Teldurn wrote:Okay, guys. Maybe my workload has addled by comprehension abilities, but I've read through this thread (and the couple other ones linked throughout), and for some reason I can't seem to make heads or tails of it. There seems to be a bit of waffling back and forth.
Can someone please lay out the facts of what we have set in stone thus far. This will help me figure out where I can help out with stuff. Thanks.
I understand your confusion!
Someone correct me, but here is how I understand how we do it.
1) Read the story that has been made so far.
http://forum.yeoldeinn.com/viewtopic.php?f=37&t=21022) Pick a place and write a "chapter" spanning 3-6 quests. This should be a coherent arc.
3) When we have all the chapters we evaluate how we can knit them together. This can be done via Mentor's messages or via in-game events.
Just little touches that all add up in the end to reveal the big final arc.
So basically right now you just write a great chapter/arc, or join/create a team in doing so.
Teldurn wrote:Side note: In regards to making vector files, using the inkscape tutorial is one way; the other way is using Illustrator's Live Trace tool.
You volunteer? I really don't care to learn all this if someone else can easily do it in 5 minutes. I'll provide the images, someone with know-how just needs to convert them

Sjeng wrote:Room 5: OPTIONAL!
The 4 Ogres from Ogre Horde (chaos enforcements?)
The 4 wizards from WoM
Giant Spider, Rat, Bat
Actually I was under the impression that we used game system + new monsters?
The point is that the quests should be centered around the new monsters.
We are not suddenly dragging other expansions into this one?
No other expansion has used monsters from another expansion (I don't count AotOh and MotM as they were exclusive to EU/NA)
Per default I only expect people to own the game system.
If they want to play this they need to get minis. The number of minis needed shouldn't be boosted by just allowing all official material.
tl;dr: NO OGRES!************************************
knightkrawler wrote:Anyone interested in working out my storyline idea for the 2nd part (between introductory quests and something else)?
See page 6 or 7 of this thread.
Chapter 2
Q4-Q8: path 1: follow the dragonkin lead: (Knightkrawler, gootchute and sajungzak: My ideas revolve around Kobold Dragonpriests and Dragonshields flooding the swamps and convincing the Fimir that the Great Wyrm is supposed to be awakened somewhere deeper in the bog where even the Fimir who worship dragons in general and the Great Wyrm in particular didn't think it is.
Of course, the two factions work together grudgingly to find the resting place, all under the eye of Morcar who wants the body of the Great Wyrm as a vassal all for himself (his essence), sending his chaos henchmen to steal the surprisingly young and little dragon thingie.
Morcar finds out it fell mystically asleep as a mere hatchling (or was "convinced" to do so) and abducts it into the chaos wastes for the beastmen and chaos dwarfs who have been called from their own industrious purposes in their own bloody brass city to watch over it and for their practitioners of magic and science to find ways to accomplish Morcar's plan.)
(I'm not really sure if this is thought as a prelude to a bigger quest or just it's own single chapter...)
Having a plot revolve around awakening a "Great Wyrm" and not getting to fight a dragon is not optimal (Dragons are NOT a part of the monster list!).
Thoughts on this?Perhaps it could instead revolve around a dragon artifact? Fang of Bloodwing or whatever. Or the dragonling has already been killed for its blood which is a potent magical ingredient in a magical ritual.
Possibilities for some quests. Needs some tweaking still, but it's a start.
Q4 - Kobolds have been spotted venturing way too far from their usual habitats. Been spotted in the swamps. Heroes must push back the kobold threat before it escalates. At the end the kobolds are surprisingly assisted by a band of fimirs.
Q5 - The kobold and fimir alliance doesn't bode well! Mentor suspects they might be looking for the TOMB of BINGBONG which contains the Dragon Relic a powerful dark artifact. Locate the tomb in the swamps.
Q6 - The tomb is already crawling with kobolds and fimirs! Find the relic and get out! ...... But as they enter the holy chamber... The relic is already gone! Dun dun duuun!
Q7 - Quickly go to the fimir camp. Get the relic back before they manage to ship it. But they are again too late! It's already been sent to Dark Castle.
My chapter could actually easily be re-written to be about the C-dwarfs having just received the relic which they need to complete their demonic ritual.
Maybe the chaos dwarfs evil ritual is the point where Mentor first truly realizes Morcar is on the move again!
dunno...