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New monster abilities

PostPosted: February 11th, 2015, 6:05 pm
by maleficient
[This topic was moved from Board index ‹ HeroQuest Rooms ‹ HeroQuest Additions ‹ Monsters on 7/13/2015]

Hi all,

I am not a very vocal user of the forum, but these days I am getting back to a long time project, the arc of which will be almost totally re-written (I shall keep my already finished 12-ish quests, but add a few more ones).

I thought to implement some new abilities for monsters.

As for the new spells I will also re-write, I want to separate them as minor et major, that is some advanced monsters would get to cast only minor spells while the boss-ish ones could cast minor + major spells.

As for the abilities, I am not yet decided on names, but I have a few of them. Since the pack will be based on undead, passive monster abilities and abilities provided by the new spells would focus on defense and resistance.

- monster has a defense of 2 + X, where X is the number of dice rolled by the attacker

- monster can convert all white shields into black ones, if it doesn't get a black shield on defense roll (don't re-roll anything)

- on first attack and defense turn agains monster, players must respectively roll white shields and black shields to hit or defend

- monster wields a cursed weapon, roll a dice if player wounded : one black skull, player suffers the loss of one body point on initial body point total ; on a white shield, player rolls one less die on next attack roll


Maybe some spells cast by necromancer type caster may have an aura effect, a minor boost but for all the undead figures adjacent to the caster.

Well, I have also some new potions to be bought at the alchemist's, and of course a set or artifacts. Some of these artifacts will require the expanse of mind points to be activated. As an example, a ring allows to double the effect of a cast that implies a roll, but the wearer of the ring has to decide to spend a mind point to this effect before the roll. Another artifact is a map which will allow to find some secrets doors not te be found without the map. There will also be an elfic enchanted rope ;)

Some treasuries to be found in the notes will be random. If this is a special treasury and is not found (a 6 on a die for example), it may be found later, but will provide a lesser benefit, maybe.

AND, there will be evil artifacts. The gross plot would that some entities (those who could cast minor spells) try to collect some evil artifacts in order to revive a greater one. This one may be first encountered by the players who will try to eradicate the rising threat, but they will fail and they will have to search for the major artifact in order to put the villain in limbos. Alright, outright classical, but I think it would be fun to make the parallel searches of artifact by the players and by the evil quite dynamical.

Ok, so I quit digressed from my initial post, but I needed this brainfarting. moderators, feel free to put this rant in a more appropriate subforum !

Pics as a tease : https://www.mediafire.com/folder/bbgf9fmb8az87/HQ2015
- one quest with an existing (big) tile which can be found on the Inn
- a (small) tile, adapted from the original board, which is a sort of elevator (will be featured in a tower)
- a new tile entirely by me, a throne room or a hall
- one artifact card
- the future background of the booklet

By the way, I am a froggy, so the english version may come out in a few... months... I will translate myself, no problem.

Re: New monster abilities

PostPosted: February 11th, 2015, 6:46 pm
by Gold Bearer
There's some really nice ideas in there. I especially like these.
maleficient wrote:- monster can convert all white shields into black ones, if it doesn't get a black shield on defense roll (don't re-roll anything)

Maybe some spells cast by necromancer type caster may have an aura effect, a minor boost but for all the undead figures adjacent to the caster.
Great first post. |_P

Re: New monster abilities

PostPosted: February 11th, 2015, 7:08 pm
by Count Mohawk
A few keywords I use in my Quest Pack:
Crush N: Heroes defend against this monster's attacks with N fewer Combat Dice. (Minimum one die)
Regenerate N: At the beginning of the Evil Wizard Player's turn, this monster recovers up to N lost Body Points.
Hellbent: This monster must be slain in one blow; lesser physical attacks do not wound it. Magical attacks such as Fire of Wrath work normally.
Double or Triple Attacks: This monster may make two or three attacks in one round.
...along with a variety of Chaos Priest that can turn off Artifacts and Spells in the same room as himself.

Re: New monster abilities

PostPosted: July 12th, 2015, 9:25 pm
by Daedalus
maleficient wrote:By the way, I am a froggy, so the english version may come out in a few... months... I will translate myself, no problem.

Your English is very good. I've seen some excellent French Quests before, in particular a beautiful Beastman Quest Pack. Too bad they haven't been translated. I'm looking forward to your translated work, however.

After checking out your map and tiles, I noticed a few things. When you post your English Quest Notes, be sure to mark the entrance and exit with arrows on the map. Also, two rooms each contain 3 Mummies. The base Game System contains only 2 Mummies. Though it isn't necessary, you could consider substituting a Zombie for one of the 3 Mummies. This would make your Quest even more accessible to other fans who don't own Return of the Witch Lord.

I wonder what the two mystery icons at the bottom of the map adjacent to room E represent?