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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 Sjeng » Friday July 25th, 2014 7:04am

read it now. fixed quote tags...

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Re: 4. HQ25 - Story Arc discussion

Postby Gold Bearer » Friday July 25th, 2014 7:13am

That's not why I'm confused. Who said anything about scrapping the three intro quests?
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Re: 4. HQ25 - Story Arc discussion

Postby Sjeng » Friday July 25th, 2014 8:17am

That's what I read when GK replied... Something about a siege intro? But since people are already working on the 3 intro quests, they should remain.

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Re: 4. HQ25 - Story Arc discussion

Postby MrBigB » Friday July 25th, 2014 1:17pm

Gold Bearer wrote:They have to look for information about the fifth artefact by finding an ancient library. The city is burried deep under ground, lost since some really long ago age Atlantis style. This would be with undead. I've used them here and there but it would be nice if there was one quest in pack that's nothing but undead. I could write into the story that the city was ruled by a powerful warrior king and mage queen, who will obviously be the quest bosses.

Huge fan of this idea for the quest for the 5th artifact, especially the bit about a purely undead level. Just a thought: we have a Mage/shaman/spell caster as a mini-boss/boss in almost every chapter so far. What if this level was just straight undead characters, with the king/queen (especially the queen) as buffed up non-magicians with some kind of passive de-buff against the Hero's? I know its a bit more "basic" of a fight, but maybe a nice change up?
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Re: 4. HQ25 - Story Arc discussion

Postby Gold Bearer » Friday July 25th, 2014 2:05pm

Well they should both probably be in the throne room together and I don't think two powerful warriors would be as good as a warrior and a magician, and I like the idea of a warrior king and mage queen, it sounds good. The warrior would be the most powerful of the two. He'd be the actual boss because we've already got a lot of magician booses as you said.

There wouldn't be much variety in the monsters. Skeletons, mummies and gargoyles. There wouldn't be any zombies left in a city that ancient, maybe one in the tomb. Zombie tomb king! :mrgreen:

This would be a late quest so it would be far too easy with skeletons as the main enemies and there's already going to be a mainly mummy quest. The skeletons would all have to be upgraded to wights (just a name for tough skeletons before anyone starts). It would be interesting to have mummies as the weakest enemies and skeletons as the biggest threat.
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Re: 4. HQ25 - Story Arc discussion

Postby Daedalus » Wednesday September 19th, 2018 4:39pm

For quick reference, here are links to the suggested story arcs so far:

Sotiris' arc, Sjeng's arcs, some Goblin-King chapters, Gootchute's arcs, MrBigB's chapter, arc, and chapter, Goldbearer's chapter

(The links can be found at the end of the OP as well.)
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Re: 4. HQ25 - Story Arc discussion

Postby Anderas » Thursday September 20th, 2018 2:31am

Whereas, I let myself be inspired by Gootchute's Arc.

Loosely.

Well I guess for good ideas there's always the designer's freedom.


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Re: 4. HQ25 - Story Arc discussion

Postby Count Mohawk » Wednesday October 3rd, 2018 11:27pm

Let me see if I understand where we are in terms of storyline and Quest construction so far...

Opening arc ("Prelude to Chaos"?)
1. "The Man Undercover"
2. "Chasing Glory"
3. "A Desperate Escape"
In this section we have 4 guys, more farmers than heroes so far, sitting around in Ye Olde Inn having a few beers when the Bad Dudes attack. These guys may be the strongmen of the village, but when they go after the bad guys in quest 2 they get their asses handed to them and have to escape. Presumably Mentor only finds them at this point - it would be interesting if the Heroes only got access to the Armory after Q3, but that may be a little too much gameplay and story integration.
Either way, it looks like TMU and MrBigB have this part pretty well under control.

Swampkin arc (Kobold- and Basilisk-centric)
4.
5.
6.
7.
8.
Gootchute has the storyline for this one fleshed out pretty good, but so far nobody has taken the reins on this segment of the project, Quest-wise. Nonetheless, it does seem that the first "proper" enemy that the Heroes will face and defeat will be the Kobolds. Revenge for their earlier captivity, perhaps?
As a brief aside, some people in other, older threads were complaining that we didn't account for a Dragon or Great Wyrm figure when choosing the 6 new monsters for this pack. Well, I dunno what we'd do for a dragon, but I bet you could jury-rig a Great Wyrm if you painted one of the Basilisks a different color or something. That way we have something we can use as a proxy for the boss fight at the end of this segment.

Beastman and Chaos Dwarf arc
9. The King of Dawn - A New Found Enemy
10.
11. The Dark Castle Ambush
12. Fire and Night
13. The "invincible" Minotaur
The Chaos Dwarfs and the Beastmen make up the main enemies for this segment. For some reason I remember these two were supposed to have one arc each, instead of sharing one? ah well. Whether that was the case or not, it's very hard to argue with the excellent job Anderas has done with the very innovative Quests he's put together for this arc - with not only a good stealth level, but a Donkey Kong arcade sequence as well!

???
14.
I mention this Quest here because I had previously numbered the next 4 Quests as 15 through 18, which leaves an awkward one-Quest gap between the Chaos Dwarf/Beastman arc and the Cultist arc. So either I need to add a 5th Quest to the Cultist arc or slide these ones back one slot.

Cultist Arc
15. The Ruins of Direburg
16. The Silent Crypts
17. Minos Pass
18. Citadel of the Cult
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No, but seriously, this is the Cultist arc. Cultists are weaksauce alone, but in groups they get to do a bunch of cool stuff, most of which relies on heavy application of Quest Notes. 3 is the magic number for a critical mass of Cultist power!

The Finale (a.k.a. "Siege on Morcar's Castle"?)
19.
20.
21.
22.
23.
24.
25.
In these 7 Quests everything should come together for a big climactic clash at the end of the Quest Pack! Given the way the current discussions are going (with some Chaos Artifacts to oppose the real ones, I think?), we could also divide this segment into two smaller parts (with a 2-5 or 3-4 split, maybe 3-5 if we move #14 up from behind the Cultist arc).

Also, I put together a Google Sheet we can share to keep track of which Quests should contain what Treasures, and in what order they should be played. I've filled in the skeleton as it currently exists; I'll add more to it later.

Hope this helps!


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Re: 4. HQ25 - Story Arc discussion

Postby Anderas » Thursday October 4th, 2018 1:50am

Wow thanks!

Let's have quest 14 where it is, stand-alone. I would love to put goblin kings mirror maze there for example.

Not all quests need be connected, like that it keeps that Friday night freedom feel.

We could also split the last seven in 2-2-3, like that each chunk fits into a Saturday night. Or we add Q14 and split in 2-2-2-2? Playing two quests in an evening is not so very tiresome. The last quest must be epic no matter what. I always thought the witch Lord at the end of the base book a bit weak.

So maybe it could be Q14: some complicated lone quest that may take an evening (I still would love to insert GK maze here. GK where are you? Are you ok with it?)
Then we split story-wise 2-2-3 and in terms of evenings 2-2-2-1?


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Re: 4. HQ25 - Story Arc discussion

Postby j_dean80 » Sunday October 14th, 2018 8:18am

What was the final consensus of using tiles from expansions?
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