Summary of the quest discussion and monster choices topics:
Sjeng wrote:Well, with the recent 25th anniversary stuff going on, I would like to ask if you all are willing to participate on the following idea:
We, Inn members, create a large quest pack as a special 25th anniversary quest book thingy.
The idea is that we devise a loose storyline. Something not too set in stone, but a general idea. (DONE)
Then we make quests. We post them, and see if we can mold them all into a logical story.
We create a cool template for the pdf, with a nice 25th logo (working on that already), and release it to the public as an exclusive Ye Olde Inn fanbase project.
Requirements:
- writers have champion status.
- original 4 heroes (barbarian, elf, dwarf, wizard) that start out fresh.
- original hq board and tiles. New tiles that can be placed on the board may be created and added to the pdf.
- 1-5 quest each or in a small team, 25 quests in total.
- Monsters we agreed on in the other topic.
rough story outlines:
Chapter 1
Q1: village raided bij lesser evil, heroes are only survivors, must work together. At the end contacted by Mentor. (kobolds, goblins, monsters we agreed on in the other topic)
Q2-Q3: followup quests (where our heroes find out that the lesser evil is commanded by greater evil, and are sent out to follow leads to find this greater evil.)
(TMU + MrBigB. GK's idea: Q1. Village is raided by orcs. 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.
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. The heroes tracks the orcs back to their lair.
Q3. The heroes slay the orcs, frees the prisoners and kills the boss. Back in the village Mentor proclaims them heroes: They are destined for great deeds! And that is the new beginning of HEROQUEST!)
Chapter 2
Q4-Q8: path 1: follow the dragonkin lead: (Knightkrawler, gootchute and sajungzak: My ideas revolve around Kobold Dragonpriests and Dragonshields flooding the swamps and convincing the Fimir that the Great Wyrm is supposed to be awakened somewhere deeper in the bog where even the Fimir who worship dragons in general and the Great Wyrm in particular didn't think it is.
Of course, the two factions work together grudgingly to find the resting place, all under the eye of Morcar who wants the body of the Great Wyrm as a vassal all for himself (his essence), sending his chaos henchmen to steal the surprisingly young and little dragon thingie.
Morcar finds out it fell mystically asleep as a mere hatchling (or was "convinced" to do so) and abducts it into the chaos wastes for the beastmen and chaos dwarfs who have been called from their own industrious purposes in their own bloody brass city to watch over it and for their practitioners of magic and science to find ways to accomplish Morcar's plan.)
Chapter 3
Q9-Q13: path 2: follow the chaos lead (Goblin-King: Rumors whispers about something dark having taken residence in the long-abandoned Dark Castle (placeholder name ). Disaster if the forces of evil get a foothold in that area.
Go there, reveal any evil forces and eliminate them.
Q9. 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! )
Chapter 4
Q14-Q18: path 3: follow the greenskins lead (Sjeng: greenskins all over the place, being driven away by forces of evil (as of yet unknown source), raiding whatever village they come across. Heroes sent in for help. A town under siege / tracking the path the greenskins came from / trying to drive the greenskins away from populated areas / finding out why they swarmed out, finding an orc leader to question, traces of chaos beastmen found.) I might only need 4 quests, we shall see. (I actually think the greenskins chapter should be before the other two. Going from easy to difficult: Greenskins - plot thickens - Kobolds - more to the plot - Chaos Dwarves/Beastmen - plot revealed!)
All chapters so far: Undead mixed in everywhere, as the greater evil surely will have necromancers, zombies in the swamps, skeletons in crypts etc.
After they find out the greater scheme of things, Mentor tells them there are artefacts that can defeat the greater Evil.
Chapter 5
Q19: Go find artefact A (greenskin caves/mines? dwarf artefact)
Q20: Go find artefact B (dragonkin swamps? wizard artefact)
Q21: Go find artefact C (chaos beastmen woods? elf artefact)
Q22: Go find artefact D (undead crypts? barbarian artefact)
Chapter 6
Q23: Find forgotten dwarven forge in chaos dwarven territory to combine artefacts into superweapon (this is just a suggestion. we could also let the heroes keep their artefacts)
Q24: Find secret lair of greater Evil
Q25: Defeat greater Evil
We can include a variety of environments. Think crypts, swamps, deserts, cities, caves, dungeons, castles, towers, sewers... Nice looking tiles can be made to put on the HQ board.
Feel free to add ideas, and to take your pick of a quest, and flesh it out with your ideas. Everybody is welcome to add thoughts and critisizm in the appropriate topic, or even cooperate with someone to create one or two quests together.
Go, spew ideas, post them here. I hope I'll have at least half of you to pick a quest and think of something before august 2014, so we can try and string them together for a fluent storyline.
Use anything you like. All existing monsters are allowed, including the ones we listed. As long as it fits the theme and isn't too difficult to proxy.
You may use ANY traps / artifacts / spells from all released sets within reason of course.
Go wild for now. When we gather everything, we will start fleshing things out, and then balancing it, so the difficulty curve will rise normally without overpowering the heroes too soon, or making it way too difficult for them.
Feel free to create new spells, items, weapons, potions etc. I encourage new game mechanics such as new traps, tricks etc. Rolling boulders and revolving rooms are nice, but try giving them a little twist, so we're not copying thing exactly as they are now. Use any AHQ/WHQ ideas you can incorporate in HQ.
Sjeng wrote:We can use All official monsters (base set + expansions + magazines) and the 2 new factions, Chaos and Dragonkin.
If there is also a want for a few variations, such as goblin archers, I think we can allow for that.
Suggested special monsters:
Goblin archers and spearmen (models available)
Orc elite warriors / black orcs (stick a shield on them)
Skeleton archers (models available)
Fimir Shaman/Hag (regular fimir with spell cards)
Kobold Dragonpriest (spellcaster)
some champions of all species as a quest suggests. Maybe some kind of Dryad/Treespirit or something. Be creative here.
Please only post your Quest notes, Quest map, possible cards and point in the story arc here (just describe at what point roughly you'd like your quest to be).
One quest = 1 page. (map + notes)
You may combine your efforts with another forum member and write 3 or 4 quests with 2 people for example.
Happy writing!