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4. HQ25 - Story Arc discussion

Brainstorming topics for the HeroQuest 25th Anniversary Quest Pack.

Re: 4. HQ25 Story Arc discussion

Postby knightkrawler » July 2nd, 2014, 7:26 am

gootchute wrote:Kobald/Fimir Arc
    Q5: Some Marshland farmers are reporting raids by strange looking goblins. They turn out to be Kobalds, and little known creature from a distant land. What brings them to these parts?
    Q6: A local noble's daughter has been kidnapped by "Swamp Demons". The heroes go rescue her and in the process find more Kobalds and surprisingly, a Fimir raiding party. The girl is being help prisoner for some unknown reason. The heroes rescue her from their clutches. She recounts how they have been oddly repectful and reverent in their treatment of her
    Q6: The kobold and fimir alliance doesn't bode well! Mentor suspects they might be looking for the an ancient dragon relic known as the Scale of Teshnirax. It was last known to be in in the estate of Burgomaster Raulf (or whatever, names subject to change). The mansions is already being ransacked when the heroes arrive. A handful of guards and the Noble are holed up on the east wing, the heroes must fight to get to them before they are killed. As it turns out the dragon relic is already gone. The Noble clues them into the legend surrounding it. Apparently it was the only remaining piece of a heretical dragon destroyed by his own kind for trying to mix dragon and human bloodlines. The kobolds (wrongly) believe it to be their origin and it is holy to them. The fimir, already practicing vile breeding rituals see it as another way to prolong their races existence. The scale is the reagent for this dark ritual, along with the human host.
    Q7: In order to complete the ritual the ritual must be made upon the tomb of the Hero who helped the dragons defeat Teshnirax, with his own blood (the girl turns out to be his descendent). It is buried deep in the swamps. The tomb is crawling with undead which the Kobards and Fimir have awakened and are in the process of fighting. (simple monster vs. monster rules I know how to make it work, will elaborate more in the quest I write). The girl is already rescued, so the heroes must kill the Fimir leader so the scheme is abandoned.
    Q8: Teing up lose ends. The plots have been foiled, but the Kobald shaman remains. Track him back to his cavern and finish him so the knowledge of the scale remains buried in the past. Here the heroes discover that Zargon is secretly manipulating them both to create a human dragon hybrid body to manifest his greatest servant into (this character to be elaborated on in the final quests of this pack). The Kobald has chaos warrior body guards and letters with Zargon's seal. ( I dislike any plot which even hints at the heroes coming into direct conflict with the main villain, hence the change from Zargon himself to his greatest minion)


I like this. You have my vote.
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Re: 4. HQ25 Story Arc discussion

Postby Goblin-King » July 2nd, 2014, 9:52 am

A couple of thoughts:

Agree with gootchute: Heroes should never get into direct contact with Morcar/Zargon.

Regarding collection of items to combine... I don't like if they are artifacts that gets melted together, nor if they are all found late in 4 quests back to back.
First off: Artifacts should be spread out through the pack. You want to try and use them, not just in the last couple of quests. The jump in power would also be too great if they get 4 artifacts in 4 quests. It should be more gradually.
And again, if the artifacts are to be combined it would be like taking away a toy from a child.
(Or am I misunderstanding the whole four artifacts idea?)

I like the siege parts VERY much. This IS a world at war after all. Nice to actually show that a bit more!
A good quest could be something where the enemies are breaking through the walls at two different places and the heroes must split up to stop them in time. Just a thought! :)


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Re: 4. HQ25 Story Arc discussion

Postby Gold Bearer » July 2nd, 2014, 10:15 am

gootchute wrote:Undetermined arc (undead? skaven?)
Q14:
Q15:
Q16:
Q17:
This is where the ogres and wizards quest could go. Maybe the first two should be a KK and ROTWL type quest. Not a rehash or telling, just a quest based around just greenskins and a quest based around just undead. Skavin have been ruled out.
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Re: 4. HQ25 Story Arc discussion

Postby Goblin-King » July 2nd, 2014, 11:27 am

Gold Bearer wrote:
gootchute wrote:Undetermined arc (undead? skaven?)
This is where the ogres and wizards quest could go.

There are neither skaven nor ogres.
Waaay back we discussed how to handle monsters, one option was an "all-official-monsters-goes" model, where you could use whatever you wanted.
But we decided on using original monsters and the new ones invented for this very pack.
The reasons were to create a stronger theme - not all over the place; And to limit the number of models players would have to get. We can only assume a player has the game system, nothing else.

But it's just one monster? Yes, until Sjeng adds just one skaven and I add just one ice gremlin...

That whole discussion has come and gone. Everyone was heard. There was a vote.
These are the monsters we all use:

Goblin
Orc
Fimir
Skeleton
Zombie
Mummy
Chaos Warrior
Gargoyle
Chaos Sorcerer
Chaos Dwarf
Chaos Cultist
Beastman
Kobold
Basilisk


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Re: 4. HQ25 Story Arc discussion

Postby Gold Bearer » July 2nd, 2014, 12:05 pm

Goblin-King wrote:
Gold Bearer wrote:
gootchute wrote:Undetermined arc (undead? skaven?)
This is where the ogres and wizards quest could go.

There are neither skaven nor ogres.
Waaay back we discussed how to handle monsters, one option was an "all-official-monsters-goes" model, where you could use whatever you wanted.
But we decided on using original monsters and the new ones invented for this very pack.
The reasons were to create a stronger theme - not all over the place; And to limit the number of models players would have to get. We can only assume a player has the game system, nothing else.

But it's just one monster? Yes, until Sjeng adds just one skaven and I add just one ice gremlin...

That whole discussion has come and gone. Everyone was heard. There was a vote.
I know. Ogres have always been in. There's that deja va again. http://forum.yeoldeinn.com/viewtopic.php?f=37&t=2136
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

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Re: 4. HQ25 Story Arc discussion

Postby MrBigB » July 2nd, 2014, 1:15 pm

Gootchute: That Kobald/Fimir arc is awesome :shock: The only part that made me pause was the monster vs monster portion at the tomb/swamp, but if you guys have a mechanic that makes it work, I'll trust it.

As for Q14-17, I'll offer two ideas.
1: separate out the "intro" quests and plug in your greenskin arc (cause that's really good too) or,

2: Have 14-17 be an undead arc. However, since all quests so far have been a heavy focus on the monsters being battled, what if the undead arc was more exploration/level design focused, a la Temple of Doom, than battle focused? Use undead characters throughout for skirmishes, but really focus on the levels themselves being the challenge. Things that come to mind are maze levels, wondering mists, creative traps, etc, etc. At the end we could have the bad guys succeed in whatever that are trying, which leads into the siege arc and finale of the game.

Gameplay wise, this might be a nice change of pace mid way through especially leading into the siege levels, and could let some of us (you guys) really flex some creativity muscles.

Last thought:
Goblin-King wrote:Agree with gootchute: Heroes should never get into direct contact with Morcar/Zargon.


I didn't realize how strongly I felt on this topic until it was just brought up. 1000% agree we should never actually meet Zargon.
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Re: 4. HQ25 Story Arc discussion

Postby Daedalus » July 9th, 2014, 4:44 pm

Goblin-King wrote:That whole discussion has come and gone. Everyone was heard. There was a vote.
These are the monsters we all use:

Goblin
Orc
Fimir
Skeletonh
Zombie
Mummy
Chaos Warrior
Gargoyle
Chaos Sorcerer
Chaos Dwarf
Chaos Cultist
Beastman
Kobold
Basilisk

While a vote wasn’t taken for the specific monsters, in an effort to move things forward Sjeng compiled this list containing suggested monsters with averaged suggested stats and abilities. From these he derived the most popular monsters. The Minotaur should also be incluuded here, as it was part of the list for definite choices.

:cry: Sadly, my suggestions were a bit too late for Sjeng to include, to the everlasting detriment of the project. ;)

gootchute wrote:Undetermined arc (undead? skaven?)
Q14:
Q15:
Q16:
Q17:

This looks like a good place to include the Cultists. Each Quest can contain a Chaos Warrior mini-boss leading a faction that follows one of the four Chaos gods. This was discussed previously in another thread.

Also, don’t forget to include that Minotaur with the Beastmen in the earlier Quests! I think those monsters deserve a little more exposure, seeing as they represent two new models.
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Re: 4. HQ25 Story Arc discussion

Postby Sjeng » July 10th, 2014, 1:23 pm

gootchute wrote:I agree, having the promise of a dragon but no actual dragon takes the wind out of the story.

Are we going to use the trope of " combine the 4 artifacts to destroy the big bad" as Sjeng (I think it was his idea originally) and I have suggested? If so will they be found in quests 21-24 or found in the chapters?

Instead of messing with reformatting my previous quest outline, I'll just make a new one(the numbering got all messed up on the first). I have taken all of the more fleshed out ideas and did a copy/paste mash-up of my favorite plots.


Introduction and Greenskin Arc
    Q1: The heroes are just ordinary travelers from their respective homelands who just happen to be in the village. They don't even start the same place on the board, but in the end they meet up and find out they work together well. (or start with the heroes already known to each other and drinking at Yee Olde Inn, both are great ideas so I am torn. We could always use Yee Olde Inn in a later quest...)
    Q2: Mentor, also "happens" to be in the village. He quickly spots the heroes as the only survivors that can actually take care of business. He tells them to go kill the orc raiders and free any prisoners. Following the trail they are ambushed as they camp in an abandoned fort. They must not allow any of their ambushers to escape and alert the others of their pursuit! (interesting condition which can alter the difficulty of the following quest depending of how many monsters escape the board)
    Q3: The heroes tracks the orcs back to their lair and slay them and free the prisoners, but find evidence that this is just a vanguard. Back in the village Mentor proclaims them heroes: They are destined for great deeds! And that is the new beginning of HEROQUEST!
    Q3: Continuing to chase the trail of the orcs, the heroes confront a goblin shaman who pleads for his life as they are about to kill him. He tells them that the orcs are fleeing some more powerful force in the mountains, and just assaulting defenseless villages to boost their broken egos. The heroes learn where the orc leader is located just before the shaman unleashes a spell to escape (this will take some clever quest notes for this exposition dump and ensuring the goblins plot armor works)
    Q4: The heroes find the main orc stronghold. The goblin shaman is found chained to a rack and branded traitor. The heroes can choose to free him and he will pretend to help but turn on the heroes as soon as the warlord is found. Or they can leave him to his fate. Either way the heroes eventually succeed in killing the warlord and ending the raids. The remaining orcs scatter and the heroes are left pondering what could have forced them out of their territory. The only clue they have is a strange artifact which seems to (insert ability here) those who wear it. Definitely not orc in origin

(ok a got a little carried away with the shaman sub plot, take it or leave it)

Kobold/Fimir Arc
    Q5: Some Marshland farmers are reporting raids by strange looking goblins. They turn out to be Kobolds, and little known creature from a distant land. What brings them to these parts?
    Q6: A local noble's daughter has been kidnapped by "Swamp Demons". The heroes go rescue her and in the process find more Kobolds and surprisingly, a Fimir raiding party. The girl is being help prisoner for some unknown reason. The heroes rescue her from their clutches. She recounts how they have been oddly repectful and reverent in their treatment of her
    Q6: The kobold and fimir alliance doesn't bode well! Mentor suspects they might be looking for the an ancient dragon relic known as the Scale of Teshnirax. It was last known to be in in the estate of Burgomaster Raulf (or whatever, names subject to change). The mansions is already being ransacked when the heroes arrive. A handful of guards and the Noble are holed up on the east wing, the heroes must fight to get to them before they are killed. As it turns out the dragon relic is already gone. The Noble clues them into the legend surrounding it. Apparently it was the only remaining piece of a heretical dragon destroyed by his own kind for trying to mix dragon and human bloodlines. The kobolds (wrongly) believe it to be their origin and it is holy to them. The fimir, already practicing vile breeding rituals see it as another way to prolong their races existence. The scale is the reagent for this dark ritual, along with the human host.
    Q7: In order to complete the ritual the ritual must be made upon the tomb of the Hero who helped the dragons defeat Teshnirax, with his own blood (the girl turns out to be his descendent). It is buried deep in the swamps. The tomb is crawling with undead which the Kobards and Fimir have awakened and are in the process of fighting. (simple monster vs. monster rules I know how to make it work, will elaborate more in the quest I write). The girl is already rescued, so the heroes must kill the Fimir leader so the scheme is abandoned.
    Q8: Teing up lose ends. The plots have been foiled, but the Kobald shaman remains. Track him back to his cavern and finish him so the knowledge of the scale remains buried in the past. Here the heroes discover that Zargon is secretly manipulating them both to create a human dragon hybrid body to manifest his greatest servant into (this character to be elaborated on in the final quests of this pack). The Kobald has chaos warrior body guards and letters with Zargon's seal. ( I dislike any plot which even hints at the heroes coming into direct conflict with the main villain, hence the change from Zargon himself to his greatest minion)

Beastmen / Chaos Dwarf Arc
    Q9: Forces which drove the orcs out of the mountain are revealed to be amassing in the Dark Castle. Travel through the ancient ruins to get to Dark Castle. Ambushed by beastmen and fight your way through.
    Q10: Secret entrance to Dark Castle. STEALTH QUEST! Some mechanic where monsters can somehow call for assistance if not killed quickly. Exit is guarded by... Chaos Dwarfs! Dun dun duuun!
    Q11: Now it's time to kill some chaos dwarfs and figure out what they are up to. Find chaos forge: They are preparing for war! Free several prisoners which reveal they were meant to be sacrificed.
    (new printable: Prison cell door? Could be useful in a lot of quests, even outside this pack)
    Q12: The sacrifices can only mean summoning of powerful evil magic. The chamber of sacrifice can only be entered by possessing two relics guarded by powerful chaos dwarf sorcerers. Get the relics and gain entrance to the final confrontation.
    Q13: First half: the heroes are too late and a demon has been summoned. Kill it. Second half: Escape the castle as it begins to collapse! )

Cultist Chaos arc / undead
Q14:
Q15:
Q16:
Q17:

18: THE BIG REVEAL... Is their even a big reveal at this point? I think the idea of Zargon and summoning is firmly laid out already.
19: Captured by Big Bad's minions (equipment returned in quest)
20: City under siege
21: Kill the lieutenant to end the siege (he wields a familiar weapon...)
22: Get info on big bad's weakness, discover it was the 4 McGuffins you found in the various chapters earlier.
23: Quest to get the 5th artifact to unlock the power of the first 4
24: Part 1 of finale
25: Part 2 of finale

So the way I have written the Fimir/Kobold Chapter, it feeds into the Chaos Dwarf Chapter. Zargon is pursuing several ways to summon great evil. After his plot in the swamp is foiled he focuses on the Chaos Dwarves. They have their own summoning in mind though...

Sounds nice. I agree with the no actual dragon policy. And artifacts found during the arcs sounds good.

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Re: 4. HQ25 Story Arc discussion

Postby Gold Bearer » July 10th, 2014, 7:06 pm

I'm waiting for go ahead to start making Q14-Q17 based loosely on KK, RotWL, AtHO and WoM.

At the start they'll be told that Morcar has kidnapped seven of the empires most powerful battle wizards and plans to use foul chaos magic to poison their souls and turn them into minions of chaos but with their current magical skills still in tact. You are to go and try to rescue them before the damage to their souls becomes irreversible. If you're too late and they've already been turned then this new threat must be eliminated. Before you can gain entrance to the citadel they're being held at you will need to find the last of the four 'insert name here' artefacts to break the spell being used of them. It's housed deep beneath a long abandoned old empire town that's now overrun by a strong greenskin tribe. They're probably unaware of the cavern complex below their feet and the 'insert name here' it houses. The 'insert name here' has been unattended for centuries and without the proper rituals its mystical energies have no doubt reverted to their original design and begun to resurrect the remain of the towns previous inhabitants. This is why we haven't attacked the tribe. We've been waiting the population of the town to do it for us. Any undead raised wouldn't be able to travel far from the heavily sealed tomb that contains the 'insert name here' and so wouldn't be much of a threat. Once you've obtained the 'insert name here' you will have to travel under the mountain and through the 'insert name here'. Having foiled the alliance with the choas dwarves Morcar has turned to unreliable and hard to control ogres for support who now guard the pass. I'm going to make a cup of tea, put my feet up and read a nice book. Good luck.

Greenskins, undead, chaos + ogres, chaos + battle wizards.

Sjeng wrote:
gootchute wrote:Are we going to use the trope of " combine the 4 artifacts to destroy the big bad" as Sjeng (I think it was his idea originally) and I have suggested? If so will they be found in quests 21-24 or found in the chapters?
I think there should be one in each of the five sections, the last one increasing the power of the other four.
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Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


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Re: 4. HQ25 Story Arc discussion

Postby MrBigB » July 10th, 2014, 9:35 pm

Gold Bearer wrote: think there should be one in each of the five sections, the last one increasing the power of the other four.

Just to clarify, are you suggesting one be found in the greenskin arc, one in the swamp arc, one in the chaos dwarf arc, and the last one in the wizard arc you just described? If so I totally agree.

Please forgive my persnicketiness, but can we assign an official vernacular to these? I don't care if its "arc's" or "chapters", or "sections", just something we all agree on for the sake of clarity. I personally like "chapters".
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