• Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

Legacy of Sorasil quest pack?

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

Re: Legacy of Sorasil quest pack?

Postby falconNL » December 26th, 2021, 9:57 am

Hi everybody! Just some small updates from the facebook stuff. The first two maps are done, new icons for Golem,vampires and ghosts, and the first tile is done! I made a mock-up for the box!

https://i.imgur.com/gYlsoyo.jpeg (golum icon)
https://imgur.com/a/FPMe9va (box and tile + map icon)

Working hard on other stuff but just showing you lovely guys there is progress and a bunch of it!
Last edited by falconNL on December 26th, 2021, 10:15 am, edited 1 time in total.
falconNL

Zombie
Zombie
 
Posts: 37
Joined: September 7th, 2021, 4:09 pm

Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

Re: Legacy of Sorasil quest pack?

Postby HispaZargon » December 26th, 2021, 10:02 am

Hi, where could I find the maps?


Rewards:
Wizard of Zargon Group Member Participated in a Miniature Exchange.
User avatar
Librarian-Analyst
HispaZargon
Inn's Guardian

Wizard
Wizard
 
Posts: 2684
Images: 42
Joined: October 12th, 2018, 2:18 pm
Location: Madrid, Spain
Forum Language: English (United States)
Usergroups:
Wizards of Zargon Group MemberScribes Group MemberAdventurers' Guild Group MemberArtists Group MemberChampion Group Member

Re: Legacy of Sorasil quest pack?

Postby falconNL » December 26th, 2021, 10:16 am

No where yet, I shared the files with andreas. What kind of files do you need?
falconNL

Zombie
Zombie
 
Posts: 37
Joined: September 7th, 2021, 4:09 pm

Re: Legacy of Sorasil quest pack?

Postby HispaZargon » December 26th, 2021, 10:21 am

Hi, I am refering to the quest maps to be played with the HeroQuest board. I have already made a full one for the first quest, I will share here in some hours...


Rewards:
Wizard of Zargon Group Member Participated in a Miniature Exchange.
User avatar
Librarian-Analyst
HispaZargon
Inn's Guardian

Wizard
Wizard
 
Posts: 2684
Images: 42
Joined: October 12th, 2018, 2:18 pm
Location: Madrid, Spain
Forum Language: English (United States)
Usergroups:
Wizards of Zargon Group MemberScribes Group MemberAdventurers' Guild Group MemberArtists Group MemberChampion Group Member

Re: Legacy of Sorasil quest pack?

Postby Anderas » December 26th, 2021, 10:57 am

Yes please share here, as I've made the same and Florid, too.
Dang we should coordinate better

Maybe with a shared GDrive or GitHub?


Rewards:
Hosted a Play-by-Post game. Played a turn in a Play-by-Post game. Created a Hot Topic. Participated in four (4) Miniature Exchanges. Participated in three (3) Miniature Exchanges. Zealot Miniatures: Twisting Catacombs Kickstarter Backer Destroyed a Zombie! Encountered a menacing Chaos Warlock!
User avatar
Anderas
NOT Andreas!

Polar Warbear
Polar Warbear
 
Posts: 3397
Images: 73
Joined: September 20th, 2014, 7:02 am
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Wizards of Zargon Group Member Adventurers' Guild Group Member Artists Group Member
Champion Group Member

Re: Legacy of Sorasil quest pack?

Postby falconNL » December 26th, 2021, 11:11 am

HispaZargon wrote:Hi, I am refering to the quest maps to be played with the HeroQuest board. I have already made a full one for the first quest, I will share here in some hours...


May I ask what icons you used for vampire, golum and ghost?
falconNL

Zombie
Zombie
 
Posts: 37
Joined: September 7th, 2021, 4:09 pm

Re: Legacy of Sorasil quest pack?

Postby Kurgan » December 26th, 2021, 11:33 am

the term should be "Golem" (a figure of clay brought to a type of life by magic) as opposed to Gollum, the Lord of the Rings character (a hobbit-type creature corrupted by the evil power of the One Ring).


Rewards:
Participated in a Miniature Exchange. Destroyed a Zombie!
User avatar
Channeler
Kurgan

Witch Lord
Witch Lord
 
Posts: 7111
Images: 85
Joined: February 23rd, 2019, 7:08 pm
Location: https://discord.gg/2R9pEP4cty
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Scribes Group MemberAdventurers' Guild Group MemberChampion Group Member

Re: Legacy of Sorasil quest pack?

Postby Anderas » December 26th, 2021, 11:52 am

We should make an online repository!
Give me your email, I make a shared google folder to organize the work.
There is a vampire and a ghost in the allinonemonsters section of Heroscribe, but for the Golem there is a new one.
Too bad the html tag doesn't work in this forum, I just tried to post the SVG :-)

Here, take a look at this. Sorasil working folder in Google drive
If you ask for access or you give me your email address somehow, I can give edit access to you


Rewards:
Hosted a Play-by-Post game. Played a turn in a Play-by-Post game. Created a Hot Topic. Participated in four (4) Miniature Exchanges. Participated in three (3) Miniature Exchanges. Zealot Miniatures: Twisting Catacombs Kickstarter Backer Destroyed a Zombie! Encountered a menacing Chaos Warlock!
User avatar
Anderas
NOT Andreas!

Polar Warbear
Polar Warbear
 
Posts: 3397
Images: 73
Joined: September 20th, 2014, 7:02 am
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Wizards of Zargon Group Member Adventurers' Guild Group Member Artists Group Member
Champion Group Member

Re: Legacy of Sorasil quest pack?

Postby HispaZargon » December 26th, 2021, 1:06 pm

Hi, I would like first to share my thoughts about this topic...

The videogame has different mechanics than the boardagame but I would like to see a conversion to the board game as much close as posible to the original rules of the board game. I think the success for this fanmade questpack depends so much in trying to use as much as posible all the official available material, trying to avoid creating a new board game, except those especific key topics of the videogame which should be introduced with new mechanics.

I like the idea to simulate the same number of monsters encounters from the videogame to the board, not the same for the traps since they are so many and I think it has not too much sense including all of them, just the feeling is important. Moreover there is no enough space in the board for such quantity of traps and it would create non-playable quest maps. However, I understand that including all the monsters from the video game in the quest maps will make difficult quests, of course, but I think Legacy of Sorasil is a good opportunity to allow the players playing from the beginning with overpowered heroes, even with the new heroes from the videogame if they want, so defining new stats for the four classical heroes and the new four ones should be done for this questpack, but I would not allow playing with more than four heroes at the same time since the videogame, like the boardgame, does not allow it.

As first ideas for the characters, I would called the classic characters as "Expert Barbarian", "Expert Dwarf", "Expert Wizard" and "Expert Elf", and the new ones the same as mentioned in the videogame manual. For Expert Wizard I would allow him for example casting an extended catalogue of spells from the already elements decks, inspired in the ones shown in the videogame manual (but not only those ones). For the Expert Elf I would allow him casting spells from three of the elements decks like the Wizard in the basic game, an so on. For fighteing characters, I would gave them higher basis BP and MP than usual and an starting ammount of money (quantity TBD) to buy equipment to allow them starting well equiped. They are only raw ideas by now but that's what I have in mind by simplicity. Anyway, characters redesign will have so much freedom so I don't care too much at this design stage, they would be adapted later according to the maps we already had designed.

I have read some posts (I don't remember where) telling the desire to have one quest map per videogame level... In my opinion it is so ambitious, I think splitting some of the levels in two quest maps (or more) is better to cover all what this questpack can provide instead of compressing it too much from the beginning, probably losing too much original information. The only stuff I would reduce a bit are the outdoor areas, since HeroQuest rules work well inside dungeons but outside them I think it has not been tested enough so their weight in the overall playthrough should be reduced but we will see...

About monsters stats... of course they should be fully defined. The videogame could give some inspiration but videogame's combat mechanics are different than the board game so I prefer defining them just by comparison with other official monsters of HeroQuest.... One final note: I don't have problemas with any monster from the videogame... expect the Beholder, it is a clear D&D monster, so if possible I would like replace it for another one. Nevertheless, are we sure such monster is called "Beholder" in the videogame or does it has another name? If it has another name, modifying it would be much easier I think :-).

And finally, how I think is the better way to make this questpack... I have in mind this steps:

1.- Extract from the videogame's levels as much info as posible. Fortunately there is much info available, but it should be checked. For example, the fanmade info I had from Level #1 was incomplete, I checked there were a Potion of Healing and some monsters missing that they exist in the videogame.

2.- Make a first version of quest map/s for each level, i will call the "master" version of the map, as much accurate as possible to the videogame but following these criteria:

- Respect as much as posible the same possible paths the heroes can chose during the videogame. For that can be used several tricks, like using more rooms, tunnel traps, etc. if they could be well implemented.
- Respect the same number of monsters.
- Respect where are the traps... but not necessarily exactly the same number of traps.
- Respect all the rewards provided to the heroes in the videogame and where they are found. The rules for the artifacts found are not important at this designing stage.
- Try to respect if there is enough space the furniture shown in the videogame but only if does not reduce the gamming experience.
- Try to re-use as much as possible all the official game components from basic Game System and the expansions, not only their type, also their quantity (I assume everybody who will play this questpack has all the expansions as good HeroQuester :-))
- Double doors... They do not provide to much to the board game, so I think they may be replaced by single doors as possible.
- Check if the videogame allows the player vising the Armoury after completing the quest or not since such information would be included in the quest notes (as example, like Stephen Baker did in Profecy of Telor questpack)

3.- Identify and list all those things from the already designed master quest packs which may need custom components, like new monsters, new cardboard rooms, etc... If step 2 was well done, they would not be too many.

4.- Think about alternatives to be introduced in the master quest map which could improve the board gamming experience without changing to much the original feeling of the videogame level, some usual examples, but not the only ones are:

- Eliminate most of all those minor rewards that may be obtained by dawing cards from the Treasure deck. For example all those rewards below 100 gold coins which are not inside any chest, even some Potions of Healing. If the videogame includes any new frequent minor reward, I think it would be a cool idea to create a Treasure card for it like other official expansions do.

- Decide which Wandering Monster should have the quest. I suggest selecting the most common one in the quest and reduce their number in the map according to how many wandering monsters could appear in the quest (estimation).

- Relocate rewards if they could provide more interest in other areas of the map, or even recolocate them in other quest if there are reasons for it.

- If quest difficult seems to be extremely high, try to reduce it but of course this will probably change a lot the original charm of the videogame level so it should be avoided.

- Think about stats about new monsters, characters, special gamming mechanics, etc.

- Introduce minor changes which could simplify the required game components, for example replacing secret doors by regular door if it does not change too much the original charm.

- Reduce number of quest notes, eliminating the non used ones or grouping the similar ones.

5.- Create a "fanmade" version of the "master" quest maps attending to the alternatives thought in step 4 but always preserving the original master quest map in order to allow tracing which of those changes are invented by fans and which of them can be found in the videogame.

6.- Define the stats of the new monsters, monsters characters, new mechanics.... and also the artifacts.

7.- Create the final playing version of the quest, writting all the intro, all the notes, etc. for printing.
Last edited by HispaZargon on December 26th, 2021, 3:18 pm, edited 4 times in total.


Rewards:
Wizard of Zargon Group Member Participated in a Miniature Exchange.
User avatar
Librarian-Analyst
HispaZargon
Inn's Guardian

Wizard
Wizard
 
Posts: 2684
Images: 42
Joined: October 12th, 2018, 2:18 pm
Location: Madrid, Spain
Forum Language: English (United States)
Usergroups:
Wizards of Zargon Group MemberScribes Group MemberAdventurers' Guild Group MemberArtists Group MemberChampion Group Member

Re: Legacy of Sorasil quest pack?

Postby HispaZargon » December 26th, 2021, 1:39 pm

Ok... so attending to my previous post, I decided to try and create a "master" quest map for the first level of the videogame.

Here you have what I have by now... I have also included in blue colour my thoughts, alternatives and those things To Be Defined (TBD). I have adivided all the info following the same steps I mentioned in previous post:

====================================
QUEST 1: The Barrow Mound of Yaserat
====================================


STEP #1: Extract from the videogame's levels as much info as posible

Intro (Videogame):

To reach the Island of Rin and Ironwood forest you must cross the Shadow Mountains my young friends - not a very hospitable place to be sure. It would take far too long to travel around them as the range stretches for many hundreds of miles, so to this end, you must tread the path that takes you through the Valley of Sorrow, a region of very narrow gullies. Within the Valley of Sorrow lies the Tomb of Yaserat, an infamous Vampire-King of legend. you must pass through his cold halls to reach the far side of the mountains.

Legend and ancient texts tells of Yaserat's Door of Skulls, a magical door, which to open needs the Vampire's Key of Bone. Guarding this door is a stone Golem called the Warrior of Stone, which is said to be invincible unless the Ring of elements is worn to combat it.

Both the Key of Bone and the Ring of Elements are rumored to lie within Yaserat's Barrow. Passage cannot be made without these relics.

Look hard and beware the Vampire Yaserat and his legions..."



STEP #2: Make a master version of the quest map/s for this videogame level

Master Quest map's parachment text:

TBD. (it should be an adaptation of videogame's level intro)

Here is the master version of the quest map I have designed, of course it would be better done, sure, but this is my first attempt. I have used HeroScribe All-in-One Icon Pack v.1.0.44:

Quest_01_v2.png

Master quest map's QUEST NOTES:

A: Heroes start the quest accesing by this point. The only accesible way to climb to the door in the upper level of this outboard area, is the square at the corner of the lower level, the one near the door.

B: The chest contains a "Potion of Healing".

C: The chest is empty.

D: If a hero searches for Treasure will find 40 gold coins. (Alternative fanmade solution: Eliminate this reward and considered it covered by rewards from Treasure deck cards)

E: If a hero opens the chest will find a "Helm of Casting".

F: This Vampire is the Vampire-King Yaserat. He has the "Ring of Elements", required to defeat the Golem. If the Vampire is hurt with 1 or more Body Points he will use a Escape spell to go to the square marked X. Do not tell the heroes where has gone the Vampire. If a hero searches for Treasure will find 170 gold coins and a "Sleep Spell Scroll".

G: This room is in two levels. The lower level is the one with the tomb and the upper level is the corridor with the Zombie. Both areas belong to the same room but due to the heigh of the upper level, heroes nor monsters can go by normal movements from one level to the other since there are not stairs. A hero can only make searching actions in one of the levels if all the monsters in the level have been defeated, as usual. If a hero searches for Treasure in the lower level will find 100 gold coins. (Alternative fanmade solution: Eliminate this reward and considered it covered by rewards from Treasure deck cards)

H: This two rooms are connected by a tunnel. The first hero to go throught it will activate a Spear trap inside the tunnel. Follow the normal rules for Spear traps but note this trap cannot be detected in any case. However, the first hero going through the tunnel will find a "Ring of Wonders". (Alternative fanmade solution: Bring this ring to the Zombie of room marked G in order to give some sense to its existance and the ring's original location is not far from him, I think has more sense than finding the ring inside a tunnel)

I: If a hero searches for Treasure will find 10 gold coins and a "Potion of Healing". (Alternative fanmade solution: Eliminate all these rewards and considered them covered by rewards from Treasure deck cards)

J: If a hero defeats this Zombie will find 200 gold coins. (Alternative fanmade solution: Move this reward to the empty chest marked C)

K: If a hero searches for Treasure will find a pair of "Boots of Speed".

L: This room and the bridge with abyss's room must be considered as the same room. Heroes can only cross the room by the bridge. If a hero searches for Treasure will find 100 gold coins, a "Lightning Spell Scroll", a pair of "Gauntlets of Strength", a "Potion of Healing" and a "Broadsword". (Alternative fanmade solution: Eliminate the gold and Potion of Healing rewards and considered them covered by rewards from Treasure deck cards. The broadsword is considered carried by the Vampire)

M: If a hero searches for Secret Doors in this corridor he will find one in this blocking rock tile. If they open it, remove the tile from the board, giving access to the rest of the corridor. If a hero defeats the Skeleton at the other side of the door will find 100 gold coins. (Alternative fanmade solution: Eliminate this reward and considered it covered by rewards from Treasure deck cards)

N: The Golem is the Warrior of the Stone and has a key entwined with human bones, the Key of Bone. Defeat the Golem to take the key. This key opens the door in the room behind him to exit the quest.

After completing this quest the heroes may visit the Armory and the Alchemist's Shop.

Wandering Monster: None (Alternative fanmade decision: Zombie, after eliminating some of the Zombies from the map, To Be Calculated)


STEP #3: List all those things from the already designed master quest packs which may need custom components

Number of maximum miniatures required per type (estimation):

1x Mummy (3x in total in the quest)
4x Zombies (24x in total in the quest)
5x Skeletons (17x in total in the quest)
1x Golem, new in HeroQuest (1x in total in the quest)
1x Vampire, new in HeroQuest (1x in total in the quest)
10x Ghosts, new in HeroQuest (10x in total in the quest)

Number of maximum tiles required per type:

1x ATOH outdoor 8x7 room.
1x ATOH bridge with abyss 5x4 room.
4x ROTWL grave 2x1 tiles.
2x GS blocking rocks 2x1 tiles.
8x GS blocking rocks 1x1 tiles. (14x in total in the quest)
6x ROTWL blocking rocks 1x1 tiles.
4x GS secret doors 1x1 tiles. (12x in total in the quest)
4x ROTWL secret doors 1x1 tiles.
4x ATOH secret doors 1x1 tiles.
3x GS pit trap 1x1 tiles.
2x KK tunnel entrance 1x1 tiles.

Number of maximum furniture required per type:

13x Doors (maximum 6 of them would be closed doors at the same time, estimated but very improbable)
3x Chests
1x Sorcerer Table


STEP #4: Think about alternatives to be introduced in the master quest map

See notes in blue in STEP #2


STEP #5: Create the fanmade version of the quest map/s attending to the suggested alternatives

TBD.


STEP #6: Define the stats of the new monsters, new gamming rules, artifacts, etc.

Monsters stats (all fanmade, videogame ones only considered as inspiration):

- Mummy, Zombie and Skeleton the same stats as in HeroQuest board game.
- Golem: TBD. (Suggestions: Big monster, slow movement, high resistant skin, high strong, medium intelligence)
- Vampire: TBD. (The Vampire would carry the Broadsword mentioned in room mark L so it should provide him 3 attack dice. However, according to Warhammer lore, Vampires are really good fighters so maybe the Vampire may have the special ability of making two attacks per turn instead of only one, ore have 1 more attack die up to 4 dice. Another special ability for him would be high number of movement squares or something related with blood like a special attack or something about he cannot be affected by mind spells like Sleep one, the same as other undead creatures)
- Ghosts: TBD. (Special abilities: The can only be hurt using magic or magical weapons. If they are hurt 1 or more Body Points by convetional weapons the ghost doesn't die but it will become inactive and will miss the next turn (lie down the Ghost miniature to represent it). Heroes can pass through an inactive Ghost bu they cannot finish their movement in any square with an inactive Ghost. Ghosts can fly so they can move through pits or holes in the floor. Ghosts can pass through the furniture and other miniatures but they cannot finish their movement in a square already occupied bu other miniature or furniture. However, Ghosts are linked to the spirit of the place they stay so they never abandon the room they are.

Artifacts & Equipment rules (all fanmade, videogame ones only considered as inspiration):

- Broadsword: Same rules as described in Game System Armory.
- Potion of Healing: Heals up to 4 Body Points.
- Helm of Casting: TBD. (maybe could be a helmet which allows the casting of spells?).
- Ring of Elements: TBD. (without it the Golem cannot be easily defeated).
- Sleep Spell Scroll: Same rules as described in KK artifact of same name.
- Lightning Bolt Spell Scroll: Same rules as described in GS 2021 remake's artifact of same name.
- Speed Boots: TBD. (could be inspired in Elven Boots from EQP).
- Gauntlets of Strength: TBD. (could be inspired in Elven Bracers from EQP).
- Ring of Wonders: TBD.


STEP #7: Create the final playing version of the quest:

TBD. (of course... :-))
You do not have the required permissions to view the files attached to this post.
Last edited by HispaZargon on December 30th, 2021, 12:21 pm, edited 8 times in total.


Rewards:
Wizard of Zargon Group Member Participated in a Miniature Exchange.
User avatar
Librarian-Analyst
HispaZargon
Inn's Guardian

Wizard
Wizard
 
Posts: 2684
Images: 42
Joined: October 12th, 2018, 2:18 pm
Location: Madrid, Spain
Forum Language: English (United States)
Usergroups:
Wizards of Zargon Group MemberScribes Group MemberAdventurers' Guild Group MemberArtists Group MemberChampion Group Member

PreviousNext

Return to Quests and Quest Packs

Who is online

Users browsing this forum: No registered users and 1 guest