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Anderas wrote:If you include the elf spells, you can also flashback a dead character back into life. That one's probably needed at least for the part where the heroes cross the ledge twice.
I am still thinking about this, because I hate of instant death stuff.
Even the less dangerous falling block traps behind doors are somewhat no-no for me (and you decide yourself if you step in or out when it comes down).
So for the ice ledge, I think there must be a solution somehow.
• You must have sufficient squares of movement remaining to move across the obstacle and onto an unoccupied adjacent square beyond.
• You must roll anything but a skull on a single combat die to jump the trap
You may need to cross over squares containing pits and chasms, to do so you need to attempt to jump the obstacle.
• You must have sufficient squares of movement remaining to move across the obstacle and onto an unoccupied adjacent square beyond.
• For a single-square wide obstacle, then you must roll a single red die, if you score 3 or more you have successfully jumped the obstacle, place your figure on the other side, expending two moves. If you have any moves remaining from your dice roll, you may then continue your move. If less than 3 is rolled, you have failed the jump and suffer any consequences. For example, for a standard single-square wide pit, failure to successfully jump the pit result in you suffering two combat dice of damage without the opportunity to defend and your turn ends with you in the pit where you fell.
• For a double-square wide obstacle, then you must roll a single red die, if you score 5 or more you have successfully jumped the obstacle, place your figure on the other side, expending three moves. If you have any moves remaining from your dice roll, you may then continue your move. If you roll 1-2 then you fail your jump and land on the first square, suffering the consequences, if you roll 3-4 then you fail your jump and land on the second square and suffer the consequences. For example, for a standard double-square wide pit, failure to successfully jump the pit results in you suffering two combat dice of damage without the opportunity to defend and your turn ends with you in the pit where you fell.
Note: “Bottomless Pits or Chasms” - if the pit or chasm is described as bottomless or failure to jump it results in instant death for any other reason, then a special rule applies. If you fail to jump the gap successfully, you only fall to your death if you roll a 1 on a single-square gap or 1-2 on a double-square gap, otherwise you hit the far wall of the chasm or pit causing 2AD of damage with no defence but you manage to hang onto the edge and pull yourself out onto the far side. This ends your turn.
Do not place a slippery ice tile on the gameboard until a Hero steps onto the appropriate square.
Whenever a Hero moves onto a slippery ice square, the Hero rolls 1 combat die. If a white shield is rolled, the Hero falls and his turn ends immediately. Any other roll means the Hero can continue moving (if he has moves left).
The Hero must roll for each slippery ice tile moved onto.
A fallen Hero cannot take any actions or defend against attacks until his next turn.
Monsters are not affected by slippery ice.
A slippery ice tile cannot be found by searching, nor can it be disarmed.
Once it is placed on the gameboard, it can be jumped over like a pit.
Quest 4 - Note E - The ice ledge that surrounds the crevasse is very slippery. When a Hero steps through a door and moves onto his first square in this room, he must roll 1 combat die. The hero is safe and can continue moving if a skull or white shield is rolled. If a black shield is rolled, however the Hero begins slipping into the crevasse, suffering 1 Body Point of damage. The Hero must immediately roll another combat die. If another black shield is rolled, the Hero plummets into the crevasse, never to be seen again. Any other roll means the Hero returns to the square in which he entered the room, ending his turn. At the beginning of any turn in which a Hero is in this room, he must first roll to see if he slips into the crevasse.
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