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j_dean80 wrote:My thought about expanding HeroQuest was to have solo Quests for "normal" people that ultimately evolve into the Heroes. Along the way they can each come together and start group Quests. Perhaps help each other than go back on their own way and eventually meet up again where they eventually become the inseparable "companions" we all know. It is kind of a "growing up" prequel to HeroQuest.








Goblin-King wrote:The European expansions form a coherent narrative...
Gamesystem
KK
RotWL
AtOH
WoM
I'm not sure why you would put Wizards of Morcar almost t athe end - even AFTER Frozen Horror and Mage of the Mirror.
If I were you I'd also leave out the 40k universe completely.
Unless you are actually intending to do something with it gameplay wise?
Last I've heard Warhammer fantasy and 40k were two seperate settings anyway.






mitchiemasha wrote:We've already got all the monster skills figured out for you. The spells from Warhammer too. I like to include the Tokens from Advanced HeroQuest. Some times we play Heroquest on the modular boards from AHQ. Here's a Quest pack I did, interlinking the story more. https://drive.google.com/open?id=0BzUqo ... FkyU1BJT0k
I was coming up with a better inbetween quest system. Like a simple stock roll at the shop. Staying at the inn to meet hire mercenaries, picking the top cards of the deck to see who's there. A few quick gambling games 1 of which is a higher or lower, pick the stat, using the monster deck. Eventually the Dragon Stike town board is where this would take place. Here's the town https://drive.google.com/open?id=0BzUqo ... nJCR1dob2s
Rather than us all going over everything again, you might want to check over a few of what we do. Here's the rules for using the Advanced HeroQuest Chaos/Dungeon Tokens and some other ideas. https://drive.google.com/open?id=0BzUqo ... FhLaG9hS1U


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