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[Preview] [Quest Pack] [11 Quests] - The Evil Covenant

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[Preview] [Quest Pack] [11 Quests] - The Evil Covenant

Postby Templar » August 17th, 2012, 4:49 am

Actual full title: The Menace of the Evil Covenant. The subject line ran out of space :mrgreen: Link to full download will be added eventually (way much more to finish first ;) )

I have "borrowed" a lot of pictures from sources that will be acknowledged in the final version. For now I would like to thank Derfel Link for making me download HeroScribe, an AWESOME quest-making tool, that I can not picture myself without anymore :D

Description:
This quest pack is intended for brand new heroes, using the European version (where all monsters have 1 body point, and no starting equipment is noted). The quests are designed to be played in order, since they increase in difficulty. That being said, I have put in "starting resources" in each quest so that they can be played independently, or allow for a brand new character joining more experienced heroes.

There are 10 quests, followed by a "boss"-quest which will be affected by how the previous quests went.

The following is new material for the quest pack. I recomend implementing everything, but the new heroes are not required, and only a few quests is designed so that the new spells are fully needed. Bolded categories are already uploaded, but more is to follow.
New and modified rules
New and modified rules.doc

Monsters and monster spells
Monsters.JPG

Monster Spells.JPG

Weapons
weapons.JPG

Pieces of Armour
See post 4

New Characters
See post 5

Hero spells
Hero Spells.JPG


New heroes, Tiles and such, Artifacts and Miscellaneous Cards in progress...

Quest Previews:
Quest 1 - The Dark Elf's Spell Book. You need the weapon cards, the monster cards, the monster spells and the new/modified rules to play this.

Image

Quest Instructions
Our scouts have reported that a group of greenskins has enetered an ancient fortress in the Grey Mountains to the southwest. They are led by a Chaos Sorcerer who has hired them as an expeditionary force. I am suspecting that he has located the Dark Elf Kaliel's spell book. Kaliel fought on the Witch King's side during the elven cicil war thousands of years ago. He was terrorizing elven villages and strongholds in the area right where the expedidtionary force has been manouvering. If the spells in the spell book are studied by servants of the Chaos gods it will have horrendous consequenses. You have to find the book and ensure it's destruction.

Mission
Destroy the spell book or recover it from the fortress.

Quest notes
A) The spear trap in this door may only be disarmed from within the room.
B) If a player searches for treasure, a whip, a throwing axe and a lead-bullet sling is found.
C) When a player opens the door to this room, the player sees a key hanging on the wall right opposite the door, clear as day. (This is the key that opens the door marked H.) A player that is standing on the square in front of the key takes it down. (Note the door trap, the pit trap and the psycic trap in this room.)
D) This falling rocks trap is not triggered when stepped on. If a player tries to disarm the trap it is discovered that it is is impossible to do so, because there are no visible trigger mechanism.
E) The mummie in this room may not be moved. All spells attacks from a distance is sucked up by the teleportation trap, leaving the mummie unharmed. All the players know is that the attack/spell seems to vanish in thin air. If a player searches for treasure, a club and a suit of leather armour* is found.
F) If a player searches for treasure, a key hanging on the side of the fireplace is found. (This is the key that opens the door marked I.)
G) The chest on the table is rigged with a psycic trap. The chest contains a covering stone** and a scroll of parchment with a spell that only the enchanter or mage in the party can use. However, no one knows what the spell does. (If a player is carrying the spell book and uses the spell at the same time, the book is the destroyed.)
H) This door is locked (and can only be opened by the key found in room C).
I) This door is locked (and can only be opened by the key found in room F).
J)When the first player enters the room, the Dark Elf's Spell Book is recognized, lying on the table. It is protected by strong enchantments and can not be destroyd by any known means A player on a square beside the table may use an action to pick up the book. When this happens, the players hear a rumbling sound. The falling rock trap at D is triggered, but is not placed on the board until that square is visible.
K) The Chaos Warrior in this room is a Chaos Chosen who has two body points, attacks with four dice and defends himself using white shields rather than black. The two chests in the room are rigged with traps that causes one body point of damage. The topmost chest contains 50 gold coins. The lowermost chest contains a small statue of the Chaos god Tzentch, several parchment scrolls and three throwing knives.

*Card still in progress, but this armour gives the wearer 2 defence dice.
**Card still in progress. Allows the holder to add two to his or her mind points to affect one dice roll. One use only.

Wandering monster: Orc
Reinforcements: 2 Goblins, 2 Tunnel Goblins
Ambushers: 2 Orcs
Treasure Guardian: Chaos Warrior

Starting Resources: -
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Last edited by Templar on September 22nd, 2012, 8:02 am, edited 10 times in total.
"If you have to ask, you're streets behind..." - Pierce Hawthorn


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Re: [Preview] [Quest Pack] [11 Quests] - The Evil Covenant

Postby Sjeng » August 17th, 2012, 10:19 am

oh, my Goddess! sweet! You've certainly put a lot of work in this one. Amazing! Love the artwork, the extra cards, spells, monsters etc. Fantastic! And 11 quests!? I'm printing this when it's finished! :D
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Re: [Preview] [Quest Pack] [11 Quests] - The Evil Covenant

Postby Templar » August 18th, 2012, 5:34 am

Why, thank you Sjeng for the kind words! :D

...but I feel that I must point out that most of my "work" is to google for pictures that I can use, because I don't have the skill to do them myself. :mrgreen:
And really, coming up with new ideas for HeroQuest is more like playing a computer game than actually working. "Wow, has 2 hours gone by now?...Man, I really must start studying soon..." and then 2 hours more passes by and I go to bed. ;)

Second quest coming soon, must implement the changes after beta-testing first.
Last edited by Templar on August 20th, 2012, 5:46 pm, edited 1 time in total.
"If you have to ask, you're streets behind..." - Pierce Hawthorn


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Ogre Chieftain
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Re: [Preview] [Quest Pack] [11 Quests] - The Evil Covenant

Postby Templar » August 20th, 2012, 5:45 pm

Armour Cards
Pieces of Armour.JPG


Quest Previews
Quest 2 - The Ambassador
Image

Quest instructions
We are at the brink of war. The Emperors ambassador to Bretonnia in the south has been abducted. It was while travelling to a critical negotiation summit that the ambassador and his retinue were assaulted by beastmen. Survivors saw these savages retreating towards a massif east of the main road. The fact that these beastmen did not slaughter the entire retinue is most surprising, but for the moment irrelevant. The ambassador must be saved, otherwise we are at risk of a war that we do not have the resources for.
Mission
Rescue the Ambassador from the den of the beastmen.

Quest notes
A) This is the master of torture. It rolls one extra die in defence. Any player searching for treasure in the same room as the master of turture is killed in, finds a key. It opens the door to the cell at C.
B) If a player searches for treasure, a scythe and a healing potion is found. The cell, which is confined within the double square block and the door around C, counts as a seperate room, and the ambassador is hence not placed on the square marked C until the locked door is opened. Represent the ambassador with either the druid or the wizard, depending on witch character is not played with this quest. When found, the players may move the ambassador after their own turns with two dice. He may attack and defend with one combat dice. He has been weakened by torture and has only three body points left. His maximum amount of body points is six.
C) When the door to this cell is opened, the players hear three loud signals. Without the players knowledge, unless one of them have line of sight to them, the doors marked D are closed and locked. Monsters that are marked with numbers and have not been killed yet may now be relocated by you, the evil wizard. Monsters marked 1 may be placed on any squares in the room with the staircase. Monsters marked 2 may be placed on any squares in any corridor anywhere on the map. Mark down what their new positions are, but make sure that the players do not know what is going on. After this relocation, these monsters are dicovered as if the players enter a room or corridor for the first time.
D) These doors are closed and locked when the cell door to room C is opened.
E) The chest contains two recovery potions*.
F) If a player searches for treasure, a pitchfork, a hand axe and a shield is found.
G) The chest contains a dagger, and 25 gold coins wrapped in a piece of cloth marked with a large red ring next to a smaller black ring.

*Card in progress. The drinker regains two body points.

Wandering monster: Centaur
Reinforcements: 2 Centaurs
Ambushers: Minotaur
Treasure Guardian: Minotaur

Starting Resources: 125
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Templar

Ogre Chieftain
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Posts: 232
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Re: [Preview] [Quest Pack] [11 Quests] - The Evil Covenant

Postby Templar » August 28th, 2012, 2:24 pm

New characters
Characters.JPG

Note: Only one Warrior, Adventurer, Enchanter, and Mage per party.

Quest Previews
Quest 3 - Storm of Magic (only alpha tested)
Image
Quest instructions
The winds of magic have been blowing tremulously of late. The source of this disharmony is a number of reservoirs of magic that have stored up in caves in the Drakwald Forest east of the capital. Mutations in the area have increased and magic practice in the city have been seriously affected. Since the Drakwald Forest is full of enemies of the Empire, the experts who are to investigate the cause of these reservoars must be supported. Your mission is to search the caves so that the experts can investigate them without risk. Beware of overexposure to magic, we can not afford to loose any of you on a task this trivial.

Mission
Search through the cave for threats. All players must survive.

Special rules known to the players
# Before the heroes enter the cave they are warned by the accompaning experts that each turn they spend inside the cave, they are exposed to strong concentrations of magic that will eventually become harmful. In practice this means that after 25 rounds inside the cave, every player must roll a dice in the beginning of his or her turn. If a one is rolled, the player is hit by a one combat die metaphysical attack.
# The strong winds of magic forces any magic user to only choose from the following spell types: Light, Air, Wilderness, Water.
# All doors represents tunnel openings and are dicovered opened, if not otherwise noted.

Special rules not known to players
# The cave is divided in three main areas:
I - Map 1, where the players enter the cave system;
II - Map 2 between (and including) C and E;
III - The remaining parts of map 2 and map 3 where the players finds the way out.
# In area I, no treasure cards are drawn if the players searches for treasure. In area II, treasure cards are drawn as normal, but traps counts as wandering monsters. In area III, treasure cards are drawn as normal, but all wandering monsters counts as traps.
# In area II, all monsters are malnourished and rolls one combat die less in attack and defence. When they are killed, they are immideately raised as Zombies (or skeletons, if you run out of zombies). Since this occurs naturally because of the winds of magic, and not done in a professional way, these zombies (skeletons) are more fragile than usual. They too rolls one combat die less in attack and defence.

Quest notes
A) These chests are empty. The door to room B is closed.
B) As soon as a player moves into the chamber, four trap doors are triggered underneath the feets of the heroes. These are not normal pit traps. Instead, the heroes fall all the way down to a chamber far beneath them. This is chamber C on map 2. The players loose half of their body points, rounded down. (e.g. the dwarf will loose 7/2=3.5=>3 body points). Clear the board. A new round starts.
C) Place the heroes lying down in the room in a suitable manner. The first turn they may only roll one die for movement, since they have to stand up. the quests mission is changed to only that the heroes must survive. The adventurer in the party (dwarf or assassin) now realises, thanks to years of experience, that the heroes must save the teleportation spell in case there is no tunnel large enough out of the cave they have fallen into.
D) This orc rules down here. He fights as normal and has 3 body points. When it is killed he is raised as a mummie. This mummie rolls one combat die less in attack and defence.
E) This tunnel opening is plugged shut from the outside. It can only be opened from the other side or by the Genie.
F) This is where the players arrives when they exit map 2.
G) If a player searches for treasure, a battle club, a staff and a pickaxe are found.
H) When the players discovers this door they see daylight trickle into the cave. They realize that this is the exit.

Wandering monster: Orc
Reinforcements: -
Ambushers: -
Treasure Guardian: Fimir if the treasure is found in area II. Otherwise Insect-man

Starting Resources: 225
You do not have the required permissions to view the files attached to this post.
"If you have to ask, you're streets behind..." - Pierce Hawthorn


Rewards:
Played a turn in a Play-by-Post game. Created a Hot Topic. Participated in a Miniature Exchange.
User avatar
Templar

Ogre Chieftain
Ogre Chieftain
 
Posts: 232
Joined: November 9th, 2011, 4:31 am
Location: Karlstad, Sweden
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Champion Group Member


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