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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.
That's a brilliant idea, but wouldn't the players know immediately, as they see that their co-player doesn't control the "hero"?chaoticprime wrote:There should be some chance that what comes back may look like the Hero that left, but actually isnt.
Big Bene wrote:That's a brilliant idea, but wouldn't the players know immediately, as they see that their co-player doesn't control the "hero"?
knightkrawler wrote:The Evil Wizard player gets to attampt an attack/spell. The target hero may roll a number of combat dice equal to their current Mind points. Only when rolling two hero shields it means there can be no attack and the target hero may immediately move outside of his turn. Two black shields mean the attack is automatically successful (which outweighs the Wizard being fastest on the uptake by giving the better fighters more chances to be hit weaker).
Because it's a shortcut. In my approach, the hero cannot come out of the same door, and chances are better that he reaches a far away door than a near one.JasonMCM wrote:why on God's green earth would a hero step into something that is spawning unholy horrors?
This does ruin the idea of using the doors as a shortcut and so the motivation to use them at all.JasonMCM wrote:Count the number of skulls rolled, the door the hero exits is that many doors clockwise from the door the hero entered, he can come out the door he entered
chaoticprime wrote:I remade floor one, because HeroScribe doesn't properly show traps on the second map (the orange bit is still on the first map--strange).
[...] When you create a map that's 1x2 maps wide, and try to lay down a pit trap on the right-most map it will only show the graphic. The orange tone instead shows up on the left map on the matching space.
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