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[Quest pack] [13 Quests] - Champion de l'Empire

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Re: quest pack "champion de l'Empire"

Postby Daedalus » June 4th, 2014, 4:24 pm

The rest of the tile and card entries:

Champion Character Cards
A Champion Character Card may be exchanged for the corresponding Hero Character Card if a Hero chooses a Path of Light or Darkness. These cards list a Hero's new abilities and possibly a restriction.
Image


Ballroom
The large ballroom is used as either a throne room or courtyard by two rival houses.
Image


Hall of Magic
This room is the site of strange rituals and effects harnessed by evil spellcasters.
Image


Large Corridor
These tiles are laid over rooms to create new, double-wide corridors.
Image


Graves
Graves may be used as tombs.
They may contain an undead
creature and/or a treasure.
They may also have traps on them.
Image

Maybe the entry above should be renamed Coffins to match RotWL. The contents materials list would also need 2 grave tiles to be renamed to 2 coffin tiles.


Portal of Souls
This portal leads to the land of
the dead. Monsters may return
through it as allies.
Image

The portal doesn't require an icon, as it's a spell effect. I changed world of the dead from the spell card to the more traditional land of the dead. I think the spell card should be changed to land of the dead, as well. If this isn't done, then you may optionally word the tile description with world of the dead to match the unchanged spell description.


Companion Markers
These represent hired allies that follow the Heroes. They should be marked for identification with the accompanying Companion Cards. If Companion figures are instead used, they may be initialed and stuck to the bottom of the figures to distinguish them from another Hero's Companions.
Image

I'm not positive, but I believe this is how they are intended to be used, based on later text. Marking them is an assumption on my part. I think they should be reworked with individual pictures like the Guard, Wraith, and Villager tiles.
knightkrawler wrote:
What I need are the icons for monsters, companions, and rooms.
For now I was able to proxy them with mediocrely fitting icons from the all-in-one pack, but that's far from perfection.
I don't know how to make icons, so I'm looking for volunteers...#
ghan very obviously didn't use HeroScribe....


New Monsters
These tokens represent the Guards, Wraiths, and Villagers if figures aren't used.
Image Image Image

This tile--16 new monster tiles-- needs to be added to the components list.

Trap Doors
The two trap doors link apparently unconnected rooms via an unseen tunnel. When a Hero or monster steps on a trap door square, he moves instantly to the other trap door square.
Image Image


Following previously published expansions, I didn't bother to lable duplicated components from the Game System. This includes the rubble tiles, secret doors, and pit traps found in the Champions components appendices.

On a seperate note, I was thinking the cover looked a bit bare on the widened borders of the new format. I'd suggest placing some images centered between each knight and the border in the background, above floor level. Since this is Champion(s) of the Empire, I think it would be appropriate to include images of the two seperate Paths of the Champions, the Path of Light on the Emperor's right and the Path of Darkness on his left (the sinister side). These symbols are found at the bottom of the Champion Character Cards, the white shield and the skull. I'd make them fairly large, but include them as subtle layers of only a slightly different shade (lighter and darker?) :2cents:
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Re: quest pack "champion de l'Empire"

Postby wraeccan » June 5th, 2014, 8:13 am

Daedalus wrote:I was using Google Translate (vitesse=velocity). I didn't want speed because it was already used for potions of different effect. I have no problem with a new name, if it remains true to ghan's intent. Some suggestions, in order of my preference:

  1. Potion of Swiftness
  2. Potion of Haste
  3. Potion of Fleetness
  4. Potion of Pace
  5. Potion of Hustle



Potion of Hermes?
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Re: quest pack "champion de l'Empire"

Postby Sjeng » June 8th, 2014, 6:02 am

that would SO become Potion of Herpes very quickly.
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Re: quest pack "champion de l'Empire"

Postby Teldurn » June 9th, 2014, 10:23 am

Sjeng wrote:that would SO become Potion of Herpes very quickly.

I like the cut of your jib.
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Re: quest pack "champion de l'Empire"

Postby Daedalus » June 9th, 2014, 11:52 pm

Here are the potion descriptions. I added suggested costs, but they aren't part of the original design that places the potions in the Treasure Card deck (they are kind of weak). I imagine rules should be added stating Heroes may buy potions from the Alchemist's Shop in other expansion packs and potions may be bought between Quests. That's how the published expansions with potions handle things. You could simply copy that information from the expansions, but I could include it in this post if you wish.


Potion of Velocity Swiftness

(Cost: 50? gold coins)
Drinking this silvery mixture grants you exceptional speed. On the turn you drink it, you may roll an additional red die when you move.
(no art available)

A Potion of Dexterity from the KK and RotWL Alchemist's Shop costs 100 gold coins and either adds 5 movement squares or guarantees a successful pit jump. A Potion of Swiftness only adds 3.5 movement squares on average with no pit jump option, so I'd cost it at 50 or maybe 75 gold coins.

As an Alchemist's Shop potion, I'd say it's lesser power at a slight cost reduction renders it unnecessary. Better to keep this one as a Treasure Card. Actually, I'd recommend skipping it altogether and simply substituting the Potion of Speed from the EU Treasure Card deck. That card is already made and simply allows 2 red dice of extra movement--a better benefit in my opinion.


Tainted Potion of Healing

(Cost: 350? gold coins)
Any Hero who drinks this open vial containing a yellowish, putrid liquid may regain up to 4 lost Body Points, but Body Points may be lost, as well. When you drink this potion, roll four combat dice. You regain 1 Body Point for each skull, but you lose 1 Body Point for each black shield.
Image

Maybe 300 gold coins would work for the tainted potion, like a 2-BP Venom Antidote from KK.


Potion of Resolve

Cost: ( 200?)
This reddish potion gives you incredible willpower during combat. On the turn you drink it, the Evil Wizard player may not exchange any monster's position with yours in melee, even if you suffer the loss of 1 or more Body Points.
Image

Just spitballing a cost for the resolve potion.
..
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Re: quest pack "champion de l'Empire"

Postby Teldurn » June 10th, 2014, 11:13 am

That Tainted Potion of Healing is fantastic. Mind if I swipe it for HQP?
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Re: quest pack "champion de l'Empire"

Postby Daedalus » June 10th, 2014, 10:24 pm

I don't mind, but it's not my creation. ghan made it up with the rest of the Champion de l'Empire expansion a few years back. I am helping to localize it with drathe (who requested the post) and others. knightkrawler worked up the first English translation almost 2 years ago at Old Scratch's Heroquest Forum, and I've been slowly and methodically contributing with editing almost since he began.

Give ghan some kind of credit if you post it as part of your work and he should be happy. knightkrawler has borrowed some of ghan's ideas and credited as well--there are many to draw from.
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Re: quest pack "champion de l'Empire"

Postby Teldurn » June 11th, 2014, 9:47 am

At the rate I'm going with finding and cherry-picking different things from all the different content contributors, my acknowledgements page is going to start to resemble a movie credits reel. :D
War is not the answer...unless the question is, 'What is not the answer?'

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Re: quest pack "champion de l'Empire"

Postby vryce » August 12th, 2014, 12:48 pm

Hi there, this quest sounds awesome, was a finalized English version ever posted?
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Re: quest pack "champion de l'Empire"

Postby Daedalus » August 30th, 2014, 8:20 pm

The final localization is still underway. I want to go over the wording one last time, but first I need to post the equipment text drathe needs to finish the introductory section. So here we go:

As a general note, the images included don't match the Armory look, but they could be included in the introductory pages if better images aren't available. As a general suggestion, I'd say equipment costs should be rounded off to multiples of 25 gold coins to match published examples. Also, I wonder if the Wizard's staff, magic ammunition and possibly the medicine kit belong in the Armory or if a new Magic Shop should be introduced.

Short Bow
110 Gold Coins
Weapon
This range weapon gives you the attack strength of 2 combat dice. You may fire at any monster that you can "see." However, you cannot fire at a monster that is adjacent to you. You have an unlimited supply of arrows. May not be
used by the Wizard or Dwarf.
Image

I wouldn't mind dropping the Dwarf restriction to better match other Armory weapons. I'd also cost it at 250 gold coins to reflect the value of ranged 2 AD with infinite shots. Problem is, I'm not sure if we should be modifying ghan's work this way.

Wizard's Staff
450 gold coins
Weapon and Spell
This mystical staff gives you the attack strength of 1 combat die. The wizard's staff enables you to attack diagonally. The Wizard or Elf may roll one combat die for each of his Mind Points once per Quest. For each black shield rolled, select a discarded or unchosen spell. You may not use a sheild when using
this weapon.
Image


Warhammer
450 Gold Coins
Weapon
This heavy hammer gives you the strength of 4 combat dice. However, because of its weight, you may only roll 1 red die for movement while carrying
it. May not be used by the Wizard.
Image

I don't see the single movement die as much of a drawback for a warhammer when a slow Hero is also almost certainly going to kit out with plate mail, a plate helmet, and a shield which already have the same penalty. I'd say 4 AD and 7 DD is likely over-powered for this expansion, even if slowed.

Plate Helmet
220 Gold Coins
Armor
This heavy, protective headpiece gives you 2 extra combat dice in defense. However, because it is so heavy, you may only roll 1 red die for movement while wearing it. May not be worn by
the Wizard.
Image


Halberd
300 Gold Coins
Weapon
This long polearm give you the attack strength of 3 combat dice. Because of its length, the halberd enables you to attack diagonally. You may not use a shield when using this weapon. May
not be used by the Wizard.
Image


Medicine Kit
370 Gold Coins
Heal
This medicine kit enables you to heal an adjacent figure that has 1 or more Body Points. As an action, roll up to 3 combat dice. For each skull rolled, the patient regains 1 Body Point. However, if a black shield is rolled, the supply is used up and the medicine kit is discarded. May not be used by the
Barbarian.
Image

Personally, I don't see the need of restricting the Barbarian.

Magic Ammunition
80 Gold Coins
Weapon
This magical ammunition enables you to add 1 combat die to each attack with a ranged weapon. However, if you roll a black shield, the ammunition is used up. May not be used by the
Barbarian.
Image

Again, I don't feel it is necessary to restrict the Barbarian.

Well, that finally wraps up the introductory section entries for tiles, markers, Hero Cards, potions, and equipment. Let me know if I missed anything.
..
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WANTS.. YOU


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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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