Make a small donation to Ye Olde Inn!
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.


Make a small donation to Ye Olde Inn!
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.


1BP,
2BP,
3BP,
1BP,
2BP,
3BP,
4BP,
5BP. US
3BP, US
4BP.





Anderas wrote:I also prepared some Monster Groups. Monster Groups contain one special rule for the entire group, plus some symbols in green, yellow, red and purple, plus a strength, plus a bit of fluff text and a picture. An Orc Hunter Group of Strength 4 will likely remove 4 Body Points from the Heroes, if you put the group in the right level (green group, yellow, red or purple group). Plus the special rule applies to this group, for example the Orc Hunter Boss can call a Waagh one time during the game... shall not be too strong but add some flavor.
But I don't know where to include them. One use will definitely be "Summon Orcs" and "Summon Undead"; so there will be a group of Monsters worth 4 BP appearing, matching the Hero group's strength. Otherwise these spells are just unbalanced.
I tested a game with an EWP Card "Monster Group":
"Add 4 to the Quest difficulty. If the total is above 21, treat this card as "nothing". Else, place a Orc hunter group with a strength of 4 (Skeleton... Goblin.. whatever) on the quest entry. Note the new difficulty, if you placed the monsters or not."
I tested it. It plays awful. It doesn't work. It's too much bureaucracy noting the difficulty, too much text on the card, and the mechanic is not good...
So now i have no use for monster groups except for the two mentioned spells. Maybe i reuse them in certain quests... Quests with empty rooms, where the heroes enter the dungeon before the monsters enter the dungeon...But then the groups a case for the Quest Notes. So... maybe no Monster Group Cards.








Anderas wrote:The buckler, with artwork from Talhoffer's Fechtbuch which originates somewhere in the renaissance or even later. The normal Shield, with the same function as the original. And the big shield (how is that thing called?) that allows one walrus reroll and an additional white die. With artwork from Gary Chalk.


Users browsing this forum: No registered users and 1 guest