Page 1 of 1

Underwater/Lava/Airless Representation in HQ

PostPosted: September 2nd, 2015, 1:34 pm
by sorcerersapprentice
Hi, just wondering if there were any official HQ expansions or private modifications by users here to represent underwater, lava-filled or airless environments/maps/areas in HQ?

Re: Underwater/Lava/Airless Representation in HQ

PostPosted: September 2nd, 2015, 1:39 pm
by knightkrawler
Simple answer: if you provide tiles, then yes, probably, in the future.

Re: Underwater/Lava/Airless Representation in HQ

PostPosted: September 2nd, 2015, 1:43 pm
by Count Mohawk
The Ur Example for this sort of thing in Hero Quest would have to be the room with the Dwarven Forge in Kellar's Keep, in which every Hero except the Dwarf is at risk to take 1 BP of Fire damage every turn.

Ron Shirtz has a few Lava-themed tiles; you can find them in the Tiles section on the main site. Slev used a lava-edged room as the battleground at the end of the 9th Quest Pack in HQR, "Lord of Daemons"; the rules for that room cost any figure 1 BP for each lava square moved through and 1 BP for each turn spent standing in lava.

I've never seen any Quests that take place underwater or in a sealed, airless cavern, though!

Re: Underwater/Lava/Airless Representation in HQ

PostPosted: September 2nd, 2015, 1:45 pm
by sorcerersapprentice
Hey knightkrawler, thanks. One way to do it would be just have a single tile marker that marks the beginning of an underwater/airless/lava area rather than marking the map - as that might limit where and how much area can be underwater/lava/airless. With underwater type tiles to decorate the area perhaps to enhance the illusion?

[I have thought about creating/printing new HQ boards and sets of individual rooms - including a set of rooftops.]

Re: Underwater/Lava/Airless Representation in HQ

PostPosted: September 2nd, 2015, 1:50 pm
by sorcerersapprentice
I love Shirtz art, he's done some really great tiles and expansions and I did see his lava tiles. I just haven't seen any underwater/airless tiles and it seems like a missed opportunity. I think some really great quests could be had by changing up the environment to include hostile terrains including sulphuric caverns, salt mines, toxic wastes, even swamp. There are ways to allow some players to navigate the obstacles with ease and find a shortcut for others, and others to struggle and have to go around or think creatively.

Re: Underwater/Lava/Airless Representation in HQ

PostPosted: September 24th, 2015, 3:47 am
by sorcerersapprentice
Underwater, Airless and Lava Rooms, Tiles and Markers underway.

Re: Underwater/Lava/Airless Representation in HQ

PostPosted: September 24th, 2015, 4:59 am
by EvilWizardCharacter
It seems to me that clear or blue cellophane/plastic wrap might be useful and fun to help represent a flooded or flooding dungeon. It is not only easily procured and cut, but would produce the desired effect without otherwise altering the floorplan. Pit traps earlier triggered, for instance, could be swum into; Heroes could search the tops of underwater bookshelves; the possibilities are innumerable. It's definitely a sweet idea.

Re: Underwater/Lava/Airless Representation in HQ

PostPosted: September 24th, 2015, 6:06 pm
by sorcerersapprentice
EvilWizardCharacter wrote:It seems to me that clear or blue cellophane/plastic wrap might be useful and fun to help represent a flooded or flooding dungeon. It is not only easily procured and cut, but would produce the desired effect without otherwise altering the floorplan. Pit traps earlier triggered, for instance, could be swum into; Heroes could search the tops of underwater bookshelves; the possibilities are innumerable. It's definitely a sweet idea.


Very cool idea that blue cellophane... :) I like it. There are definitely a lot of possibilities, not least of requiring special magic,navigating particular traps in a different way, or encountering new ones. Even if you go with blue cellophane I think there is room for a few speciality 'underwater' theme tiles.
I'm working on a series of water-logged underwater tiles, including wall grates, kelp, coral, beach, traps, air supplys, rockpools, caverns etc and such. will keep you updated.