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zamorator Profile
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Novice

Registered: 01-2019
Location: Chile
Posts: 7
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New Adventures in the old World - Orcs & Goblins


I'm new at this forum and I would like to share my ideas of new adventures to feed this forum and get feedback (good and bad).

I'm working into a champaing who is going to start in a small village under siege of Orcs & Goblins. I'm going to make a small change to the adventures to, instead of explore a dungeon, defend a small village.
So, the map it's already explored, there is no need of lantern and there are not going to be room treasure cards.
Of course the objective it's to survive to the siege and keep some villagers alives.

To keep the game going fast, I want to create the event deck, with Orcs and goblins and some Events.

With the events I'm looking for ideas. So I will thank if anyone has any good idea.


PS: I'm from Chile, so sorry if my English it's not good.
6/Feb/2020, 10:47 pm Link to this post Send Email to zamorator   Send PM to zamorator Blog
 
Ekul Naneek Profile
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Novice

Registered: 11-2019
Posts: 7
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Re: New Adventures in the old World - Orcs & Goblins


I've had similar thoughts on this idea, how have you gone about it so far? My ideas have been using large square boards to give free movement. Also what is your plan for long range missle weapons or spells? WQ doesn't have a range distance, i was thinking of using the moster/weapons ballistic skill and using that as how many squares they can shoot. This needs more work, but all i have come up with so far. Im even considering having so events that take place in totally open maps, that dont even have sqaures to move in, thinking about using tape measures etc. I will follow your project with great interest! Good luck!
7/Feb/2020, 3:18 am Link to this post Send Email to Ekul Naneek   Send PM to Ekul Naneek Blog
 
Sith Kinks Profile
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Hero

Registered: 09-2013
Posts: 44
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Re: New Adventures in the old World - Orcs & Goblins


Sounds like a fun campaign.

I think the scenario is open to a whole range of interesting events:
- Change in weather conditions (Heavy rain, blinding sunlight, fog, extreme winds, etc)
- Building set on fire.
- A want to be hero village could join in and attack the orcs
- Surprise attack / infiltration - The orcs appear from a different or unexpected place.
- A priest in the village could bless the Warriors.
- A Villager could help heal a Warrior.
- The orcs could have a siege weapon.

Hope some of those help. If you're ever interested in playing online let me know emoticon
7/Feb/2020, 12:21 pm Link to this post Send Email to Sith Kinks   Send PM to Sith Kinks Blog
 
zamorator Profile
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Novice

Registered: 01-2019
Location: Chile
Posts: 7
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Re: New Adventures in the old World - Orcs & Goblins


Thanks for the answers! it's very gratifying to know that there are more people like me enjoy this hobbie!

About the board, Ekul, my first touhght was like you: create large square boards and add a couple of houses (I have some Warhammer Fantasy Scenography) to recreate a small town. But looking online I found a kickstarter that could help a lot with this idea, I hope it helps:
https://www.kickstarter.com/projects/gamestartedizioni/fantasy-world-creator-dungeon-and-town-3d-modular-system

In order to control the shooting, I was thinking to add a shooting table like the AHQ (for 2 to 8 : 4+; 9-15: 5+ and so on) according the BS of each adventurer. The magic who says something like 'only monsters in the room' make it an AOE rule. the rest, just with Line of sight.

Thanks for the ideas Sith Kinks! Every one sounds pretty interesting to make. I'm going to take some to use it! I will share the Events and Monsters Card for the feedback!
quote:



 If you're ever interested in playing online let me know

In what sistem do you play WQ online?


7/Feb/2020, 11:39 pm Link to this post Send Email to zamorator   Send PM to zamorator Blog
 
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Novice

Registered: 01-2019
Location: Chile
Posts: 7
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Re: New Adventures in the old World - Orcs & Goblins


Greetings,

I was working in the event cards and I have the Monsters list quite done. The idea is to play with Lvl 1 adventurers so, there should be not too much dificulty:

* 1D6 + 6 Snotlings
* 2D6 goblin spearmens
* 2D6 goblin archers
* 1D6 + 6 Goblins [1-3 bows] [4-6 spears]
* Goblin Chaman (draw another Event)
* Goblin Boss (draw another Event)

* 2D6 Giant spiders
* 1D3 Gigantic spiders

* 1D6 Orcs [1-3] Bows - [4-6] Swords (1-3, draw another Event)
* 1D6 Orcs [1-3] Bows - [4-6] Swords (1-3, draw another Event)
* 6 Savage Orcs
* 1D6 Black Orcs

Now I'm working in the Events... I'm going to create all the events according to the enviroment of the quest... I think I should add 5 to 7 Event Cards.

Thanks in advice for the feedback!
11/Feb/2020, 1:00 am Link to this post Send Email to zamorator   Send PM to zamorator Blog
 
zamorator Profile
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Novice

Registered: 01-2019
Location: Chile
Posts: 7
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Re: New Adventures in the old World - Orcs & Goblins



I have been working in some rules that this scenario needs to implement:

* Wizards Magic:
Some magics has effect to models 'inside the room'. The change would be to make an AOE to those spells. To keep it according to the dungeons scales, the biggest room has 12*4 squares, so the aoe should be until 12 squares from the Wizard who is casting a spell.
* Shooting
Based on the Advanced Heroquest Shooting table, I made a table that, from a square distant, gives the required roll to hit.

Image

* Scenario

I'ven thinking on how to make an scenario at low cost. And I came with the idea of made a printed village (some constructions) with a big board tile as base

The constructions would be printed houses that can be found online searching in the web

Image

And the base board it's going to be some like this but with the squares separation... something like the Blood bowl field

Image


I think this is a cheap idea that only need time to assemble printed buildings, that also could help as escenography in another wargame.

That's for now, it's a lot of work. I will continue sharing the ideas and progress of this project.
14/Feb/2020, 5:46 am Link to this post Send Email to zamorator   Send PM to zamorator Blog
 
Sith Kinks Profile
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Hero

Registered: 09-2013
Posts: 44
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Re: New Adventures in the old World - Orcs & Goblins


Wow - you are really going for it.

AoE, 12 Squares in every direction from the Wizard? that's a huge 25 x 25 area. Or 6 squares in every direction? I think dungeons are a more contained area, easier to fill with an AoE. Out in the open a 4 square radius might be better?

The ranged table looks cool. Are you going to limit the range on certain weapons?
14/Feb/2020, 7:59 am Link to this post Send Email to Sith Kinks   Send PM to Sith Kinks Blog
 
zamorator Profile
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Novice

Registered: 01-2019
Location: Chile
Posts: 7
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Re: New Adventures in the old World - Orcs & Goblins


I have been writing a couple of rules and events trying to give a good shape to this adventure, so if you guys have any advice I will appreciate. I have translated with google translator... sorry if there is something wrong:


Adventure 1: The town under attack

"It all starts in Winsen, a small town located in the heart of the Empire, north of the Darkwald Forest. Each of the warriors is there for different reasons, without knowing each other, in the small tavern of the village. It seemed to be a normal night. .. but a scared villager enters shouting at the tavern "Green skins !! They attack us !! "Among all the chaos that began, the adventurers took their weapons, shared looks and decided to join forces to combat this new threat ... They are prepared to become famous and rich."

Objective of the Scenario: Defender the town of the attack of the Orcs and Goblins. The game will last until the adventurers manage to defeat a Goblin chief or 12 Orc warriors. *** To define ***


Event Letters:

* hero villager

'A scared, but brave villager decides to join the adventurers to defend their village.' Put a figure that represents the villager, he will fight the
Start each phase of monsters and attack the nearest enemy. If there is more than one enemy nearby, the Leader decides who will attack.

Weapon Skill 2
Movement 4
Wounds 7
Ballistics 5+
Force 2
Resistance 2 (3)
Damage Dice 1d6

Equipment:
* Rake: acts like a spear, can attack 2 squares away
* Light armor: +1 Resistance, breaks with an impact of 6

1, 2 or 3 Steal another Event.

* Ambush

'A group of monsters surprises the adventurers leaving from a village building !!' Draw an event card until a monster card comes out, these will be the monsters that are having the ambush. Roll to define where the monsters appear:

1-2: Temple
3-4: Tavern
5-6: Inn

* Blessing of the Priest of the town

'The only priest of the town puts his life at risk to bless the adventurers.' Roll on the following table to determine the blessing:

# Blessing Effect
1 Adventurer Unbeliever No effect
2-3 Sigmar Strength +1 Strength
4-5 Sigmar Vigor +1 Weapon Skill
6 Ulric Fierce +1 Attack

The blessing will last for 1d6 turns.

1, 2 or 3: Draw another event card

* Throw Rocks

"The Goblins use their siege machines to destroy the town ... Although it doesn't always work as they expect." The leader of the adventurers rolls 1d6 in the following table to determine the outcome of the Goblin Rocks Lance:

# Event Effect
1 problems! Nothing happens
2-3 Accurate impact A random adventurer receives 2d6 wounds
4-5 A building is hit Randomly determined, a building is destroyed, producing 1d6 wounds to anyone who is 4 blocks or less from the building
6 Impact ... to us Elves impact their allies. If there are monsters, remove 1 shape to praise. No one receives gold from this monster.


* Healer

'A healer joins the adventurers, his intention is to help heal his wounds.' Add a figure that represents the healer, moves at the beginning of the adventurous phase. In order to be healed, the adventurer must finish his movement adjacent to the healer and must not perform any other action on that turn. When healed he will recover 1d6 wounds.

The healer's profile:

Weapon Skill: 1
Movement: 4
Wounds: 5
Ballistics -
Strength: 2
Resistance: 2
Damage Dice


Environment Rules to Consider:

Visibility of the flashlight: If it is night and the flashlight is the only source of light, its carrier should be an easier target to impact on shots. Visibility should be subject to buildings, the lantern will illuminate enough, but, for example, it should not shine around the corner of the building (it could be ambushed by monsters!)
Maximum range of ranged weapons: The bows and crossbows found in the highest ranking weapons, followed by dueling guns or the like, finally throwing weapons, such as daggers and stars that have a much smaller range.

Weapons Maximum distance (Boxes)
Bows and crossbows +24
24 guns
Throwing Weapons 12

Area Spells of the Sorcerer's Effect: Considering that in a dungeon the magician's area magic power is in smaller spaces, the spells that are subject to the rule "In the Board section" Must be changed to an Area of ​​Effect. This could be consistent with the level of the sorcerer and be able to increase it by paying more power points to cast it.

Area of ​​Effect: 6x6 Casillas base, counting from the magician as center.
1 additional power point: +2 distance boxes (from 6x6 to 8x8).


I will thank any comment!
3/Mar/2020, 11:04 am Link to this post Send Email to zamorator   Send PM to zamorator Blog
 


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