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Simple Upgrades For The Original Heroes + Some New Artefacts

Discuss new Rules for HeroQuest.

Simple Upgrades For The Original Heroes + Some New Artefacts

Postby Gold Bearer » April 25th, 2014, 11:53 am

You could use the first upgrade after the original quests and the second one after KK and ROTWL, or just start with upgraded heroes and monsters. The Wizard and Elf might need further magical upgrades to balance with the Barbarian and Dwarf.

Barbarian - Attack on black shields in melee.
Dwarf - Defend on black shields.
Elf and Wizard - Wizards Of Morcar spells added. Wizard picks one, Elf picks one, Wizard picks two, Elf picks one, Wizard has the other two. Elf rolls three movement dice and ignores the lowest.

Barbarian - Black shields count as two skulls in melee.
Dwarf - Black shields count as two white shields.
Elf and Wizard - Wizard picks one, Elf picks one, Wizard has the other five. Elf has Elf spells, Bracers and Cloak Of Protection are added to available equipment for the Wizard.

Berserker Stone - Can attack twice in melee if you move at half rate. Can only be used by the barbarian.
Ring Of Fury - Can split up attack dice rolling them individually and can attack before and after moving. Can only be used by the barbarian.
Northern Amulet Of Protection - Can give up attack to defend with two extra dice. Can only be used by the barbarian.
Fire Crystal - Summons fire elemental once per quest. Can only be used by the barbarian.

Rune Hammer - Attacks with three combat dice, or four combat dice against undead, or five combat dice against chaos. Can be thrown and immediately returns to your hand. Can only be used by the dwarf.
Dwarven Stone Of Power - Enemy rolls one less defence dice when attacking in melee. Can only be used by the dwarf.
Dwarven Stone Of Defiance - Enemy rolls one less attack dice when being attacked in melee. Can only be used by the dwarf.
Earth Crystal - Summons earth elemental once per quest. Can only be used by the dwarf.

Spirit Sword - Attacks with three combat dice and the target defends with as many dice as they have MP. Can only be used by the elf.
Armletts Of Dexterity - Before defending roll a combat dice for each skull scored, if you roll at least one black shield you dodge the attack. Fails jumps on a black shield instead of a skull. Can only be used by the elf.
Ice Crystal - Summons ice elemental (using the picture on the back of Docs ice spells) once per quest. Can only be used by the elf.
Water Crystal - Summons water elemental once per quest. Can only be used by the elf.

Chaos Wand - Allows you to cast the three chaos sorcerer spells from Against The Ogre Horde. Can only be used by the wizard.
Wizard Robes - Roll a combat dice at the start of your turn if you've lost any BP or MP, on a white shield you heal 1MP and on a black shield you heal 1BP. Can only be used by the wizard.
Air Crystal - Summons air elemental once per quest. Can only be used by the wizard.
Storm Wand - Allows you to combine spells by casting more than one at a time. Can only be used by the wizard.

Genie + Sleep = Lullaby: Cast Sleep individually on everybody in any room or corridor on the board.

Tempest + Pass Through Rock = Cyclone: Cast Tempest on everybody in any room or corridor on the board.

Swift Wind + Fire Of Wraith = Backdraft: Fills any room or corridor on the board with intense flames causing a Fire Of Wraith attack on everybody individually, attack twice for targets vulnerable to fire.

Ball Of Flame + Vail Of Mist = Fire Spray: Fills any room or corridor in sight with flaming hot liquid vapour causing a Ball Of Flame attack on everybody individually, attack twice for targets vulnerable to fire.

Courage + Rock Skin = Invigoration: Raises A and D by three each until the end of the targets next turn.

Water Of Healing + Heal Body = Rejuvenation: Fully restores BP and MP.

All Fire = Inferno: Attacks like Fire Of Wraith and Ball Of Flame using three dice on everyone in any room or corridor on the board, attack twice for targets vulnerable to fire.

All Air = Typhoon: Attacks like Fire Of Wraith and Ball Of Flame using two dice on everyone in any room or corridor on the board and causes them to miss a turn.

All Water = Monsoon: Attacks like Fire Of Wraith and Ball Of Flame using one dice on everyone in any room or corridor on the board and causes them to miss two turns.

All Earth = Quake: Causes everyone in any room or corridor on the board to miss three turns.
Last edited by Gold Bearer on April 27th, 2014, 7:57 am, edited 2 times in total.
: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

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
Gold Bearer

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Re: Simple Upgrades For The Original Heroes + Some New Artif

Postby Teldurn » April 25th, 2014, 12:35 pm

I like these upgrades. They're simple but effective.
War is not the answer...unless the question is, 'What is not the answer?'

Check out Broadsword, a love letter to 90s dungeon crawling board games.


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Re: Simple Upgrades For The Original Heroes + Some New Artif

Postby Gold Bearer » April 27th, 2014, 7:56 am

Teldurn wrote:I like these upgrades. They're simple but effective.
Cheers. :)

I changed the order they choose the spells so the elf doesn't lose the ability to heal. I also gave the elf another ability to make him the fastest because the wizard gets two extra spell sets and the elf only gets one, and it also means he gets penalised more for wearing plate armour. The dwarf should be slowed down by the fact that plate armour is more effective for him than it is for the others. I've added some more artefacts as well and made them hero specific. They're designed to work well with the four Japanese hero specific artefacts.
: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

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
Gold Bearer

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Re: Simple Upgrades For The Original Heroes + Some New Artef

Postby gootchute » April 27th, 2014, 9:00 am

Good additions. I have seen the spell combining before, can't remember where though.

I would hint that this is possible through quest notes and let the wizard/elf test it out in play. They would choose what spells to combine and roll dice = to Mind. If they roll skulls equal to of above the # of spells combined, Zargon tells them if it is a successful combo and they may cat immediately Unsuccessful combos may be halted before completion and the spells are not lost. If they fail the test they still cast a valid combo but loose Mind = to the # of spells combined, and if it is not a valid combo the spells are wasted!
•==(Broadsword>


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Re: Simple Upgrades For The Original Heroes + Some New Artef

Postby Gold Bearer » April 29th, 2014, 9:44 am

gootchute wrote:Good additions. I have seen the spell combining before, can't remember where though.
In two of my other posts. That's the best thing I've come up with so I keep reusing them.

gootchute wrote:I would hint that this is possible through quest notes and let the wizard/elf test it out in play. They would choose what spells to combine and roll dice = to Mind. If they roll skulls equal to of above the # of spells combined, Zargon tells them if it is a successful combo and they may cat immediately Unsuccessful combos may be halted before completion and the spells are not lost. If they fail the test they still cast a valid combo but loose Mind = to the # of spells combined, and if it is not a valid combo the spells are wasted!
I like the idea of letting them figure out the valid combinations. For unsuccessful combinations I think I'd make them pick one to cast or loose.
: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

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
Gold Bearer

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Re: Simple Upgrades For The Original Heroes + Some New Artef

Postby Teldurn » April 29th, 2014, 10:15 am

Good thing they're only playing with magic. If it were something like alchemy, an unsuccessful combination would probably result in an explosion! :D
War is not the answer...unless the question is, 'What is not the answer?'

Check out Broadsword, a love letter to 90s dungeon crawling board games.


Rewards:
Created a Hot Topic. Destroyed a Zombie!Encountered a menacing Chaos Warlock!
User avatar
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Re: Simple Upgrades For The Original Heroes + Some New Artef

Postby Gold Bearer » April 29th, 2014, 11:53 am

Teldurn wrote:Good thing they're only playing with magic. If it were something like alchemy, an unsuccessful combination would probably result in an explosion! :D
That's an idea. :)
: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

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: Simple Upgrades For The Original Heroes + Some New Artef

Postby Infje » May 18th, 2014, 10:08 am

I like these!


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Re: Simple Upgrades For The Original Heroes + Some New Artef

Postby kingdragun1983 » August 10th, 2014, 2:36 am

I like the spell combinations, they make for some seriously powerful spells
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Re: Simple Upgrades For The Original Heroes + Some New Artef

Postby Gold Bearer » August 12th, 2014, 5:24 am

It's lucky that there's four groups of three, it means one of each possible combination. Most of them pair up really well too. I was just left with pass through rock and tempest at the end and they work well enough together, it gives it a reason to be cast anywhere on the board (fire of wraith and genie are anywhere on the board in the proper rules :)).
: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

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
Gold Bearer

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