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5. HQ25 - Spells, tiles, mechanics and misc

Brainstorming topics for the HeroQuest 25th Anniversary Quest Pack.

5. HQ25 - Spells, tiles, mechanics and misc

Postby Goblin-King » June 30th, 2014, 5:52 pm

This thread is for various discussions about new content for HQ25 that isn't monsters, story or quests.

Me and Sjeng shortly talked about adding the Fimir Spells to the pack.
http://www.yeoldeinn.com/downloads/cards/sjeng-fimir-spells.pdf
[Broken link--try this -edit]
Then I thought, let's call it something less specific to make it work for both fimirs and kobolds.
Current suggestions are "Swamp Magic" or "Bog Magic" - Feel free to pitch in!

Then I thought let's not be lazy and just throw some pre-made content in.
Let's take the chance to re-evaluate it a bit. Is all the spells needed? Should some be added? Should some be reworded? Renamed?

Or should we just make something completely new after all?

Thoughts?

[Jump to spell index, jump to monster index -edit]
Last edited by Daedalus on September 30th, 2017, 12:45 pm, edited 3 times in total.
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Re: HQ25 - Spells, tiles, mechanics and misc

Postby Baylor_OgreBane » June 30th, 2014, 6:27 pm

I think new, like tangling weeds, turn ground to bog, noxious fog or things along those lines. True "Swampmancy"
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Re: HQ25 - Spells, tiles, mechanics and misc

Postby Jewels! » June 30th, 2014, 6:57 pm

"Bogmaturgy"


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Re: HQ25 - Spells, tiles, mechanics and misc

Postby Goblin-King » July 1st, 2014, 5:08 am

Baylor_OgreBane wrote:I think new, like tangling weeds, turn ground to bog, noxious fog or things along those lines. True "Swampmancy"

Yes exactly what I was thinking. When I think "Swamp magic" I think of debuffing magic rather than straight out offensive spells.

Target get -1 combat die to defense for a round.
Weakened attacks
Rust effects - I like the acid rain!
anti movement
Hallucination



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Re: HQ25 - Spells, tiles, mechanics and misc

Postby knightkrawler » July 1st, 2014, 9:59 am

SLOUGH This spell may be cast on any one hero. The square that hero is currently occupying suddenly turns into a slough slowly pulling the hero under. He must try to climb out of the slough according to the Slough trap rules.

Slough Trap

This trap is a concealed natural occurrence and can be found by searching for traps, but can never be disarmed. A slough trap may be jumped like a pit trap. If a Hero steps onto a square containing a slough trap before it is found, he triggers it and ends his move immediately. A Hero occupying the same square as a slough trap, has to try to climb out of the slough. At every turn, he rolls a number of combat dice equal to his current Body points, but no less than two. If at least one white shield is rolled, he successfully climbs out of the slough onto an unoccupied adjacent square and may move and take an action again during his next turn. If at least one black shield is rolled, he loses 1 Body point. After the roll, the Hero's turn is immediately ended. A hero may also immediately climb out of the slough by discarding any one earth or water spell.
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Re: HQ25 - Spells, tiles, mechanics and misc

Postby Gold Bearer » July 1st, 2014, 11:05 am

Goblin-King wrote:Current suggestions are "Swamp Magic" or "Bog Magic" - Feel free to pitch in!
Marsh Magic?

Just a few ideas:

Cloud Of Flies: -1 A & D until the casters next turn (maybe on a whole room and doesn't affect swamp type creatures.
Swamp Beast: Summons a swamp beast using gargoyle model if there's nothing else.
Rot/Putrifaction: D3 BP damage on a directly adjacent target.
Insect Swarm: Attacks with three dice and the target ignores any defence improvements for armour. (Dwarf defends with two and others with one maybe if we're going that rout with no equipment at the start of the cell quest.)
Disease: Roll a combat dice every turn, on a black shield loose 1BP and on a white shield it wears off.

Talisman spells for scrolls and the talisman spell book artefact: http://forum.yeoldeinn.com/viewtopic.php?f=38&t=2454&p=41262#p41262

knightkrawler wrote:SLOUGH SPELL: This spell may be cast on any one hero. The square that hero is occupying suddenly turns into a slough slowly pulling the hero under. He must try to climb out of the swamp according to the Swamp trap rules.

SLOUGH TRAP: A hero falling or sinking into a slough trap must try to climb out of it before he can move and act normally. At every turn, he may roll one combat die for every current Body point he has, but at least two. Only if he rolls a white shield he succeeds in climbing out and onto an adjacent square. At his next turn, he may move and take action as normal. If he rolls a black shield, however, he loses 1 Body point. Alternatively, a hero in a slough trap may discard any Earth spell to immediately climb out and onto an adjacent square.

_______________________________________________

I wanted to relate this trap to health and strength, but not risk the wizard's life too much. It might be tweaked a little (no less than 3 CD per attempt mayhaps) but I'm not sure if it's necessary. Once in a while, a hero can die.
The trap doesn't have to be created by the spell, but can be a new trap for the quest pack. The trap is hidden like a game system trap and treated like one when triggered. Of course, it can not be disarmed normally, but maybe by discarding any earth spell card?

Hope you guys like the ideas. I can also supply us with a scan of Descent 1st edition mud markers to print out the trap tiles.
Nice! :)
Last edited by Daedalus on February 22nd, 2015, 1:59 am, edited 3 times in total.
Reason: tag
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

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Re: HQ25 - Spells, tiles, mechanics and misc

Postby Teldurn » July 1st, 2014, 12:47 pm

Goblin-King wrote:Yes exactly what I was thinking. When I think "Swamp magic" I think of debuffing magic rather than straight out offensive spells.

Target get -1 combat die to defense for a round.
Weakened attacks
Rust effects - I like the acid rain!
anti movement
Hallucination

Yes, I like all these ideas. I also have no problem with swamp magic being offensive, either.

Goblin-King wrote:Current suggestions are "Swamp Magic" or "Bog Magic" - Feel free to pitch in!

In keeping with the other spell decks, I feel we should keep it "X Spell" or even in the EU format, "Spells of X." So, my suggestion would be "Marsh Spell".

Gold Bearer wrote:Just a few ideas:

Cloud Of Flies: -1 A & D until the casters next turn (maybe on a whole room and doesn't affect swamp type creatures.)
Swamp Beast: Summons a swamp beast using gargoyle model if there's nothing else.
Rot/Putrifaction: D3 BP damage on a directly adjacent target.
Insect Swarm: Several (d6?) one combat dice attacks.
Disease: Roll a combat dice every turn, on a black shield loose 1BP and on a white shield it wears off.

Talisman spells for scrolls and the talisman spell book artefact: http://forum.yeoldeinn.com/viewtopic.php?f=38&t=2454&p=41262#p41262

Aside from being confused how at Insect Swarm works, I like these ideas. Kind of on the fence about including Talisman stuff whole cloth.

knightkrawler wrote:SLOUGH SPELL: This spell may be cast on any one hero. The square that hero is occupying suddenly turns into a slough slowly pulling the hero under. He must try to climb out of the swamp according to the Swamp trap rules.

SLOUGH TRAP: A hero falling or sinking into a slough trap must try to climb out of it before he can move and act normally. At every turn, he may roll one combat die for every current Body point he has, but at least two. Only if he rolls a white shield he succeeds in climbing out and onto an adjacent square. At his next turn, he may move and take action as normal. If he rolls a black shield, however, he loses 1 Body point. Alternatively, a hero in a slough trap may discard any Earth spell to immediately climb out and onto an adjacent square.

_______________________________________________

I wanted to relate this trap to health and strength, but not risk the wizard's life too much. It might be tweaked a little (no less than 3 CD per attempt mayhaps) but I'm not sure if it's necessary. Once in a while, a hero can die.
The trap doesn't have to be created by the spell, but can be a new trap for the quest pack. The trap is hidden like a game system trap and treated like one when triggered. Of course, it can not be disarmed normally, but maybe by discarding any earth spell card?

Hope you guys like the ideas. I can also supply us with a scan of Descent 1st edition mud markers to print out the trap tiles.

Yes to all this.

As a final thought, for the Fimir Spell redux specifically, I think we should keep it at 9 spells, and have each monster access a small number of them, maybe 3 or 4 at a time. All depending on the monster using the swamp magic.
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Re: HQ25 - Spells, tiles, mechanics and misc

Postby knightkrawler » July 1st, 2014, 2:38 pm

knightkrawler wrote:SLOUGH TRAP: A hero falling or sinking into a slough trap must try to climb out of it before he can move and act normally. At every turn, he may roll one combat die for every current Body point he has, but at least two. Only if he rolls a white shield he succeeds in climbing out and onto an adjacent square. At his next turn, he may move and take action as normal. If he rolls a black shield, however, he loses 1 Body point. Alternatively, a hero in a slough trap may discard any Earth spell to immediately climb out and onto an adjacent square.


The bold part raises the question if we leave the wording. Thus, it means if you roll a white shield and a black shield both, you may climb out, BUT you suffer 1 BP anyway. Is it OK like this? I think so.
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Re: HQ25 - Spells, tiles, mechanics and misc

Postby Gold Bearer » July 1st, 2014, 3:11 pm

knightkrawler wrote:
knightkrawler wrote:SLOUGH TRAP: A hero falling or sinking into a slough trap must try to climb out of it before he can move and act normally. At every turn, he may roll one combat die for every current Body point he has, but at least two. Only if he rolls a white shield he succeeds in climbing out and onto an adjacent square. At his next turn, he may move and take action as normal. If he rolls a black shield, however, he loses 1 Body point. Alternatively, a hero in a slough trap may discard any Earth spell to immediately climb out and onto an adjacent square.
The bold part raises the question if we leave the wording. Thus, it means if you roll a white shield and a black shield both, you may climb out, BUT you suffer 1 BP anyway. Is it OK like this? I think so.
Either way is fine I think, but if you're going to leave it as it is maybe it should be made explicit to avoid second guessing.
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Re: HQ25 - Spells, tiles, mechanics and misc

Postby knightkrawler » July 1st, 2014, 3:22 pm

If one or more black shields is rolled, the hero loses 1 Body point, even if the roll also results in one or more white shields.
Original post edited accordingly.

That clarifies it. But the part from "even..." on is not necessary, because there's no clause in the first part of the sentence nullifying what happens on a white shield.
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