The Consumption Quest packet.
A player generated quest series (coming soon)
Consummation is not the typical HeroQuest quest packet. It is the only campaign in which Zargon does not act as a GM, but as a simple enemy with the singular goal of the complete destruction of Mentor and the Champions. Make no mistake, this is an all out fight to the death. Consummation is an endgame scenario comprised of 4 quests and is intended for advanced players with robust heroes and thick skins only. Without further adieu, I give you Consummation:
Exhausted by their many victories, the champions begin the long arduous journey home.
Meanwhile, unbeknownst to the heroes, Mentor receives word that Zargon has discovered that Mentor has been behind his many thwarted attacks; advising the Emperor, the Champions and other forces of good, and using his magic to subvert Zargon's every move. More disturbing still, rumors have reached Mentor that Zargon's forces have found the fabled shackles of Gor-Mul, which would allow him to restrain Mentor, preventing him from using his magic at its full strength. Mentor fears that Zargon will soon move to strike him directly. With the heroes still 2 days journey away, Mentor begins making preparations for the worst.
Quest 1 The Ruins
"Returning, you find Mentor's stronghold broken by siege machinery. Your heart races at the thought that your beloved advisor may be in mortal danger at the hand of some unknown enemy. Instead of Mentor's personal guard, at the gate to the stronghold, you see a swarm of orcs rush in. Your hopes sink as you approach and the totality of the destruction comes in to view. Can you still save your teacher and friend? Or, is it already too late? You grit your teeth, and make ready to repay this ultimate treachery!"
Notes:
-Since the stronghold has been taken, all doors are open so the party cannot plan to open doors on the first hero's turn, allowing all heroes to move and act before Zargon. Zargon should take every opportunity to attack the Heroes when they are most vulnerable (ie. when they have turned a corner, have no movement left, and it is now Zargon's turn. On his turn Zargon should whenever possible use out-of-sight Mob patrols within movement range of the party to attack the Heroes first. The Heroes should not have the initiative.
-Play begins off-board, outside the gate. The door hangs open, and the party realizes a group of orcs have noticed their approach, and run off to warn others. The Heroes have been spotted, and whatever lies within is alert to their presence.
-more to follow-