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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.
mitchiemasha wrote:Any excuse for me to post my link...
GIVE GOBLINS MAM... the most single important change.
Goblin-King wrote:When life gives you lemons, squeeze those lemons into your eyes, enter a berserker rage and punch life in the face!
clmckay wrote:Please forgive the spelling. I had a few minutes at work and quickly typed out what I could come up with at the moment.
Armory:
Prior to Quest, if shopping is available, I make an Equipment Deck. It's composition is as follows:
If starting from scratch with the first Quest:
Staff x 3
Short Sword x 3
Broadsword x 3
Longsword x 2
Battle Axe x 1
Helmet x 3
Shield x 3
Chain Mail x 3
Plate Armor x 2
Crossbow x 3
Toolkit x 3
Dagger x 5
I usually have them draw 8-10 normally. This represents what is available for purchase.
Later, add in potion cards to the deck. Usually 2 or 3 of a type (Healing, Strength, etc). I have cards for the expansions potions as well, they get added in as those expansions get started. I vary the amounts of each item based solely on my mood or a vague feeling for where in the world they are may have different items. I also add in my custom Equipment and potions in the same way. I cap the size of the deck at 50 cards, with some items added or removed entirely.
Undead:
I use a variation on the undead rules around here. Maybe it's the same, can't say that I've paid a ton of attention.
If an undead monster (Such as Skeleton, Zombie or Mummy) is killed, I roll 1 Combat Die on Zargons turn to see what happens with it.
Skull = Dead
White Shield = Up and can move/attack next turn
Black Shield = Up and can move/attack current turn
I will decide which quests to apply this houserule on. Usually, I spin it as "A great darkness permeates this place, the undead don't stay dead!" I will typically have this be the case until the Big Bad of the quest is defeated (if it's a stand alone), then, once killed they stay dead.
Evil Wizard Deck / Quest Encounters Deck / Lone Monster Deck / Realm Deck / Event Deck / Etc Deck
I use all of the above, but not at the same time.
Feel out the players. See what the quest is. If it feels right, I use one of the decks. If not, I don't.
For triggering a draw I've tried all sorts of things. Taking a card if the Heroes do nothing on a turn except walking or arranging themselves works well. It feels like a reasonable way to show that time passes in the dungeon even if the Heroes aren't doing a lot.
For an event deck, I've used drawing a card on double numbers.
I used to use the Lone Monster deck, but have since made it a flavor option for a Hero who can talk to Monsters. So a druid-type lets say (though I hate the name Druid). He may have an additional action, "Talk to Lone Monster" or what have you. If he uses that skill, he can draw a Lone Monster Card.
Overland Travel
My Heroes wander around an overworld map. I'm rushing at the moment so I can't describe it, but it's around here somewhere on the forum. It's changed a bit since then, but you get the gist.
I made Quest cards for each of the canon quests and other fan quests and my own quests. They get these as they go around and it represents what they have available to choose from. Completing some opens more, some they randomly come across.
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