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[Wizard Pack][10 Quests] - Summons of the Wizards' Council

Discuss Quest creation and share Quests/Quest Packs you've created.

[Wizard Pack][10 Quests] - Summons of the Wizards' Council

Postby j_dean80 » January 9th, 2018, 7:55 pm

Re-make of Wizards of Morcar into a Barbarian Quest Pack/Elf Quest Pack style.

3 Wizard solo Quests
5 group Quests
1 double Quest

Extra stuff required is listed in the Pack Notes section.

https://www.dropbox.com/s/yrt76t3ncr02m ... l.pdf?dl=0
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Re: [Wizard Pack][10 Quests] - Summons of the Wizards' Counc

Postby j_dean80 » January 13th, 2018, 11:22 pm

I uploaded the Monster Cards to the Gallery if anyone is interested in them.
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Re: [Wizard Pack][10 Quests] - Summons of the Wizards' Counc

Postby Daedalus » February 19th, 2018, 5:49 am

Can you link them?

Great Quest Pack, by the way!
..
UNCLE ZARGON
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Rewards:
Wizard of Zargon Group Member Grin's Stone Map 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! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy!Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered all eight (8) Game System monsters. Encountered a menacing Chaos Warlock!
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Re: [Wizard Pack][10 Quests] - Summons of the Wizards' Counc

Postby j_dean80 » February 19th, 2018, 6:14 pm

Blood - Good to the last drop

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Re: [Wizard Pack][10 Quests] - Summons of the Wizards' Counc

Postby Daedalus » February 27th, 2018, 8:27 pm

The cards are looking quite good. While I appreciate the inclusion of special ability mechanics on the card (more useful than those done in the BQP), the text feels a bit crowded. It's an opinion, but I think the longer ones could stand to be pared down.

Spirit: Mv: 10, At: 3, De: 0, BP: 1, MP:0
Can move through (but not end on)
walls and furniture. Cannot be affected
by spells. A Spirit vanishes when killed.
Death Reaper:
A Hero hit by a Death Reaper must roll a
combat die. If he rolls a black shield, he
is frozen--unable to act or move--until he
can roll a white shield on a future turn.
Skaven:
Wields a sling. Roll one combat die as a
ranged attack against non-adjacent
targets. Roll two combat dice against
adjacent opponents.
Skaven Gray Seer:
Casts spells.
Skaven White Seer:
At the beginning of Zargon's turn, a
White Seer may take one spell at random
from any Hero in line of sight. The Seer
may cast the spell immediately or save it .
..
UNCLE ZARGON
Image
WANTS.. YOU


Rewards:
Wizard of Zargon Group Member Grin's Stone Map 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! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy!Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered all eight (8) Game System monsters. Encountered a menacing Chaos Warlock!
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Re: [Wizard Pack][10 Quests] - Summons of the Wizards' Counc

Postby j_dean80 » February 27th, 2018, 8:58 pm

Daedalus wrote:The cards are looking quite good. While I appreciate the inclusion of special ability mechanics on the card (more useful than those done in the BQP), the text feels a bit crowded. It's an opinion, but I think the longer ones could stand to be pared down.

Spirit: Mv: 10, At: 3, De: 0, BP: 1, MP:0
Can move through (but not end on)
walls and furniture. Cannot be affected
by spells. A Spirit vanishes when killed.
Death Reaper:
A Hero hit by a Death Reaper must roll a
combat die. If he rolls a black shield, he
is frozen--unable to act or move--until he
can roll a white shield on a future turn.
Skaven:
Wields a sling. Roll one combat die as a
ranged attack against non-adjacent
targets. Roll two combat dice against
adjacent opponents.
Skaven Gray Seer:
Casts spells.
Skaven White Seer:
At the beginning of Zargon's turn, a
White Seer may take one spell at random
from any Hero in line of sight. The Seer
may cast the spell immediately or save it .


Thanks for feedback but I kind of prefer them how they are. I'm not against anyone creating their own though. Same goes for modifying the whole Pack if they wish.
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Rewards:
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Re: [Wizard Pack][10 Quests] - Summons of the Wizards' Counc

Postby Spookyhappyfun » March 8th, 2018, 12:32 pm

I went in and added Lair of the Orc Shaman as Quest 11 to my Kellar's Keep Quest Book file and decided to edit the Conclusion a bit to flow into it. Quest 10 is Grin's Crag which leads directly into the Conclusion story about the battle in Kellar's Keep and the army's escape through the passage that you've just opened. So the Conclusion needed to remain before the Orc Shaman quest but it needed a little something to flow into that Quest.

I removed the last paragraph and in it's place put this:

However, the day is not yet won. As the army makes their way back through the now-familiar halls of Karak Varn to light and safety, Sir Ragnar takes you aside and tells you of Grawshak, an Orc Shaman who assisted Zargon in the assault, bringing with him soldiers from the Northern Tribes. This sorcerer helped Zargon in his plan and stood by his side through most of the battle, though was noticeably absent in the final wave. His lair is just outside the Great Gate hidden among the hills on the outskirts of the World's Edge Mountains. Sir Ragnar draws you a map and bids you to take some men and go there to defeat Grawshak, delivering a mortal blow to the greenskin army.


This leads directly into the Lair of the Orc Shaman quest. I wanted to add Sir Ragnar to bring him back into the story. In my story, Zargon has instructed him to point the Heroes to Grawshak in the hopes of quietly getting rid of them. Ragnar tells the Heroes about this away from the Emperor and others so he has plausible deniability if they were to meet a horrible end as maybe the Heroes just took it upon themselves to go there.

After that quest I put a slightly reworded version of the last paragraph of the Conclusion to lead into Return of the Witch Lord:

"You have done well, brave Heroes. The Emperor has asked me to express his gratitude. Each of you will receive 500 Gold Crowns for your efforts. But do not let victory deceive you. A dark cloud still hangs over the Empire as the forces of Chaos grow stronger. Do not forget that the Witch Lord lives again. For now, though, rest well my friends. Once I have consulted Loretome, I shall summon you. Together we will find ways to delay Zargon's advance."


Rewards:
Killed a mighty Fimir! Destroyed a Zombie! Encountered a menacing Chaos Warlock!
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Re: [Wizard Pack][10 Quests] - Summons of the Wizards' Counc

Postby j_dean80 » March 8th, 2018, 4:40 pm

Spookyhappyfun wrote:I went in and added Lair of the Orc Shaman as Quest 11 to my Kellar's Keep Quest Book file and decided to edit the Conclusion a bit to flow into it. Quest 10 is Grin's Crag which leads directly into the Conclusion story about the battle in Kellar's Keep and the army's escape through the passage that you've just opened. So the Conclusion needed to remain before the Orc Shaman quest but it needed a little something to flow into that Quest.

I removed the last paragraph and in it's place put this:

However, the day is not yet won. As the army makes their way back through the now-familiar halls of Karak Varn to light and safety, Sir Ragnar takes you aside and tells you of Grawshak, an Orc Shaman who assisted Zargon in the assault, bringing with him soldiers from the Northern Tribes. This sorcerer helped Zargon in his plan and stood by his side through most of the battle, though was noticeably absent in the final wave. His lair is just outside the Great Gate hidden among the hills on the outskirts of the World's Edge Mountains. Sir Ragnar draws you a map and bids you to take some men and go there to defeat Grawshak, delivering a mortal blow to the greenskin army.


This leads directly into the Lair of the Orc Shaman quest. I wanted to add Sir Ragnar to bring him back into the story. In my story, Zargon has instructed him to point the Heroes to Grawshak in the hopes of quietly getting rid of them. Ragnar tells the Heroes about this away from the Emperor and others so he has plausible deniability if they were to meet a horrible end as maybe the Heroes just took it upon themselves to go there.

After that quest I put a slightly reworded version of the last paragraph of the Conclusion to lead into Return of the Witch Lord:

"You have done well, brave Heroes. The Emperor has asked me to express his gratitude. Each of you will receive 500 Gold Crowns for your efforts. But do not let victory deceive you. A dark cloud still hangs over the Empire as the forces of Chaos grow stronger. Do not forget that the Witch Lord lives again. For now, though, rest well my friends. Once I have consulted Loretome, I shall summon you. Together we will find ways to delay Zargon's advance."


So you have Sir Ragnar as evil now?
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Rewards:
Participated in four (4) Miniature Exchanges. Participated in three (3) Miniature Exchanges. Wrote an article for the Blog. Grin's Stone Map Destroyed a Zombie! Encountered a menacing Chaos Warlock!
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Re: [Wizard Pack][10 Quests] - Summons of the Wizards' Counc

Postby Spookyhappyfun » March 8th, 2018, 5:06 pm

It's based off the Epilogue to the EU version of Return of the Witch Lord where it says that Skulmar has escaped with the help of Sir Ragnar who has been corrupted by Chaos. It says that you'll have to confront Skulmar soon but that Sir Ragnar was captured and executed.

It's weird that they brought up this turn and killed him off all in a couple sentences in an epilogue and that the Heroes didn't get to see it at all or interact with him, but it's cannon enough for me to have him be evil.

I'm playing the long game with him being the the one who tells Grak where to find the Heroes to kidnap them in Legacy of the Orc Warlord (I'll have the Heroes discover a charred note on Imperial parchment detailing the Heroes' locations), Ragnar pointing them in the direction of Grawshak at the end of Kellar's Keep, and I'll go from there maybe weaving him in to more stories before revealing him as a traitor and having the Heroes confront him in some future Quest.


Rewards:
Killed a mighty Fimir! Destroyed a Zombie! Encountered a menacing Chaos Warlock!
Spookyhappyfun

Elven Warrior
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Posts: 643
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Joined: July 26th, 2017, 7:12 am
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Evil Sorcerer: Zargon
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Re: [Wizard Pack][10 Quests] - Summons of the Wizards' Counc

Postby j_dean80 » March 8th, 2018, 8:27 pm

Spookyhappyfun wrote:It's based off the Epilogue to the EU version of Return of the Witch Lord where it says that Skulmar has escaped with the help of Sir Ragnar who has been corrupted by Chaos. It says that you'll have to confront Skulmar soon but that Sir Ragnar was captured and executed.

It's weird that they brought up this turn and killed him off all in a couple sentences in an epilogue and that the Heroes didn't get to see it at all or interact with him, but it's cannon enough for me to have him be evil.

I'm playing the long game with him being the the one who tells Grak where to find the Heroes to kidnap them in Legacy of the Orc Warlord (I'll have the Heroes discover a charred note on Imperial parchment detailing the Heroes' locations), Ragnar pointing them in the direction of Grawshak at the end of Kellar's Keep, and I'll go from there maybe weaving him in to more stories before revealing him as a traitor and having the Heroes confront him in some future Quest.


Never read that before. Strange difference from the NA version.

Another option I was going to say is Hinsgrim. Kind of a prelude to the story in Dark Company.
Blood - Good to the last drop

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Rewards:
Participated in four (4) Miniature Exchanges. Participated in three (3) Miniature Exchanges. Wrote an article for the Blog. Grin's Stone Map Destroyed a Zombie! Encountered a menacing Chaos Warlock!
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j_dean80

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