The next time I get together with the "A-Team," they will be doing quests 3 and 4. Quest 3 is against Ulag, the Orc Warlord and besides changing a goblin for a fanatic, I don't plan to be tweaking it all. However, having the next quest being yet another raid on an Orc stronghold (even if they are led by a Chaos Warrior), felt a little repetitive, so I decided to change the scenery and a few of the guys. I will be using this map:
The map comes from one of the D&D Adventures (I believe it was the first one they released for 4e, though I can't remember what it was called). The stats for Gulthor and the Chaos Archers can be found in my "Tome of Terrors" thread. Monsters will only activate when they see heroes. The sound of fighting doesn't cause any suspicion in them because they will assume that others in their warband are fighting eachother.....and all to common experience. The heroes will be starting where the nice barbarian is standing here: They will not be able to see through the woods (being only able to see one square in or out of woods). Moving through woods or the squares marked with triangles will take two points of movement. With a mind test (I use mind for all sorts of tests, not just willpower), the wizard or elf will be able to sense the workings of magic on the other side of the woods. If they go through the woods, they will find a goblin shaman working a spell in the magic circle as well as two goblin guards. There is also an Orc hunting party across the river and two Chaos Archers watching fromt the waterfall. Because of the spell he is casting, the shaman can not do anything but defend. A mind test will reveal to the spellcasters that he is casting a spell to bring up a large fog (unknown to players, it is to help his Fimir allies). A search of the area can be performed after the heroes defeat the Goblins and the Orcs. The Chaos Archers will get a free shot on searcher if they are alive. The hero who searches will find a magic scroll (I haven't determined the type yet). The left path to the hide-out is littered with traps: The right path has some Orcs guarding: Entering from the right side, the heroes will find a Fimir: From the left side, more Orcs and the treasure room: Killing the Chaos Champion, Gulthor will cause him to yell out for aid in a booming voice. Aided by the power of Khorne, his call causes all of the monsters on the board to know that the heroes are there. Besides having monsters all be able to activate, it also hastens the arrival of a group of Fimir coming to join Gulthor's band. Each turn, Fimir may show up from the top middle of the map. Roll 1d6-3 and that many Fimir show up each turn. (1-3 would be a 0, so none.) If the shaman was killed, the Fimir fight at minus 1 to both attack and defense while outside as they can't stand the sun. The heroes must exit the side of the map they came in on with the treasure to succeed. |
I should note that searching the treasure room will reveal 100 gold littered around the floor. Also, the first time a hero searches for secret doors, the voice of Mentor will let them know that there are no secret doors in the quest.
Searching the room with the cupboard (the one the chaos archers are in) will reveal a potion of healing if the group seem to need it. Otherwise it will be a random treasure card and a roll of d6 for the cupboard: 1-3= nothing special, 4-5= 30 gold, 6= Potion of Healing. Searching the room with the weapons rack will reveal a random treasure card and 1-5- rusty worthless crap weapons tainted with the evil stench of Chaos, 6= an untainted spear (2 dice, can attack diagonally). |
That's a very cool alternative quest! But won't the gold on the map floor give away the location of the treasure?
Anyway, awesome! It's always nice to have some variation in maps, so you don't always have to use your imagination on the basic HQ board.
Eager HeroQuest newbie since july 2011 :D
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In reply to this post by Nuadha
Nice re-working of the original Quest
Yes the map is (I believe) from the D&D 4th edition 'Red Box' starter set (one of the younger people I game with has the set and keeps asking if he can run the game, but he's never got round to reading up on the rules) Great adventure writing - I like the twist with the Goblin Shaman casting a mist Spell to help the approaching Fimir and that by killing the Shaman you weaken the Fimir your terrain rules are good too - I'd be tempted to tweak the 'woodland' rules a little, have them block line-of-sight through them but not in and out of them ; instead have models in the woods gain +1 Defend against ranged weapons (for the cover provided by the trees) it would be nice to have some rules for the river too
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
In reply to this post by Nuadha
I'm using paper cut to the size of rooms and open areas to cover up areas and none of them have seen the map before. So, the gold art won't give anything away.
For the river, I am keeping it simple. They can cross where the rocks are but none of them feel confident enough in their swimming to cross elsewhere. |
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