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Interest Check: Heroquest US edition, any day Mon-Wed 12PM - 12AM PST [GM LF Players]

So I remade Heroquest. If you don't know what it is, its an awesome little DnD style board game from the 80s that is now out of print. Great story, great fun. It consists of 14 quests that take about an hour or two each to complete, so it is played in sessions. I have included the rules in the handouts and I've played quite a few times myself now so I can answer any questions. Newbies welcome. I need 4 people that won't flake and actually want to complete the campaign. Anyone interested? (or just think Heroquest is awesome like I do? haha)
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Teldurn
KS Backer
I'm actually also running a HeroQuest campaign of the original 14 quests! Getting those cards and images uploaded was a pain, but once it was all done, it runs super smoothly. I even have macros set up to roll the dice correctly. I had lost two players, but I'm pretty sure I might have found a couple replacements. If they don't work, what would be the chance of you playing with us? (sorry for trying to turn the tables!) :D
Oh man I know right! WHAT A HASSLE. Took me like 4 hours. Just copying from adobe to paint then to roll20 over and over. I just finished getting everything set for the first two quests. I feel like it will work flawlessly on roll20! I would love to play your campaign but the only problem is I've already been Zargon up to quest 7 I believe, so it wouldn't be very fair haha I had only heard about the game until a few months ago when I decided to go all out and bought a complete version on Ebay for $60. Cheap as fuuuu
Wow, $60 for a complete box is a steal, well done! And that's fine about already having played that far. My group is about to start Q4, we play on Tuesday evenings, and I have a bunch of houserules in place. Plus, not all the maps are straight out of the quest book. I've switched some of them up, especially after a TPK. I've had 2 TPKs so far and one where only the Elf survived. The group is starting Q4 from scratch. I"m a ruthless Zargon. XD Then (this is the important bit), I would need to find out if the potential player for our last open spot is actually going to commit. If not, then I will get in touch with you. Finally, I have also written a rules supplement/complete overhaul of the game, that I have plans to run at some point in the future after we're done with the current campaign. I will be making a interest-check post for that at that time, but it's probably months away from now. By chance, Kennedy, are you on G+ or Ye Olde Inn?
I'm totally down and I'm free every Tuesday. I'm on g+ but I only lurk ye olde inn. That's awesome about the house rules. One of the players in the campaign I'm GMing IRL wrote a bunch of dailys and passives for each character that are just sweet so I let them pick one per quest. Definitely keep me posted on that campaign. I'm very interested in getting to play on the other side of the screen.
I plan to do one or two quests every session until we're done. The Quests usually take about an hour to an hour and a half and there's 14. So I would hope to finish it in 7 - 10 sessions over the course of 2.5 months. If I can get 3 other people and we start soon you may be able to just make it. I'll let you know. If we can make it 3 quests every session it'll be that much faster too. Just depends on how fast everyone is. Wednesday would work just fine for me so we'll see.
Alright, should everything work out, drop me an email at <a href="mailto:tersigni.d@gmail.com" rel="nofollow">tersigni.d@gmail.com</a>.
Hello! I'm relatively inexperienced and haven't heard of Heroquest before, but I'd be glad to join if you're willing to have me. I'm free on Wednesdays as well and am able to commit to completing the entire quest line.
No problem Edward. The game requires no experience at all, you'll pick it up real quick. I'll keep you posted on when we're starting as soon as I have the other players
I'd also be interested. Right now, I'm free on Tuesdays and Wednesdays, though it's hard to forecast my work schedule.
Are you going to be running it as out-of-the-box, rules as written, or will there be some house rules?
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Mostly rules as written, a couple tweaks for convenience probably. The biggest difference is I will be allowing the choice of one passive ability for each character per quest. The Wizard also gets a chance in the beginning of each quest to sacrifice two spells to spellcraft a more powerful spell if he wants, but its not necessary. Feel free to not read these but in case you're interested they're actually pretty cool. Abilities Elf Elven Finesse: When looting a room before your movement phase, if a Hazard or trap is pulled roll 1d6. If a 4-6 is rolled evade the trap and disarm it (It is removed from the deck for the rest of the quest.) Your turn ends and you do not move. NOTE: Wondering monsters can not be avoided. But you may roll 1 combat dice for a “Quick Counter” after the wondering monsters attack phase. Remove no more then 3 “Wondering Monster” cards from the deck in this way. “ Quick with your hands, and even quicker on your feet, you’ve dealt with more dangerous stuff in your sleep.” “ And My Bow”: When using a ranged weapon you may reroll one dice of your choice after an attack roll if you are engaging an enemy with another player surrounding it. (This Attack maybe shot over the head of a dwarf.) NOTE: Does NOT stack with other buffs. Usable ONLY on standard attacks. “ A shadow and a threat has been growing in my mind. Something draws near, I can feel it.” – Legolas - Cloak and Dagger: (Must have “Dagger” equipped, and may carry up to 3 but can not dual wield.) Move silently on an unsuspecting creature (they have not been alerted to your presences and are not in combat) by rolling 2d6 with a -5 movement penalty. When attacking roll 2 combat die for damage. If the creature is killed in this way roll 2d6 after. If 2-6 is rolled the player is seen by the other creatures in the room. If a 7-10 is rolled you remain hidden and unseen by the other creatures. If a 11-12 is rolled you are hidden and may move up to 3 squares BACK the way you came. NOTE: Daggers may be thrown in this way. Daggers may also be recovered once combat is complete by approaching the body and doing a 1d6 check against the DM. If the hero fails the dagger is lost. “ Like a whisper in the dark. A hand from the shadows takes hold, and all that you feel is cold, soul splitting steel. ” Dwarf “ And My Axe”: When using an Axe/Hammer you may roll one extra dice on an attack roll is you are attacking a monster that is focused on another character. The Monster shall be drawn to you and attack you on its next phase if able. NOTE: Does NOT stack with other buffs. Usable ONLY on standard attacks. Quick On Your Feet: When traversing the dungeon +4 to you movement rolls. When moving into a room for combat, add 1 combat die to defending for the next round. When in combat +3 to your movement rolls. When leaving combat while still engaged, (Moving away from a Monster that has attacked you on its last phase or leaving a room while in combat,) -5 to next movement roll. “We Dwarfs are Natural Sprinters!” – Gimli The Dwarves Creed of Greed: If doubles are rolled you gain gold, (1 = 5G, 2 = 10G, 3 = 15G, 4 = 20G, 5 = 25G, and 6 = 30G) when a gem or other treasure is found after searching a room, add half it full value rounded down to is worth. (40G gem would then be worth 60G) after you defeat a monster roll 1d6, if a 5-6 is rolled loot the body for 5G. And when searching a chest roll 1d6, if a 5-6 is rolled loot the chest for an extra 15 gold, if the chest is “empty” Loot only 5. “ Can you smell it? Feel it? Hear it calling in the dark wanting you to take it? Who’s going to stop you? ” Wizard Minds Eye: Select a spell to use. Roll 2d6. If the roll is 2-5 the spell fails and is discarded. If a 6-12 is rollSee through the eyes of a comrade in combat and cast a single spell (spell must share an affinity with the other player. Elf = Wind/Water, Dwarf = Earth, Barbarian = fire) channeled through that player (They become the caster). This may be used ONCE per encounter, and ONCE on each player per quest. “ Look deep into the mind of your fellows and widen their gaze to the power and might of your sorcery. ” Meditation: Regen 3 heath. Regen amount degrades by 1 point after each use. You must be alone, in a safe room (Cleared of creatures) and forfeit your movement phase. NOTE: You may not leave combat to meditate in a near by room. Mediation may ONLY be used After your most resent combat phase. NEVER during an encounter. “ Only when alone with your thoughts and your trusty wizards pipe can you truly focus. A strong mind shall aid a weak body.” Wandering Wizard: Allows you to carry and use a Short Sword along with your Staff. You may not attack with both at the same time. When looting the room if you run into a “Wandering Monster” you may make a “Counter Attack” with the last Weapon you used. (If the last action you used was a spell you attack with your staff.) If your health drops to 1 you MUST roll 1d6 to continue holding on to your weapon until you are healed. Your roll succeeds on a 3-6. Note: If your sword is dropped it is gone. Do not pass go. Do not collect your sword. “ You have things to attended to! Wizardy things! You can’t be troubled by all this PARTY nonsense going on and such. Wandering is what you do! ” Barbarian Rampage: When rolling for an attack, if 3 of the dice land on skulls roll an additional die. If that die lands on a skull continue this process until the chain is broken. If the monster was destroyed with this attack any excess damage done to the monster is transformed into health up to 3 points. NOTE: This may ONLY happen ONCE per encounter. “ Your mind goes blank, your vision fades. And once it has returned all that is left is carnage at your feet.” Hold Your Ground: At the beginning of your turn claim “Hold Your Ground.” And roll 1d6. If a 1-2 is rolled nothing is gained. If you roll a 3-4 for the next round of combat roll 1 extra combat die to defend for the rest of that turn. If you roll a 5-6 on your NEXT attack add 1 extra combat die (after 1 attack the buff is removed) NOTE: “Hold Your Ground” may only be used on adjacent squares even if the Barbadianmay attack adjacently. Also after claiming this ability you may not move for the rest of that turn. “ GIVE THEM NOT AN INCH! SHOW THEM NO QUARTER! AND HOLD THE LINE! ” Hack and Slash : At the beginning of your turn claim “Hack and Slash.” This allows you to Attack between your movements (Up to 2 times by dividing your combat dice into a first and second attack.) You MUST already be in combat to use “Hack and Slash.” Move 2d6 with a -5 penalty. Roll 2d6. If you rolled a 2-5 no bonuses are gained. If you rolled a 6-10 add one combat dice to your second attack. If you roll an 11-12 add one combat dice to your first attack, and add 2 combat dice to your second attack. Note: This may ONLY happen ONCE per encounter. “ Tear flesh, cleave bone, and crack limbs with the speed and precision of a master Warrior. A true Barbarian!” Blood of Your Enemies: Throughout your quest keep track of the numbers of times you “ Out right slay that bitch, ” (engage an enemy and kill it in one hit). Once you have reached 3 kills you now roll one extra defense die. 5 kills add 1 extra combat die. 7 kills adds roll 3d6 for movement. 10 all adjacent hero’s roll one extra defense die. Spell Craft Wizard Hell Fissure: Covers a 5 square cross-area. The center square will do a “Natural” 1 hit to the main target. Roll two more combat dice for a total of 3. Roll 2 combat die, four more times for each of the squares. Damage assignment begins from the top Left/Top Center Square and continues clockwise. Cost: 1 Fire Spell + 1 Earth Spell “ Nothing like the smell of roasting Orc meat in the night to get the pep back in my step.” Soothing Waters: All players in the room of the caster gain a “Natural” 1 Point of health and the caster gains 2. Each player other then the caster then rolls 2d6. If 2-5 is rolled gain no extra health. If 6-10 is rolled gain an extra 2. If 11-12 is rolled gain 3 points of life. Cost: 1 Water Spell + 1 Wind Spell “ Let the sweat be washed from your brow, and the blood from your hands, and feel the force of life from within.” Blinding Mage Light: Blind ALL characters (including other heroes) in the room. Their Next phased is skipped. The caster then rolls 2d6. If the roll is 8-10, for the next round of combat ALL Blind characters roll one less defense dice. If 11-12 is roll the Caster may have one more phase immediately after the spell is cast but may one roll 1d6 for movement and may only use a physical attack. (No spells.) Cost: 1 Fire Spell + 1 Wind Spell “ The light is all but blinding, and now with the upper hard we strike without mercy!” I'd love to hear any house rules that you use or you'd suggest?
I had a quick skim through. I think that Wizards being able to use a short sword is a much needed bonus. It's a really underused weapon anyways, and almost every fantasy game allows it. Some of the other abilities look interesting as well.
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Teldurn
KS Backer
Here are the houserules I use for our game. (Warning: Epically long post ahoy) Additional Rules Traps Behind Doors : After opening a door, a Hero is allowed use an action to check for traps on the square directly beyond the door, but only if the room is empty of monsters. Disarming applies as normal. Furniture and Movement : It is possible to move onto and over certain pieces of furniture like a table or chair. Moving through each square occupied by furniture in this way costs 2 movement. Tall furniture like cabinets or bookcases cannot be climbed on. Furniture and Ranged Attacks : If a Hero is standing on a table or other such furniture, it is possible to fire a ranged weapon over the head of another Hero, where normally your ally would block line of sight. Attack Fumble : If an attack roll with a weapon results in all Black Shields (or 3 Black Shields in the event your weapon uses more than 3 Combat Dice), then it is considered damaged. For a 1 Attack Die weapon to be damaged in melee, a Black Shield result must also be rerolled for a second Black Shield. The Attack Dice of a damaged weapon is reduced by 1; record this on your Hero's Character Sheet. A damaged weapon may be repaired for half of its cost between Quests. Weapon Artifacts may not be damaged in this way. Defense Fumble : If an armored Hero rolls 3 or more black shields for defense, then a piece of armor is damaged. Armor damage is applied in this order: Helmet &gt; Shield &gt; Body Armor. The Defend Dice of damaged armor is reduced by 1; record this on your Character Sheet. Damaged armor may be repaired for half of its cost between Quests. Armor Artifacts may not be damaged in this way. Broken Weapons and Armor : This process of degradation continues until the weapon's Attack Dice or armor's Defense Dice reach 0. At that point, the weapon or armor is considered broken and useless. It should be removed from the Hero's Character Sheet. Broken items cannot be repaired. New Spells The following four brand new spell groups are for the Elf and Wizard to purchase between quests. Individual spells cost $800, or the entire spell group for $2000. They may also start with any group(s) of spells they wish, and are not limited to the original four. Animal Spells Lion's Roar : All monsters in Hero's line of sight is frightened and will move away from the caster to the full extent of their movement on their next turn, unless backed into a corner. Phantom Beast : Target monster within Hero's line of sight is immediately attacked by an ephemeral animal. The Phantom Beast attacks with the number of combat dice equal to the caster's Mind Points. Phantom Bird : Target Hero within line of sight is lifted off the ground by an ephemeral avian creature. The Hero cannot be hit except by ranged attacks/spells from the monster's next turn. However, on the Hero's next turn, he may not do anything except use ranged attacks/spells. Plant Spells Healing Herbs : Target Hero is immediately healed 3 body points. If a Hero is reduced to zero Body Points, he may restore your own Body Points, but only if you haven't yet taken an action on your turn. Poison Thorns : Target Enemy is attacked by poisonous thorns, and receives 3 points of damage. The Enemy rolls one combat die for each of its Mind Points. For every Black Shield rolled, damage is reduced by 1 point. Root : Target Hero within line of sight gains 3 additional Defend Dice on their next turn. However, the Hero cannot move, search for treasure, search for traps, or disarm a trap during that turn. Night Spells Cover of Darkness : All Enemies in line of sight attack and defend with one fewer combat dice, to a minimum of one, until the end of spellcaster's next turn. Fear of the Dark : Target Enemy cannot attack, and is reduced in defense to one combat die. The Enemy may roll combat dice equal to its mind points on each of its turns until the spell is broken. If a Black Shield is rolled, the spell is broken. Not effective against creatures with zero Mind Points. Light of the Moon : All Secret Doors in the level are immediately placed on the board. Also, all unsprung traps are immediately placed on the board. Unsprung traps must still be disarmed before a Hero may move through its square. Sun Spells Healing Rays : Target Hero is healed the number of Body Points equal to his Mind Points (up to his maximum number of Body Points). Light of the Sun : Spellcaster may immediately disarm any trap the Heroes are aware of, revealed or sprung. If a sprung trap is chosen, the trap is removed from the board. Sun Blisters : Targets one Enemy. If Enemy is a Goblin, Orc, or Fimir: Loses 1 Body Point. If Undead: Loses 2 Body Points. if Chaos Warrior, Chaos Sorcerer, or Gargoyle: Roll its Defense Dice. If a Black Shield is rolled, it is unaffected. Otherwise, loses 1 Body Point. Gargoyle: immediately turns to stone. Its figure stays on the board, but it cannot move, attack, defend, or be killed. It is effectively dead until it rolls a Black Shield on its turn, but takes up space. Alchemist's Shop Potion Name Cost Description Potion of Minor Restoration 500 G Restores 1 lost Body Point and 1 lost Mind Point. Potion of Major Restoration 800 G Restores Hero's Body and Mind Points to their original levels. Potion of Battle 200 G Reroll 1 attack die. Potion of Dexterity 200 G Adds 5 Movement squares to the Hero's next movement dice. Can also be used to successfully jump over 1 trap without rolling. Potion of Strength 250 G Doubles the number of attack dice a Hero can roll on his next attack. Potion of Invisibility 300 G Turns the Hero invisible for the next 5 turns. If the Hero attacks or casts a spell, he becomes immediately visible again. Potion of Regeneration 300 G Restores all attack dice drained from the Hero by Undead. Potion of Fire Resistance 400 G After a Hero drinks this potion, he is immune to the effects of the next Chaos spell fire spell cast on him, or suffers no damage the next time the Hero is burned by fire. Potion of Cure 400 G A Hero is cured of any disease or diseases that infect him. Potion of Spell Casting 600 G A Spellcaster may drink this potion to relearn a spell he has just cast. He may pick up the spell card of the last spell cast and put it back in his hand. Potion of Blade Venom 200 G This potion is used to coat a bladed weapon or arrow. The first monster hit by this weapon (at least one skull rolled) loses an extra Body Point in damage due to the venom. Potion of Anti-Venom 300 G Removes poison from the Hero's body, but does not restore Mind or Body Points. WEAPONS Weapon Name Cost Combat Dice Special Notes Dagger 25 G 1 May be thrown at any Monster within line of sight. May be thrown diagonally. Lost once thrown. Hatchet 50 G 1 May be thrown at any Monster within line of sight. May be thrown diagonally. Not lost once thrown, but broken on a roll of 4, 5, or 6 on 1d6. May not be used by a Wizard. Staff 100 G 1 May attack Diagonally. Two-handed weapon, may not be used with a Shield. Whip 125 G 1 May attack diagonally. May not be used by a Wizard. Shortsword 150 G 2 May not be used by a Wizard. Axe & Hammer 200 G 2 May be thrown at any Monster within line of sight. May be thrown Diagonally. Not lost once thrown, but broken on a roll of 4, 5 or 6 on one red die. May not be used by Wizards Flail 250 G 2 May attack diagonally. May not be used by Wizards. Spear 400 G 2 May attack diagonally. May be used to attack Monsters Two squares away. May be thrown at any Monster within line of sight. May be thrown Diagonally. A thrown Spear may be recovered by a Hero on another turn using up one action. Two-handed weapon, may not be used with a Shield. May not be used by Wizards. Broadsword 250 G 3 May not be used by Wizards. Longsword 350 G 3 May attack Diagonally. May not be used by Wizards. Halberd 500 G 3 May attack Diagonally. May be used to attack Monsters Two squares away. Two-handed weapon, may not be used with a Shield. May not be used by Wizards. Battle Axe 450 G 4 Two-handed weapon, may not be used with a Shield. May not be used by Wizards. Greatsword 600 G 4 May attack Diagonally. Two-handed weapon, may not be used with a Shield. May not be used by Wizards. Shortbow 100 G 1 May attack Monsters within line of sight. May attack Diagonally. May not be used to attack adjacent Monsters. Two-handed weapon, may not be used with a Shield. Costs an action to switch to a hand-to-hand weapon. May not be used by Wizards. Longbow 200 G 2 May attack Monsters within line of sight. May attack Diagonally. May not be used to attack adjacent Monsters. Two-handed weapon, may not be used with a Shield. Costs an action to switch to a hand-to-hand weapon. May not be used by Wizards. Crossbow 300 G 3 May be used to attack any Monster within line of sight, adjacent or not. Two-handed weapon, may not be used with a Shield. You have a quiver of bolts that is expended if you roll two Black Shields while attacking with this weapon. Costs an action to reload. Costs an action to switch to a hand-to-hand weapon. May not be used by Wizards. ARMOR Armor Name Cost Defense Dice Special Notes Bracers 200 G 1 Can only be used by Wizard. Buckler 75 G 1 Only provides 1 extra Defense Die until Hero takes damage, it then breaks. Cannot be used by any Hero using a two-handed weapon. Cannot be used by Wizards. Kite Shield 150 G 1 Cannot be used by any Hero using a two-handed weapon. Cannot be used by Wizards. Tower Shield 300 G 2 Cannot be used by any Hero using a two-handed weapon. Cannot be used by Wizards. Chain Mail Coif 125 G 1 Cannot be used by Wizards. Great Helm 250 G 2 Reduces the Hero's Movement to 1d6. Movement penalty does not stack. Cannot be used by Wizards. Leather Armor 500 G 1 Cannot be used by Wizards. Chain Mail 850 G 2 Cannot be used by Wizards. Plate Mail 1200 G 3 Reduces the Hero's Movement to 1d6. Movement penalty does not stack. Cannot be used by Wizards. OTHER ITEMS Item Name Cost Special Notes Standard Toolkit 250 G Used to Disarm Traps. Master Toolkit 800 G Used to Disarm Traps. Dwarf: May reroll 1 die during Disarming. All other Heroes: Disarm a Trap as a Dwarf would (but no reroll). Healer's Kit 500 G Used to restore lost Body Points to yourself or an ally on an adjacent square. In place of your action, roll up to 3 combat dice. For each skull rolled, the recipient regains 1 Body Point. If a Black Shield is rolled, the supplies are used up and the healer's kit is discarded. If you are reduced to zero Body Points, you may restore your own Body Points--but not an ally's--only if you haven't yet taken an action on your turn. May not be used by the Barbarian. Magic Ammunition 300 G Used to add one extra Combat Die to every attack with a ranged weapon. However, as soon as you roll one Black Shield during an attack, the last piece of Magic Ammunition is used up and you lose the benefit of this item. May not be used by the Barbarian. Quiver of Bolts 100 G Used to replace lost ammunition for the Crossbow. Rules for the Expanded Armory The Armory will buy back weapons at 1/2 their cost (round down). The Armory will buy back weapons taken from all monsters except the Undead. Heroes can carry only 3 weapons at a time (including bows) and 2 pieces of armor (not including shields). Keep track of these items in your inventory. There is no limit to the number of artifacts that can be carried. This carrying limit does not apply to items the Hero is wearing. There is no limit to the number of potions that can be carried. Heroes may take weapons from monsters they have killed, except for the Undead, to sell or use. A Hero must tell the Game Master when he wishes to take a weapon, then note it on his chart. The Hero that kills the monster gets first choice on the weapon the monster was carrying, then any other Hero in the room can take it on his turn. The weapon is gone if all the Heroes leave the room or hallway. If a Hero's weapon is destroyed in battle, he can either take one from a dead monster or use another one he is carrying. Switching weapons, including going from a bow to a melee weapon, takes 1 turn. During this turn the Hero may not attack unless he forfeits his move action. Below is a list of the weapons carried by monsters: Goblins carry daggers and hatchets. Orcs carry shortswords, flails, and axes. Fimirs have axes. Chaos Warriors have battle axes. Chaos Mages/Sorcerers/Warlocks have daggers. Gargoyles dual-wield a broadsword and a whip.
I'm interested and new to Heroquest as well. The only problem is what time. I'm free on Wednesday and Friday night. I'm at GMT -10 (Hawaii).
You have very good timing, one of our players dropped out today, and we're starting tomorrow. Are you free Wednesdays at 5PM PST? If so go post in this thread so I can invite you to the campaign! <a href="https://app.roll20.net/forum/post/635311/gm-lf-players-heroquest-us-edition-any-day-mon-wed-12pm-12am-pst#post-656496" rel="nofollow">https://app.roll20.net/forum/post/635311/gm-lf-players-heroquest-us-edition-any-day-mon-wed-12pm-12am-pst#post-656496</a>
I don't think I can make it for 5pm PST. It is 3pm for me which is fine, but I have to pick up my wife at 430. That will be too rush for me.