• Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

HEROQUEST - COMPANION APP discussion

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

Re: HEROQUEST - COMPANION APP discussion

Postby TheLastChaosWarrior » December 28th, 2023, 8:42 am

I've also noticed in this quest pack on the app.
When evil player uses the spell lightning bolt, it applies damage to all miniatures in the room, NOT in a straight line from caster as should be.
Also the rogue can't pass through monsters in the quests as he should be able to.
TheLastChaosWarrior

Ogre Chieftain
Ogre Chieftain
 
Posts: 238
Joined: May 21st, 2022, 3:17 pm
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Champion Group Member

Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

Re: HEROQUEST - COMPANION APP discussion

Postby SirRick » December 28th, 2023, 9:24 am

TheLastChaosWarrior wrote:I've also noticed in this quest pack on the app.
When evil player uses the spell lightning bolt, it applies damage to all miniatures in the room, NOT in a straight line from caster as should be.
Also the rogue can't pass through monsters in the quests as he should be able to.


I just noticed this Rogue issue myself. While my KK team started with the following heroes: A new Knight, Champion Dwarf, a new Druid, and Champion Wizard, my RotWL group has the other two experienced heroes: Barbarian and Elf, with the help of a new Bard and Rogue. Right away when using the RotWL group I noticed the Rogue wasn’t allowed to move through monsters. I thought it might be under “Use Special” but it is all equipment and treasure related stuff.

Edit: Also in Quest 2: The Cold Halls, I failed to disarm the nasty trap on the hidden treasure chest, and nothing happened. I looked in the quest book to see it does 3 BP of damage. The app just does nothing if you fail to disarm it, and you can open the chest. I am not sure if the trap will trigger if you don’t bother to search for traps first.

Another thing, which is not app related, but trying to jump traps or disarm them with a tool kit is a waste of time. Maybe its my bad luck rolling the die, but I am really going to miss the Dwarf in this quest pack. In Quest 1: The Gate of Doom, all of my heroes fell into the beginning pit trap trying to disarm or jump it. Yes, all of my heroes on the same turn were all in the same pit at the same time. I suppose I should invest in some Potions of Dexterity.


Rewards:
Encountered a menacing Chaos Warlock!
User avatar
SirRick

Elven Archer
Elven Archer
 
Posts: 512
Joined: January 17th, 2016, 3:15 am
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Champion Group Member

Re: HEROQUEST - COMPANION APP discussion

Postby SirRick » December 29th, 2023, 4:35 pm

I just finished Quest 4: The Halls of Vision. I had a lot of fun playing this quest, though there are some odd things that happen in the app that caused me to fail the quest on my first attempt.

If you don’t know, there is a “puzzle” in which certain doors disappear when a placed Mummy is slain. There is no rhyme or reason as to which doors disappear, and no clues to aid the heroes. After the first couple doors, I did understand what was happening, so I would have my Barbarian open the door and stand in place allowing the other heroes run by into the room, before attacking the Mummy. This worked until the final room, in which the door that disappears is the one that goes into the laboratory. Immediately upon slaying the Mummy, the door vanished and you get an announcement that you failed the quest. You have no choice but to exit the quest and try again. My Elf could have used Pass Through Rock, and I still could have left the quest the normal way without finding the keys, but the app doesn’t let you. Apparently it is the quest objective to find the keys, even though they are not used for anything. A simple remedy for this is if the Parchment Text stated you need the keys to open the wooden exit door. Then failing the quest would make sense.

After the first attempt, I kept all the treasure cards I found searching, and then started the quest again. I suppose you could restart the quest and not keep the treasure, as if it never happened, but I didn’t do that. The Parchment Text states that King Agrain was known for his fairness. So with a cheap puzzle with no clues, its only fair the heroes can learn from their mistakes and wait for the magic to reset before trying again. I did search for treasure again the second time. I felt it was kind of cheap but I did it anyway. After remembering which doors disappeared when slaying the Mummies, I was able to run through and get to the laboratory.

The placed Mummies will not attack you after you find the keys. The wandering monster mummies will still attack and move around as normal. I also noticed that the placed mummies do not prevent you from searching for treasure/traps/secret doors. I used some of them to help me search for treasure so the hero couldn’t be hit from a wandering monster.


Rewards:
Encountered a menacing Chaos Warlock!
User avatar
SirRick

Elven Archer
Elven Archer
 
Posts: 512
Joined: January 17th, 2016, 3:15 am
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Champion Group Member

Re: HEROQUEST - COMPANION APP discussion

Postby SirRick » December 30th, 2023, 4:46 pm

Today I “completed” Quest 5: The Gate of Bellthor. I have always thought of this as a B.S. quest. Its the second of very mean occurrences in this quest book. The first mean instance is in Quest 2: The Cold Halls, where there is a chance you can lose your Borin’s Armor and Orc’s Bane. It just always struck me as a very ass move, considering its the norm to loot the tombs you come across. As Zargon, I would strongly warn hero players that they get a bad feeling from that tomb.

Quest 5 is cheap, and just exists to create the dramatic scene depicted on the cover of the box. This is fine, but considering all the long hallways the heroes have to traverse, and no quick way to reach the end. It just seems like a waste of time. Even worse if you find the secret room containing 1000 gold pieces, which you loose immediately lose after the quest. That is just mean. The players probably don’t need the money at this point, but its the principal of the thing.

Anyway, for the app the quest plays normally except that when fighting Bellthor, the app allows him to attack normally as well as using his special poison gas attack the same turn. This surprised me, but the poison gas says he can do it once per turn, and its not really an attack. Because of this Bellthor dropped my Barbarian to zero body points with a normal attack, so I felt I should use a healing potion so my character wouldn’t actually die instead of getting captured.


Rewards:
Encountered a menacing Chaos Warlock!
User avatar
SirRick

Elven Archer
Elven Archer
 
Posts: 512
Joined: January 17th, 2016, 3:15 am
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Champion Group Member

Re: HEROQUEST - COMPANION APP discussion

Postby TheLastChaosWarrior » December 31st, 2023, 12:16 pm

You can use the rogue to disable traps you know. He has the same trap fixing ability as dwarf.
Only goes off if you roll a BS, so a 5 in 6 chance of success.
In the app though when it asks what you rolled, you need to put a WS or BS cos if you put a skull, it sets trap off, even though it shouldn't with these two Heros.
TheLastChaosWarrior

Ogre Chieftain
Ogre Chieftain
 
Posts: 238
Joined: May 21st, 2022, 3:17 pm
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Champion Group Member

Re: HEROQUEST - COMPANION APP discussion

Postby SirRick » January 1st, 2024, 1:12 am

Today I played quests 6 and 7 of RotWL.

In The Halls of the Dead, my unarmed Barbarian took a beating since the massive amount of monsters got to move before his turn came up. The only real chance of someone dying so far, since he didn’t have any of his potions on him. The Elf remained in the door allowing him to escape through the door. Otherwise the quest went by smoothly.

The Forgotten Legion was a bit more troublesome. All my heroes were in a line in the middle room when the monsters attacked. Because of the app’s habits of generally moving weaker monsters first, my band took no damage the first couple turns, and managed to kill a large number of Skeletons. Finally the Chaos Warriors got to attack, and rolled so well my party had to retreat back to the starting room. When all the monsters were dead except one Skeleton and Skulmar himself, he tried to flee. Oddly the app allows the bastard to move through heroes in his attempt to escape. In this case he ran through 3 of my heroes and was one space away from the spiral stairway. I had to use a Heroic Brew and a Strength Potion to make sure I killed him. It was still very close though. The quest book makes no mention of Skulmar being able to move through heroes, so this took me by surprise.


Rewards:
Encountered a menacing Chaos Warlock!
User avatar
SirRick

Elven Archer
Elven Archer
 
Posts: 512
Joined: January 17th, 2016, 3:15 am
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Champion Group Member

Re: HEROQUEST - COMPANION APP discussion

Postby TheLastChaosWarrior » January 1st, 2024, 5:41 am

It's strange how each person's app seems to act differently.
I have played forgotten legion twice and it didn't pull that move on me.
I trapped Skulmar in the corner once and he didn't escape by moving through us.
The app is a real pain in KK though when it won't allow Rogue to move through monsters.
TheLastChaosWarrior

Ogre Chieftain
Ogre Chieftain
 
Posts: 238
Joined: May 21st, 2022, 3:17 pm
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Champion Group Member

Re: HEROQUEST - COMPANION APP discussion

Postby SirRick » January 1st, 2024, 10:54 am

Maybe its recent changes in the app when they updated it to include more content. The monsters behave differently from when I was playing through the Game System. Previously they would just cram in, and monsters would attack but not move to allow another attack. Now they play musical chairs. If they can move towards a hero, they will. If they can’t move forward anymore, they run away at their full movement, then on the next turn, come back again.

Another thing I noticed in the latest update is that wandering monsters now move after they get their surprise attack. This was annoying at first since the monster would attack and then run out into the hallway. I have changed my tactics to make sure one character is always blocking the door so it can’t get away.

Maybe the update gave Skulmar cheating powers he never had before. I must say, the artwork they gave Skulmar was pretty awesome. One of my favorite things about the app is all the extra artwork featured. A resourceful player to use the extra images to make their own custom cards if they wanted.


Rewards:
Encountered a menacing Chaos Warlock!
User avatar
SirRick

Elven Archer
Elven Archer
 
Posts: 512
Joined: January 17th, 2016, 3:15 am
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Champion Group Member

Re: HEROQUEST - COMPANION APP discussion

Postby Kurgan » January 2nd, 2024, 3:00 am

TheLastChaosWarrior wrote:You can use the rogue to disable traps you know. He has the same trap fixing ability as dwarf.
Only goes off if you roll a BS, so a 5 in 6 chance of success.
In the app though when it asks what you rolled, you need to put a WS or BS cos if you put a skull, it sets trap off, even though it shouldn't with these two Heros.


Actually the Rogue's ability is the same as a toolkit (50% chance of success, fails on skull). The Scout (mercenary, whether Elf or human version) disarms like a Dwarf (fails on black shield only).


Rewards:
Participated in a Miniature Exchange. Destroyed a Zombie!
User avatar
Channeler
Kurgan

Witch Lord
Witch Lord
 
Posts: 7119
Images: 85
Joined: February 23rd, 2019, 7:08 pm
Location: https://discord.gg/2R9pEP4cty
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Scribes Group MemberAdventurers' Guild Group MemberChampion Group Member

Re: HEROQUEST - COMPANION APP discussion

Postby TheLastChaosWarrior » January 2nd, 2024, 10:51 am

Wow. That's a prime example of always checking the written rules and facts.
I stand corrected. I'm sure I read somewhere that said when disarming traps, a Rogue has the same ability as a Dwarf.
I must have imagined it.
To me it's harsh, the guy has a bandolier to remove traps, Rogues are known to lay trap and have some skill at thier removal, so I may house rule on only fail on a WS, so 66.66666666666666666666666666% success rate!!
It makes him even less attractive as a Hero if it's the same as any other Heros, him being rather squishy anyway. And that's with the Leather Armour card I made for him!
As written, 3 die defence is ludicrous. (Base +bracers).
TheLastChaosWarrior

Ogre Chieftain
Ogre Chieftain
 
Posts: 238
Joined: May 21st, 2022, 3:17 pm
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Champion Group Member

PreviousNext

Return to Miscellaneous HeroQuest Items

Who is online

Users browsing this forum: No registered users and 6 guests