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cornixt wrote:Do you mean small subquests that you can do in the middle of playing a regular quest on a bit of the board not being used, or extra non-story quests to play between two quests in a multi-quest storyline?
lestodante wrote:I did a treasure card showing a hidden passage. Heroes that find it may chose to explore the passage and earn access to a side quest.
It is a concept for a questpack where all quests are designed featuring a dark shaded area plus 3 or 4 mini-quests that fit a certain area of the map. So when the heroes find that card (with a treasure search) they can chose what to do.
Those mini quests are not determinants to complete the questpack but the Heroes can be rewarded with artifacts, gold, cursed or simply fighting a lot of extra monsters (and no reward at all!)
Their reward is randomized by the chance to find the Trap Door card or not and also depending in which quest they will find it. A special artifact may be found or lost forever. Some quests can feature mini-quest n.1, others can feature n.2, 3 or 4, depending by which part of the map is shaded in the quest you are playing.
It maybe needs better wording as I just translated it from the Italian to post it here:
Below an example of what you may find while playing.
The current quest has a shaded area on the top-left corner of the map. If someone searching for treasures pick up the special Trap Door card and decide to go further exploring it, the Evil wizard will check which mini quest is fitting good into that area (mini-quest 1 in this case) and let the heroes play that quest in addition to the current quest. Heroes may decide to split.
Once a mini-quest is completed it can not be featured again in another quest and the special card should be ignored when is found (or removed from the treasure deck at the beginning of a quest that features the same shaded area).
Fallensaviour wrote:But I love the trap door card.
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