• Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

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.

Clarifying how to do???

Discuss general topics relating to HeroQuest that don't fit well in the categories below.

Re: Clarifying how to do???

Postby drathe » June 11th, 2011, 4:06 pm

That's the way the Dwarf disarms traps in the American version. The Dwarf player must announce that they are moving onto a trapped square to disarm a trap. Then roll anything but a black shield.

Similarity with our toolkit equipped heroes. Except they must roll anything but a skull.
Image


Rewards:
Played a turn in a Play-by-Post game. Wrote an article for the Blog. Created a Hot Topic. Participated in a Miniature Exchange. Zealot Miniatures: Twisting Catacombs Kickstarter Backer
User avatar
Lord
drathe
The Bastiferous!

Innkeeper
Innkeeper
 
Posts: 2935
Images: 103
Joined: August 16th, 2008, 2:55 pm
Location: Niagara Region, Ontario, Canada
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Innkeepers Group Member Wizards of Zargon Group Member Adventurers' Guild Group Member Artists Group Member Champion Group Member Scribes Group Member

Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

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.

Re: Clarifying how to do???

Postby Daedalus » June 14th, 2011, 3:57 pm

SonandDad wrote:O.k. Another point of clarification please.

With the dwarf, the character card reads” you will always disarm any traps that you find…” does this means that should he, for example, walk through a door straight into a pit trap, that rather than lose a b/p he just disarms the trap.
:?:


Like drathe, I just am familiar with the North American edition, so take my interpretation with a grain of salt.
"you will always disarm any traps that you find..." Shouldn't the Dwarf be required to use the Search For Traps action in order to find it first? Otherwise the trap isn't found, and the Dwarf is merely springing the trap by walking into a pit trap on the other side of a door. If he fails to announce this, then springing a trap wouldn't allow for the automatic disarm ability.
..
UNCLE ZARGON
Image
WANTS.. YOU


Rewards:
Wizard of Zargon Group Member Grin's Stone Map Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy!Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered all eight (8) Game System monsters. Encountered a menacing Chaos Warlock!
User avatar
Editor-in-Chief
Daedalus
Dread Ruleslawyer

Wizard
Wizard
 
Posts: 5303
Images: 14
Joined: May 9th, 2011, 2:31 pm
Forum Language: English (United States)
Evil Sorcerer: Zargon
Usergroups:
Wizards of Zargon Group MemberScribes Group MemberAdventurers' Guild Group MemberArtists Group MemberChampion Group Member

Re: Clarifying how to do???

Postby SonandDad » June 18th, 2011, 4:39 pm

Daedalus wrote:Like drathe, I just am familiar with the North American edition, so take my interpretation with a grain of salt.
"you will always disarm any traps that you find..." Shouldn't the Dwarf be required to use the Search For Traps action in order to find it first? Otherwise the trap isn't found, and the Dwarf is merely springing the trap by walking into a pit trap on the other side of a door. If he fails to announce this, then springing a trap wouldn't allow for the automatic disarm ability.


Definitely agree with this. If the trap is not found then the dwarf is caught just like any other player.


Draven wrote:We used to play to these rules, where the dwarf would move to any trap and ask to automatically disarm it. This led to most traps being made irrelevent, so we changed it to dwarf having to avoid rolling a black skull on one combat die to successfully disarm an unsprung trap. Once a trap is sprung however, they CANNOT be removed. It at least adds a little more tension to the game.



This I also like. Puck has been playing Kellar's Keep as well as our Friday Night Dungeon, and in the Belorn's Mine quest the falling block traps would have been irrelevant changing the quest completely, so we made the dwarf disarm these like a tool kit card. Sprung traps not being removed BRILLIANT idea. :P

For us from now on, only "found" traps can be disarmed, and all disarming to be treated like a "tool kit card". Sprung traps stay. :!:
Through the ages and generations the Power of the Quest will continue!!
User avatar
SonandDad

Orc
Orc
 
Posts: 42
Joined: February 28th, 2011, 12:51 pm
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Champion Group Member

Re: Clarifying how to do???

Postby SonandDad » July 4th, 2011, 4:13 pm

Satrted playing a Vampir Hero.(Amadaus)

Currently using Necro Spells, as cannot find any refence to anything to do with Nosferatu spells and abilities. Any-one point me in the right direction??
Through the ages and generations the Power of the Quest will continue!!
User avatar
SonandDad

Orc
Orc
 
Posts: 42
Joined: February 28th, 2011, 12:51 pm
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Champion Group Member

Re: Clarifying how to do???

Postby Daedalus » July 12th, 2011, 1:45 pm

SonandDad wrote:Satrted playing a Vampir Hero.(Amadaus)

Currently using Necro Spells, as cannot find any refence to anything to do with Nosferatu spells and abilities. Any-one point me in the right direction??


Nothing to add if you are using the Vampire Hero from the cards section of this site, and you probably already know all there is to know. In case you didn't check it out, the original Vampire Hero by Kaptain list the following spells on the Hero card: Flesh Flaying, Hypnosis, and Summon Undead. The Hero chooses one of those spells. Summon Undead could possibly be the Chaos spell of the base set. The listed abilities are Regenerate, Invulnerable, and Fearsome. (A search of Fearsome found a number of homebrew monsters that required a red die roll. If a 5 or 6 is rolled, a fear spell effect is suffered each turn while in proximity of said monster.)

An attached note, presumably written by drathe, writes that (paraphrased) the original spells weren't made available, so create your own. So you have been commanded, minion of darkness! :twisted:
..
UNCLE ZARGON
Image
WANTS.. YOU


Rewards:
Wizard of Zargon Group Member Grin's Stone Map Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy!Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered all eight (8) Game System monsters. Encountered a menacing Chaos Warlock!
User avatar
Editor-in-Chief
Daedalus
Dread Ruleslawyer

Wizard
Wizard
 
Posts: 5303
Images: 14
Joined: May 9th, 2011, 2:31 pm
Forum Language: English (United States)
Evil Sorcerer: Zargon
Usergroups:
Wizards of Zargon Group MemberScribes Group MemberAdventurers' Guild Group MemberArtists Group MemberChampion Group Member

Re: Clarifying how to do???

Postby SonandDad » July 17th, 2011, 3:33 pm

Daedalus wrote:An attached note, presumably written by drathe, writes that (paraphrased) the original spells weren't made available, so create your own. So you have been commanded, minion of darkness! :twisted:


Only played a couple of quests with this characte and the necro spells seem to fit in with Amadaus's style. Will carry on with these for the time being. Worrking on some other projects at the moment, but will possibly look at the idea of creating the Nosferatu spells in the future. :?:

Thanks Daedalus
Through the ages and generations the Power of the Quest will continue!!
User avatar
SonandDad

Orc
Orc
 
Posts: 42
Joined: February 28th, 2011, 12:51 pm
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Champion Group Member

Re: Clarifying how to do???

Postby SonandDad » July 17th, 2011, 3:38 pm

A curiosity question from Puck.
Are Chaos Warriors un-dead and therefore subject to a 4 dice attack with the Spirit Blade?
Through the ages and generations the Power of the Quest will continue!!
User avatar
SonandDad

Orc
Orc
 
Posts: 42
Joined: February 28th, 2011, 12:51 pm
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Champion Group Member

Re: Clarifying how to do???

Postby ken » July 17th, 2011, 5:12 pm

SonandDad wrote:A curiosity question from Puck.
Are Chaos Warriors un-dead and therefore subject to a 4 dice attack with the Spirit Blade?

A bit of a gray area. " Warriors of Chaos are excellent fighters, usually raised from strong Northman stock, their skills honed over the years by constant battle amongst themselves and against other races. They are held in fear and awe by the tribes of the north, and have great respect and authority amongst the tribes.
It is also more than possible that Chaos Warriors can be fallen knights and soldiers of the Empire or Bretonnia or any other human civilization". So says Wiki.
Fallen as in dead one assumes. So, you pays your money & takes your choice.


Rewards:
Created a Hot Topic.
User avatar
ken
The Greybeard

Elven Archer
Elven Archer
 
Posts: 591
Joined: August 24th, 2010, 3:26 am
Location: norfolk uk
Forum Language: British English
Evil Sorcerer: Morcar
Usergroups:
Champion Group Member

Re: Clarifying how to do???

Postby drathe » July 17th, 2011, 5:17 pm

Chaos Warriors are not Undead. The description of the Chaos Warriors is as follows:

Quest Books wrote:These are men who have become monsters - slaves to darkness. They are always heavily armoured and often bear weapons enchanted with Chaos Magic. These dread Warriors strike fear into all but the bravest (or most foolish) of opponents.


An simply way to tell if something is Undead is to check their Mind Points. Undead have Zero.
Image


Rewards:
Played a turn in a Play-by-Post game. Wrote an article for the Blog. Created a Hot Topic. Participated in a Miniature Exchange. Zealot Miniatures: Twisting Catacombs Kickstarter Backer
User avatar
Lord
drathe
The Bastiferous!

Innkeeper
Innkeeper
 
Posts: 2935
Images: 103
Joined: August 16th, 2008, 2:55 pm
Location: Niagara Region, Ontario, Canada
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Innkeepers Group Member Wizards of Zargon Group Member Adventurers' Guild Group Member Artists Group Member Champion Group Member Scribes Group Member

Re: Clarifying how to do???

Postby el_flesh » July 18th, 2011, 12:14 am

(or most foolish) of opponents.


Korisu Yamato, the most drunk of opponents, just goes diving into 'em...
"I will raise your dead body as an undead skeleton. Then I will make it do unspeakable acts. Like taking a shower." - El Flesh.

Image


Rewards:
Played a turn in a Play-by-Post game. Created a Hot Topic.
User avatar
el_flesh

Exiled
Exiled
 
Posts: 1315
Images: 4
Joined: April 25th, 2010, 4:38 pm
Evil Sorcerer: Morcar
Usergroups:
Champion Group Member

PreviousNext

Return to General HeroQuest Discussion

Who is online

Users browsing this forum: No registered users and 3 guests