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Hazard Rooms Converted from Adv. HQ

Discuss new Rules for HeroQuest.

Hazard Rooms Converted from Adv. HQ

Postby Kyle+ » October 3rd, 2021, 10:58 am

One of the more interesting parts of Advanced Heroquest for me is the inclusion of the Hazard Rooms and I always thought that this feature would fit seamlessly into HeroQuest. So here is my version of HQ-converted Hazard Rooms.

Hazard Room Table

D12 Result
• 1 = Non-Player Character
• 2 = Chasm
• 3 = Statue
• 4 = Vermin Swarm
• 5 = Mold
• 6 = Mushrooms
• 7 = Cellar
• 8 = Pool
• 9 = Magic Circle
• 10 = Oubliette
• 11 = Throne
• 12 = Crypt

Non-Player Character . This hazard room contains a special human character. Each is a unique encounter, and once the character has been met in any of the dungeons, treat the encounter as a Wandering Monsters result if you roll the same character again.

D12 Result
• 1-3 = Maiden
• 4-6 = Witch
• 7-9 = Man-at-Arms
• 10-12 = Rogue

The Maiden is a captive in this room, guarded by a group of monsters. Generate the defenders on the Wandering Monsters Table. If the Heroes defeat the Maiden’s captors and escort her back to the surface, her grateful father will reward them with 100 gold crowns. The monsters in this room will not harm her, but others might.
Maiden stats:
Move: 1d6
Attack: 1
Defend: 2
Body: 2
Mind: 2

The Witch is brewing dark potions down here. She should be placed in the room in the same way as a wandering monster. The Heroes have 1 combat round to either cut her down or close the door between them. If she is still alive after that round she will teleport herself and half the hero’s gold crowns to some distant place…
Witch stats:
Move: 6
Attack: 2
Defend: 2
Body: 2
Mind: 3

The Man-at-Arms is guarded by monsters. Roll on the Wandering Monsters Table to generate them. If the Heroes defeat the Man-at-Arm’s guards and release him, he will become a henchman for the current Leader.
Man-at-Arms stats:
Move: 1d6
Attack: 2
Defend: 2
Body: 2
Mind: 2

The Rogue is in here alone and will ask to stay with the Heroes until they leave the dungeon. The Heroes may refuse, but if they accept the Rogue, they may not attack him/her later. The Rogue will serve the current Leader as a henchman. If Rogue is present at any time when the Heroes try to spot or disarm a trap, a successful roll must be achieved twice within two attempts.
Rogue stats:
Move: 1d6
Attack: 2
Defend: 2
Body: 2
Mind: 2

If the Rogue is still alive at the end of the quest, roll a dice:
D12 Result
• 1-2 = The Rogue steals all the heroes’ money
• 3-4 = The Rogue steals half their money.
• 5-10 = The Rogue attempts to steal their money, but fails.
• 11-12 = The Rogue decides they like their new-found friends and remains as a henchman.

Henchman/Mercenaries start with the following stats. If they survive their first quest, they get their own character sheet, can collect gold, and purchase items from the Armory and Alchemist’s shop. However, their body and mind points cannot be increased above 2. Their retainer feed is 10 gold coins between quests.
Henchman/Merc stats:
Move: 2d6
Attack: 2
Defend: 2
Body: 2
Mind: 2

Chasm . Use the special chasm tile and refer to the Wandering Monsters Table to create a group of monsters who are on the opposite side of the chasm. Also place a door and a treasure chest on the far side of the chasm. To reach the other side, the hero must stand adjacent to the ledge and have at least 3 squares of movement left. Roll 1 combat die in the attempt.

Combat Die result
• black shield = You make a heroic leap and successfully land on the square directly across from the one you left.
• white shield or skull = You fall into the chasm

If you fall into the chasm, you may still be able to save yourself by passing a mind test. Roll the number of D6 dice equal to your current mind points.
D6 dice x mind points
• a 6 is rolled = You slam into a rocky outcropping, suffering 1 point of body damage, but manage to grab on and pull yourself onto a ledge. Roll 5-6 on 1d6 to climb out.
• no 6’s are rolled = You fall far and are battered between jutting rocks, suffering 2 points of body damage. You must pass another mind test or suffer gravely.

Roll the number of D6 dice equal to your current mind points.
D6 dice x mind points
• a 6 is rolled = You hit the bottom of the chasm, suffering 1 additional point of body damage. Fortunately, it is quicksand. To avoid a messy death, you must immediately discard any 2 items (weapons, armor, potions, scrolls, etc.). This ends the turn. On the hero’s next turn, they may climb out by rolling a 5-6 on 1d6.
• no 6’s are rolled = You hit the bottom of the chasm, suffering 1 additional point of body damage. Fortunately, it is a deep subterranean pool. To avoid drowning, you must immediately discard any 2 pieces of weaponry or armor. This ends the turn. On the hero’s next turn, they may climb out by rolling a 5-6 on 1d6.

Statue . Standing in the room is a statue with eerily glowing rubies as eyes. If a hero attempts to remove the jewels, roll a dice:

D12 Result
• 1-2 = The statue's eyes flash and the hero’s mind points are immediately reduced to 0.
• 3-11 = The statue comes to life and attacks. The statue may not leave this room.
• 12 = You remove the jewels without incident. They are worth 200 gold crowns each.

Statue stats:
Move: 6
Attack: 5
Defend: 4
Body: 3
Mind: 4

Vermin Swarm. The floor and ceiling of this room are covered with a living carpet of vicious blood-sucking vermin. Roll D12 to determine the kind of vermin encountered:

D12 Result
• 1-3 = Rats
• 4-6 = Bat
• 7-9 = Maggots
• 10-12 = Spiders

The heroes wade in to fight it out in hand-to-hand combat. The swarm is 60 strong. Each hero who enters should roll a D12 each turn, the result being the number of vermin killed. If the dice roll is 1-4, the Hero suffers 1 point of body damage from bites.

If the heroes have two flasks of Greek Fire*, they can use them to flame the room and kill the entire swarm. One flask doesn’t kill enough vermin to have any effect.

The heroes also have the option to retreat and slam the door. For the remainder of the quest, the room contains the undefeated vermin.

*I use "Greek Fire flask" in the same exact way as the Ball of Flame scroll.

Mold. The room is covered with mold. The heroes have three choices: (1) Turn back the way you came. (2) If the heroes have any Greek Fire, they may use 1 flask to burn the mold. (3) Enter. The heroes may tie cloth across their faces and attempt to cross the room. Each player should roll a dice:

D12 Result
• 1 = Deadly Poison. 3 combat dice of body damage + 3 combat dice of mind damage and D6 combat exchanges spent in state of shock (1d6 movement, 1 attack, 2 defend), beginning with the next time you either attack or defend.
• 2-6 = Poison. 2 combat dice of body damage + 2 combat dice of mind damage. Your attack dice are reduced by 2 for the next time you attack, after which it returns to normal.
• 7-10 = Irritant. Roll D6: you take 1 combat die of mind (even) or body (odd) point damage.
• 11-12 = No effect. You cross the room safely.

Mushrooms. Exotic mushrooms spread across the stonework in this chamber (roll D12 to discover how many). The heroes may pick some if they wish, but each time one is eaten roll a dice to see what happens.

D12 Result
• 1-2 = Deadly Poison. 3 combat dice of body damage + 3 combat dice of mind damage and D6 combat exchanges spent in state of shock (1d6 movement, 1 attack, 2 defend), beginning with the next time you either attack or defend.
• 3-4 = Magic. The air is filled with bioluminescent spores that begin to change color and pulse around you. You fall into a trance lose D12 turns pondering the cosmos.
• 5-6 = Spots. The Hero’s skin breaks out in a rash of red, green, and yellow dots that will not fade for several days. Otherwise, the mushrooms have no effect.
• 7-8 = Strength. Roll 1 extra attack dice with any hand-to-hand weapon for as long as monsters are in sight.
• 9-10 = Speed. Move twice the number rolled on movement dice until 1 point of body damage is suffered.
• 11-12 = Healing. This mushroom heals all wounds, restoring mind and body points to starting levels, and cures diseases and curses.

Cellar . This room contains a trapdoor which leads down a steep staircase to a dingy cellar. It is lined with D6 casks, and good thing – slaying is cursed dry work! The contents of each barrel can only be discovered by one of the heroes taking a drink (roll on table and make a note of the barrel’s contents). Each barrel can be tapped one time by each hero.

D12 Result
• 1-3 = The strong ale restores 1 body point and reduces 1 mind point.
• 4-6 = The funky grog restores 1 mind point and reduces 1 body point.
• 7-9 = The fortifying wine restores 1 body and 1 mind point
• 10-12 = The putrid liquid reduces 1 body and 1 mind point.

Pool. The walls dance with light reflected from a pool at the center of the chamber which shines unnaturally. Magic pools affect people in different ways each time they take a drink, so a separate roll must be made on the table each time.

D12 Result
• 1 = Deadly Poison. The poison deals 3 combat dice of body damage + 3 combat dice of mind damage. The toxins leave you in a state of shock (1d6 movement, 1 attack, 2 defend) for D6 combat exchanges, beginning with the next time you either attack or defend.
• 2-4 = Strong Poison. You feel very sluggish, lose control of your limbs, and pass out for D12 turns. The poison limits your movement dice to 1d6 for the duration of this quest.
• 5-8 = Awareness. The refreshing water fully replenishes your mind points and increases your starting level by 1 for the duration of this quest.
• 9-12 = Vitality. The invigorating water fully replenishes your body points and increases your starting level by 1 for the duration of this quest.

Magic Circle. The chamber glows by the light of a large magic circle. If a hero or henchman moves onto the circle, roll a dice:

D12 Result
• 1 = Cursed. The hero immediately loses al of their mind points and are left in a state of shock for the remainder of the quest (1d6 movement, 1 attack, 2 defend).
• 2 = Portal. The circle is a gateway to a realm of chaos. The hero must roll a 6 using the # of D6 dice equal to their current mind points. If the hero rolls a 6, a group of demon possessed monsters enters the room. Roll three times on the Wandering Monster Table. If the hero does not roll a 6, they are teleported to an unknown dimension for D12 turns. Upon their return, the hero is badly beaten and on the brink of madness. Divide the previous D12 roll by 3, rounding up, and distribute that number of wounds to the hero’s body and mind as the player chooses.
• 3-6 = Nothing happens.
• 7-9 = Magical Power. If the hero is a spellcaster, they are filled with magical power, restoring mind points to starting levels and granting D6 number of spells chosen from any of the hero spell decks. If the hero is not a spellcaster, nothing happens.
• 10-11 = Healing. The circle restores 1 point of body damage and increases the hero’s starting body points by 1 for the duration of this quest.
• 12 = Vision. The circle restores 1 point of mind damage and increases the hero’s starting mind points by 1 for the duration of this quest.

Oubliette . The room contains Wandering Monsters and a trapdoor in the floor. The GM can place it on any square. After dealing with the monsters, the heroes may open the trapdoor. The room below has a high ceiling and no doors. It contains a number of prisoners. Roll a dice:

D12 # prisoners
• 1-3 = 1
• 4-6 = 2
• 7-9 = 3
• 9-12 = 4

Prisoner stats:
Move: 1d6
Attack: 1
Defend: 2
Body: 2
Mind: 2

You find a rope nearby, secure it to an iron hook anchored in the wall, and lower it into the pit. However, the prisoners are too weak to climb out on their own. To save them, you must descend into the pit and allow them to hang onto you as you climb back out, one by one. Descending and climbing out counts as the movement and action for 1 turn. At the end of each rescue turn, roll 2d6. If a 5-6 is rolled, Wandering Monsters in the near corridor have been alerted to your presence and attack.

Once they have all been brought out, you must escort them to the dungeon entrance. However, these wretches have been traumatized and are likely to cry out in fear and pain. Each round after the last prisoner has moved, the GM rolls a dice to determine whether any monsters have found them. Monsters are encountered if the last number on the die is rolled. Roll 1d6 to determine which kind of dice will be used for this purpose:
D6 monster encounter dice
• 1 = D4
• 2 = D6
• 3 = D8
• 4 = D10
• 5 = D12
• 6 = D20

The prisoners are a motley group, including both peasants and nobility. To determine the reward for each, roll on the following table and then roll again with the appropriate dice and multiply that result by 10 gold coins.
D6 monster encounter dice
• 1 = D4
• 2 = D6
• 3 = D8
• 4 = D10
• 5 = D12
• 6 = D20

Throne . There is a large ornate throne on the far side of the room, in which sits a figure with a commanding demeanor. Roll up a group of monsters on the Wandering Monsters Table, and select one of the most powerful types to sit on the throne. As long as the chosen monster is still alive, it radiates power to the others: add +1 to their attack and defend dice. The monster on the throne cannot move but can attack and defend. If killed, the remaining monsters lose their bonuses and do not regain them if another one of them sits on the throne. There is no effect upon heroes or mercenaries who sit on the throne.

Crypt. The dimly-lit chamber is furnished with candelabras and exotic furs. The air is musty with incense and mist sweeps the floor. A sarcophagus looms at the far end of the room, perched on a slab of stone, and four shadow-enshrouded coffins are recessed in the walls. As the heroes come within 2 spaces from the sarcophagus, a vampire springs from the tomb and attacks! If a vampire deals damage against the hero it attacks again.

Vampire stats:
Move: 4
Attack: 3
Defend: 4
Body: 2
Mind: 0

After killing a vampire, the heroes may search the monster’s coffin for treasure.
D12 coffin contents
• 1-3: = A foul ointment wrapped in greasy strips of cloth. It is worthless to you.
• 4-6: = A ring worth 25 gold crowns
• 7-9 = A vicious rat bites your hand and scurries away, dealing 1 body point of damage and reducing your attack dice by 1 until a healing potion is used.
• 10-12: = A bejeweled amulet worth D20 x 10 gold crowns

If heroes attempt to search the four coffins in the walls, roll on the following table:
D12 Result
• 1-4: = You find a sleeping vampire and make an outright kill.
• 5-8: = You find a sleeping vampire. You plunge a blade through the monster's chest, dealing 1 point of body damage, but miss its heart. The fiend leaps from its coffin and attacks.
• 9-12: = The vampire has been lying still this whole time. As soon as the coffin lid is lifted, the fiend launches itself at you in a frenzy of claws and fangs.

Thanks and Enjoy!
Kyle+

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Re: Hazard Rooms Converted from Adv. HQ

Postby lestodante » October 3rd, 2021, 12:18 pm

Tables that takes too much time to be checked have always been an "enemy" for many HQ players.
I personally prefer the immadiate way of playing offered by the standard Heroquest, where an extra rule is shown in a short text on a card.


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Re: Hazard Rooms Converted from Adv. HQ

Postby Zeus » November 29th, 2021, 2:11 pm

I agree the hazard rooms are one of the most interesting parts of AHQ, and would work well in HQ. However, you shouldn't use random generation like this in HQ, as the HQ quests are not random either. Instead, you should use them as inspiration while creating quests. As GM you shouldn't leave too much to randomness - YOU decide which hazard(s) fit the theme of the quest, and what happens when a hero tries to take the ruby from the statue or whatever.
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