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[Play Test] HeroQuest Amped Edition

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[Play Test] HeroQuest Amped Edition

Postby Stoner81 » Sunday April 9th, 2023 4:28pm

Greetings all! I have finally started a play test of my custom rule book and quest book. It will be me as the DM (Morcar/Lord of Chaos/etc) and the wife playing the 4 Heroes. For this play test she has selected the following; Dwarven Barbarian, Elven Thief, Human Druid and Human Spellsword.

The Druid has access to Nature, Air and Water spells. The Spellsword has access to Spellsword and Fire spells.

Quest 1 - The Maze

Nothing untoward happened here, just learning the game mechanics etc.

Quest 2 - New Beginnings

Death nearly happened but somehow luckily avoided. Luck was with the Heroes since they found 2 Treasure Hordes in the Random Treasure Table which got them 600GC :o so many items were bought for defence and the Barbarian got a shiny new Greatsword so now rolls 7 Attack Dice :o
Here was the first encounter with Undead monsters which gave some good challenge to the Heroes with their Resiliance special ability but they were defeated.

The end fight with the cone was a work of art! A well cast Tempest spell caused her to miss her turn to allow the Heroes to mop up and position themselves. After that she was put to sleep by the Sleep spell which came in clutch and ultimately helped to finish her.

Also discovered a missing double blocked square on the map which needs to be added. Also the map marker "G" is on the map but there are no quest notes about it (this didn't matter this time since the room wasn't found).

Quest 3 - The Trial

... and this is where the wheels fell off! :shock:

The party was split in to two groups... intentionally! The Barbarian and Druid went one way and the Spellsword and Thief another. The Spellsword eventually succumbed to their wounds from 2 Chaos Warriors and a Fimir found in the room with the cupboard and bookcase just below the central room. The Thief ran for it and got boxed in but a well placed Genie spell allowed them continue to meet up with their fellow Heroes. They managed to dispatch them and heal up a little bit before grouping in Felmarg's Tomb room and took a much needed Rest which was not interrupted. The proceeded to the central room for the final showdown!

The Thief was slain by the Gargoyle due to in part the Barbarian rolling one of, if not the most, outrageous roll I have ever seen. 7 Attack Dice to attack with and rolled all White Shields! :o That is a chance of something like 1 in 2000 ish (I think) :o
The forces of Chaos were somewhat lucky with their rolls and got some good hits in which turned things for the worse...

Ultimately the Barbarian and Druid survived!

It has been decided that the Thief's special ability "Stealth" needs to be re-worked since it is almost impossible to use. So it is being changed to that as long another Hero is next to an enemy then the Thief may roll +1 Attack Die to attack. In addition to this the Druid spell "Shapeshift" needs to be looked since in it's current form it is almost useless. Having to lose on 2 Body Points to lose it is very limiting so this is being re-worked. The current thinking is that this is lost either when the Druid drops the form (for free) or they die. While Shapeshift is in effect they may not perform a search of any sort or drink any potion since they have no hands. If dropped it may only be recast once the Druid has had their Body Points restored to the maximum starting number.

In addition there is a missing door on the map for the room directly above where the Heroes start which needs to be added.

More to come folks! I will edit this post with further quests.
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Stoner81

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Posts: 312
Joined: Monday November 16th, 2015 5:51pm
Location: England
Forum Language: British English
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Evil Sorcerer: Morcar
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