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Lurchbrick's HeroQuest module for VASSAL

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Re: Lurchbrick's HeroQuest module for VASSAL

Postby drathe » September 28th, 2011, 2:06 am

Lurch, I noticed today the v08 download on your site returned a 404 error.
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Re: Lurchbrick's HeroQuest module for VASSAL

Postby LurchBrick » September 28th, 2011, 2:29 am

Thanks for letting me know drathe. The links are working again, you may have to refresh the page first.


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Re: Lurchbrick's HeroQuest module for VASSAL

Postby HeroQuestFrance » October 19th, 2011, 4:12 am

Lurch : sorry for my sudden disparition.
I fall deep down below the D&D line.
Do you still need photos of the 4 sorceers and 4 men-at-arms ?


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Re: Lurchbrick's HeroQuest module for VASSAL

Postby LurchBrick » November 6th, 2011, 5:52 am

Yes is the simple answer. :)


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Re: Lurchbrick's HeroQuest module for VASSAL

Postby drathe » February 16th, 2012, 2:36 pm

As a quick fix for having to recreate Hero inventory, we saved the game at the end of a quest and used the same file to prebuild the board for the next quest. After playing through several rooms, we discovered a problem with this method. The treasure deck remains the same. As it was already depleted of good cards, there was a lot of bad ones showing up. Took a while to realise it wasn't just bad karma, then we discovered there is no way to reset the treasure deck.

If saving and importing player inventory isn't an option for future releases, perhaps a treasure deck reset could be. This way we can save the game with the loot at the end of the quest, and use the save file to build the next quest, reset the treasure deck and off we go!
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Re: Lurchbrick's HeroQuest module for VASSAL

Postby el_flesh » April 14th, 2012, 9:07 pm

So you've been playing it lately?

I would really really like to have a good experienced DM design some new maps and use expanded heros to play some Vassal HQ every other sat nite? anyone interested?
"I will raise your dead body as an undead skeleton. Then I will make it do unspeakable acts. Like taking a shower." - El Flesh.

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Re: Lurchbrick's HeroQuest module for VASSAL

Postby Thrawn » April 15th, 2012, 9:03 am

el_flesh wrote:So you've been playing it lately?

I would really really like to have a good experienced DM design some new maps and use expanded heros to play some Vassal HQ every other sat nite? anyone interested?


Tempting. I need to figure out how often we will play with my live group.


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Re: Lurchbrick's HeroQuest module for VASSAL

Postby el_flesh » April 15th, 2012, 6:56 pm

The DM of this proposed game could make it so that more than 4 heros can play it... by adding more/worse monsters!
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Re: Lurchbrick's HeroQuest module for VASSAL

Postby LurchBrick » November 12th, 2012, 1:09 am

G'day all,

It's been quite a while since I last updated this HQ Vassal module.

I'm pleased to announce that the next version is just about ready for release. This new version incorporates EVERY item from the official expansion packs plus almost all of the fixes/feature requests mentioned in this thread.

The only thing I am missing is an Ogre body point tracker. What I am after is a good quality image of the Ogre body point tracker without the skulls, plus a separate image of the skull from the BP tracker.

Also, I'd like to credit whomever provided the "HeroQuest colour icon set" for all the number and letter balls used in the module, as I do not recall who provided them.

Thanks for all your help.


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Re: Lurchbrick's HeroQuest module for VASSAL

Postby drathe » November 12th, 2012, 2:54 am

I can scan an Ogre body tracker and a skull up to 2400 dpi. What resolution is best for you?
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