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New Trap Ideas

Discuss new Rules for HeroQuest.

New Trap Ideas

Postby Phoenix » August 20th, 2008, 12:14 pm

While at work the other day, I had several ideas for new traps and hazards to add to HeroQuest. Just things that are a little different to keep the Heroes on their toes (if they have any left) :twisted: .

1) Set a Trap - Example: The Barbarian walks down the corridor and steps on a square marked "X" and basically sets the trap. The next Hero, the Dwarf steps on the same square, and blamo! Sets off the trap and takes damage. Specific trap type, unknown. Use your imagination.

2) Exploding Door Trap - The Hero who opens the door takes 2 Combat Dice of damage and any Hero in a diagonally adjacent square will take 1 Combat Die of damage. Heroes may roll 1 less combat die in defense. This keeps down the pesky "line up and then open the door" dungeon delving.

3) Swivel-Smack - The Hero steps on a square and the wall near him (and the floor beneath) rotate 180 degrees and throws the Hero into an adjacent room causing him damage. This not only gives zargon a chance to harm the heroes, but also separates them for a time being.



There were a few others, but they escape me at the moment.
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Re: New Trap Ideas

Postby ballth » August 20th, 2008, 4:17 pm

:o Phoenix, remind me to stay on your good side!!!
Good ideas though. I may have to try some of those out on my party if they begin to get out of hand...
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Re: New Trap Ideas

Postby drathe » August 20th, 2008, 5:20 pm

I like them... a lot!

I've often thought about traps that aren't set off by the first or even second hero but have yet to actually use the idea I've also thought about exploding doors, but like the idea of the diagonally damage to deter line ups. As for the third on your list, you have no idea the can of worms you've opened. I'm being flooded with quest ideas!
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Re: New Trap Ideas

Postby zep » August 21st, 2008, 4:56 pm

So I should probably be on the look out for some "new and improved" traps this saturday. Or are you saving these gems for your own quests, Phoenix?
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Re: New Trap Ideas

Postby Phoenix » August 22nd, 2008, 3:23 am

*in a shrugging, child-like voice*

I dunno

/shrug
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Re: New Trap Ideas

Postby Phoenix » August 22nd, 2008, 3:49 am

Got some more...

4) Refreshing Mead - (Likely a treasure card or barrell/mug combo) "When drinking this refreshing mead, your physical and mental worries just seem to melt away" The Hero gains 1 Body Point and loses 1 Mind Point. If a Hero drinks another one (this Quest) he gains another Body Point, but loses 2 Mind Points, and so on...

5) Pit Treasure - [This one is kind of dumb] - Quest takes place in a fallen ruin, seeking an Artifact. The main room (containing the Quest treasure) is blocked off. The Heroes fall into a Deep Pit trap and if they search for secret doors, they can gain access to the aforementioned room. Falling into the Deep Pit Trap takes regular damage. Usurping the secret door is akin to a Trap Door and is hazardous to the Hero. However, if the Hero volunteers to enter the Deep Pit trap, they must still take a modicum of damage (not the full amount as they know they're falling). The main room can then be searched for Secret Doors (finding a Trap Door) and then they can travel to a different location (thereby resolving how one gets out of a 30 foot deep hole).

6) Gold!! - The Heroes stumble into a room with the treasure chest standing wide open. If the Hero searches for treasure, they realize that the gold is coated with poison!! The Hero(es) must then take 2 Body Points of damage. The gold cannot be cleaned off or removed from the treasure chest.

7) Mercenary for Hire - As the Heroes stumble through their Quest, they come upon a Mercenary in the corridor fighting some monster(s). Once the monster(s) are dead, the Mercenary offers his services to the Heroes. However, his fee will be 10% of whatever treasure the Heroes find this Quest (Zargon will have to take notes).
a) if the Heroes refuse to pay, the Mercenary will immediately attack (as if a Wandering Monster), fighting to the death.
b) If the Heroes accept, but decide to renig on the deal; the Mercenary will steal 20% of the hiring Heroes Gold (whatever he happens to have on him) or will steal 1 item (be it armor/weapon/potion) that the Hero does not have equipped and then run away, never to be seen again.
c) If the Heroes pay honestly, he is considered a regular Mercenay (with 4 Quests, including this one, completed [Only applies if you use an advancement system]). At the beginning of the next Quest and thereafter, he will be treated as a normal Mercenary.



Maybe I'll have some more later, stay tuned!!!
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Re: New Trap Ideas

Postby drathe » August 22nd, 2008, 11:26 am

Phoenix wrote:Maybe I'll have some more later, stay tuned!!!


I hope so!

Possessed Treasure - While searching for treasure, the chest comes to life and bites the Hero who searched with two Combat dice. The unprepared Hero cannot defend this attack. The chest now becomes a regular Monster to be controlled by Zargon on his turn.

Movement = 4
Attack = 2
Defend = 2
Body = 2
Mind = 0

Once defeated, the chest may or may not contain actual treasure depending on the notes.
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Re: New Trap Ideas

Postby Milk » September 21st, 2008, 11:09 pm

Phoenix wrote:3) Swivel-Smack - The Hero steps on a square and the wall near him (and the floor beneath) rotate 180 degrees and throws the Hero into an adjacent room causing him damage. This not only gives zargon a chance to harm the heroes, but also separates them for a time being.


I like this, this reminds me of rotating Bookshelf/Fireplace traps (or secret doors in certain cases) that I created many years ago where an entire wall rotates 180 degrees with the next room over through the use of a Triggering square and/or hidded Lever.
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Re: New Trap Ideas

Postby drathe » September 21st, 2008, 11:18 pm

Milk wrote:
I like this, this reminds me of rotating Bookshelf/Fireplace traps (or secret doors in certain cases) that I created many years ago where an entire wall rotates 180 degrees with the next room over through the use of a Triggering square and/or hidden Lever.



Welcome Milk!

I like this idea. Just sprouted a thought where I could use it to switch the contents of one or two rows of squares along a wall with the one or two rows of the adjacent room. This would be a great way to separate Heroes, forcing them into a room with more monsters and/or bringing more monsters into the room with the Heroes remaining.
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Re: New Trap Ideas

Postby AerynB » November 28th, 2009, 5:17 am

drathe wrote:Possessed Treasure - While searching for treasure, the chest comes to life and bites the Hero who searched with two Combat dice. The unprepared Hero cannot defend this attack. The chest now becomes a regular Monster to be controlled by Zargon on his turn.

Once defeated, the chest may or may not contain actual treasure depending on the notes.

Reminds me of the Canibox in dq8. ;) Sure you've never played a dragon warrior/quest game before?


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