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AHQ - Overland Travel

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AHQ - Overland Travel

Postby Dieterdg84 » Sunday August 27th, 2023 6:22pm

Hey all. Some time ago I was browsing the Dungeon Dive Facebook group and found a very nice Old World AHQ map made by Pedro Wayne and Floris Verweij to use as an Overland travel system.
The map has all the official AHQ quest locations on it and uses hexes to indicate a week of traveltime. Pedro uses the "Beyond the Grey Mountains" Hazard Event cards to decide what happens every week.
There was only 1 real problem with it. The map is made in a very low resolution,and most of the text isn't readable.

Been tinkering with Inkarnate and remade the whole thing in high resolution. The artstyle is a bit different though.
I've also used alot of the WHQ95 Hazard events but split them up in 3 categories: Grassland, Forest & Mountain events.
You have to check the hex tile to see what kind of landscape you are crossing, and roll on the appropriate Hazard table.
All Hazards were redone to work with the AHQ D12 dice system. I've also added some Skirmish events in it. (much like Beyond the Grey Mountains does).
I still need to make the 3 extra tiles for those encounters though. They will have the size of a Large Room (5x10).

Some previews below:
Image
Image
Image
Image

As usual , you can find this on my Google Drive (link updated 30/12/24)
https://drive.google.com/drive/folders/ ... drive_link
Last edited by Dieterdg84 on Monday December 30th, 2024 5:58pm, edited 1 time in total.
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Re: AHQ - Overland Travel

Postby Stabsam » Monday August 28th, 2023 2:42am

its pretty cool!
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Re: AHQ - Overland Travel

Postby ampersand » Monday August 28th, 2023 7:58am

nicely presented i was toying around with the same idea and had collated about 100 or so events...but then..is the game tough enough as it is? yup it adds flavour. but ive been warned away from this more than enough. ie the heroes have enough to deal with . so how has this fared integrating into your sessions?


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Re: AHQ - Overland Travel

Postby Dieterdg84 » Monday August 28th, 2023 2:48pm

ampersand wrote:nicely presented i was toying around with the same idea and had collated about 100 or so events...but then..is the game tough enough as it is? yup it adds flavour. but ive been warned away from this more than enough. ie the heroes have enough to deal with . so how has this fared integrating into your sessions?


Glad you like it :). Wow, thats quite alot of events. Did you make them yourself? Or maybe the Littlemonk Hazard book?
Anyway, most events are less punishing compared the originals from WHQ95. Lowered the money cost etc. Also , there's only a 50% chance to roll on a Hazard.

The monster encounters are quite easy. Was maybe thinking to count them as a dungeon room explored (when using the Terrors in the Dark dungeon tables).
That way there's a better chance on finding the Quest room a little faster in the first level.

Still have some playtesting to do. Playing the Dark Necropolis campaign in 2 weeks with my playgroup and will be using this then.
I 'm still tinkering with the 50% chance on a Hazard ... might tweak it a bit in the future. Maybe lower it to 25%

The main reason I made this map is to add the immersion of actually adventuring in The Old World.
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Re: AHQ - Overland Travel

Postby ampersand » Monday August 28th, 2023 6:35pm

totally get it pal. the travel. the random events in settlements. adds plenty of flavour and fun outside of the dungeon. part of making that hero's journeys to fame and fortune. i think balance is always going to be the key. because AHQ is just so damn tight on everything. would be interested to see how these fare for you. good work as always |_P
regarding what ive been putting together. its come from various sources as well as writing some myself. the biggest challenge is balancing the economy side of things


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Re: AHQ - Overland Travel

Postby Dieterdg84 » Friday September 27th, 2024 3:26pm

kaelmichel3 wrote:Hi Dieterdg84,
Great project that you share here, thank you! The Old World map you redid in high resolution looks really useful, especially with the adjustments you made for the AHQ system. The idea of ​​dividing Hazard events into categories by landscape type is brilliant and adds a good strategic dimension to the travel system. I can't wait to try this out, especially with the additional skirmish events you mentioned.
I'll take a look at your Google Drive to see the previews and try to incorporate that into my next campaign.


Thank you! Glad you like it. I should update the url of this post though. With the launch of EAHQ 2nd edition I moved the updated map to another folder:
https://drive.google.com/drive/folders/ ... drive_link

And the hazard rules have been implemented in my Adventure book:
https://drive.google.com/drive/folders/ ... drive_link
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Re: AHQ - Overland Travel

Postby b_0 » Friday September 27th, 2024 4:30pm

Dieterdg84 wrote:And the hazard rules have been implemented in my Adventure book:
https://drive.google.com/drive/folders/ ... drive_link



Is the adventure book designed to be used with regular AHQ rules, or for some modified version like eahq, ahqr etc.?
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Re: AHQ - Overland Travel

Postby Dieterdg84 » Friday September 27th, 2024 5:22pm

b_0 wrote:Is the adventure book designed to be used with regular AHQ rules, or for some modified version like eahq, ahqr etc.?

The adventure book can definitely be used with the regular AHQ rules, but it does have double doors. You will need to see them as a single space.
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Re: AHQ - Overland Travel

Postby b_0 » Friday September 27th, 2024 6:56pm

It's interesting. The bestiary could use some expansion.
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Re: AHQ - Overland Travel

Postby Dieterdg84 » Monday September 30th, 2024 3:11pm

b_0 wrote:It's interesting. The bestiary could use some expansion.


You are right. Only added some ideas from greywolf. I've been thinking to make an expanded Bestiary book one day.
But got some other things I'd like to do first. So many hobby idea's, so little time :)
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