit too rare,

maybe the D1/4 then, 4% yeah thats rare enough
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Re: [Preview] [Quest Pack] [12 Quests] - WAAAGH!!!

Postby Thrawn » March 16th, 2012, 3:34 pm

I think when I started doing the wandeing monster rules using the skull die, I was inspired by the matrix from AHQ, but I thought that the simplicity of a single skull die was nice. It gives a very nice and tidy 50%/33%/17% split and allows you to introduce some variety into the quests . Simple quests often had a weak, stronger, strongest monster to fill the three roles, but other times the rare event might actually be an optional plot event. (I sometimes had a rare event that happens once, then switches to the uncommon or a different rare event. You'll see that later in these quests.)


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Re: [Preview] [Quest Pack] [12 Quests] - WAAAGH!!!

Postby Patroclus » March 16th, 2012, 6:20 pm

They look great, I will play them soon... thanks for sharing


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