lestodante wrote:Did you ever think to ask someone to draw a cover artwork for your books?
I can help if you are interested!
♥
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lestodante wrote:Did you ever think to ask someone to draw a cover artwork for your books?
I can help if you are interested!


Make a small donation to Ye Olde Inn!
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.
Se_doki 1 wrote:hello, when you click on pdf in the third volume, a .png file comes out and not a pdf as in the previous 2 volumes


A BRAND NEW STAND-ALONE HEROQUEST ADVENTURE EVERY WEEK.


Pentroncius wrote:Se_doki 1 wrote:hello, when you click on pdf in the third volume, a .png file comes out and not a pdf as in the previous 2 volumes
Click away - I've just uploaded the PDF to Dropbox.
And with that I'm off on Holiday to the Sea of Claws.





A BRAND NEW STAND-ALONE HEROQUEST ADVENTURE EVERY WEEK.



Pentroncius wrote:Long ago a magician, whose name is now forgotten, took the Orb of the Dragon Whisperer. Loretome reveals that this powerful relic is hidden within a long-abandoned undercroft of an ancient fortification near the Eyrie Peak, high amongst the Grey Mountains. The ever increasing threat of the legions of chaos mean it is essential that you retrieve the orb and return it to the custody of the Empire. But be warned; the Alcazar will present many challenges to halt your quest.
NOTES
A Upon entering the room say to the Players: “Inscribed on the wall is the following: ‘As easy as pi.’ You also observe that, whilst most of the flagstones are heavily worn, five seem to have numerals on them: 1s, 2 & 5s.” - You should indicate these to the Players. Players must follow the route marked by the arrows. If a player steps off a square in a direction other than that indicated by the arrow, they lose a body point.
B This door is locked. I can be opened with the key found inside the treasure chest marked ‘C’.
C These three monsters have been petrified. They can not be affected by magic, attack, nor can they move. Upon entering the room say to the Players: “The undead appear to be statues. On the wall opposite them is inscribed: “I don’t have eyes, but once I did see. I once had thoughts, now white and empty.” If a player opens any chest, but the one next to the Skeleton, the monsters awake and are under the Evil Wizard Player’s control, as normal, this immediately ends the Players’ turns.
D This cupboard contains, wrapped in a dirty rag, the Orb of the Dragon Whisperer. The Player who finds the orb should note it down on his character sheet. It may be passed between the Player’s characters. On the Evil Wizard Player’s turn any player in possession of the orb loses 1 Mind point.
Wandering Monster: 1 Fimir
A Read to the players the following after the first player enters the room:
"This room has a checkered floor. Inscribed on the wall are the words: 'Cross this floor as only a True Knight can."
Solution: The heroes must move through the room just as a Knight on a chessboard. The players turn must end on spaces without a trap tile, or take 1 damage just as a Spear Trap. (No damage is taken when moving through trapped tiles, only ending movement on them).
The traps are not detectable, however let a player searching for traps know that the walls have many small holes.







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