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Advanced HeroQuest Update Project

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Re: Advanced HeroQuest Update Project

Postby ampersand » September 11th, 2015, 1:19 pm

Daedalus wrote:
slev wrote:I'm currently sprucing up the texts to make them easier to read. Meanwhile Ampersand has been working with me to improve the graphics.I am now wondering if anyone has an AHQ hazard markers for Rockfalls and/or Slime?

Perhaps the fallen rubble tile from WHQ?
http://the-lost-and-the-damned.664610.n2.nabble.com/file/n6586581/WHQ_tiles.pdf

Seb's slime token might work:
http://www.eastern-empire.com/downloads/whqst_dsrt_dungeon_tokens1.pdf



didnt i already make some of these?

https://www.dropbox.com/s/3t9l7a2wyk5im5p/slime.png?dl=0

https://www.dropbox.com/s/hba1ccz4gwwx1hh/fallen%20block.png?dl=0


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Re: Advanced HeroQuest Update Project

Postby slev » September 11th, 2015, 1:45 pm

You did!

I made tghis post, you made them, Dadalus got back to us.


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Re: Advanced HeroQuest Update Project

Postby ampersand » September 11th, 2015, 2:25 pm

lol..would of helped for me to check the dates huh?


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Re: Advanced HeroQuest Update Project

Postby slev » October 6th, 2015, 5:11 am

Last game, we added "feats", extra once-per-expedition abilities that can be bought. Minor ones by non-wizards and majors by those without any mystic powers. They seem to be working well, and have prooved popular with teh Heroes, allowing them more opions.

We also noticed that the character sheet gave the heroes each an extra left leg, and no left arm...


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Re: Advanced HeroQuest Update Project

Postby slev » November 6th, 2015, 8:12 am

Just thought I'd mention that "Feats" seem to be doing whast I wanted them to do when I design them, and finally fix the finnal minor imballence of the character generation system.

Tweaked an ability wording, and a coupple of tables after the last game. We're all pretty happy with things now.


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Re: Advanced HeroQuest Update Project

Postby Phantom07 » November 8th, 2015, 4:08 pm

well, does it mean you will soon be uploading the final files ? (hopefully!) :-)
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Re: Advanced HeroQuest Update Project

Postby slev » November 8th, 2015, 4:25 pm

Well, "final" is subjective :P

I really need someone who isn't dyslexic to proof it all.

I'm also convinced I can make the core rule book "cleaner". We'll see. Since I can't paint or craft right now due to an arm injury, I'm trying to write.

I'm hoping that this can be done by the end of the year, and it's then just the graphically intense stuff like Bestiaries and Quest chasracters & maps to be done. And playtesting the Quests. By the end of the year, we should have 5/10 Quests and hopefully 3/15 bestiaries done!


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Re: Advanced HeroQuest Update Project

Postby slev » November 21st, 2015, 5:03 pm

Very nice session today, with the Heroes completing levels 4 and 5 of Dark Beneath the world. Level 4 proved VERY dangerous due to the high bonus to the PV of spawns, plus the sheer number of Dungeon Counters that where generated. Previous to this, anything on L3 or deeper where pre-gens, so it wasn't a big thing..


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Re: Advanced HeroQuest Update Project

Postby slev » February 16th, 2016, 11:34 am

Updating this week, with the play-tested Dark Beneath the World, play-test version of Priests of Pleasure, and some general updates. Nothing serious, but several small tweaks, corrections & rulings. Plus, finished example Heroes & Henchmen!


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Re: Advanced HeroQuest Update Project

Postby slev » March 3rd, 2016, 6:28 am

Most of the updates are up now. There's an error in the colour version of Appendix IX, which should be fixed shortly.


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