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Anderas wrote:I just took a look at the map that i used: It is a map of the old world of Warhammer.
I really can't see the big differences except that we use only a part, and then a magnification in HQ.
I don't know if it is correct or anything... but it shall be a good basis for playing.
I used the questbook as basis,
made two story progressions,
added exactly one quest (find Gulthor)
and than came to this chart and this Map.
It is intended to provide some overland questing as well.
Plan is to add Kellars Keep, Ogre Hordes, Witch Lord and WoM as well, so the heroes have always something to discover if they travel somewhere.
Red quests are to be discovered only if the correct predecessor was already played,
Blue quests are for free discovering during overland travel, or if the EWP Card "Map" is drawn.
Purple quests are forced on the heroes. Here i want some more.
Target is in fact, to have in every fourth or fifth square some quest.
Well. First finish with the original HQ Questbooks.
Click for Big.
So shoot me now.
The Map is put together from two smaller pieces (Goblin King's "classic Warhammer Map"), in some hours of stitching and connecting broken lines and repainting some mountains. It is smaller than it could be, just because it is exported from Powerpoint. The original size, you can have here:
Presti70 wrote:According with these ancient official maps:
I made my personal Heroquest map with the following rules (english from google translator):
Each numbered black dot, marks the location of each quest.
CAMPAIGN MAP
Use the Campaign Map to move the Heroes into the world of Heroquest, spend coins on daily board and lodging, track the time for daily routes and heal wounds by resting in taverns...
Each green, yellow or orange dot represents a place where it is possible to camp (the small white dots indicate the roads and are not considered).
Yellow dots represent small Villages, Green the Cities and Orange the Fortress.
It is possible to buy Equipment and Mercenaries only in the cities.
DAILY ROUTES
Walk: 1 location.
Mule: 2 locations.
Horse: 3 locations.
For example, from Nuln to Altdorf, it takes 3 walking days; 2 days on a mule and 1 day on a horse.
PRICES
1 litre of Ale/Beer/Wine: 1 gold
Daily fodder: 1 gold
Lodging in a Inn : 1 gold
Daily Meal: 3 gold
Mule/Donkey: 100 gold
Horse: 1.000 gold
Horse War: 3.000 gold
SPONTANEOUS HEALING
Every hero who has suffered injuries heals 1PC or 1PM of his choice on a daily basis, but only if he rests comfortably in a home, inn or in any other comfortable and sheltered place (for example, if a hero has lost 5 PCs, he can recover through spells/potions or resting 5 days in an inn).
A hero can rest freely at any location with his own resources, but he inhibits his spontaneous healing.
DAILY MEALS
Anyone who does not consume each day a ration of Daily Meal, loses 1 PC and inhibits his Spontaneous Healing. The cost of each daily meal is 3 gold coins (whether it is a fresh or long-life meal).
NOTE
At the beginning of their first adventure (The Trial), each Hero receives 50 gold coins. Make good use to pay food and housing ...
Dezziedc wrote:
Anderas, just curious as to how you came up with each of the locations?
Anderas wrote:Dezziedc wrote:
Anderas, just curious as to how you came up with each of the locations?
In parts I just followed Sotiris awesome precursor map that he prepared for his play by post game, and then adapted it to the higher detail level of the big map.
Two or three locations are known, the rest is down to playability and scenery. Orc camps shall be in remote areas. The Wizard hides in a tower in the mountains. These kinds of things.
Playability is the most important factor.
Daedalus wrote:Dave Morris' revised map for The Fellowship of Four:
It came from Dave Morris' blog. Thanks, Dezziedc!
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