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Masses of Quest Ideas

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

Re: Masses of Quest Ideas

Postby Gold Bearer » January 27th, 2015, 12:05 pm

:) Cool, thanks. I've always liked fimirs in HQ.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. 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! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: Masses of Quest Ideas

Postby Gold Bearer » January 29th, 2015, 1:23 pm

I can actually add something that's relavent to this topic now that it won't ruin what's happening in my p-b-p game. A burning building that the heroes can go into to get treasure.

If a hero is inside the building at the start of the evil wizard player's turn they roll a combat dice, on a skull they can move but can't perform an action due to the smoke, if they roll a black shield they miss their next turn and they also lose 1BP if they started their turn inside the building. The fire can be put out with a swift wind of vail of mist spell. I didn't tell them that though. With this rule they can clear their lungs outside and they won't be inside the building on the EWP's turn so they can go in and search on their next turn.

I used a magician's building with a potion and a couple of scrolls. A more dangerous version of these rules could be used for a more powerful artefact.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. 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! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: Masses of Quest Ideas

Postby mitchiemasha » January 29th, 2015, 2:34 pm

slev wrote:Also, this has a lot of background info:
http://www.terminally-incoherent.com/bl ... ary-fimir/


Good read but I had to disagree with the last bit. I posted.

Interesting article. However, the 'something you neglected to tell us', makes for excellent RPG fantasy back story. A nearby horde stealing the local women, all the more reason to hunt and kill them. Adventures needed to solve the towns problem. Rescue the Nobles daughter or solve the mystery of the disappearing young brides to be, a curse that has plagued the town for some time. Or, simply a young local who has gathered his friends to find his lost love.

The more disturbing these characters the better.

As a gamer not knowing the Fimir back story, the more you discover this sickness the better the Quest.


Good how that ties in with this topic... MORE QUEST IDEAS!!! FIMIR Quest anyone???


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Re: Masses of Quest Ideas

Postby mitchiemasha » January 29th, 2015, 2:55 pm

Quest map design ideas... Should this be a new thread.

Use of extra 'locked' doors in rooms you've opened. These doors work as short cuts for monsters that Heroes might of ran from or not dealt with yet. Certain monsters could have keys or a trigger opens them. The previous maze like dungeon is now very open. A weak Hero lagging behind thinking his exit path is safe no longer has this safety. The monsters deeper in can now get round to the exit with out passing the Stronger Heroes.


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Re: Masses of Quest Ideas

Postby Daedalus » July 16th, 2015, 11:46 am

whitebeard wrote:- Warded door : In this case the Wizard is the one who can disarm the trap. Curse, fire spell, rust, etc. affect any who pass through.

I like this. I imagine this hybrid trap must be searched for and found first. For me, the Wizard disarms such a trap with anything but a black shield like a Dwarf does with regular traps (NA rules.) That leaves room for the Elf who could chance disarming the trap with either a black or white shield like a Hero with a tool kit.
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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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