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Weapon Name | Cost | Combat Dice | Special Notes |
Dagger | 25 G | 1 | May be thrown at any Monster within line of sight. May be thrown diagonally. Lost once thrown. |
Hatchet | 50 G | 1 | May be thrown at any Monster within line of sight. May be thrown diagonally. Not lost once thrown, but broken on a roll of 4, 5, or 6 on 1d6. May not be used by a Wizard. |
Staff | 100 G | 1 | May attack Diagonally. Two-handed weapon, may not be used with a Shield. |
Whip | 125 G | 1 | May attack diagonally. May not be used by a Wizard. |
Shortsword | 150 G | 2 | May not be used by a Wizard. |
Axe & Hammer | 200 G | 2 | May be thrown at any Monster within line of sight. May be thrown Diagonally. Not lost once thrown, but broken on a roll of 4, 5 or 6 on one red die. May not be used by Wizards. |
Flail | 250 G | 2 | May attack diagonally. May not be used by Wizards. |
Spear | 400 G | 2 | May attack diagonally. May be used to attack Monsters Two squares away. May be thrown at any Monster within line of sight. May be thrown Diagonally. A thrown Spear may be recovered by a Hero on another turn using up one action. Two-handed weapon, may not be used with a Shield. May not be used by Wizards. |
Broadsword | 250 G | 3 | May not be used by Wizards. |
Longsword | 350 G | 3 | May attack Diagonally. May not be used by Wizards. |
Halberd | 500 G | 3 | May attack Diagonally. May be used to attack Monsters Two squares away. Two-handed weapon, may not be used with a Shield. May not be used by Wizards. |
Battle Axe | 450 G | 4 | Two-handed weapon, may not be used with a Shield. May not be used by Wizards. |
Greatsword | 600 G | 4 | May attack Diagonally. Two-handed weapon, may not be used with a Shield. May not be used by Wizards. |
Shortbow | 100 G | 1 | May attack Monsters within line of sight. May attack Diagonally. May not be used to attack adjacent Monsters. Two-handed weapon, may not be used with a Shield. Costs an action to switch to a hand-to-hand weapon. May not be used by Wizards. |
Longbow | 200 G | 2 | May attack Monsters within line of sight. May attack Diagonally. May not be used to attack adjacent Monsters. Two-handed weapon, may not be used with a Shield. Costs an action to switch to a hand-to-hand weapon. May not be used by Wizards. |
Crossbow | 300 G | 3 | May be used to attack any Monster within line of sight, adjacent or not. Two-handed weapon, may not be used with a Shield. You have a quiver of bolts that is expended if you roll two Black Shields while attacking with this weapon. Costs an action to reload (must sacrifice move action). Costs an action to switch to a hand-to-hand weapon. May not be used by Wizards. |
Armor Name | Cost | Defense Dice | Special Notes |
Bracers | 200 G | 1 | Can only be used by Wizard. |
Buckler | 75 G | 1 | Only provides 1 extra Defense Die until Hero takes damage, it then breaks. Cannot be used by any Hero using a two-handed weapon. Cannot be used by Wizards. |
Kite Shield | 150 G | 1 | Cannot be used by any Hero using a two-handed weapon. Cannot be used by Wizards. |
Tower Shield | 300 G | 2 | Cannot be used by any Hero using a two-handed weapon. Cannot be used by Wizards. |
Chain Mail Coif | 125 G | 1 | Cannot be used by Wizards. |
Great Helm | 250 G | 2 | Reduces the Hero's Movement to 1d6. Movement penalty does not stack. Cannot be used by Wizards. |
Leather Armor | 500 G | 1 | Cannot be used by Wizards. |
Chain Mail Armor | 850 G | 2 | Cannot be used by Wizards. |
Plate Mail Armor | 1200 G | 3 | Reduces the Hero's Movement to 1d6. Movement penalty does not stack. Cannot be used by Wizards. |
Item Name | Cost | Special Notes |
Standard Toolkit | 250 G | Used to Disarm Traps. Assassin does this without a kit. |
Master Toolkit | 800 G | Used to Disarm Traps like an Assassin. Assassin may reroll once during Disarming. |
Healer's Kit | 500 G | Used to restore lost Body Points to yourself or an ally on an adjacent square. As an action, roll up to 3 combat dice. For each skull rolled, the recipient regains 1 Body Point. If a Black Shield is rolled, the supplies are used up and the healer's kit is discarded. If you are reduced to zero Body Points, you may restore your own Body Points—but not an ally's. May not be used by the Warrior. |
Magic Ammunition | 300 G | Used to add one extra Combat Die to every attack with a ranged weapon. As soon as you roll one Black Shield during an attack, the last piece of Magic Ammunition is used up and you lose the benefit of this item. May not be used by the Warrior. |
Quiver of Bolts | 100 G | Used to replace lost ammunition for the Crossbow. |
Teldurn wrote:Questline
I want to write a compelling questline story arc, with branching points throughout, so you will never be able to go through all the quests in the book. I'm estimating a total of perhaps 20 quests, with maybe 12-14 being playable during any run-through.
The Road Warrior wrote:Teldurn wrote:Questline
I want to write a compelling questline story arc, with branching points throughout, so you will never be able to go through all the quests in the book. I'm estimating a total of perhaps 20 quests, with maybe 12-14 being playable during any run-through.
I'm very interested to see how this turns out
Teldurn wrote:...This is definitely still a work in progress, and I'm looking for feedback for these ideas....
Teldurn wrote:Class selection is insanely improved, and each has a unique special ability:
...Monk - Flurry of blows. Sacrifice your move action to attack more. Haven't worked out the exact mechanics on this one.
Teldurn wrote:Sorcerer - Start with one spell group and learn spells as you come across them. In the late game, the Sorc would be crazy overpowered, so I'm thinking to limit this by saying Sorc must choose which spells to start each quest with (up to 6 spells per quest)
Teldurn wrote:But monsters are also upgraded with special moves and more variety! (List is still incomplete)
Goblin Skirmisher - Can move-action-move just like Acrobats.
Goblin Archers
Skeleton Warriors - 1 extra defend die for using a shield
Skeleton Archers
Fimir - They all get Fimir spells (I forget who came up with this, but they are great!)
Giant rodents
Mounted monsters!
More to come...
Teldurn wrote:There will be a greatly expanded selection in the Armory, including a Potion Shop and a Magic Shop (casters can purchase new spells or spell groups).
Monsters will drop weapons that Heroes can pick up if they so choose. The Armory will buy back those weapons at half price. Undead do not drop their weapons. Well, more like, the weapons they use are such poor quality that the Armory refuses to buy back.
Teldurn wrote:Weapons can be damaged if you roll all on your attack (up to 4, if you do more than 4CD on your attack). Damaged weapons attack with one less CD. Damaged weapons can be repaired at the Armory between quests for a price cheaper than buying new. If a damaged weapon gets damaged again, it is broken and useless.
Daedalus wrote:I'm good for that.
Daedalus wrote:How about he can seperate his attack dice between adjacent monsters?
Daedalus wrote:If you let him learn Chaos Spells, you may want to restrict spells like Firestorm.
Daedalus wrote:Sounds good. They all get Fimir spells--ouch. Now I know why they insist on fighting with a Battle axe in one hand. I believe Flint reworked some Fimir Spells, but they were originally done by Dewanyne Agin.
Daedalus wrote:I think 1/10th buyback price would work better, unless you use the Quest Notes to only have certain monsters drop weapons at specified rooms.
Daedalus wrote:Half-price works. So does quarter price, if you like to think of half the original cost of a weapon being invested in the training of its use.
el_flesh wrote:Looks great, Teldurn. I suggest you playtest it here in a play-by-post.
I would love to give it a go, if you'll make a Necromancer class as well hahaha!
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