whitebeard wrote:Try DungeonsDark Quest 7, The Temple Wingsong.
http://forum.yeoldeinn.com/viewtopic.php?f=37&t=3223&start=20#p81597. You can get whole quest pack PDF on the first page... some Mac PDF readers had trouble, so I broke them out seperately at that link.
I believe there is at least one official adventure something like this in RotWL and probably a few more fan made ones.
#7 looks kinda like what I had in mind, more or less, without changing the HQ rules aside from making the pit traps into essentially Gauntlet monster generators. That serves my purpose. You know there's a treasure, but how much time dare you spend getting it? HQ doesn't have much by way of AoE. Doesn't have the vibe of Suicide Mission I was going for where the wizard or elf must be protected and escorted alive with enough magic left to reach the objective … but it's a good start for what I want and I think it might tell me how to do it.
Davane wrote:You MAY want to consider my
house rule for movement if you are going to limit the Heroes to a single die of movement, as this will increase their chances of rolling a relatively high number for their movement.
It's an intriguing idea to combine Space Hulk and HeroQuest. Here's an idea, if you want to scare the bejebus out of your Heroes - implement the idea of "blips" into your game. Basically, instead of placing figures, you place tokens which can be flipped over to reveal a NUMBER of undead. This is more useful if the Heroes already know the layout of the dungeon beforehand. You can imagine that this is the Hero "hearing" the undead moving about, but not knowing exactly what they are.
If I can work out how to do that, blips and spawning all over the place but not knowing what is where is exactly the thing I was after. With double-wide corridors so you can't just surround the wizard with the barbarian and dwarf, with the elf guarding the rear.
Davane wrote:Whilst you could create a token pool for use with this idea, especially if you want to implement more Space Hulk ideas into HQ (it worked for Space Crusade, and Advanced Space Crusade), you may also find a die table and some scratch paper works well too - or you could just roll when the "blip" is revealed.
[… snip excellent suggestions for rolling how many undead Morcar has …]
Not real familiar with old WHQ yet, and Space Crusade is absolutely foreign on this side of the pond (too bad, I'm not paying £199 plus £80 for shipping) with more than 10 copies available. *grumble* My knowledge of Space Hulk is a bit limited to what I've seen of the 2013 printing, whose artwork I understand to be different in the same way modern WHQs are to the original 1994 game, which is to say that the art style is a lot more dark and a lot more digital. I just saw a picture of Space Crusade being played and it looks like some pictures I've seen which memory tells me were of OG Space Hulk—someone trying to get permission from GW to see about getting someone to reprint the tiles since GW clearly wasn't going to reprint the game. (They've reprinted it a couple times since, though I wasn't aware of that and it's as far as I know currently out of print again.)
I haven't ever found a resource like the Inn for these other GW games. Probably because the reason the Inn can have scans of literally everything is that MB gave no Fs whatsoever about this old HeroQuest thing anymore, and Games Workshop rabidly defends their IP including to things it's absolutely guaranteed they cannot and will not ever reprint, ever, like AHQ. Heroquest used fantasy generic fantasy races save for the fimir (and deliberately left out the fimir lore because oh, my Goddess little Timmy, 6, does not need to know why there are no girl fimir!), Space Crusade used Orks and Genestealers and Ultramarines, Blood Angels, … basically it was W40k. Not sure a Ye Olde Inn could exist for it.

Anderas wrote:You could make them carry a four-piece-artifact.
While carrying it, they may only use daggers (ranged and close combat) because the stuff is so bulky. Also they may not move past each other while carrying it.
bing, there you go, Space Hulk Gameplay!
After, you print some corridor tiles to have that corridor-ish-feeling and assemble your map.

I once made a quest which was supposed to be a little bit tactical. Though it is not Space Hulk, at least it's a sneaking-in-the-dark concept. Take a look:
http://forum.yeoldeinn.com/viewtopic.php?f=200&t=4319
I didn't really want to recreate Space Hulk. My subject line was a mistake, I realized as soon as I posted it. I mostly wanted to create the tropey run for the Bad Thing Generator—but Only Your Weakest Fighter Can Do It—how many Bad Things?
ALL OF THEM.—They're Everywhere … thing. Space Hulk has one of those, Suicide Mission, and I've seen it played a couple of times.
I realize I could play the game by Space Hulk rules, but … I really wanted to play HeroQuest, just with that time limit. If the players don't MOVE IT, there'll be an army of undead between them and the objective. The wizard can't last forever, none of the heroes can. And since HQ's power is in melee, not ranged attacks, my plan was to use wide corridors to ensure the players couldn't just build a cage around the wizard and steamroll through whatever was in the way.
I figure these will be fresh heroes because … this quest is gonna be a meat grinder no matter your level if you don't get that wizard to haul ass to the sorcerer's table and destroy the book upon it.

<InSpectreRetro> All hail Zargon!!! Morcar only has 1BP.