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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. The Heroes may free him using the key from point B. If they do, he will offer to join the Heroes as a Man-at-Arms until the end of the Quest or until they find the talisman of Chaos, and inform them of the hidden trapdoor in room C if they haven't found it yet.
If the Heroes meet the shaman while in possession of the talisman of Chaos, or if they collect it while traveling with him, he offers to join them for the next Quest in exchange for the talisman. If the Heroes refuse, the shaman is enraged, becomes an enemy and immediately attacks as though he was a Wandering Monster.



Oh yea, I forgot about that.Count Mohawk wrote:I'm reserving this post to help clean up the language on this quest. One thing I will note here before I go to work: the exit point for the Quest is not clearly marked on the map.
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Lots going on = interesting and good quest. Not a lot going on = dull and boring quest. If you can fit the quest notes on just one measly page then you're just not trying hard enough.Count Mohawk wrote:Before I start the refining process, I'm going to start with an ugly generalization, namely: there's too much going on in this Quest. I reworded the Quest Notes you provided to make them flow better, but I cannot make them fit onto one page as they currently exist.
That's my favourite bit of the quest. The subsection isn't played on the board at all, it's all tiles.Count Mohawk wrote:Also, you ran about two rooms short of being able to fit this Quest on one board, and while it's true that double-board Quests are firmly-established in Hero Quest's canon, I don't think this one warrants it.
Awesome!Count Mohawk wrote:By my count, this Quest currently features 13 Cultists, 14 Beastmen (plus a Minotaur), 7 Chaos Warriors including a Chaos Champion, 8 Ogres including the three higher-level ones, three other wizards and a whopping 21 undead in the basement - totaling 67 different figures!
No.Count Mohawk wrote:The Ogres have quite a nice base in the southwest, but they're not sharing that area with anyone, which wastes valuable room space. Try consolidating the northern area with the Beastmen into the southern Ogre lair a bit.
Count Mohawk wrote:Putting a Pit of Darkness right next to the Ogre Chieftain is a bit of a jerk move, as the Heroes can't attack while fallen in one of those.
Good point. I've moved it now so the blade trap swings over the pit.Count Mohawk wrote:If they also lack ranged weapons (which is a bit of a longshot, but it's possible), then that Ogre can make the Quest unsolvable just by standing still and refusing to move ever.
I like there being that many. My chaos cultists attack and defend with one dice. Tis fine.Count Mohawk wrote:Your concerns about the Cultists not getting to do their summoning trick are valid and duly noted. However, eight cultists in one room seems excessive, even accounting for a few of them getting splat before they can move. What you could do instead is put only four or five into the Sun Eye room and have the Gargoyle ("lesser demon") figure already on the board, then write in the Quest Notes that he was just summoned.
That's not a room. That whole area is outside. It's a tile from AtHO. He has the summon swamp zombies and summon marsh skeletons spells so it makes sense for them to be there even though there's no swamp because he summoned them.Count Mohawk wrote:Thematically, what's the Nurgle sorcerer doing in the corner room J? This mountain would have to have some very weird geology for a swamp to be growing on the top of a mountain pass. I concede that Nurgle is not just about swamp magics, but even if so the fogwalkers would be out of place here. If you want to keep him, I would move him to a room more on the left side of the Quest.
Still don't know whether to move the arrows behind the monsters to force the heroes to face them.Count Mohawk wrote:I did notice the arrows pointing off the board in room J - good fix. I would briefly note that this is the end of the Quest in the notes there, though.
The wizards of Morcar included a necromancer and orc shaman as well. They're not unique character, and an ogre lord could be the leader of any ogre tribe. That's nothing:Count Mohawk wrote:You have a lot of 'unique' characters in this Quest. If the way I am reading prior Hero Quest lore is correct, the four Wizards of Morcar were/are specific characters sent by Morcar to assassinate the Heroes during the Quest Pack of the same name. It feels awkward to me to have them show up again here without any story-related reason, since they either don't care about the Heroes specifically at this point (if HQ25 is before WoM) or they're very dead after having been slain by the Heroes twice over (if it's after). I feel similarly about the Ogre Lord, who is a specific character from the Against the Ogre Horde pack.
Witch Lords
Written in to the story that the witch lord was one of a special cult when he was alive and now they've all risen to avenge him, maybe with a witch king and queen.
This:Count Mohawk wrote:The Ogre Shaman / talisman of Chaos subplot... what does this mysterious object do? At the moment, all it does is buy the shaman at point D's services for the next Quest (or piss him off if the Heroes don't want to give it to him). Given that the talisman is not the explicit objective of the Quest, the Heroes need a better reward than a temporary, albeit strong, Man-at-Arms for taking the time to go searching for it.
It was there before. I must of accidentally deleting it when I edited it. The elf is a level one magician so he can't use it.Chaos Amulet: Allows a magician of magic level two or above to use any one of the three chaos sorcerer spells (Dominate, Mind Blast, Mind Lock) once per quest.
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