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Advanced HeroQuest Update Project

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Advanced HeroQuest Update Project

Postby slev » August 28th, 2014, 8:09 am

A couple of years ago, I started a project to "update" AHQ, and bring all the expansion material together.

I added a new character generation system, extra spell colleges, and re-balanced everything. It seems to work well after a few years of playtests.

The files are available here:
https://www.dropbox.com/sh/n5pqt85oskk9 ... jaw-a?dl=0

It does need a big update, I'm planning to hack it apart into volumes (core rules and various appendices) for ease of reference, and update a lot of the text in the appendices.


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Re: Advanced HeroQuest Update Project

Postby Daedalus » September 3rd, 2014, 3:08 pm

I'm glad you've decided to post your Advanced Heroquest rewrite here. It's also great to get it from Dropbox. I poured over a lot of it, but skipped over even more--AHQ is a beast!

It's looking very good. I wouldn't mind seeing the core rules evolved into a basic set of rules--not as severely as the cheat sheet, but less wordy than the original rules and simplified for an optional experience. It may be just me, but AHQ feels just a tad unapproachable, especially since I've been tooling with Hero Quest so much.

The only rule I noticed that rubbed me wrong was the KO--injury--death rule, which seemed drawn out to me. I imagine you have your reasons for extending a Hero's survival chances. Regardless, your ideas look like a solid go at improving the game. Great work!
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Re: Advanced HeroQuest Update Project

Postby slev » September 4th, 2014, 3:45 pm

The next iteration of rules should be more to your liking. I'm moving KO/Injury/Death to an optional rule too!


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Re: Advanced HeroQuest Update Project

Postby slev » October 13th, 2014, 8:32 am

Started posting updates to the new site: http://advancedheroquest.webs.com/

New itteration should appear over the next few weekes.


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Re: Advanced HeroQuest Update Project

Postby slev » January 29th, 2015, 1:06 pm

Life took me away from this projcet, but a combination of gaming starting up again this weekend and Ampersand's preassure/assistance has gotten things moving again.

I'm currently sprucing up the texts to make them easier to read. Meanwhile Ampersand has been working with me to improve the graphics.I am now wondering if anyone has an AHQ hazard markers for Rockfalls and/or Slime?


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Re: Advanced HeroQuest Update Project

Postby ampersand » January 29th, 2015, 2:09 pm

lol....not gonna mention the template i made last night to cover the graphical elements then lol

pressure??? hahaha helpful nudge i call it


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Re: Advanced HeroQuest Update Project

Postby gootchute » January 30th, 2015, 12:36 am

slev wrote:Life took me away from this project, but a combination of gaming starting up again this weekend and Ampersand's pressure/assistance has gotten things moving again.

I'm currently sprucing up the texts to make them easier to read. Meanwhile Ampersand has been working with me to improve the graphics.I am now wondering if anyone has an AHQ hazard markers for Rockfalls and/or Slime?


Did they ever make markers for these? TitD contained mushroom and mold tokens, but I'm not aware of slime and falling rock tokens.

Also, good to see your back on the project, I played 3 games with your previous versions. I liked it.
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Re: Advanced HeroQuest Update Project

Postby slev » January 30th, 2015, 3:11 am

gootchute wrote:Did they ever make markers for these? TitD contained mushroom and mold tokens, but I'm not aware of slime and falling rock tokens.


Nope, which is why I ask. I managed to shop-up markers for everything else!

gootchute wrote:Also, good to see your back on the project, I played 3 games with your previous versions. I liked it.


Thx dude!


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Re: Advanced HeroQuest Update Project

Postby slev » February 2nd, 2015, 11:10 am

I just wanted to post here about the EPIC game we had last saturday.
Level 2 of The Amber Room turned out to be quite small, and the Heroes stumbled into the Quest room at almost full health.

Inside where 30 Stormvermin, a Poisoned Wind Mortar and the Warlock quest character.

This was when they decided to use a coupple of one-shot magical treasures they had found (they where carrying five one-shots between them).

Hence, the Amber Shaman Enchanter downed a Potion of Magical Aptitude, and spent his first turn casting a Scroll of Soul Share to give him the stats of the Dwarf Henchman, and Bear's Rage on himself as a combat buff. This meant that on the second turn, he could cast Boar's Hide on himslef and wade into combat.

As a result of the Priestes pf Myrmiddia having used a Blessing of Skill to boost everyone's melee ability, the Wizard's two-handed sword allowed him to plough though the stormvermin with support ftrom the Ogre Berserker, while the Hench-Dwarf and Priestess tanked in the door and the Elven Waywatcher and Halfling Scout sniped to eliminate the Mortar & Warlock.

When the hour was darkest, the wizard as almost dead from a dozen wounds, he remembered that with his bonus cast from the potion, he could auto-cast an enchated Shed Skin and recover all his wounds if he could clear the deathzones of the enemy.

The party consider these two magic items to have been a roaring success, and where then made up when the treasure in the room included a Spell Wand with 12 charges of a healing Spell (think it was the Jade one, I forget). They consider this a MAJOR treasure as they are so starved of significant magic with the revised tables.


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Re: Advanced HeroQuest Update Project

Postby gootchute » February 6th, 2015, 3:06 pm

Sounds awesome!!
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