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Stig wrote:Yes, if there's no potion available they go down, and then suffer a casualty
Stig wrote:- If a Hero was reduced to 0BP during the quest and didn't subsequently die, they suffered a casualty. They must roll on the casualty table to determine the effects of their casualty:
Stig wrote:Roll a D20:
1 Damaged Elbow Monsters attacking this Hero hit on the roll of and representing the trouble Hero has in blocking incoming strikes.
Stig wrote:2 Mangled Spine The Hero cannot carry any weapons into the dungeon in addition to those they are equipped with, ie no bows/shields slung around their back.
Stig wrote:3 Psychological Trauma The Hero loses a Mind Point permanently.
4 Damaged Organs The Hero loses a Body Point permanently.
Stig wrote:5 Shattered Collarbone If the Hero attacks before moving, they attack with one combat die fewer.
Stig wrote:6 Broken Ankle The Hero receives a -1 modifier on the 2D6 roll for moving.
Stig wrote:7 Fractured Skull The Hero gains the Bonehead trait. Before activating the Hero at the start of their turn, roll 1D6. On the roll of a 1 the Hero has a blank moment and forgets what they should be doing. They lose their turn as they stand in a moment of utter confusion. If the Hero already has suffered Bonehead in the past, this becomes the Really Stupid trait. A Really Stupid roll is the same as a Bonehead roll, but only works on a 4+ unless the Hero began their turn adjacent to another Hero. (This represents the Really Stupid Hero having instructions yelled at them by his compatriots!). If the Hero is a spellcaster, they forget one spell of their choice permanently.
Stig wrote:8 Smashed Knee The Hero now rolls 3D6 for moving and chooses the two lowest scores. They cannot jump onto tables or chairs
Stig wrote:9 Sceptic Infection The Hero has a wound that is harbouring an infection and can be reopened. If a Monster rolls all Black Shields in attack against this Hero, the Hero automatically loses one Body Point and they are Infected. At the start of the Hero turn roll a One the roll of a they lose a Body Point. The infection lasts until they are healed.
Stig wrote:10 Fear The Hero now has the fear trait against the race that caused them to go down. Every time they encounter a Monster of that race, they attack with one fewer and roll 1D6. This effect lasts until they roll 4+, after which they can attack the Monster normally.
Stig wrote:11 Ruptured Intestines When the Hero drinks a Potion, roll 1D6. On the roll of a 1-3 the Potion has no effect, as it isn't absorbed by the Hero's body.
Stig wrote:12 Gouged Eye When the Hero declares they are to carry out a Search action, roll 1D6. On the roll of a 1, a Wandering Monster appears that they were unable to see. On the roll of a 2-4 they find nothing, but activate any Traps. On the roll of a 5-6 they carry out the search as normal.
Stig wrote:13 Fractured Orbit When shooting, if the Hero rolls one the shot is considered a miss.
14 Mangled Hand When attacking, if the Hero rolls one then the attack is considered a miss.
Stig wrote:15 Lost toe Monsters may move, attack, and move again away from the Hero (as they cannot leap and chase after them!)
Stig wrote:16 Crushed Ribs A Hero defends on if they are attacked by a second and subsequent Monsters in the same turn. This represents them losing the ability to twist and move their body to defend against blows coming from several directions.
Stig wrote:17 Hatred The Hero now hates the race that nearly killed them. If they see a Monster of that race and they are not in combat, they must move their full movement towards that Monster, and may not carry out any actions other than to Attack (ie no searching etc).
Stig wrote:18 Rage! If the Hero rolls doubles for movement (or if their movement is 1D6, on the roll of a 6) they must move their full movement allowance towards the nearest Monster and attack them. When attacking, count as , and the Hero defends only on The rage continues until there are no Monsters in any of the Heroe's line of sight.
Stig wrote:19 Spirituality In the moments before death, the Hero saw what was on the other side. They now have the Deathsong special ability; the first damage that would reduce their Body Points to 0 is ignored; they stand, singing about their life, their past, and what it all means.
Stig wrote:20 Impressive Scars The Hero made it, and boy do they look tough now! Each time a Monster wishes to attack the Hero, roll 1D6 first. On the roll of a 1 they hesitate, intimidated by the sheer ferocity of the Hero's scarred, no-nonsense appearance, and they fail to make their attack that turn.
mitchiemasha wrote:Can't say i'm a fan of table rolling. It is very DND but that's why we don't play it and play HeroQuest instead.
Stoner81 wrote:I think this is quite harsh considering how nasty some of the options below are, perhaps instead make it that each time they are reduced to 0 they roll 1 Combat Die and on a Black Shield then suffer a Casulty/Condition? Also limit this so that they can only get 1 per quest otherwise it is going to suck really badly for the Heroes.
torilen wrote:NOOOOO D TWENTY'S !!!!!!!!!!!!!!!!!!
Sorry - Lost my head for a moment there.
But seriously - This is HQ, not D&D. One thing I try to do when I convert
D&D ideas into HQ...change all the weird dice into simple d6's. I would suggest
changing the table to list either 3-18, or 4-24 (3d6 or 4d6 respectively).
torilen wrote:I would also maybe suggest to try and find a way to condense some of the effects on the list.
Again, HQ is about simplicity. That is a lot to read and keep track of in the future.
Example - Fractured knee - make a card that the player must keep by his/her character card
from that point on. It provides the penalty (I would just make it a -1, -2, or -3) and reminds
them they cannot jump any more. Simple, to the point, and the card right there on the table
reminds them at all times.
Stoner81 wrote:I think this is quite harsh considering how nasty some of the options below are, perhaps instead make it that each time they are reduced to 0 they roll 1 Combat Die and on a Black Shield then suffer a Casulty/Condition? Also limit this so that they can only get 1 per quest otherwise it is going to suck really badly for the Heroes.
torilen wrote:I would also maybe suggest to try and find a way to condense some of the effects on the list. Again, HQ is about simplicity. That is a lot to read and keep track of in the future. Example - Fractured knee - make a card that the player must keep by his/her character card from that point on. It provides the penalty (I would just make it a -1, -2, or -3) and reminds them they cannot jump any more. Simple, to the point, and the card right there on the table reminds them at all times.
Goblin-King wrote:When life gives you lemons, squeeze those lemons into your eyes, enter a berserker rage and punch life in the face!
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