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HQ25 Chaos Cultist/Undead Chapter

Brainstorming topics for the HeroQuest 25th Anniversary Quest Pack.

HQ25 Chaos Cultist/Undead Chapter

Postby Gold Bearer » July 14th, 2014, 4:42 pm

Page 1
The Scar Of Chaos

"Gather round, I have extremely grave news. Seven of the empire's most powerful battle wizards have been kidnapped for the purpose of using foul magics to corrupt their souls and transform them into dark minions of chaos, but with their arcane powers still fully in tact. Morcar has enlisted the skills of a very powerful chaos sorcerer to achieve this and if he is successful this represents a huge threat to the empire. You are to attempt to rescue them before the damage to their souls becomes irreversible. Morcar's power continues to grow and he has now managed to enlist the 'chosen ones' of chaos and their cultist servants. You will need to be especially cautious of these chaos followers as they are favoured worshippers. All true chaos minions worship one of the four chaos gods but these followers have been imbued with the mark of chaos given to them as a reward by their particular god. If you are too late and the battle wizard's souls have already been turned to chaos then this new threat must be eliminated.

Before you can gain entrance to the citadel where they are being held you will need to find the last of the four 'insert name here' artefacts to break the hideous spell being used to bind their souls. It is housed deep beneath a long abandoned old empire town that is now overrun by a strong orc tribe lead by a fierce warlord and his shaman. 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 what remains of the towns previous inhabitants. This is why we have not attacked the tribe. We have been waiting for the former population of the town to do it for us. Only a living being and not one of chaos or of green skin can open the tomb containing the 'insert name here' so any undead it raises would not be able to travel far from the heavily sealed crypt that contains it and so wouldn't pose much of a threat.

That plan has been put to rest by Morcar. He knows of the artefact and has sent his chaos minions to guard it from us and has even enlisted the help of the orc tribe to assist them. You will first have to fight through the orc tribe and chaos force on the surface until you find the entrance to the catacombs. Once you have descended to the labyrinth below I am sorry to say that you quest will only become more difficult as Morcar has also sent a strong chaos contingent under the town to guard the 'insert name here' from below as well above. There is a hidden door in the stairwell room of tombs that leads to the fountain of 'insert name here' which will be of great use to you. It is water from deep within the world with amazing powers of restoration, so drink deep. Once you have obtained that 'insert name here' head for the town of 'insert name here' to rest and restock supplies before tackling the next stage of your journey.

Chaos reinforcements have also been sent to the bolster the ogres living under the 'insert name here' mountains that you will need to pass through in order to reach the citadel in time. They are no doubt very relieved to still be alive after the arrival of the chaos forces and will be far more scared of them than they are of you, so expect a fierce battle from all sides. The ogres are lead by a powerful lord who will pose a formidable challenge if you are forced to face him. Rumour tells of an ancient mystical amulet hidden somewhere deep beneath the mountain. Once you have passed through the mountain and are safely out the other side it is just a short journey to the citadel where the most challenging part of your quest will begin."

As you all sit round the fireplace, intently listening to your wise guardian explaining more about the chaos reinforcements and the various threats and challenges they pose, observing the intensity of his demeanour and his tone as he goes through all the sordid details of the four vile chaos gods and their twisted natures, it becomes clear that this task represents far more peril than any of you have ever faced before.

"And do not underestimate the vile chaos cultists. In small numbers they do not pose a great threat, but in a large enough group they can combine their energies to perform unspeakable acts of devotion to their chosen abomination of a god, who will immediately reward them. This will be your toughest test so far and you will need all of your skills and experience to stand any chance of success. You will need to leave right away as time is of the utmost essence. Call into town in your way to stock up on supplies and then head straight out. Show no fear and believe that you will prevail, for only then will you have any chance achieving just that. Good luck my friends."



Page 2

Nurgle Chaos Sorcerer
Movement: 4. Attack: 4. Defend: 5. Body Points: 4. Mind Points: 8.

Nurgle Chaos Warrior
Movement: 4. Attack: 3. Defend: 4. Body Points: 5. Mind Points: 3.

Chaos warriors and sorcerers who worship Nurgle, the god of disease and pestilence, are permanently surrounded by a cloud of noxious fumes commonly referred to as Nurgles rot. Any non undead/Nurgle/swamp based characters adjacent (including diagonally adjacent) to them attack and defend with one less combat dice than normal. The effects of pestilence, cloud of flies and Nurgles rot are not cumulative.

Slannesh Chaos Warrior
Movement: 6. Attack: 4. Defend: 4. Body Points: 5. Mind Points: 3.
Chaos warriors who worship Slannesh, the god of pleasure, delight in pain, even their own and can reroll one attack dice for every body point of damage they've 'suffered'.

Khorne Chaos Warrior
Movement: 6. Attack: 3. Defend: 4. Body Points: 4. Mind Points: 3.
Chaos warriors who worship Khorne, the god of war, are fierce warriors who can attack twice per turn and can make an attack before and after moving. They also wear chaos armour and successfully defend an attack if they roll at least one black shield.

Tzeench Chaos Warrior
Movement: 4. Attack: 5. Defend: 5. Body Points: 4. Mind Points: 3.

Tzeench Chaos Sorcerer
Movement: 6. Attack: 6. Defend: 6. Body Points: 3. Mind Points: 8.

Chaos warriors and sorcerers who worship Tzeench, the god of sorcery, are resistant to hostile magic and roll a combat dice when they're affected by an enemy spell, on a white shield the spell fails and on a black shield the spell fails and is lost. For spells that remain in play the resistance roll is only made when the spell is initially cast and for spells that affect multiple monsters with magical resistance only one roll is made.

Chaos Cultist
Movement: 6. Attack: 2. Defend: 1. Body points: 1. Mind points: 3.
Chaos cultists have a specific meditation ability depending on the specific chaos god that they worship.

Nurgle Cultist
If three or more Nurgle chaos cultists are in the same room or corridor they are able to cast Summon Fogwalkers once per turn. If four or more Nurgle chaos cultists are in the same room or corridor they are also able to cast Pestilence once per turn. If five or more Nurgle chaos cultists are in the same room or corridor they are also able to cast Summon Marsh Skeletons once per turn. If six or more Nurgle chaos cultists are in the same room or corridor then the same cultist is able to cast two or all three spells using a single action.

Slannesh Cultist
If three or more Slannesh chaos cultists are in the same room or corridor they can give up all other actions to perform an empowermet meditation, granting one additional combat dice when defending to any Slannesh chaos warriors in the same room or corridor. If four Slannesh cultists meditate they also grant an additional combat dice when any Slannesh chaos warriors in the same room or corridor make an attack. If five Slannesh cultists meditate they also regenerate one BP of every Slannesh chaos warrior in the same room or corridor. If six Slannesh cultists meditate they also prevent any heroes in the same room or corridor from casting spells.

Khorne Cultist
If three or more Slannesh chaos cultists are in the same room or corridor they can give up all other actions to perform a summoning meditation. One of the cultists sacrifices themselves and is replaced by a lesser demon of Khorne. It uses the gargoyle model and has a movement of twelve of three of other other stat. if it's summoned by three Khorne cultists. If more than three Khorne cultists perform the summoning then add two movement, one attack dice, one defence dice, one body point and one mind point for each additional Khorne cultist. Up to six Khorne cultists can perform a summoning meditation.

Tzeench Cultist
If three or more Tzeench chaos cultists are in the same room or corridor they are able to cast Sleep once per turn. If four or more Tzeench chaos cultists are in the same room or corridor they are also able to cast Tempest once per turn. If five or more Tzeench chaos cultists are in the same room or corridor they are also able to cast Ball Of Flame once per turn. If six or more Tzeench chaos cultists are in the same room or corridor then the same cultist is able to cast two or all three spells using a single action.

{I had this page all nicely laid out but the tabs don't copy over :x}


Page 3

Map 1...


Page 4
The Ruins Of 'insert the name of the town here'

After what has been a gruelling and arduous trip through desolate planes, high avalanche and rock slide prone mountains, and thick forest slowly becoming wet jungle, you finally find yourselves looking down on the once serene and tranquil town of 'insert name here'. From position on the hilltop you can make out orc patrols in the distance lumbering back and fourth along the streets at the edge of the town. The jungle has claimed most out the outskirts and a think green moss has covered the buildings. You find yourselves {remembering the disgusting Nurgle worshippers you faced at the swamps and are} taken back to the unsettling words of Mentor, in what now seems like an age ago.

"Morcar has sent the putrid followers of Nurgle to the town 'insert name here' directly above the catacombs. Nurgle is a foul green abomination of disease and pestilence. His chosen warriors are hideous and twisted versions of the warriors you have faced before. They unnaturally durably in combat, capable of sustaining many wounds, and are surrounded by the vile stench of rot and decay. You will need all of your will power to overcome this noxious odour if you get to close to them. Their magic reflects their outward appearance perfectly and is capable of spreading this foulness to others and the cultists are able to summon rotting and decayed corpses. Each chaos contingent will be lead by a chaos champion, stronger and even more deadly than the rest. The entrance to the labyrinth beneath is housed in the northeast corner of the town. You can bypass most of the town using a hidden underground tunnel intended as an escape route in case of a unstoppable siege on the town. I could not find the exact location of the entrance to the tunnel but it will take you out within the area of town where you need to be."


Map 1 notes...


Page 5

Map 2...


Page 6
The Tombs Of 'insert the name of the town here'

As the feel the rejuvenating and sweet tasting water cleanses your bodies you remember Mentor's words of warning. "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 what remains of the towns previous inhabitants. This is why we have not attacked the tribe. We have been waiting for the former population of the town to do it for us. Only a living being and not one of chaos or of green skin can open the tomb containing the 'insert name here' so any undead it raises would not be able to travel far from the heavily sealed crypt that contains it and so wouldn't pose much of a threat.

Beneath the town, in the Tombs of 'insert the name of the town here', a very powerful wizard was laid to rest long ago in the crypt containing the 'insert name here' along with his embalmed apprentices buried close around him, and if he has risen then he has no doubt resurrected his former followers as well. Here Morcar has sent the twisted Slannesh worshippers. Slannesh is the god of pleasure and pain and his followers revel in it. They delight in what others would consider suffering and torment, their own being no exception, and will fight even more ferociously when wounded and their cultists are able to enhance their warrior masters strength even further."


Map 2 notes...


Page 7

Ogre.png



Page 8
The 'insert the name of the mountains here' Pass

As you move through the mountain itself you are surprised to find that the path is clear of any activity, you know it won't last however. Soon you reach a winding spiral stone staircase and can here shouts from above. As you ascend the stairs you remember the words of Mentor. "Chaos reinforcements have also been sent to the bolster the ogres living under the 'insert name here' mountains that you will need to pass through in order to reach the citadel in time. They are no doubt very relieved to still be alive after the arrival of the chaos forces and will be far more scared of them than they are of you, so expect a fierce battle from all sides.

The worshippers of Khorne are a natural choice to keep the ogres in line. Khorne is the god of war and combat. Khorne and his followers do not use magic, preferring instead to rely on shire brute force. They must be feeling right at home living amongst ogres. Khorne warriors are fierce combatants in hand to hand combat and wear enchanted chaos armour which is very strong, yet light. Their cultists, in large enough numbers, are capable of raising ferocious chaos demons."


All the chaos warriors and chaos cultists in this quest are worshippers of Khorne unless stated otherwise.

Ogre Warriors 6BP, Champion and Chieftain 8BP, Lord 10BP.

Ogre Battle Shaman
Movement: 6. Attack: 5. Defend: 5. Body Points: 5. Mind Points: 5.
The ogre battle shaman has the two left over spell sets after the wizard and elf have chosen.

A. Greatsword and handaxe.

B. Four potions of healing that fully restore BP and the key to the captive ogre's shackles.

C. This trapdoor can only be found if the dwarf searches the room for secret doors. They can drop down from here into the sub level. The players are told that at least one character has to stay in the so the others can get back up. If the room to the left with the ogre and possibly a couple of other monsters hasn't been explored then the ogre can attempt to open the stone door using one more dice than the barbarian uses. Don't tell the players what the roll is for until the door is opened and then lay out the contents of the room. If the room is explored by an adventurer before the door is opened place the ogre on the square next to the stone door.

D. This ogre is a shaman who is being held prisoner. He tells the heroes that there are two powerful magicians who have been sent by Morcar along with the Khorne reinforcements and it was them that ordered him to be locked in chains so they could drain his power. He says he has more useful information if they free him. If they have the key they can set him free, or come back when they find the key. If they choose to free him he tells them the location of the ogre lord and that he has lots of gold. If they don't have the Talisman Of Chaos in their possession he also tells them about the trap door if they haven't already found it and says that there's a powerful magical talisman down there that the two magicians plan on sending the ogres to retrieve but it's heavily guarded by the dead. Whether they have the amulet or not, he offers to join the heroes in exchange for letting him have the amulet and assures them that they can keep anything else they find. If they have the amulet and refuse to give it to him then he becomes an enemy monster and the heroes turns immediately end. If they don't have the amulet and refuse the deal he goes on his merry way, escaping using the route that the heroes used on their way in. If they accept the deal then he joins the heroes (controlled by the hero who set him free).

E. A decent amount of gold.

F. This ogre chieftain can trigger these two traps. He can attempt to jump the pit of darkness to set off the swinging blade trap at the risk off being hurt by both. {This is in case the players wonder why the ogre isn't moving and chose to not to attack. I'm not sure what the official rule is for monsters setting off traps. I've always played that they could, so if that's right this note won't be needed.}

G. This room contains both a Storm Master and a High Mage. If the room is searched for treasure the heroes find potions, scrolls and gold in a hidden draw of the table.

H. These are Nurgle followers. The zombie is a swamp zombie and the skeleton is a marsh skeleton. The square marked with X contains a Nurgle chaos sorcerer with the Summon Fogwalkers, Summon Marsh Skeletons and Creeping Snare spells. This is a low level chaos sorcerer so fogwalkers and marsh skeletons can't attack on the same turn that they're summoned. Refer to page two for the nurgle worshipper stats and rules. The rules and stats for the swamp zombie and marsh skeleton can be found on the summoning swamp spell cards.

I. A decent amount of gold.

M. Minotaur. {To be replaced by the minotaur icon.}

Wandering Monster: Beastman.


Page 9

Ogre+.png



Page 10

A. Any character dropping down from above starts here. Tell the players that the room is extremely dark and there's two torches on the wall marked with Xs that illuminate three squares around them (diagonally counts as 1.5 squares). They can take the torches from the wall and use them either with a one handed weapon or a shield attacking with two combat dice. As soon as one of the torches is removed tell the heroes they here a loud creaking like an old door being opened. You can now use all the zombies from the next room. Make a note of where they are when you've finished moving or if an adventure moves away if a zombie is in an unlit area. This whole sub level is dark.

B. When an adventurer steps into this room tell them that the tomb slowly opens and then place the mummy last. Tell them that this looks like no ordinary mummy. It wears a crown and an amulet on a chain around its neck. If a torch is used as a weapon against the mummy it attacks with five combat dice. The mummy has one of each of the chaos sorcerer tokens. The bookcase has a scroll or two.

Mummy Tomb King
Movement: 2. Attack: 5. Defend: 5. Body Points: 6. Mind Points: 4.

If they kill the mummy then the hero who killed it (or the hero in charge of the ogre if he kills it) gets the Chaos Talisman and the mummy's crown (which they can sell). If they have the ogre with them and they give him the talisman then he joins them for the next quest. If he dies then the heroes can take the amulet. If he survives until the end of the next quest he offers to sell them the amulet for 350gp. They can either accept, decline or offer him 300gp. If they offer 300 he says "400!". He doesn't like to haggle. Then they can either pay 400gp or go without. If they don't give him the amulet then he becomes an enemy monster and the heroes turns immediately end if the ogre hasn't had his turn yet. If he has taken his turn already then he becomes an enemy monster on your turn.

Wandering Monster: Gargoyle.


{This needs an update to explain about the big pit. The mummy can use dominate to walk them in, but not if they're in the darkness out of sight.}


Page 11

BattleWizards.png



Page 12
The Citadel Of 'insert the name of the tzeench sorcerer here'

After a few hours the citadel of 'insert the name of the tzeench sorcerer here' comes into view in the distance. The first feature you are able to make out is a tall tower towards the front of the fortress and off to one side. As it closer you can see that it looks brand new and in pristine condition. Mentors words begin to echo in your mind. "Inside the citadel you will encounter followers of all four of chaos gods, but they are lead by 'insert the name of the tzeench sorcerer here', a worshipper of Tzeench, the god of sorcery and change, so expect most his followers to worship the same chaos god. Tzeench sorcerers tend to be the most powerful of the three, and 'insert the name of the tzeench sorcerer here' is certainly no exception. He power is immense, even for a chaos sorcerer of Tzeench. He is an extremely deadly opponent and is said to even hold some power over the dead, so be especially careful. The sorcerers and the warriors of Tzeench are resistant to hostile magic, so keeping that in mind when forming your combat strategies.

On top of that threat you may have to face the magical onslaught of the battle wizards themselves. If it is too late and their souls are forever lost, show no hesitation or remorse in sending them to meet their new gods, you'll be doing their true souls a huge favour. A sorcerer as powerful as 'insert the name of the tzeench sorcerer here' is very likely to have magical artefacts stored within the citadel, which you may be able to use against him or his minions. If you have made it to the citadel you will have truly proved your valour and strength as mighty heroes of the Empire, but even that may not be enough to overcome the challenge posed within.

Show no fear and believe that you will prevail, for only then will you have any chance achieving just that. Good luck my friends."


Top left, khorne/sage (air/lightning bolt). Top right, tzeench/fire mage (fire/fire storm). Bottom left, nurgle/druid (earth/soothe). Bottom right, slannesh/priest (water/restore chaos). Centre, warlock (darkness), seer (detection), alchemist (protection). {To be rewritten}

All the chaos warriors and chaos cultists in the corridors are worshippers of Tzeench.

A. {To be deleted}

B. This door is firmly bolted closed with four separate locks and a magical seal. Not even a genie could get through this door.

C. The rooms in this block other than the first one are on a higher level than the rest and Pass Through Rock won't reveal the contents of these rooms from a lower level and each room is higher than the one before.

D. On they alchemists bench they find a potion of illumination and the chest has some gold. The potion of illumination allows the drinker to see in complete darkness and see invisible targets for the duration of the quest. {This is to counter the cloak of shadows and invisibility spells which would otherwise let the chaos sorcerer hide away so the spell can't be broken.}

E. Holy water in the cupboard.

F. The Soul Sword.

G. In this room on the four squares marked X are the three remaining battle wizards standing next to the book cases, a Tzeench chaos champion in front of them and a Tzeench chaos sorcerer standing by the table. The chaos sorcerer has the Cloud Of Chaos, Command, Mind Freeze, Mirror Magic, Rust and Summon Undead chaos spells and wears chaos armour (at least one black shield to successfully defend an attack). If the chaos sorcerer is killed before any of the battle wizards the spell is broken and the remaining battle wizards are free and immediately join the adventurers. As the chaos sorcerer is dying he resurrects the cultists as zombies, four chaos warriors as wights and if he's been killed, the chaos champion as a wight lord. Use the chaos warrior models for the wights and the chaos sorcerer model for the wight lord. The wights and wight lord have the same stats as before and have fully restored BPs, the only difference is that they're now undead rather than Tzeench and they've lost their magical resistance. The zombies are placed in the Tzeench cultist room in their original positions, the wights are placed in the four squares just off of the double corridor outside the central room (or as close as possible to them) and the wight lord is placed anywhere in the central room. The heroes get 200gp for each battle wizard that they save, the chests have 100gp each and the book on the sorcerers table is the chaos spell book and if the wizard gets it he can take a random chaos spell straight away.

Wandering Monster: Three Tzeench Chaos Cultists.
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Last edited by Gold Bearer on July 19th, 2014, 10:26 am, edited 6 times in total.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

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


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
Gold Bearer

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Evil Sorcerer: Morcar
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Re: HQ25 Chaos Cultist/Undead Chapter

Postby Count Mohawk » July 15th, 2014, 1:15 am

First of all, thank you for making this topic. It is much easier to sort out four quests than it is to share space with other forum members doing 25.

Second, let me try my hand at dividing that longish block of flavor text into four discrete quests. The story up to this point, if I understand it correctly, is as follows: The Heroes have joined together to drive off a sudden Orcish invasion (quests 1-4), delved deep into the swamps to stop the kobolds and fimir from using an ancient dragon relic to resurrect Zargon’s greatest servant (quests 5-8), and destroyed a sect of chaos dwarves and beastmen, as well as the demon they eventually summoned (quests 9-13).
The deal with quests 14-17, the cultist arc, is that these cultists are preparing for the ritual to actually summon Zargon’s servant. What the Heroes don’t know, however, is that they are being deceived! The cultists are just a diversion while the warriors of Chaos lay siege to the Empire at large, which causes enough strife and despair across the land that Zargon himself can enact the ritual, resurrecting his servant to serve as the head of the siege against the city mentioned in quest #20. (Alternatively, the cultists are crazy enough to do a Thanatos Gambit and use their own deaths at the hands of the Heroes as the catalyst to resurrect Zargon’s servant. Either one of these will work and doesn’t materially impact the flow of the Quests proper.)

Anyway, this chapter begins with the Heroes learning that seven of the Empire’s best battle wizards have been kidnapped, and they need to go retrieve the last of the 4 artifacts to prevent them from falling to Chaos permanently.

14) Before you can gain entrance to the citadel imprisoning the Empire’s wizards, you will need to find the last of the four 'insert name here' artifacts to break the spell being used on them. It's housed deep beneath a long abandoned old empire town that's now overrun by a strong greenskin tribe. 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.
This can be a relatively open Quest since it takes place in an abandoned town rather than a dungeon proper. One way I have found to evoke the open-space feel is to have a few open doors on the board leading into rooms (technically abandoned houses) housing a few monsters, effectively allowing the monsters to ambush the Heroes as they pass through the corridors without having to wait for the Heroes to open a door and get into battle formation. The last room of the Quest of course leads directly into the crypt and has a couple of Chaos Warriors (possibly Nurgle is we go the Warhammer route) standing guard. Also, the closer the Heroes get to the crypt, the more undead the Heroes find.

...I would love to continue, as I am on a roll here, but unfortunately, it is 1AM in my time zone and I need to go to bed right now. (Cop-out, I know) I'll finish writing up the Quest descriptions tomorrow, add my input about all the various 'custom' figures you listed above, and explain the Cultists' abilities better before moving over to the big thread and attempting to sort out the huge mess there. :gargoyle:

Gold Bearer, since you and I are partners here, feel free to add on to or edit anything I write herein. I did see the Quest you posted in the Quest map topic; is that meant to be #14 (IE the first cultist quest) or something else?


Rewards:
Grin's Stone Map Created a Hot Topic. Shattered a Skeleton! Destroyed a Zombie! Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle!
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Count Mohawk

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Re: HQ25 Chaos Cultist/Undead Chapter

Postby Gold Bearer » July 15th, 2014, 2:50 am

Count Mohawk wrote:The story up to this point, if I understand it correctly, is as follows: The Heroes have joined together to drive off a sudden Orcish invasion (quests 1-4), delved deep into the swamps to stop the kobolds and fimir from using an ancient dragon relic to resurrect Zargon’s greatest servant (quests 5-8), and destroyed a sect of chaos dwarves and beastmen, as well as the demon they eventually summoned (quests 9-13).
We should make it clear that the demons the khorne cultists can summon are lesser chaos demons, as opposed to the greater chaos demon boss from the previous chapter. They cultists should only be able to summon one demon at a time but if the demon is killed before the cultists they can summon another one. This would add a nice bit of tactical flavour, the demon is much more dangerous than the cultists are but they have to kill the cultists first to prevent them summoning again. There should probably have to be a certain number of cultists left for them to b able to perform the summoning, but the players won't know how many are needed. How good should we make a lesser khorne demon?

The room with the all seeing eye symbol in the quest I posted is the room I had in mind for this. It's Q16, the third of the chapter. It would be a shame to only have this in one room but I don't think there should be more than one in a quest. For the fourth quest I'm thinking of maybe having each block of rooms have followers of a different god and all the ones in the corridors as tzeench followers as this is supposed to be their quest. There could be a fair few in the corridors though because I'm thinking this map should have no blocked corridors at all. I imagine this to be a new citadel and not falling apart.

Count Mohawk wrote:The deal with quests 14-17, the cultist arc, is that these cultists are preparing for the ritual to actually summon Zargon’s servant. What the Heroes don’t know, however, is that they are being deceived! The cultists are just a diversion while the warriors of Chaos lay siege to the Empire at large, which causes enough strife and despair across the land that Zargon himself can enact the ritual, resurrecting his servant to serve as the head of the siege against the city mentioned in quest #20. (Alternatively, the cultists are crazy enough to do a Thanatos Gambit and use their own deaths at the hands of the Heroes as the catalyst to resurrect Zargon’s servant. Either one of these will work and doesn’t materially impact the flow of the Quests proper.)
I haven't given much thought to the overall story arc but we could write it into the fourth quest that they stop the cultists from summoning Morgon's/Zarcar's servant, but it turns out later that they've only delayed it, or it was a bluff and the summoning's happening somewhere else. That way we could lead in the next chapter and start building up the character of the apprentice.

Count Mohawk wrote:This can be a relatively open Quest since it takes place in an abandoned town rather than a dungeon proper. One way I have found to evoke the open-space feel is to have a few open doors on the board leading into rooms (technically abandoned houses) housing a few monsters, effectively allowing the monsters to ambush the Heroes as they pass through the corridors without having to wait for the Heroes to open a door and get into battle formation. The last room of the Quest of course leads directly into the crypt and has a couple of Chaos Warriors (possibly Nurgle is we go the Warhammer route) standing guard. Also, the closer the Heroes get to the crypt, the more undead the Heroes find.
I love the idea of the open doors. We probably could do it on the main board. I think we'd need a bigish tile to cover the central room though to make it an open space. I did this before for what was supposed to be an outside area and it worked quite well.

I had something in mind for the undead other than just putting them in the map. I was thinking that after the heroes pass a certain point they start coming up from the stairway every turn and the evil wizard player would have to note where they all are (but it won't happen until they're fairly close so it should be okay) and only put them on the board once they're in sight.

Here's the monster list I had in mind for the quest. Orcs, orc bosses, an orc shaman, fimir, swamplings, a nurgle chaos sorcerer, nurgle chaos warriors and nurgle cultists, and the undead at the end. I think the greenskin tribe should be changed to be specifically an orc tribe. Everything else is part of the nurgle faction. I don't think there should be any kobolds because they've got a whole chapter dedicated to them so they'll have been heavily used in five quests in a row. I don't think there should be any fogwalkers or marsh skeletons on the actual map because of the standard undead at the end of the quest but I think the cultists should be able to summon them. It will be cool to have to different types of undead that are both used in unconventional ways. Those can be two of the swamp spells that the cultists get, I'm thinking three spells for them in total and six for the nurgle sorcerer to match the orc shamans six.

I'm thinking for the second one it should be very maze like, with lots of alternate paths that lead all over the place. I'm thinking of splitting some of the rooms with rock blockage tiles to add to this theme, you never see that in the rooms. There could even be two paths that cross over using the trapdoor tiles on one path to go under a room on the other path. I'm thinking a liche (basically a chaos sorcerer with the summon undead, reanimate and chill chaos spells) and a necromancer in the room with the artefact. I think there should be a lot of mummies in this quest. They tend to be the least used undead and they fit in with the liche leader.

Count Mohawk wrote:I did see the Quest you posted in the Quest map topic; is that meant to be #14 (IE the first cultist quest) or something else?
The third of the four.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

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


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: HQ25 Chaos Cultist/Undead Chapter

Postby Count Mohawk » July 15th, 2014, 11:26 pm

Let me start by continuing where I left off. I will put my response to your comments above in a separate post so it's easier to read. (Hopefully double-posting is not strictly enforced here :gargoyle: )

15)
Gold Bearer wrote:I'm thinking for the second one it should be very maze like, with lots of alternate paths that lead all over the place. I'm thinking of splitting some of the rooms with rock blockage tiles to add to this theme, you never see that in the rooms. There could even be two paths that cross over using the trapdoor tiles on one path to go under a room on the other path. I'm thinking a liche (basically a chaos sorcerer with the summon undead, reanimate and chill chaos spells) and a necromancer in the room with the artefact. I think there should be a lot of mummies in this quest. They tend to be the least used undead and they fit in with the liche leader.

I agree with this 100%. We should use as many small coffins as we think we can get away with as furniture items, and put the big tomb in a plot-relevant room. We can have some undead crawl out of their own coffins as traps :zombie: . The Heroes should find the fourth of the unnamed Artifacts either at the linear and correct end of the Quest or in the hands of the lich.

16)
Gold Bearer wrote:Having foiled the alliance with the chaos dwarves Zargon 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.

Having looked at the map of your quest posted in the other thread, it looks like the setting of this one is supposed to be a pass just before the cultists’ castle proper. I noted a few issues with it we will need to resolve, which I will post here so as to keep the other topic clear:
[*]I am OK with the ogres being around in general, but as mentioned in the other thread we should probably stick to just the basic Ogre Warrior and leave off the higher-level ones. Fortunately, we can handwave their absence easily by explaining that Zargon is relying on his Chaos Warriors to keep them in line. Collectively, we also need to agree on a stat line for the Ogres, since the 10 BP ones in the Elf Quest Pack would be far too strong, and the Against the Ogre Horde ones don’t have static Body Points.
[*]I can see the Quest’s starting point – the spiral stairway in the upper-left quadrant – but I don’t see any exit point. If collecting the amulet in the catacombs on the second map is the objective, that may be OK (since the Heroes can then just return to the spiral stairway), but otherwise we’ll need to shuffle some of the rooms around to accommodate this. We could put a portal in the Sun Eye room, for example, or else have an exit door in that area for a more mundane exit.
[*]I like the worldbuilding you did with the Ogre shaman at point C. I was toying with the idea of having him be one of the seven wizards from the Empire who managed to escape, but I don’t think that would work with an Ogre character. He may know how to reach the cultists’ tower, though, and if so we can add that to his Quest Note. Anything about his actions in #17 should be mentioned at the start of that Quest, though, since we’re already up to 9 notes on this one map. Which leads me to the next point…
[*]Chaos sorcery generally takes up a lot of space in the Quest Notes, so this isn’t really our fault per se, but we only have so much room to indicate special monsters, treasure, Chaos magics, etc. per Quest and I am concerned that nine notes may be a bit too much. Additionally, we should be careful not to overload any one Quest with too many unique events. I think we can leave this concern alone until we start templating them properly, though.

Have you tried installing HeroScribe to your Desktop folder? The program doesn’t update as easily when it’s in Program Files due to file permissions getting in the way. Then you can add a shortcut to your Start Menu and run it from there. That’s how I had to do it. If you can’t get it to work, though, I have the All-in-One all set so I can easily add the extra monster icons.

17) This last quest in the chapter is the confrontation at the cultists’ castle. The Empire’s lost wizards are locked in a room somewhere in preparation for the cultists’ ritual, so the Heroes need to find and free them, but they also have to kill off the cultists themselves. I’m not sure if they’ve already started on the ritual proper or if they are technically still preparing when the Heroes arrive, but presumably cultists of all four kinds (with the Tzeentch in greatest number since it’s ‘their’ quest) will be available. I think the high mage and storm master characters you had in #16 would be better moved to this quest, although we also need to make it sufficiently distinct from the last quest in Wizards of Zargon. This is probably the Quest which will be hardest to construct, since we don’t have one single ‘boss’ character, but rather multiple users of Chaos magics, each with their own hand of spells. Perhaps we have one Chaos wizard for each wizard of the Empire, each with 3-4 spells and a couple of elite minions guarding them, who are actively draining the Empire wizards and must be slain to properly ‘free’ them?


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Re: HQ25 Chaos Cultist/Undead Chapter

Postby Count Mohawk » July 16th, 2014, 12:05 am

Now let me start on answering your questions on the mechanics I've been hinting at this week.
Gold Bearer wrote:We should make it clear that the demons the khorne cultists can summon are lesser chaos demons, as opposed to the greater chaos demon boss from the previous chapter. They cultists should only be able to summon one demon at a time but if the demon is killed before the cultists they can summon another one. This would add a nice bit of tactical flavour, the demon is much more dangerous than the cultists are but they have to kill the cultists first to prevent them summoning again. There should probably have to be a certain number of cultists left for them to b able to perform the summoning, but the players won't know how many are needed. How good should we make a lesser khorne demon?

Lesser khorne demons could be stronger or weaker based on a function of how many cultists summoned them. For example, stat them as Mv 6/At 2/Def 4/Body 1/Mind 4 and increase their Attack and Body values by one for each cultist beyond the first. So three cultists give the demon 4 Attack and 3 BP, four give it 5 Attack and 4 BP, etc. As a balancing mechanism, we can limit their summoning by saying single cultists can't do it alone - which is fine anyway, since they have a natural 2 attack and 1 body by themselves.
If you would rather have the lesser demon have one stat line, just use the normal Gargoyle's - with the caveat that if the Heroes don't kill the cultists first, it regenerates all its BP every round!
Also, I agree that there can only be one lesser demon on the board at a time. Anyone who tries to sell his soul to two demons will probably just get torn in half when they fight over him. :gargoyle:

Gold Bearer wrote:Morgon/Zarcar
Lol, I missed that one on the first read-through! |_P

Gold Bearer wrote:I love the idea of the open doors. We probably could do it on the main board. I think we'd need a bigish tile to cover the central room though to make it an open space. I did this before for what was supposed to be an outside area and it worked quite well.

I had something in mind for the undead other than just putting them in the map. I was thinking that after the heroes pass a certain point they start coming up from the stairway every turn and the evil wizard player would have to note where they all are (but it won't happen until they're fairly close so it should be okay) and only put them on the board once they're in sight.

Sneaky! So the Heroes are effectively on a time limit for this Quest, then. I approve! Undead are naturally slow, so a hasty party may avoid them altogether, but if the Heroes are cued in to their appearance in some way, either by Quest Note cue or just the parchment text from Mentor, it may put an extra spring in their step (and also stop excessive searching for Treasure).

Gold Bearer wrote:Here's the monster list I had in mind for the quest. Orcs, orc bosses, an orc shaman, fimir, swamplings, a nurgle chaos sorcerer, nurgle chaos warriors and nurgle cultists, and the undead at the end. I think the greenskin tribe should be changed to be specifically an orc tribe. Everything else is part of the nurgle faction. I don't think there should be any kobolds because they've got a whole chapter dedicated to them so they'll have been heavily used in five quests in a row. I don't think there should be any fogwalkers or marsh skeletons on the actual map because of the standard undead at the end of the quest but I think the cultists should be able to summon them. It will be cool to have to different types of undead that are both used in unconventional ways. Those can be two of the swamp spells that the cultists get, I'm thinking three spells for them in total and six for the nurgle sorcerer to match the orc shamans six.

Yeah, the fogwalkers and marsh skeletons should be 'by Spell only' on quests with 'normal' Undead. The Evil Wizard players need to be able to differentiate between normal and special undead though, as it seems like normal skeletons and zombies may be milling about near our spellcasters. If we make his personal guards into Mummies, though, that would solve the problem very neatly - and it ties in with the Mummies being out in force in the next Quest anyway.

Gold Bearer wrote:Chaos Cultist
Movement: 6. Attack: 2. Defend: 1. Body points: 1. Mind points: 3.
Chaos cultists have a specific meditation ability depending on the chaos god that they worship. Khorne worshippers can summon a chaos demon, Tzeench worshippers get chaos spells, Nurgle worshippers get swamp spells and Slannesh worshippers can increase the stats of monsters.

Count Mohawk has designed meditation rules to increase monster stats so those will be used for Slannesh worshippers and we can use the same basic mechanic for the other meditations. Do you want to post your meditation rules?

The Khorne and Slaneesh cultists both have to spend their entire turns to perform their respective Chaos-powered actions. I described the summoning of the lessor Khorne demon above, so I won't repeat that here. Whenever a Slaneesh cultist meditates, however, every other Monster in the room gets +1 Attack dice, +1 Defend dice and/or +3 Movement until the beginning of the Evil Wizard's next turn, the exact permutations of which we can debate until proper game balance is achieved. Higher-order Priests can bestow stronger abilities, such as the power to make two attacks in one turn, regenerate Body Points slowly or even negate Heroic spellcasting.
Tzeentch and Slaneesh worshippers can probably have one, two or maybe 3 spells each. If the cultists show up in large numbers, though, keeping track of which ones know which Spells will quickly become a hassle. Furthermore, I don't want to have to Quest Note it in every room in which they appear. Perhaps we can make one note at the start of each Quest saying something like "every Cultist on this Quest can cast up to (one, two or three depending on difficulty and taste) Spells chosen at random from XYZ list of them? Obviously the super-strong area-of effects Firestorm and Cloud of Chaos need to be left off of any such list, but even multiple users of Fireball may be OK. Cultists are squishy enough that the Heroes will surely kill more than a few before they can launch their arcane assaults.

That's all I've got for tonight! Tomorrow I will see about posting some Quest maps so we can start turning these nebulous ideas into four concrete, cohesive Quests. Cheers! |_P


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Re: HQ25 Chaos Cultist/Undead Chapter

Postby Gold Bearer » July 16th, 2014, 3:43 am

This will just be a quick reply to your first post for now, I'll write a more detailed one and reply to your second post with some other points I haven't mentioned yet later on.

The way out is the open area at the bottom right. They've got through the mountain and are out the other side.

Neither the ogre shaman or the amulet are essential and I really think it should be kept that way. I don't like things to be too linear (as you can probably tell by the openness of the two maps I've posted). A series of event in a predetermined order (find and release the ogre, get the amulet, find the way out) isn't what I was going for, although that is the best way for them to do it. They could miss out that entire room block or get the amulet before meeting the shaman or decide to turn back from the subsection because they're struggling and lose the ogre for the next quest or decide to keep the amulet for themselves. In fact in my new notes if they have the amulet if and when they free him and they don't give it to him in exchange for his help he attacks them and becomes a normal monster. We could still write some stuff for him in the introduction to the next as long as we keep in mind that he might not be with them so it should work just as well without it.

I'd rather not lose the different types of ogres unless you really think it's necessary. We've got the go ahead to use the different types and I think that we definitely should. It's highly unlikely that they'll ever be more than two types of enemy ogres on the board at the same time. If they only have the basic ogre model they can put a shield or even a candle stick in the free hand of the better one. HQ has very little variety when it comes to different levels of the same type of monster so it's nice to have some official ones and I don't think we should waste them.

I was using the AtOH stats and I posted possible BPs for them with the quest notes. Warrior = 6BP, Champion & Chieftain = 8BP, Lord = 10BP. There's a jump in the stats between champion and chieftain so there's no need to raise the BP there.

I was thinking that we could have a page of introductory text for the chapter and then a page of monster stats for the ones we'll be using to keep the individual quest notes cleaner. I've got another idea in this area that I'll go into later with an example. Whatever happens it can be neatened up for the final version.

I'll try what you suggested for heroscribe.

I left the storm master and high mage out of the fourth one for the reason that you mentioned (too much like WoM) and because there's already eight enemy wizards. The main boss is the tzeench chaos sorcerer in the centre room. He's got six chaos spells and if they kill him the spell on the remaining battle wizards is broken. He also performs a cool resurrection when he's killed. I'm glad that the undead are heavily involved in this chapter, in every quest. I'm really happy with how they're being used, they don't feel forced in or out of place.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

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


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: HQ25 Chaos Cultist/Undead Chapter

Postby Gold Bearer » July 16th, 2014, 9:55 am

There's still a few other things I wanted to mention but for now I'll just reply to your recent posts. I'll add the other stuff this tonight.

Count Mohawk wrote:We should use as many small coffins as we think we can get away with as furniture items, and put the big tomb in a plot-relevant room. We can have some undead crawl out of their own coffins as traps :zombie: .
Tomb traps, yes! I love it. :)

Count Mohawk wrote:The Heroes should find the fourth of the unnamed Artifacts either at the linear and correct end of the Quest or in the hands of the lich.
I know, we should give it to the liche because the ability that item gives is the inclusion of the three WoM spell sets and the ability to chose an extra set so we could give him the darkness spells that suit him perfectly and give him the same number of spells as the necromancer. ;)

Count Mohawk wrote:17) This last quest in the chapter is the confrontation at the cultists’ castle. The Empire’s lost wizards are locked in a room somewhere in preparation for the cultists’ ritual, so the Heroes need to find and free them, but they also have to kill off the cultists themselves. I’m not sure if they’ve already started on the ritual proper or if they are technically still preparing when the Heroes arrive, but presumably cultists of all four kinds (with the Tzeentch in greatest number since it’s ‘their’ quest) will be available. I think the high mage and storm master characters you had in #16 would be better moved to this quest, although we also need to make it sufficiently distinct from the last quest in Wizards of Zargon. This is probably the Quest which will be hardest to construct, since we don’t have one single ‘boss’ character, but rather multiple users of Chaos magics, each with their own hand of spells. Perhaps we have one Chaos wizard for each wizard of the Empire, each with 3-4 spells and a couple of elite minions guarding them, who are actively draining the Empire wizards and must be slain to properly ‘free’ them?
Did you see the map I posted for this? The ogre quest and this one are the two that I already had the basic map designs and mechanics of in my head.

Count Mohawk wrote:Lesser khorne demons could be stronger or weaker based on a function of how many cultists summoned them. For example, stat them as Mv 6/At 2/Def 4/Body 1/Mind 4 and increase their Attack and Body values by one for each cultist beyond the first. So three cultists give the demon 4 Attack and 3 BP, four give it 5 Attack and 4 BP, etc. As a balancing mechanism, we can limit their summoning by saying single cultists can't do it alone - which is fine anyway, since they have a natural 2 attack and 1 body by themselves.
I love that idea! I think it should take a few of them though, at least three. This is supposed to be primarily a cultist arc and the handy thing is because they're so weak we can put lots of them in without unbalancing the quests as long as we don't put too many together in one place.

Count Mohawk wrote:If you would rather have the lesser demon have one stat line, just use the normal Gargoyle's - with the caveat that if the Heroes don't kill the cultists first, it regenerates all its BP every round!
I think it would be much better for them to resummon rather than the demon regenerating BP, especially because the hero players won't know that rule until they figure it out.

Count Mohawk wrote:Sneaky! So the Heroes are effectively on a time limit for this Quest, then. I approve! Undead are naturally slow, so a hasty party may avoid them altogether, but if the Heroes are cued in to their appearance in some way, either by Quest Note cue or just the parchment text from Mentor, it may put an extra spring in their step (and also stop excessive searching for Treasure).
Not exactly a time limit. The undead would be triggered when the heroes reach a certain point, like opening the door to the block of rooms with the exit for example. We could say they hear a groan in the distance or something.

Count Mohawk wrote:Yeah, the fogwalkers and marsh skeletons should be 'by Spell only' on quests with 'normal' Undead. The Evil Wizard players need to be able to differentiate between normal and special undead though, as it seems like normal skeletons and zombies may be milling about near our spellcasters. If we make his personal guards into Mummies, though, that would solve the problem very neatly - and it ties in with the Mummies being out in force in the next Quest anyway.
Oh yea. :) If we just use mummies to come up from the stairs it means there won't be multiple types of any of them and it hints at what they should expect to face a lot of in the next quest. Very handy! I actually used both types of skeletons and zombies in the ogre quest but the standard ones are deep underground and the swamp ones are outside so they definitely far enough away from each other.

Count Mohawk wrote:Whenever a Slaneesh cultist meditates, however, every other Monster in the room gets +1 Attack dice, +1 Defend dice and/or +3 Movement until the beginning of the Evil Wizard's next turn, the exact permutations of which we can debate until proper game balance is achieved. Higher-order Priests can bestow stronger abilities, such as the power to make two attacks in one turn, regenerate Body Points slowly or even negate Heroic spellcasting.
Nice! Especially preventing heroes from casting.

Count Mohawk wrote:Tzeentch and Slaneesh worshippers can probably have one, two or maybe 3 spells each. If the cultists show up in large numbers, though, keeping track of which ones know which Spells will quickly become a hassle. Furthermore, I don't want to have to Quest Note it in every room in which they appear. Perhaps we can make one note at the start of each Quest saying something like "every Cultist on this Quest can cast up to (one, two or three depending on difficulty and taste) Spells chosen at random from XYZ list of them? Obviously the super-strong area-of effects Firestorm and Cloud of Chaos need to be left off of any such list, but even multiple users of Fireball may be OK. Cultists are squishy enough that the Heroes will surely kill more than a few before they can launch their arcane assaults.
Tzeench and nurgle you mean. I was thinking they'd share three spells between them if there's enough of them so that any of them could cast. Maybe a bit more dynamic though, like if there's three of them (if we say the khorne cultists need three to summon) then they get one spell and one extra for every other cultist in the same room.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

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


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: HQ25 Chaos Cultist/Undead Chapter

Postby Gold Bearer » July 16th, 2014, 6:00 pm

"Gather round, I have grave news. Morcar has kidnapped seven of the empire's most powerful battle wizards and plans to use foul magic to poison their souls and turn them into minions of chaos but with their current magical skills still in tact. He has enlisted the skills of a very powerful chaos to achieve this and if he's successful this represents a huge threat. 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 where they're being held you will need to find the last of the four 'insert name here' artefacts to break the hideous spell being used to bind their souls. It's housed deep beneath a long abandoned old empire town that's now overrun by a strong orc tribe. 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 for the former 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.

That plan has been put to rest by Morcar. He knows of the artefact and has sent his chaos minions to guard it from us and has even enlisted the help of the orc tribe to assist them. You will first have to fight through the orc tribe and chaos force on the surface until you find an entrance to the catacombs. Once you have descended to the labyrinth below I'm sorry to say that you quest will only become more difficult as Morcar has also sent a strong chaos contingent under the town to guard the 'insert name here' from below as well above. Once it's obtained you can head for the town of 'insert name here' to rest and restock supplies before tackling the next stage of your journey.

Chaos reinforcements have also been sent to the bolster the ogres living under the 'insert name here' mountains that you will need to pass through. They're no doubt very relieved to still be alive after the arrival of the chaos forces and will be far more scared of them than they are of you, so expect a fierce battle from all sides. Once you're through and out the other side it's a short journey to the citadel where the most challenging part of your quest begins. Morcar's power continues to grow and he has now managed to enlist the 'chosen ones' of chaos and their cultist servants. You will need to be especially cautious of these chaos followers as they are favoured worshippers. All true chaos minions worship one of the four chaos gods but these followers have been imbued with the mark of chaos given to them as a reward by their particular god."

As you all sit round the fireplace intently listening to Mentor explain more about the chaos reinforcements and the various threats and challenges they pose observing the graveness of his demeanour and the intensity of his tone as he goes through all the sordid details of the four vile chaos gods and their twisted natures it becomes clear that this task represents far more peril than any of you have ever faced before.

"And do not underestimate the vile chaos cultists either. In small numbers they don't pose a great threat, but in a large enough group they can combine their energies to perform unspeakable acts of devotion to their chosen abomination of a god, who will immediately reward them. This will be your toughest test so far and you will need all of your skills and experience to stand any chance of success. You will need to leave right away as time is of the utmost essence. Just call into town in your way to stock up on supplies and then head straight out. Good luck my friends."


And then at the start of each quest the intro text can include a flashback to Mentor explaining that god.

PLEASE DELETE ME
Last edited by Gold Bearer on July 18th, 2014, 11:01 am, edited 4 times in total.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

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


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
Gold Bearer

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Re: HQ25 Chaos Cultist/Undead Chapter

Postby TMU » July 17th, 2014, 1:38 am

Gold Bearer wrote:I'm going to make a cup of tea, put my feet up and read a nice book. Good luck.

The ending is so not going to be like that :lol:
"There is no greater danger than playing it safe."


Rewards:
Played a turn in a Play-by-Post game. Wrote an article for the Blog. Created a Hot Topic. Participated in four (4) Miniature Exchanges. Slaughtered an Orc! Destroyed a Zombie! Encountered a menacing Chaos Warlock!
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Re: HQ25 Chaos Cultist/Undead Chapter

Postby Gold Bearer » July 17th, 2014, 2:29 am

Variable wandering monsters.
Q16: Skull = One Fimir + Four Swamplings. White Shield = Two Orcs. Black Shield = Nurgle Chaos Warrior.
Q17: Skull = Three Skeletons. White Shield = Two Zombies. Black Shield = One Mummy.
Q18: Skull = Beastman. White Shield = Khorne Chaos Warrior. Black Shield = Ogre Warrior.
Q19: Skull = Three Tzeench Cultists. White Shield = Four Tzeench Cultists. Black Shield = Five Tzeench Cultists.

TMU wrote:
Gold Bearer wrote:I'm going to make a cup of tea, put my feet up and read a nice book. Good luck.

The ending is so not going to be like that :lol:
Why not , what's wrong with it? :)
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

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


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
Gold Bearer

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Posts: 1792
Joined: June 4th, 2012, 4:21 pm
Forum Language: British English
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Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

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