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Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
Dougy Destroyer wrote:a little dated, aka rolling to move
Weapons from the armoury that can be thrown (including hand axe and spear) are no longer lost. Heroes can recover their weapons by occupying the square of the monster they threw the weapon at.
Weapons from the armoury that can be thrown (including hand axe and spear) that are lost, can be found by occupying the square of the monster they threw the weapon at.
A lost weapon is found if the area it was thrown in is searched.
cornixt wrote:I prefer to shift it to the monsters instead of the heroes in order to keep the chance involved while not making the heroes stumble everywhere.
Sixth sense: The barbarian’s sixth sense stops wandering monsters from being able to attack him immediately.
Every dungeon has a secret room (through a secret door) with a tough boss or encounter (using miniatures from another game) and treasure chests (typically containing gold and potions).
Dougy Destroyer wrote:If the hero had missed the throw he could of still just retrieved his weapon in the same manner as I previously stated.
Dougy Destroyer wrote:The increased damage etc of the monsters I think is a good idea even without the addition of hero levels.
Ancient magic enchants the Warriors armour through its Orb! The Choas Warriors have +1B until you find the source of this magic and destroy it
The curse in this tomb is strong and the undead are easily reanimated. Any downed must be finished off. To finish off a downed undead a Hero must stand on it's space and spend their Action. The EW rolls 1CD6 for each downed at the start of their turnReainmated
Nothing happens
Energy Explosion, -1B to surrounding heroes if they fail to roll a
on a Cd6
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