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Lair of the Orc Warlord

Discuss Quests, Cards, Monsters etc, from HeroQuest Game Systems.

Re: Lair of the Orc Warlord

Postby Milk » September 18th, 2009, 2:10 pm

drathe wrote:why not make a rule that squares containing a stunned/unconscious Monsters can be walked through? It's your game! I may try this idea the next time through this quest, or have one of my players test it out for kicks. :D


Sounds like a good idea to me.
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Re: Lair of the Orc Warlord

Postby Daedalus » May 13th, 2011, 2:39 pm

How 'bout keeping 1 attack die for an unarmed Hero, but instead give the monster white shields for defense?
Another idea is to give each Hero their starting attack dice (B 3, D 2, E 2, W 1), but 2 skulls must be rolled to score 1 BP of damage. The Wizard would then take at least 2 turns to take out a 1 BP monster.
As for stunning/knocking out, treat it like a sleep spell if the monster is reduced to 0 BP. Undead could suffer the effects of a tempest instead.
Can't remember if the Heroes would stand a chance in RotWL. (Don't some of the Heroes start out with no weapons, surrounded by a horde of skeletons?)
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Re: Lair of the Orc Warlord

Postby Ethica » May 13th, 2011, 6:02 pm

I got a rule from someones system I forget who but maybe someone will recognise it.

1) you roll one combat dice, barb has to get a skull, dwarf and elf a white shield and wizard a black shield.
2) If they roll what they're looking for then that counts as an attack of 1 skull.
3) The monster then rolls their usual defence and loses 1 BP if they get no black shields.

Because defence is made up of parries, armour protection and also dodging blows you start from: roll 1 combat dice if they have no weapons and no armour, and 1 less combat dice for no weapon.


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Re: Lair of the Orc Warlord

Postby drathe » May 13th, 2011, 10:58 pm

Daedalus wrote:How 'bout keeping 1 attack die for an unarmed Hero, but instead give the monster white shields for defense?

I like that one.
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Re: Lair of the Orc Warlord

Postby torilen » May 14th, 2011, 7:46 am

I haven't posted it - but I had created an alternate weapon list that included an unarmed attack.
(Its not posted because it uses different pricing for the weapons)

I use this idea: Unarmed attack uses 1 attack die, but you have to roll a white shield. This causes non-lethal
damage (to use a D&D term), and so it only knocks the monster out. I hadn't determined the length of time
that monster would be knocked out, however.


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Re: Lair of the Orc Warlord

Postby drathe » May 14th, 2011, 12:56 pm

I'd make it like the sleep spell. Until a six is rolled for their Mind Points each turn. Undead can't be knocked unconscious.
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Re: Lair of the Orc Warlord

Postby torilen » May 14th, 2011, 3:19 pm

maybe for undead, it could be that non-lethal knocks them down, and it takes them a round or two to get back up?


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Re: Lair of the Orc Warlord

Postby Daedalus » May 14th, 2011, 5:41 pm

My thinking exactly... like a Tempest spell.
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Re: Legacy of the Orc Warlord

Postby wallydubbs » November 8th, 2018, 11:37 am

I think everyone is entitled to play the way in which Zargon/Morcar sees fit. I think everyone had good suggestions, but I'd go with giving each unarmed hero 1 combat dice in attack:
Barbarian needs 1 skull
Elf and Dwarf require a white sheild
Wizard needs a black sheild


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Re: Legacy of the Orc Warlord

Postby The Admiral » November 8th, 2018, 4:05 pm

wallydubbs wrote:I think everyone is entitled to play the way in which Zargon/Morcar sees fit. I think everyone had good suggestions, but I'd go with giving each unarmed hero 1 combat dice in attack:
Barbarian needs 1 skull
Elf and Dwarf require a white shield
Wizard needs a black shield


That's how we play it.


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