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PROPHECY OF TELOR discussion

Discuss Miscellaneous HeroQuest Merchandise not fitting into any of the above categories.

Re: PROPHECY OF TELOR discussion

Postby Kurgan » July 19th, 2025, 2:15 pm

So yeah if you want to errata this one, just add a sentence that states if the heroes are surrounded on the staircase by monsters, they can still freely attack and defend. |_P

I was curious how the Companion App would handle this... (v.5.1) at the beginning it specifically tells you to defeat all monsters on each level before returning to the stairwell and making your way up to the next level.

Trying to step back onto the stairs prompts the message "Monsters prevent you from leaving the area. You must defeat them before moving on."

I see that (rightly or wrongly) the App doesn't prohibit ANY actions while standing on the staircase (spells, artifacts; even searching as long as no monsters are present).

In fact, the App handles things very differently. Zargon does NOTHING until either someone searches for traps OR a hero moves adjacent to one of the bookcases (which triggers the illusion to dissipate). If you search for treasure, trigger a wandering monster and kill it, then try to move all heroes onto the stairway to leave, the prompt that you have to defeat all the monsters appears again, prompting the heroes to keep trying things until they've triggered the illusion.

In the App if you kill all the formerly hidden monsters, but before leaving, trigger a wandering monster with a treasure search, any wandering monsters must also be defeated before the heroes are allowed to leave.


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Re: PROPHECY OF TELOR discussion

Postby The Admiral » July 22nd, 2025, 3:17 am

All good stuff thanks. As the quest prevents attacking from the stairs, as you say, it would require a specific errata for this quest to solve a possible impasse created by this peculiarity.

As you say there are many homebrew solutions. Simply applying the normal rules for stairs is a simple fix. As I quite like the mechanism in this quest that forces the Heroes into the room to clear it before they can return and proceed upwards, I will implement the following solution if my brother just sits on the stairs, which he may well do as he is phenomenally cautious:
I will not trigger the monsters on my turn and simply say you cannot proceed. As each turn I draw Evil Wizard tokens to purchase Evil Wizard cards he will be forced to leave the stairs and do something.

I am hoping the presence of the bookshelves will entice him to leave to search for treasure, but by this stage of the quest pack he will have learnt that the odds are there being a special treasure associated with furniture are slim.


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Re: PROPHECY OF TELOR discussion

Postby The Admiral » August 2nd, 2025, 8:28 am

wallydubbs wrote:I'm just curious how everyone handles the final fight with Fellmarak. With 0BP, he's under Zargon's Flame; has attack dice, but casts a different Dread spell each turn until Escape comes up, which kills him. Is this the only way he dies, but then what's the point of defense dice? But then why no Body Points. This is confusing. The rules are very unclear in regards to this. Anyone want to offer how they handle it?

Since he's under Zargon's Flame I allowed the Wizard to cast Water of Healing to take him out.


I too am at the end of Quest 13 and am a little puzzled by Fellmarak, hence my search here. It clearly states that he is wreathed in Zargon's Flame and his 0 Body Points confirms this I believe. He can therefore be killed in the way described in the quest or by a Water of Healing Spell. But he can also die if he draws the Escape spell which could occur straight away, so he appears very vulnerable. And does he have to cast the spell he draws or can he keep it for later? If it must be cast he will never be able to use his very effective 5 dice attack as it does not say he can do both?


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Re: PROPHECY OF TELOR discussion

Postby wallydubbs » August 2nd, 2025, 3:15 pm

Zargon's Flame isn't that powerful of a mechanic. It gives the monsters a 1/3rd chance of not dying.
Although it's not specified in the rules, I play it that Zargon's Flame activates after the monster reaches 0BP. In the case of Fellmarak, since he's already at 0BP, Zargon's Flame can fail him at any point where the heroes don't even have to touch him... Or does he have to wait for a hero to actually attack him? The 0BP thing throws a whole array of questions on this.

I'll give credit to Baker for trying something new with this, but I think we need a little more to go on.
I don't want to be the annoying fanboy, but I feel I should probably Email Baker on this one.


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Re: PROPHECY OF TELOR discussion

Postby The Admiral » November 1st, 2025, 7:14 pm

In Quest 4 can the secret door at A be found normally or will it only open as described in Note A?


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Re: PROPHECY OF TELOR discussion

Postby Kurgan » November 2nd, 2025, 12:39 am

A bad batch of resin in this set has left many officially purchased sets (even direct from Hasbro Pulse) to develop cracks within a short time, even if never used in actual gameplay and stored under normal conditions. Please let Hasbro Pulse know if you have a damaged set (and good idea to check the rest of your translucent AH dice as well just in case). Hold them up to light to see if they have developed internal cracks.


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Re: PROPHECY OF TELOR discussion

Postby Kurgan » November 2nd, 2025, 12:49 am

Kurgan wrote:So yeah if you want to errata this one, just add a sentence that states if the heroes are surrounded on the staircase by monsters, they can still freely attack and defend. |_P

I was curious how the Companion App would handle this... (v.5.1) at the beginning it specifically tells you to defeat all monsters on each level before returning to the stairwell and making your way up to the next level.

Trying to step back onto the stairs prompts the message "Monsters prevent you from leaving the area. You must defeat them before moving on."

I see that (rightly or wrongly) the App doesn't prohibit ANY actions while standing on the staircase (spells, artifacts; even searching as long as no monsters are present).

In fact, the App handles things very differently. Zargon does NOTHING until either someone searches for traps OR a hero moves adjacent to one of the bookcases (which triggers the illusion to dissipate). If you search for treasure, trigger a wandering monster and kill it, then try to move all heroes onto the stairway to leave, the prompt that you have to defeat all the monsters appears again, prompting the heroes to keep trying things until they've triggered the illusion.

In the App if you kill all the formerly hidden monsters, but before leaving, trigger a wandering monster with a treasure search, any wandering monsters must also be defeated before the heroes are allowed to leave.


To me it's very plausible this is how it was all intended to work because PoT had been created specifically by AH (via Stephen Baker) and they had lots of time to think about it before the re-release into Retail and then adding it to the app (and they clearly weren't afraid to make corrections in this process), plus Baker still makes frequent contributions so they had full opportunity to consult him along the way. Doesn't mean it has to be perfect, but it's a good bet it is. @Wandering Monster and @Michael on the AH discord could be a way to confirm it where further clarification is needed.


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