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Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
mo123813 wrote:Here is some back info about the boomerang:
When thrown, the thrower may choose the path of the boomerang, (Which squares it passes) as long as it is heading forwards. It may go as far as 7 squares. Anyone who is hit by it has to defend against 3 attack dice. On the thrower's next turn, the boomerang has returned to them. But, anyone in the thrower's line of sight must defend against yet another 3 attack dice, since it's still flying.
mo123813 wrote:Now, time for spells for the Wizard. I had the idea of giving the Elemental Mages (Ha, I like that name; just came up with it while typing) an additional custom made (By yours truly) from their element, and if the Wizard defeats one of those Mages, they may then have the option of using that new spell for an exchange of one of their old ones from that set. I thought adding a whole new set of spells would be way to many spells for the wizard. Maybe even making him over powered. Now, they would have to work for their reward.
mo123813 wrote:Another idea I had was a magician that makes all of the heroes change roles; therefor change characters temporarily. I think that would be AWESOME, since that way they can feel how it feels to be in that player's shoes. Also, it will help refresh the minds of the players, since they ALWAYS play as their chosen hero. Maybe it can be a curse....or a new trap....
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