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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.
Anderas wrote:Finally! Using the same method like Whitebeard, I made a printsheet for the playcards. It is supposed to be printed, then you flip the paper on the short edge, print the other side. In my printer it somehow does not work, but maybe it's just me.
Download the PDF here
Or if you prefer the playcard as jpg pictures, download them here.
As a reminder, the questbook itself is here.
Have fun!
Stig wrote:Ive come here due to Anderas’ recommendation over on the massive thread about the new HQ; this is amazing!
Stig wrote:Just one question about Quest 6 Wizard Wards, I couldn’t find this in the fixes posted earlier:
How can both doors labelled A be opened with one genie spell? I don’t understand how you can get through the top left section of the map. What I’ve imagined:
1) travel to B, fight the mimic, Genie first door A, can’t open the second one
2) Genie first door A, secret door to Orcs, can’t open second A
And other combinations of the above.
Am I missing something?
Stig wrote:Got it!!! Wow thats excellent Heroquesting puzzling right there!!! That means youd have to tell the Heroes that it can be opened from the other side. You can tell I havent played in a while!
whitebeard wrote:Stig wrote:Got it!!! Wow thats excellent Heroquesting puzzling right there!!! That means youd have to tell the Heroes that it can be opened from the other side. You can tell I havent played in a while!
Well if it's locked and you are going to quit the quest, the wizard can at least peek on the other side of the wall if he rolls at least a 3... If I recall there is technically no "doubling back" on movement in HeroQuest. But nobody usually enforces it when it does happen. So I would not tell them. Perhaps after opening the first one with genie you might tell anyone who searches?
lestodante wrote:Some questions on Quest 1 - A Night Errant (more will follow for sure):
1. at the start of the quests each hero must roll the dice two times and the EWP will read the rumours about the hall? So up to eight threads may be revealed to the players, right? Or just two dice rolls for the whole team is required here?
2. again about the threads, some of them feature special items with a gold coins value in brackets. When is supposed the heroes to buy that items (SALT for example)?
3. if I understand correctly the 2-12 threads are just rumours that could suggest different ways to kill the spectre to the heroes, but only 3 are effective and the other will only make it disappear temporarily, correct?
4. "The knight must accept any challenge of single combat from a fellow knight" is this some kind of DUEL beetween a single hero and the knight?
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