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HeroQuest to Fifth Edition

PostPosted: June 7th, 2019, 12:38 pm
by birddog
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This project is taking the prebublished *HeroQuest* source material, something from my childhood that guided me ointo this hobby and using it for a *Dungeons & Dragons 5th Edition* campaign.

Its all easily translated over. One thing the game lacks is a history (just Mentor & Zargons) and information on The Old World (besides Warhammer equivalent). Has anyone compiled all the flavor text and history into one document?

Re: HeroQuest to Fifth Edition

PostPosted: June 7th, 2019, 1:41 pm
by benvoliothefirst
I'm doing something similar. The "cartography" thread has a lot of info you'll find useful.

Biggest problem is coming up with reasons to get 'em into a dungeon for every quest. First thing my players wanted to do was explore the overworld. I set my game in the Warhammer world to make that easier.

Good luck!

Re: HeroQuest to Fifth Edition

PostPosted: June 7th, 2019, 2:33 pm
by Spookyhappyfun
This is pretty fantastic and I'd be excited to see the results once it's completed.

I don't know much about the history of the Old World as I don't follow Warhammer, but I'd just use that if I were you. I guess the trick is when in the timeline to set this.

Or, just use it as a basic jumping off point and create your own history and story.

benvoliothefirst wrote:I'm doing something similar. The "cartography" thread has a lot of info you'll find useful.

Biggest problem is coming up with reasons to get 'em into a dungeon for every quest. First thing my players wanted to do was explore the overworld. I set my game in the Warhammer world to make that easier.

Good luck!


D&D is full of dungeon crawling anyway. I think using the Mentor/Emperor thing to encourage them to go on the basic quests to save the world from the growing threat of Zargon should be enough of a reason. If they want to explore the overworld, you can just come up with stuff to fill in on the travel between the Quests. Just based on my mapping of the locations, the Heroes are travelling all over for a lot of these, so it should be plenty easy to create content for exploration through forests and towns and such.

Re: HeroQuest to Fifth Edition

PostPosted: August 6th, 2019, 11:32 am
by benvoliothefirst
I'm working on spells right now. Even the basic 5th edition cantrips are OP compared to the vanilla HeroQuest spells. I think of HQ as D&D level zero, and OG revival versions of D&D like Dungeon Crawl Classics agree that level zero is both fun an necessary.

Are you using 5th edition stats and/or spells?

Re: HeroQuest to Fifth Edition

PostPosted: August 6th, 2019, 1:18 pm
by Weltenlaeufer
This looks really interesting! Excited to see this project develop.

I dont know if this is what you are looking for but I wrote out the basegame quests/storyline the other day and connected the quests with places on the map, mostly benefiting from Spookys work in the map thread here in the forum. I just added a few locations myself. I have no knowledge about warhammer so the locations probably collide with the Warhammer background but I dont really care. I also added some sidemissions/overland questing ideas I want to incorporate, its a work in progress. :)

viewtopic.php?f=58&t=4620&start=60

What I basically wanna do is to create a dnd character for each hero with all their attributes and skills so I can incorporate test rolls in certain situations. I still want to keep the basic boardgame though plus adding extra "in between missions" that take place on extra boards or some 3 d terrain. Especially in the terrainbased missions I want to rely more heavily on the roleplay dnd aspect and switch to the boardgame essentials once the party hits the original quest on the original board.

I gotta think about how and if to incorporate dnd spells yet. Gotta read more on it, :)