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Some "new" traps (and the icons & tiles to go with them)

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Some "new" traps (and the icons & tiles to go with them)

Postby banjo_oz » March 27th, 2022, 11:52 am

I converted some of the "one-shot" traps found in several official and semi-official quests (e.g. the fireball-launching orc statues in Against the Ogre Horde, the poison gas trap in White Dwarf #134, etc.) into ones that can be placed and used the same way as other traps, with triggering tiles. I also made some simple tiles to go with them. You can find the pdf with the tiles on my blog here: https://banjogames.wordpress.com/2022/0 ... new-traps/

Also includes map icons for use with HeroScribe or other quest making tools.

Have fun tormenting heroes with these things!
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Re: Some "new" traps (and the icons & tiles to go with them)

Postby Dreadaxe » March 27th, 2022, 3:55 pm

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Re: Some "new" traps (and the icons & tiles to go with them)

Postby lestodante » March 27th, 2022, 5:40 pm

My custom Witch Lord spell feature Breath of Death. It is poisonus gas filling the room too.
All heroes roll a dice at every Morcar/Zargon turn. Heroes rolling a skull suffer 1 BP of damage. When nobody will suffer damages (no one is rolling a skull for a whole turn) the gas has vanished.


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Re: Some "new" traps (and the icons & tiles to go with them)

Postby Dreadaxe » March 28th, 2022, 6:22 pm

http://francais.yeoldeinn.com/quest-map-tools.php#traps

Trap Icons
HeroQuest Jonu Lightning Bolt Trap
Lightning Bolt Trap
Trap Icon designed by Jonathan Usiak. Uses rules similar to the Chaos Spell Lightning Bolt.


HeroQuest drathe Spiked Floor Icon
Spiked Floor Trap
Trap Icons designed by drathe. Uses rules similar to the Swinging Axe Trap in Against the Ogre Horde. File contains both Trigger and Trail Icons. As seen in drathe's Quest Vengeance for Vengeance.
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Re: Some "new" traps (and the icons & tiles to go with them)

Postby CavemanLogic » March 29th, 2022, 8:20 am

Nicely done!

Quick question: The description of the Acid Fog trap states that all the doors to the room in which the trap was triggered seal shut, and they have to be destroyed (by doing three BP of damage to them) in order to escape the room. How many Defense Dice do they... Nevermind. I just realized that you probably wouldn't roll any Defense Dice for the doors.

Anyway, love the Trap icons, and the HQ21 Hero and Monster Icons you made.

Thanks!
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Re: Some "new" traps (and the icons & tiles to go with them)

Postby banjo_oz » March 29th, 2022, 9:36 am

CavemanLogic wrote:Nicely done!

Quick question: The description of the Acid Fog trap states that all the doors to the room in which the trap was triggered seal shut, and they have to be destroyed (by doing three BP of damage to them) in order to escape the room. How many Defense Dice do they... Nevermind. I just realized that you probably wouldn't roll any Defense Dice for the doors.

Anyway, love the Trap icons, and the HQ21 Hero and Monster Icons you made.

Thanks!

Thanks so much for the kind words! They were fun to make (but hard work too).

You're right. As designed, doors don't roll Defese dice so you just need to inflict 3 BP damage total (same as defeating any other multi-BP monster) to break one down.

For example, a Dwarf with a Dagger needs to roll a skull in three separate attacks, whereas a Barbarian with a Broadsword can conceivably roll 3 skulls in one attack, making them better at smashing doors. The longer you stay in the room, the more dangerous Acid Fog is, so get that door down fast and get out! If you're a Wizard with weak Attack score, this may even be the time to cast Genie... :)

Note that I changed this trap slightly from the original description in WD145 ("Eyes of Chaos") which states that you need to roll 3 skulls in a single roll to break down the door. This would mean any hero who rolls less than 3 dice in Attack are unable to break the doors and thus *certainly* die. My version lets even heroes with just 1 die in Attack stand a chance; they just will take at least 2 BP damage before escaping (more if an attack fails to roll a skull).

One thing I didn't mention is how monsters react to this trap, other than the fact that they also take 1 BP damage per turn once it is triggered. Thinking about it, I'd consider it fair to say that monsters with Mind greater than 0 will attack doors too, in an attempt to escape the Acid Fog themselves, rather than just standing there taking damage while fighting heroes.

Final note: Zargon/Morcar could also decide that Acid Fog traps do *not* seal the doors if they prefer, making them just a more dangerous and infinite version of the Poison Gas trap that just forces heroes and monsters out of the room when triggered.
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