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JUNGLES OF DELTHRAK discussion

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

Re: JUNGLES OF DELTHRAK discussion

Postby Kurgan » July 9th, 2024, 9:55 pm

LucaRocks wrote:Hey, you know what? The more I look at the tiles in person, the more I'm thinking they were made with AI art. Anyone else getting that vibe?


If you're up for showing us some enlargements that would be a nice conversation to have! I'm doubting they would have a need to use A.I. art for JoD (didn't some people already express their belief that maybe the retail cover was done with A.I.?) but after the First Light debacle I suppose people are on edge looking for (and possibly seeing it) everywhere. That doesn't mean it couldn't have been sneaked in...


Re: Alchemy cards / Shop ...

I'm realizing that Potion of Elder Wisdom is identical in cost and function to the Potion of Recall from Rise of the Dread Moon (which itself is just the version from Mage of the Mirror but allowed for any Hero not just the Elf), with the one clarification that it restores used Skills as well (I would have thought so before this clarification for Recall but I suppose now people will quibble that it doesn't say it restores Styles for the Monk, although the possibility of such a potion was discussed in the past by Doug Hopkins too if I recall correctly on Discord).

The Potion of Serpent's Blood is the only one that really doesn't have a use outside of this expansion (or custom quests based upon it) unless Zargon widely interprets it to refer to other types of poison in HQ and not merely "venom" of JoD's monsters.

Then again nothing officially says that one Alchemist Shop is meant to be usable outside of the expansion it was intended for... the exception being the 1992 "hero themed" expansions that purposely made 3 of the 4 for the title hero... and invited you to use OTHER alchemist shops from other expansions you owned as well. The original Alchemist Shop from 1991 was mapped onto several expansion boxes (starting with KK/ROTWL and then repeated in SQT and CoPD). ROTDM created the Alchemist Deck that encompassed basically all of the previously released Alchemist Shop potions (and those from the Treasure Deck but not including Holy Water or Venom Antidote) and Doug's blog suggestion that Zargon could substitute the price list for any expansion's potions (though only one price changed, reflected in PoT as well).

I could see people just combining them all together or unlocking them as they went. The Alchemist cardback on these four JoD potions is just begging for that, although in actual practice that would increase the odds slightly of getting a Potion of Recall (by another name) or Potion of Healing (1d6) for a random draw, and again you'd either want to drop the Potion of Serpent's Blood or interpret it more broadly to be useful (or else it becomes a "joke" option like the Ogre Grog... though I'm still of the opinion that the latter could be useful in hiring an Ogre mercenary in ATOH!). The re-agent Treasure cards would still need to be added to the Treasure deck to make it really work even if you don't sell Re-agent kits and have the Wizard shoulder the burden of crafting. The alchemist's bench is a bit rare in JoD (only noted it in 3 quests) but of course Zargon could always tweak that if he wished to encourage more crafting.

Again without outright saying so, the AH designers have left little tidbits in there to spark your creative juices for homebrew...


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Re: JUNGLES OF DELTHRAK discussion

Postby Nlinindoll » July 9th, 2024, 11:45 pm

manaknight14 wrote:This errata is strange to me. One of the conclusions rewards you with an item that is normally located in Quest 6, but you can only access this conclusion by first going through Quest 8. It made sense because you would get something you missed by taking the Quest 8 path. With 6 leading into 8 now, are you supposed to end up with two copies of this item?


You're referring to the Girdle of Might, correct? The Girdle of Might is only rewarded for completing Quest 6 or Completing Path C (Quest 15 & 16). The only way you can "unlock" Path C is if you do Quest 7 (and NOT Quest 6). In short, Quest 8 is a quest everyone does. It's Quest 7 that unlocks Path/Conclusion C, so you still shouldn't end up with with two copies of the item.

Here's another version of a "Paths" diagram by Virg of HQFans Discord that might help clarify: https://imgur.com/a/kBBcnXp

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Re: JUNGLES OF DELTHRAK discussion

Postby SirRick » July 10th, 2024, 2:58 pm

I got my set yesterday. I am impressed overall, and I love the artifacts. The title of the first quest made me laugh, again another comical reference.

I know this has been mentioned previously, but I do find it surprising that no instructions are given on how to deal with spawnlings. Do you have to attack each one separately, can you attack spawnlings attached to other heroes? Will there be periods of time in which nothing is going on except heroes rat-stomping to get rid of all the spawnlings?


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Re: JUNGLES OF DELTHRAK discussion

Postby Vorimir » July 10th, 2024, 3:31 pm

LucaRocks wrote:Hey, you know what? The more I look at the tiles in person, the more I'm thinking they were made with AI art. Anyone else getting that vibe?


Thats imposible! AH loves people as we all know.
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Re: JUNGLES OF DELTHRAK discussion

Postby Kurgan » July 10th, 2024, 4:07 pm

Doug Hopkins just confirmed that you attack the adjacent Spawnlings individually.


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Re: JUNGLES OF DELTHRAK discussion

Postby LucaRocks » July 10th, 2024, 4:14 pm

Nice! That's how I was going to play it anyway
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Re: JUNGLES OF DELTHRAK discussion

Postby SirRick » July 10th, 2024, 7:31 pm

Kurgan wrote:Doug Hopkins just confirmed that you attack the adjacent Spawnlings individually.


But what about Spawnlings that share a hero’s space? Can only that hero attack those spawnlings? Can other heroes help that hero? In the unlikely scenario the Barbarian has 10 Spawnlings on his character card, do the other heroes stand around waiting for him to kill them all, or does standing next to the Barbarian count as being adjacent to the spawnlings and you can attack one? I would assume this is the case, but taking the spawnlings off the board to put on your card makes it seem like a private matter (like the creatures ran up their pants).


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Re: JUNGLES OF DELTHRAK discussion

Postby Nlinindoll » July 10th, 2024, 9:03 pm

SirRick wrote:
Kurgan wrote:Doug Hopkins just confirmed that you attack the adjacent Spawnlings individually.


But what about Spawnlings that share a hero’s space? Can only that hero attack those spawnlings? Can other heroes help that hero? In the unlikely scenario the Barbarian has 10 Spawnlings on his character card, do the other heroes stand around waiting for him to kill them all, or does standing next to the Barbarian count as being adjacent to the spawnlings and you can attack one? I would assume this is the case, but taking the spawnlings off the board to put on your card makes it seem like a private matter (like the creatures ran up their pants).

Doug Hopkin’s full quote: “An attached Spawnling occupies the Hero’s square and is always considered adjacent to the Hero it clings to. They must be damaged one at a time.”

If another hero is adjacent to the hero with Spawnlings attached, then that other hero is also adjacent to the Spawnlings. It seems logical that one hero can attack the Spawnlings in that adjacent square.
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Re: JUNGLES OF DELTHRAK discussion

Postby SirRick » July 10th, 2024, 9:21 pm

Ah, thanks. That clears things up!


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Re: JUNGLES OF DELTHRAK discussion

Postby Kurgan » July 11th, 2024, 12:57 am

It's funny to think how the Companion App would glitch and have the Frozen Horror, and later the Specters, land ON the hero's square to attack them... probably just a coincidence.

I took it as you could only kill one of them per turn, unless you had some kind of attack that hits multiple targets or allows multi-attacks, hence your suggestion of Heroic Brew (or Celerity, Battle Rage, or the Monk's air spinning attack and perhaps even his fire beam attack).

The heroes (and Zargon) could get creative here. Maybe casting Tempest would only cause one of the Spawnlings to "lose a turn" but what if the hero passes through rock or through furniture to clean them off... would that work? Maybe the animal companions could eat them off. I'd have another hero use them for target practice like William Tell's apple.

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