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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.
Phoenix wrote:While at work the other day, I had several ideas for new traps and hazards to add to HeroQuest. Just things that are a little different to keep the Heroes on their toes (if they have any left) .
1) Set a Trap - Example: The Barbarian walks down the corridor and steps on a square marked "X" and basically sets the trap. The next Hero, the Dwarf steps on the same square, and blamo! Sets off the trap and takes damage. Specific trap type, unknown. Use your imagination.
2) Exploding Door Trap - The Hero who opens the door takes 2 Combat Dice of damage and any Hero in a diagonally adjacent square will take 1 Combat Die of damage. Heroes may roll 1 less combat die in defense. This keeps down the pesky "line up and then open the door" dungeon delving.
3) Swivel-Smack - The Hero steps on a square and the wall near him (and the floor beneath) rotate 180 degrees and throws the Hero into an adjacent room causing him damage. This not only gives zargon a chance to harm the heroes, but also separates them for a time being.
There were a few others, but they escape me at the moment.
AerynB wrote:drathe wrote:Possessed Treasure - While searching for treasure, the chest comes to life and bites the Hero who searched with two Combat dice. The unprepared Hero cannot defend this attack. The chest now becomes a regular Monster to be controlled by Zargon on his turn.
Once defeated, the chest may or may not contain actual treasure depending on the notes.
Reminds me of the Canibox in dq8. Sure you've never played a dragon warrior/quest game before?
Quote is from this thread: http://www.yeoldeinn.com/hqforum/viewtopic.php?f=143&t=1872&start=10IvenBach wrote: The pit is 10ft wide making it a 2x2 square section. Instead of the pit trap actually being where they see it it is behind. The visible trap is only an illusion and its actually solid ground
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