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Daedalus wrote:It's cool that you are getting good use out of the Heroic Maps--this must make the creators proud. Yes, I've been in contact with them constantly through this process. They are very excited and can't wait to play through the quests once it's done. They even were gracious enough to custom create one of the tileset releases specifically for me to use in the quest book, and gifted me another one as a birthday present. I wish there was a way to solve the figure icon problem, but until someone does the work to make icons for Google, there you go. I had tried a couple different methods to achieve this but in the end, because of various factors colliding together, doing it the way I did with the numbers/letters + a legend seems to be the best way to go in regards to ease of use, legibility, and ease of manufacture.
Just my, how about a lettered abbreviation code for monsters? Example: GoGr for Goblin Grunt or OrWa for Orc Warrior. A line or two with the full monster names would still probably be needed for each map. I'm not sure if the lettering would be legible, it's just a brainstorm to add user convenience. I thought of this, but the squares simply aren't large enough to accommodate this approach, especially due to the appreciable amount of shrinking needed to fit the map on the page. My other option would be to have the artist who did all the tokens and sketches in the rulebook come up with more icons for map usage, but he was doing the work for free and I didn't feel right to push him for more. In addition, see previous comment about ease of use, etc.
Quest 1
Is the Potion of Battle Expertise a new potion for your Alchemist's Shop? Found it in HQP rules! Maybe you could include an Alchemist's Shop printed at the top of page 1, with all new HQP potions found within this Quest Book. I don't know if that would be especially helpful. My thinking is: 1. players would and should already have access to the rulebook but not the quest book during play, so they should be able to look it up themselves (particularly since they would NEED to see it between quests when shopping is done), and 2. I've either tweaked or standardized some of the existing potions, i.e., Potion of Healing no longer has several varieties, so because of that change I'd need to include basically the entire list of potions in the beginning of the quest book? Don't think so, not necessary I believe.
When Yafgash drops the circlet, it isn't clear who gets to take possession of it. Quests from the Main Game System generally award an artifact to the first Hero who searches for treasure. However, some Quests assign an artifact to a Hero that can exclusively use it or else give it to the the Hero who killed the monster who possessed it. I seem to recall in the Game System certain items were given immediately to the Hero who made the killing blow without a search for treasure required. That is the basis I was operating with. I didn't want to leave it open for someone to search for treasure, because that leaves the chance that no one will search for treasure (for fear of getting a bad card or some other reason). This way the Heroes are guaranteed to receive the item they're looking for. However, it's probably still a good idea to mention that directly. I'll do that, thanks.
*pause*
After a few minutes of putting some thought to it, I think it stands to reason that almost all groups of players will know that the "boss monster" will most likely be carrying some loot to be had and will search for treasure. Okay. So. I'm now convinced I don't need to make it an automatic drop. This is reinforced because of the fact that finding the circlet is the goal of the quest; if they don't find it, they fail the quest and have to redo it. I think it would be fair to have it be found upon treasure search.
Quest 2
in my opinion it would be nice if there was some mention of where the exits lead, which would add meaning to the choice. Later on in further quest notes I begin making descriptions of the type of exit it is in relation to the theme of the quest it leads to. I intend to make another complete pass from top to bottom to make this type of description consistent for earlier quest notes. For the players' benefit, it won't say explicitly which quest number the exit leads to (that's only for the GM to know), but it will give the players an idea based on the description. This should be enough information for the players to make their exiting decision. Also, the road that leads out of the upper-right corner appears to be another exit, but it is left unexplained. This is a side effect of the tile used. If you look carefully the map is divided into a grid of 9 tiles, 10x10 squares each (hard to spot in quest 1, this is much more apparent in quests 3 and 7). I didn't want to use duplicate tiles so I did the best I could with what I had. Since the VTT game board will only be as large as the map boundary, I felt I could just get by with a verbal mention that the road leads nowhere. Finally, consider moving the START and E exit onto road edge spaces. I'm not exactly sure what you mean by 'road edge spaces,' but for the START I intentionally placed that where I did so that it takes up 6 squares. Since the game is meant for 4-6 Heroes, those would be the squares they would start in. Same applies to all quests.
It might be a good idea to include a note about greenery and los, like in Quest 3. Good idea! This could govern how many outdoor monsters are visible and can move to attack. Are all of the monsters placed from the beginning, or only those that are visible. What are the rules of engagement outdoors? May all of a monster group move to attack if only some can see the Heroes? Remember that I'm operating under the pretense that this will be run on the computer. Rules of engagement will obviously need to be altered for tabletop (but I've not made a note about this nor how to achieve it, figuring I'd leave it to whoever runs it for their group to decide). Since I'll be using Roll20, I was going to use Dynamic Lighting to give each Hero a circular field of vision radius beyond which they would not see anything, but would see the other Heroes' LoS to simulate the group communicating to each other or acting as a "spotter" for one another (this would be useful for ranged characters who have an effective range well beyond 5 squares out).
For now I'm going with an arbitrary limit of 5 squares out for everyone, but I have thought about customizing it depending on maybe the maximum Mind or Body points of each class. I don't know yet.
I'd add another note regarding who gets the Relentless Ruby. Yep.
I really like the exploding chest that conditionally awards treasure only if the trap is disarmed. I got this idea from someone here on the forum, though I sadly forget who.Maybe add a note explaining about the magical trap and what would have happened if the Hero hadn't disarmed it. That should make the Hero feel satisfied, which is another kind of reward. That's a fantastic idea!
Quest 3
Some of the greenery squares are only partially filled. I'd say a greenery square blocks los and movement if it is at least half filled. That would likely work as well. The only reason I didn't do partial squares is because I figured I could just pass it off as them being low bushes and whatnot which would not impact LoS.
What are the rules concerning placement of figures on this map? Are all of the monsters placed from the beginning? Depends on the quest. For Quest 3, all monsters are placed at the beginning. As with Quest 2, what are the rules of engagement? I'm guessing you intend monsters to be placed only if they are visible to a Hero, and only those visible monsters may move to attack. Some clarification would help out. This is completely mitigated by using Dynamic Lighting and wall- and tree-based Line of Sight as shown in the image above. All monsters can be placed on the board from the beginning, but don't act on GM's turn until they are "discovered." With exceptions, of course, like Quest 6.
I couldn't find any rules in HQP concerning searching outdoors. The Quest mentions finding a chest if the Heroes search the vicinity. I'd define this further, such as "Treasure chests in this Quest are buried and should not be placed on the board until a Hero searches in the vicinity of 2 square spaces from the chest." Searches would be done in the Hero's "vicinity," which would mean visible radius as demonstrated above. I don't know how to translate that to the tabletop version yet.
Quest 4
Can a Hero move and fight normally from squares that are apparently a few steps down? For operating along the top, ostensibly they could stand at the edge square of the drop and easily engage in one-sided ranged attacks, with the monsters unable to retaliate. Melee characters would have to drop down to engage. For operating down in the pool, yes. The only impediment is half speed movement. They can still attack and move on the same round. Point F was trying to convey this. Do you think it needs rewriting for clarification?
Perhaps a search for secret doors can locate the button and allow a Hero to move the Chaos Warrior statue in one go. I see where you're going with the idea, but in my experience, players rarely search for secret doors so that's why I didn't make it that way. However! I think because the map here is so small, making this change would make the map feel just a slight bit larger so yeah. Good call!
"These doors are opened elsewhere" > "These portcullises are opened from C." No note of this, but the intention was the GM would be reading this note aloud to the players. But I suppose I can make an extra note and have one be the "read-aloud" and the other "GM only."
I'd say the exit at E could use a door or something. Yeah, probably. I'd likely put a stairs tile and description that it's covered in vines and smells like pine.
Consider adding a note such as "The first Hero who searches for treasure finds a pouch dropped in haste." Also, what if the Heroes exit by E instead? I haven't read forward yet, but isn't a contingency needed in case the Ceaseless Sapphire isn't discovered in this room? I assume it is needed for later. Seems a shame it can be missed if the Heroes misjudge the Parchment Text and exit by another path. Excellent points, sir. I was running on the assumption that by this point, the players know that they can find the gems to potentially put in the circlet and would want to be thorough in their search before deciding to exit. However, I should have accounted for the possibility of a group needing to make an expeditious retreat, saying "F THIS" and just bailing out the first exit they find (E). Thankfully, I have written the ending in such a way that all 5 gems aren't explicitly required to be recovered, but it is in the party's best interest if they are.


Teldurn wrote:...My other option would be to have the artist who did all the tokens and sketches in the rulebook come up with more icons for map usage, but he was doing the work for free and I didn't feel right to push him for more. In addition, see previous comment about ease of use, etc.
Teldurn wrote:Daedalus wrote:Quest 2
Also, the road that leads out of the upper-right corner appears to be another exit, but it is left unexplained.
...Since the VTT game board will only be as large as the map boundary, I felt I could just get by with a verbal mention that the road leads nowhere.
Teldurn wrote:Daedalus wrote:Finally, consider moving the START and E exit onto road edge spaces.
I'm not exactly sure what you mean by 'road edge spaces,' but for the START I intentionally placed that where I did so that it takes up 6 squares. Since the game is meant for 4-6 Heroes, those would be the squares they would start in. Same applies to all quests.
Teldurn wrote:Daedalus wrote:It might be a good idea to include a note about greenery and los, like in Quest 3. This could govern how many outdoor monsters are visible and can move to attack. Are all of the monsters placed from the beginning, or only those that are visible. What are the rules of engagement outdoors? May all of a monster group move to attack if only some can see the Heroes?
Remember that I'm operating under the pretense that this will be run on the computer. Rules of engagement will obviously need to be altered for tabletop (but I've not made a note about this nor how to achieve it, figuring I'd leave it to whoever runs it for their group to decide). Since I'll be using Roll20, I was going to use Dynamic Lighting to give each Hero a circular field of vision radius beyond which they would not see anything, but would see the other Heroes' LoS to simulate the group communicating to each other or acting as a "spotter" for one another (this would be useful for ranged characters who have an effective range well beyond 5 squares out).
Teldurn wrote:Daedalus wrote:Quest 3
Some of the greenery squares are only partially filled. I'd say a greenery square blocks los and movement if it is at least half filled.
That would likely work as well. The only reason I didn't do partial squares is because I figured I could just pass it off as them being low bushes and whatnot which would not impact LoS.
Teldurn wrote:Depends on the quest. For Quest 3, all monsters are placed at the beginning.... All monsters can be placed on the board from the beginning, but don't act on GM's turn until they are "discovered." With exceptions, of course, like Quest 6.Daedalus wrote:What are the rules concerning placement of figures on this map? Are all of the monsters placed from the beginning?
Teldurn wrote:For operating along the top, ostensibly they could stand at the edge square of the drop and easily engage in one-sided ranged attacks, with the monsters unable to retaliate. Melee characters would have to drop down to engage. For operating down in the pool, yes. The only impediment is half speed movement. They can still attack and move on the same round. Point F was trying to convey this. Do you think it needs rewriting for clarification?Daedalus wrote:Quest 4
Can a Hero move and fight normally from squares that are apparently a few steps down?
Teldurn wrote:No note of this, but the intention was the GM would be reading this note aloud to the players. But I suppose I can make an extra note and have one be the "read-aloud" and the other "GM only."Daedalus wrote:"These doors are opened elsewhere" > "These portcullises are opened from C."


Daedalus wrote:I wonder if the Heroic Maps creators would find it worth their while to include an icon pack for HQ and various other monsters? I'm not sure if any tools are available to them for creation, however. Just throwin' it out there.
Daedalus wrote:Quest 2
From the perspective of another player, I'd want the verbal mention in the Quest Notes. Others are likely to use this Quest Book (the map guys, at least.)
Daedalus wrote:Awkward wording on my part. What I meant was bump START and E onto the road. It's not necessary, just an aesthetic thing to reinforce that the Heroes are traveling by road between locations.
Daedalus wrote:Ah, I had forgotten this was meant to work on Roll20. Dynamic Lighting combined with Zargon using the full map to determine what a monster can "see" should solve most issues. I'd say if a monster outside of the lighting that was part of an already-revealed group could reach the lighting in one turn, it would move to do so. Otherwise, a monster outside of the lighting stays put.
Daedalus wrote:Quest 3"Any square that is entirely filled with greenery blocks both line of sight and movement while partially filled squares do not."
Daedalus wrote:Maybe this is unnecessary, but to make this more player-friendly for Zargon you might want to include a note at the beginning of the Quest Book about outdoor monster position and movement, and how Dynamic Lighting triggers monster placement.
Daedalus wrote:Quest 4
If you don't want the monsters in F to be able to leave the room, I'd add that in the note for the room. However, I was actually thinking about room B with the Chaos Warrior statue. The 2 Scorpions appear to be fighting from a ledge. For clarification, why not treat the lower parts of either room like a pit:"A Hero on a lower level rolls one less combat die when attacking and defending against an adjacent monster on a ledge. (This applies to monsters as well.)"
I wouldn't even require a point of movement to climb to the ledge to keep it simple, but you could require this if it fits HQP.
Daedalus wrote:"These doors are opened elsewhere" > "These portcullises are opened from C."
If you're going to read it to the players, I'd say you could just leave it as is as well. Your call.




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