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The Dark Company Redesign by HispaZargon

Discuss the Dark Company Advanced Quest from the Advanced/Master Game Systems

Re: The Dark Company Redesign by HispaZargon

Postby Jabie » December 28th, 2025, 9:24 am

HispaZargon wrote:Well, very good question. From a thematic standpoint, I tried to believe that this old city is a long ago forsaken place, which has been dominated by darkness. Instead of happening little by little, maybe there was at a time any sudden dramatic event (an invasion? a flood? etc.) which forced to their inhabitants to abandon quickly the underground city and move to other place, which also forced them to leave there many powerful artifacts. Moreover, if we attend to Warhammer lore, the Colleges of Magic were created during Prince Magnus reign, so maybe before that the access to magic was less controlled or organized and magical documents like scrolls were more easily stored in any random place or library, like the ones you find on this old city. Considering that and the former inhabitants there were probably a bit more primitive society, maybe also explains why there are so many Shrines there, maybe they were more mystical people than the later ones. Other option could be thinking that the old city was a kind of catacomb, where their inhabitants lived hidden in the underground from whatever danger living outside, maybe evil creatures? All this is just speculation from my side, of course. We can imagine many ways to put all pieces together.


In my version, the disaster was plague plus religious tensions. I had the city be a highly magical place, a mirror to Kalos. Initially, all the heroes knew was that the Dark Company had retreated there and Solak befell some mysterious non-specific tragedy in Times of Yore.

What actually happened was: The doors between the various sections energised the civilians (a cheap excuse to reward the heroes with 1BP and a spell each time they travelled a new section via a new door) However, the strengthening doors were actually weakening the populace in the long run. It was not enough to damage the heroes for their quick sojourn, but rather something that affected the civilians after years of regular use. This was a plot cooked up by one of the Vadim Gorefell's rivals - Thalmus - who followed a god named Zitschen. His strictures were that strongest deserved to survive and that compassion was seen as weakness. Late on the heroes get a chance to kill Thalmus (now a Gargoyle) and ease Vadim's soul. After goading Hinsgrim to coup and failing in the attempt, Delzarron (who had used Hinsgrim's war-weariness to encourage the coup) is now trying to channel the latent magical power from Solak and weaponise it against the Imperial troops. There was also a subplot about two members of the Dark Company who realised they'd bitten of more than they could chew. The heroes can bribe them to leave and make the final room a little easier.

The magical doorways and walls caught echoes of the past which played out small snippets of conversation - either from past residents of the aforementioned uneasy mercenaries subplot. The doorways each had a card associated with them (which carried some of the aforementioned flavour-text) - once the heroes had the card, and provided they weren't in danger, they could always retrace their way to that doorway - thus cutting down on all the backtracking making the quest more about exploration rather than a combat slog.

It was all implied rather than spelt out directly, so the heroes can either piece it together themselves or ignore it altogether.
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Re: The Dark Company Redesign by HispaZargon

Postby HispaZargon » December 29th, 2025, 8:44 pm

Jabie wrote:In my version, the disaster was plague plus religious tensions. I had the city be a highly magical place, a mirror to Kalos. Initially, all the heroes knew was that the Dark Company had retreated there and Solak befell some mysterious non-specific tragedy in Times of Yore.

What actually happened was: The doors between the various sections energised the civilians (a cheap excuse to reward the heroes with 1BP and a spell each time they travelled a new section via a new door) However, the strengthening doors were actually weakening the populace in the long run. It was not enough to damage the heroes for their quick sojourn, but rather something that affected the civilians after years of regular use. This was a plot cooked up by one of the Vadim Gorefell's rivals - Thalmus - who followed a god named Zitschen. His strictures were that strongest deserved to survive and that compassion was seen as weakness. Late on the heroes get a chance to kill Thalmus (now a Gargoyle) and ease Vadim's soul. After goading Hinsgrim to coup and failing in the attempt, Delzarron (who had used Hinsgrim's war-weariness to encourage the coup) is now trying to channel the latent magical power from Solak and weaponise it against the Imperial troops. There was also a subplot about two members of the Dark Company who realised they'd bitten of more than they could chew. The heroes can bribe them to leave and make the final room a little easier.

The magical doorways and walls caught echoes of the past which played out small snippets of conversation - either from past residents of the aforementioned uneasy mercenaries subplot. The doorways each had a card associated with them (which carried some of the aforementioned flavour-text) - once the heroes had the card, and provided they weren't in danger, they could always retrace their way to that doorway - thus cutting down on all the backtracking making the quest more about exploration rather than a combat slog.

It was all implied rather than spelt out directly, so the heroes can either piece it together themselves or ignore it altogether.

Yeah, so exhasutive background, It looks cool. That's one of the best things of HeroQuest, everyone can make their own stories and feed them as complex they wish.

In my redesign project I just tried to enlarge a bit the narrative but trying to keep the background as open as originally because that's what American designers in the 90's had probably done, without any further complications.


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Re: The Dark Company Redesign by HispaZargon

Postby wallydubbs » December 31st, 2025, 8:48 pm

Hisgrim has a spellcaster in that final room with him, what spells do you attribute to him and why those spells in particular?


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Re: The Dark Company Redesign by HispaZargon

Postby HispaZargon » December 31st, 2025, 11:32 pm

wallydubbs wrote:Hisgrim has a spellcaster in that final room with him, what spells do you attribute to him and why those spells in particular?

I explained it in the Designer's Notes booklet included in the Zip file. I basically considered Delzarron should thematically have skills to dominate the minds of others, like if he had influenced Hinsgrim and the rest of the Dark Company by means of magic, so I had clear that Delzarron should know Command spell. After that I also gave him Summon Undead to match with the unique spell he casts in the classic European version of the Quest. And finally, I also gave him Ball of Flame to let him having at least one pure attacking spell too and reflect he is an average powerful sorcerer.


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Re: The Dark Company Redesign by HispaZargon

Postby Special T » January 1st, 2026, 10:41 am

Just wanted to stop by and say thank you for the time and effort your put into this project. It turned out really nice!
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Re: The Dark Company Redesign by HispaZargon

Postby HispaZargon » January 7th, 2026, 6:28 am

Special T wrote:Just wanted to stop by and say thank you for the time and effort your put into this project. It turned out really nice!

Thanks a lot for stopping by, Special T!


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Re: The Dark Company Redesign by HispaZargon

Postby HispaZargon » January 7th, 2026, 6:29 am

Rafa el Vikingo has posted about this project an unboxing article on his website heroquester.eu:

06/Jan/2026 - Heroquester: Unboxing article by Rafa el Vikingo of The Dark Company Redesign box

Thanks a lot to Rafa for his kind words!


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Re: The Dark Company Redesign by HispaZargon

Postby HispaZargon » January 13th, 2026, 5:26 pm

For anyone interested, Dungeon Master channel has presented the project on his latest video:

13/Jan/2026 - Dungeon Master: News video by Markus presenting The Dark Company Redesign project

Thanks a lot to Markus for the mention!


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Re: The Dark Company Redesign by HispaZargon

Postby HispaZargon » January 22nd, 2026, 5:31 pm

After several requests asking for tips, as I promised, here you have a video showing the full process of making a homebrewed expansion set for classic American HeroQuest (The Dark Company Redesign):

https://youtu.be/Ueaynq9fs54?si=9uyToTVHibZUWMst

I hope the video will be usefull and will encourage people to make their own stuff.


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