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[Preview][Group Quest] - Tunnels of Xor-Xel, EU style

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[Preview][Group Quest] - Tunnels of Xor-Xel, EU style

Postby Zenithfleet » February 22nd, 2025, 1:49 pm

[PREVIEW] Tunnels of Xor-Xel: Old World Edition

I've had a go at adapting the free Hasbro online quest 'Tunnels of Xor-Xel' to the classic UK/EU edition of HeroQuest. I've attached a preview of the quest as a PNG image.

I've rewritten the parchment text so that this is now a generic Quest that can slot into any series of adventures, rather than having to take place before Kellar's Keep.

This is a preview only. I had to make several changes to suit the EU rules and components, and I haven't playtested it yet. If you spot any problems with the Quest as written, please let me know!

Forsaken Tunnels PSD test 5 brown.png



Requirements

You will need a copy of the old UK/European version of HeroQuest (either 1st or 2nd edition).

You will also need extra blocked square tiles, ideally from a copy of either Kellar's Keep or Return of the Witch Lord. The extra undead models in Return of the Witch Lord will also come in handy, but you should be able to get by with just the undead figures in the base game. Remember that you can substitute another figure of the same colour if you run out.


Adaptations

- Rewrote all text to suit the terse style of the EU quests so that it fits on a single page (just)!

- Revised the parchment text to be more generic. You can now play this Quest at any time, not just before starting Kellar's Keep. You could insert it between any two linked Quests you want for some extra variety. The heroes must take a detour through these tunnels to reach their next goal, whatever that next goal may be...

- Reduced the number of single blocked square tiles needed, as there are fewer available in the EU game than the NA game. (This meant removing one of the falling block traps and creating a couple of dead-end passages on the map.)

- Adjusted and simplified the darkness rules - hopefully they make sense as written!

- Decided where the falling block traps fall, which occasionally meant slightly repositioning them.

- In the first room, added an extra door to compensate for the fact that a falling block trap may block a door.

- Removed one Skeleton from the tomb room so that if the first couple of rooms are placed out at once, you won't need more Skeleton models than come with the base game.

- Moved the row of spear traps in room B up one row so that they're more likely to actually pose a threat.

- Provided Xor-Xel's monster-summoning ability in the Quest Notes instead of as a spell. It's functionally identical to the 'Summon Undead' card in my EU Chaos Spells, but putting it in the notes means you can play this Quest without needing those cards.

- Most monsters have 1 Body point as per standard EU rules. However, I gave the Thing Below 2 Body points because it's a 'boss' monster. I calculated its Body points by halving its Defence dice and rounding down. I find this to be a quick and easy way to determine extra BP for boss monsters in the EU game (they usually end up with two or three). I've included instructions for checking off its Body point losses on the track, in case the evil wizard player hasn't learned about body point tracks from Against the Ogre Horde yet.

Again, if you notice any problems, please let me know.


Made with HeroScribe and Decipher's excellent Photoshop EU template.
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Zenithfleet

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