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HQ25 Chaos Cultist/Undead Chapter

Brainstorming topics for the HeroQuest 25th Anniversary Quest Pack.

Re: HQ25 Chaos Cultist/Undead Chapter

Postby TMU » July 17th, 2014, 3:36 am

Gold Bearer wrote:
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? :)

It doesn't suit the mood :D
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Re: HQ25 Chaos Cultist/Undead Chapter

Postby Sjeng » July 17th, 2014, 6:42 am

Gold Bearer wrote: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.

I'm gonna go ahead and say no to this idea. We want to keep things simple. Very simple. Uniform.

It's a fun idea, use it in any quest you like, but not in HQ25. The complexity is getting out of hand.
I've been so busy lately, I have walls of text to struggle through, and most of them are quite complex. I'll get back on this.
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Re: HQ25 Chaos Cultist/Undead Chapter

Postby knightkrawler » July 17th, 2014, 9:47 am

I agree.
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Re: HQ25 Chaos Cultist/Undead Chapter

Postby Gold Bearer » July 17th, 2014, 5:53 pm

Sjeng wrote:
Gold Bearer wrote: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.

I'm gonna go ahead and say no to this idea. We want to keep things simple. Very simple. Uniform.
Okay, just an idea, and the least important one in this thread.

Sjeng wrote:The complexity is getting out of hand.
I've been so busy lately, I have walls of text to struggle through, and most of them are quite complex. I'll get back on this.
The complexity will seem considerably less complex when it's presented properly. It's always seems more complicated in the planning stages. Please give us the freedom to finish this in direction that we're going before you pass judgement.

The most technical thing by far are the cultists and they'll be presented in a cleaner way by an introduction at the beginning and then the ability in the notes of each quest. This is primarily their chapter and it would be nice for them to be special in some way. Remember these are late quests as well and the players should be ready for something a bit different.

If I was to explain the two maps I've posted so far they would seem very complex but it all seems much more straight forward when it's laid out properly, or it will when I've neatened up the notes. I don't think anything we've got so far strays too far from standard HQ or is in any way overly complicated.


Edit: I've updated in intro text on the previous page. It's a definite improvement.

CM, these are the revised wandering monster suggestions, what do you think?
Q16: One Fimir + Four Swamplings.
Q17: Two Mummies.
Q18: Beastman + Khorne Chaos Warrior.
Q19: Three Tzeench Chaos Cultists. (Or however many we dice is the right number for them to get one spell.)
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

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Re: HQ25 Chaos Cultist/Undead Chapter

Postby Count Mohawk » July 17th, 2014, 9:07 pm

I think the wandering monsters you suggested in your second try are too strong, although this is mostly because of there being more than one rather than because they are strong monsters. Except for the super-brutal Barbarian and Elf Quest Packs, Wandering Monsters are generally single monsters, although I'd be OK with two monsters on occasion. I'll come back to this on a quest-by-quest basis.

Did the Swamplings actually get an OK from high command? I didn't see them in the "choose your monsters" thread. If not, Sling-bearing Goblins could take their place easily.

Also, since we have most of the concepts fleshed out here now, I spent most of last night working on Q14, and I'll be putting up my draft for it soon, probably in the Quest Map subforum unless keeping everything in one place would be more convenient. I plan to try to crank out the other three maps over the next week or two, including finishing the ones for #16 and #17 you started in the other thread. Then we can hash out game balance, tighten the Quest Notes if needed and call it a chapter.


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Re: HQ25 Chaos Cultist/Undead Chapter

Postby Sjeng » July 18th, 2014, 6:39 am

Depends on what he means by "swamplings"... But I suggest we use the names we chose. So either just (swamp) goblins or (swamp) kobolds.
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Re: HQ25 Chaos Cultist/Undead Chapter

Postby Count Mohawk » July 18th, 2014, 7:34 am

I'm just gonna retcon them into kobolds, then, since their stat lines and ranged sling ability match pretty well. In any case, whatever their names are, they don't actually need a Quest note in the draft I have laid out, so we'll have to leave that slice of worldbuilding to the actual Zargon/Morcar player.

You'll all get to see the draft of #14 tonight some time after I come back from work.


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Re: HQ25 Chaos Cultist/Undead Chapter

Postby knightkrawler » July 18th, 2014, 9:39 am

Sjeng wrote:Depends on what he means by "swamplings"... But I suggest we use the names we chose. So either just (swamp) goblins or (swamp) kobolds.


Didn't we agree that in an arc where we have Fimir and Kobolds, we do not need swamp goblins?
Even more so because everyone agreed on the following stats for the Kobold: attack 2, defend 1.
As opposed to what I suggested, attack 1, defend 2.
Any way I see it, Kobolds and Goblins in one quest? Why? gootchute is handling the arc, last I heard.
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Re: HQ25 Chaos Cultist/Undead Chapter

Postby Gold Bearer » July 18th, 2014, 10:54 am

I've HEAVILY updated the opening post!

Count Mohawk wrote:I think the wandering monsters you suggested in your second try are too strong, although this is mostly because of there being more than one rather than because they are strong monsters. Except for the super-brutal Barbarian and Elf Quest Packs, Wandering Monsters are generally single monsters, although I'd be OK with two monsters on occasion. I'll come back to this on a quest-by-quest basis.
AtOH and WoM also have multiple wandering monsters, so that's all the later expansions, and these are late quest. But I think you're right. Bit op and we don't want to over use multiple wandering monsters. I think this would be good.
Q1: One Fimir and four swamplings/swamp goblins or one fimir and three kobolds.
Q2: Mummy.
Q3: Beastman.
Q4: Three Tzeench cultists.

Count Mohawk wrote:Did the Swamplings actually get an OK from high command? I didn't see them in the "choose your monsters" thread. If not, Sling-bearing Goblins could take their place easily.
That's what they are. :)

Count Mohawk wrote:Also, since we have most of the concepts fleshed out here now, I spent most of last night working on Q14, and I'll be putting up my draft for it soon, probably in the Quest Map subforum unless keeping everything in one place would be more convenient.
If you post it in the maps thread I'll copy it to the opening thread here.

Count Mohawk wrote:I plan to try to crank out the other three maps over the next week or two, including finishing the ones for #16 and #17 you started in the other thread. Then we can hash out game balance, tighten the Quest Notes if needed and call it a chapter.
I'm going to update the two I've already posted very soon, replacing them with neater versions and the missing monsters.

Sjeng wrote:Depends on what he means by "swamplings"... But I suggest we use the names we chose. So either just (swamp) goblins or (swamp) kobolds.
They are swamp goblins. I thought swamplings sounded good. I suppose they should be swamplins though in theory. Swamplings sounds better though.

Do you mind if I up your cultist movement stat from 6 to 8? They've got no armour at all and it doesn't seem right that they're as fast as half of the chaos warriors, faster in fact than the standard ones.

Count Mohawk wrote:I'm just gonna retcon them into kobolds, then, since their stat lines and ranged sling ability match pretty well. In any case, whatever their names are, they don't actually need a Quest note in the draft I have laid out, so we'll have to leave that slice of worldbuilding to the actual Zargon/Morcar player.
Kobolds would work well in this quest if you want them, we could even have a basilisk if you do. We're going to need at least a few goblins of some kind though for the orc shaman spells.

Count Mohawk wrote:You'll all get to see the draft of #14 tonight some time after I come back from work.
:)

I've got a few more things to go over, you'll see most of them mention in the new intro in the opening post, like an orc warlord leader for the orcs (remember Ulag?). He could go in the same room as the shaman and use the model with big sword as that's exactly what it was intended for. We'll then have a boss for each quest, orc warlord, liche, ogre lord, tzeench sorcerer. I'd love include a picture of those four for the quest book. Pitty I can't draw. I could draw stick men and use a green pencil for the orc, a thicker pencil for the ogre and draw a line for the sorcerers staff. That wouldn't look at all tacky. There's a couple more things but I'll make another post later though rather than rushing it now. It want to explain them properly.

I've posted an updated version of the cultist rules we were talking about. What do you think? I think they'll work really well, the spells will be easy.

And what do you think to the chapter and quest names?

knightkrawler wrote:
Sjeng wrote:Depends on what he means by "swamplings"... But I suggest we use the names we chose. So either just (swamp) goblins or (swamp) kobolds.
Didn't we agree that in an arc where we have Fimir and Kobolds, we do not need swamp goblins?
That doesn't mean that they're restricted to those quests. You seriously think we shouldn't be able to use fimirs or kobolds? :shock: Orcs?

knightkrawler wrote:Any way I see it, Kobolds and Goblins in one quest? Why?
Who's making this chapter? :) They have slings! In all seriousness there's a big enough gap between the kobold chapter and this one. What's the point in making new content if we can't use it? The chapters aren't seperate mini quest packs.

knightkrawler wrote:gootchute is handling the arc, last I heard.
What does that have to do with anything?


I got a weird message come saying to PM drathe a some code but I'd already clicked away and it didn't come back. :?
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

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Re: HQ25 Chaos Cultist/Undead Chapter

Postby Sjeng » July 18th, 2014, 12:05 pm

shhhhh, that's a secret treasure hunt for reward icons in your signature ;)

So Goldbearer, I appreciate your enthusiasm, but could you just post your quests in the quests topic? With only the quest notes. They need to be understandable by anyone reading them for the first time, without knowledge of your other posts/explanations, so keep that in mind. Then we can all discuss the quests and see if they need simplifying ;)
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