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New Trap Ideas

Discuss new Rules for HeroQuest.

Re: Grazul's Traps & Deadly Devices

Postby knightkrawler » September 16th, 2013, 12:11 am

If you want THIS painted one, you're talking a LOT more money. I mean, look at that paintjob...
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Re: Grazul's Traps & Deadly Devices

Postby chaoticprime » September 16th, 2013, 2:51 am

knightkrawler wrote:If you want THIS painted one, you're talking a LOT more money. I mean, look at that paintjob...


My wife can do that for fifty dollars. It'd take a month. You provide the mini and shipping.


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Re: Grazul's Traps & Deadly Devices

Postby knightkrawler » September 16th, 2013, 3:06 pm

See?
HQ - Heroes & Villains (Dropbox-download link) https://www.dropbox.com/sh/jgj0kzsys9w38oh/AAA_VEHx6vMv4HKRX7IiOWTFa?dl=0
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Re: New Trap Ideas

Postby Jasper Akhkharu » November 26th, 2014, 2:05 pm

Ok, I'm reiviving this thread cause I think it's great and it shouldnt be buried at the back of the list. Plus I have an idea of my own...

ROT - Remote Operated Trap - This would be a trap that could be set off repeatedly, like a sword blade that comes out of the wall, or a spear that retracts after its been set off. If the heroes search for traps, they find a tile that "looks like it could be dangerous to go near" (that''s the trap) and a tile that 'looks a little out of place' (the control mechanism). If a hero steps in the square with the trap to disarm it, the trap goes off and the heroes are told that the trap can't be disarmed like that. The trap goes off each time a hero steps in the square. If the heroes try to disarm the mechanism, they find a lever that can switch the trap off (no roll required). The trap control could be located in a different room entirely. This would also give us something to do with the Twisting Catacombs spear trap and/or dart wall - once the heroes trigger the trap for the first time, they would remember where it is so a tile is placed.


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Re: New Trap Ideas

Postby mitchiemasha » November 26th, 2014, 11:37 pm

So a trap that is triggered in a different place... When a Hero steps on X, a Hero on Y must roll for defense. The only way to disarm the trap is at the trigger section, X. Multiple squares could be marked with Y or even an entire room or corridor. If a Hero searches for traps X, they find the trigger, do you disarm it or activate it. If search for traps at Y, this area looks suspicious.

How about a room with holes in each square (spear holes), a corridor with tiny holes along the wall (dart holes) or a room, corridor with random openings, cracks (flame pit). A room with a dragon statue (engulfed in flame). The trap could be triggered on the square just outside the exit of the room. Anyone still in the room when the first Hero leaves, BAMB!!!. Search in the room for traps... The dragon statues mouth looks suspicious, burn marks are visible. The floor looks suspicious it has many circular holes in the center of every stone tile... The wall looks suspicious many tiny holes are scattered right across it. Search outside the room and they get the trigger text read, do you disarm it or activate it. To tempt Heroes to activate having secret doors open by triggers to treasure rooms should be experienced quite early on.

Or a puzzle room, first lever opens secret door, second lever triggers trap, trap effects entire room. The early bird catches the worm clue. Switch it round. The second mouse gets the cheese!!!

Loving the swivel trap idea here too.


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Re: New Trap Ideas

Postby StratosVX » November 27th, 2014, 3:57 pm

How about a trap that blocks off a room with treasure or a remote trap that destroys a chest. If heroes are losing treasure (which can't be replaced as easily as body points) they'll take the traps seriously.


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Re: New Trap Ideas

Postby slev » November 28th, 2014, 12:00 pm

I like that idea: Trap of Transmutation.

roll one combat die.
On a skull, one of the hero's weapons or pieces of armour, at random, is converted into 25GC.
On a white shield, one of the hero's none-weapon/armour items, at random, is converted into 25GC.
On a black shield, the hero loses 10D6 GC (or as much as they have) as their gold trns to lead.


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Re: New Trap Ideas

Postby Anderas » November 28th, 2014, 4:42 pm

Not to forget the Trap of Gender Swap.
If a model sets of the trap, replace it by one of the opposite gender.


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Re: New Trap Ideas

Postby Malcadon » November 29th, 2014, 9:13 am

Phoenix wrote:4) Refreshing Mead - (Likely a treasure card or barrell/mug combo) "When drinking this refreshing mead, your physical and mental worries just seem to melt away" The Hero gains 1 Body Point and loses 1 Mind Point. If a Hero drinks another one (this Quest) he gains another Body Point, but loses 2 Mind Points, and so on...

6) Gold!! - The Heroes stumble into a room with the treasure chest standing wide open. If the Hero searches for treasure, they realize that the gold is coated with poison!! The Hero(es) must then take 2 Body Points of damage. The gold cannot be cleaned off or removed from the treasure chest.

#4 — So the Barbarian and Dwarf can only down two or three flagons before they passes out, while the elf and wizard can drink them under the table?! That doesn't sound right!

Am I the only one who thinks that "Heroic Brew" was just a watered-down, family-friendly term for "Dutch courage?" |_P

#6 — How about, instead of the coins being coated with poison, the coins are actually fake or illusory, to hide some sort of venomous creature (snake, scorpion, spider, etc.)?

Here is one of my (twisted) ideas:

Damsel in Distress!
You find a helpless maiden chained to the wall. She is offering a reward to any hero who frees her. If you free her, roll a red die:

1-3 — She is a penniless slave with nothing to offer but herself. Despite that, she rewards you well! You loose two turns in the thralls of passion, but you feel so great, you may re-roll up to two dice for this quest alone!

4 — She is form a wealthy family who gratefully offers up an award of 200 gold coins for her safe return.*

5-6 — She seems like a penniless slave-girl with nothing to offer but herself, but in truth, she is a Succubus in disguise. You not just loose two turns while in the thralls of passion, but you loose one mind point, plus another one if you rolled anything but a White Shield on a single Combat Die. If the hero's mind points drops to zero, the Hero is controlled by the demon as if by a Command spell, loosing one body point a turn until he drops dead.


*this is automatic, unless you want to give the player a challenge by having the hero escort a helpless maiden out of the dungeon. In that case, she would have one 0 AD:, 1 DD, 1 BP, 2 MP and always moves with the hero who is rescuing her. And if she survives, the hero gets 500 gold coins instead.


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Re: New Trap Ideas

Postby The Road Warrior » November 29th, 2014, 11:00 am

Malcadon wrote:Am I the only one who thinks that "Heroic Brew" was just a watered-down, family-friendly term for "Dutch courage?" |_P


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