Showing posts with label Tips for Morcar/Zargon. Show all posts
Showing posts with label Tips for Morcar/Zargon. Show all posts

Saturday, 30 April 2016

5 alternative custom character sheets to write down all your loots!

You played all Game System Quests, found awesome artefacts, bought a lot of Equipments and looted every goblins and skeleton that ever passed your way, but now you lack a good way to keep track of everything ?

Well, then try the four Heroes edition of the Character sheet by Sjeng:
Download it here















You have one of those group who like to play it more roleplay ? Then try Maike05's version:
Download it here














You play with Mercenaries ? Then try GimmeYerGold's version:
Download it here














Mortimer from OldScratch's forum also created a bunch of his own:
Download it here














European Character sheet for the Elf, Wizard, Dwarf and Barbarian by Maike05:
Download it here

Old school dungeon art black and white


Ever wanted to create awesome custom cards to expand your HeroQuest, but lacked the amazing ressource to illustrate your ideas ?

Well, we provide for everything at YeOldeInn, really.

We got the EU card templates:

We got the US card templates:


I also created a Pinterest Board where I spent time to pins HeroQuest-like pictures. The board only includes black and white illustrations with a perfect fit for HeroQuest cards. It is regularly updated, so stay tuned!


Find many pictures, perfect for HeroQuest.

Wednesday, 11 November 2015

Random Dungeon Events by Gold Bearer

This is to add a bit of random danger to the quests and to allow the monsters to come to the heroes from time to time instead of just sitting there. Normally when when there's no monsters on the point it's completely pointless to roll movement dice. Dungeons should be more dangerous and unpredictable.

Events
The GM rolls two standard dice at the start of each of their turns and compares the result to the event number. The event number is the number of Heroes remaining plus one for every four followers, so for 1-4 followers add one to the event number, for 5-8 followers add two, etc.
Above the event number = Nothing.
Equal to the event number = Activates the nearest room to a random Adventurer who's in sight of a door to a room with Monsters.
Under the event number = Random Event.

Random Events
1 = Monster Patrol.
2 = Wandering Monsters.
3 = A random Adventurer triggers a Hidden Trap.
4 = Rare Event.
5 = A random Hero draws a Treasure Card.
6 = A random Hero finds treasure: Skull = D6x10gp, White Shield = Random potion, Black Shield = Random scroll.

Monster Patrols
Skull = Two Monsters, White Shield = One, Black Shield = Three.
Monsters are placed on a square that's in sight of an Adventurer but directly adjacent to square that isn't and that leads to an unexplored area. If there's more than one Monster then place the others on any square directly adjacent to the previous one and that's in sight of an Adventurer, and if there's three do the same again. Monster Patrols can take their turn as soon as they're triggered.

Wandering Monsters
Skull = One Monster, White Shield = Two, Black Shield = Three.
The same rules as Monster Patrols except that they can't do anything on the turn that they're triggered.

Hidden Traps
1 = Spear Trap, 2 = Shallow Hole, 3 = Poisoned Dart, 4 = Swinging Blade, 5 = Fireburst, 6 = Gas Trap.
The shallow hole is a pit trap that doesn't obscure movement, so it automatically causes 1BP damage but doesn't have any lasting effect. Poison damage can only be healed by something that specifically states that it can. The swinging blade works the same as in AtOH and affects the target square plus two more in a straight line in a random available direction. The fireburst trap works the same as in WoM except that it's instant and in corridors it affects the target square and those adjacent to it (including diagonally).

Poisoned Dart
Skull = Lose 1BP poison damage, White Shield = Unaffected, Black Shield = Lose 1MP poison damage.

Gas Trap
Every Character in the same room or corridor section(s) misses a turn and rolls a combat dice. On a skull they lose 1BP and on a black shield they lose 1BP poison damage. A section of corridor is up to and including junctions. Undead are immune to gas.

Rare Events
6 = Monster Restoration: Heals and/or revives Monsters.
7 = Alarm: All Monsters in a random board section (including explored ones but not empty ones) become active.
8 = Ambush: One Monster Patrol for each available direction that leads to an unexplored area.
9 = Monster Protection Aura: All Monsters are immune to damage until the beginning of the GM's next turn.
10 = Monster Rejuvenation: All Monsters regain one lost BP and MP.
11 = Lure Of Evil: A random Follower switches allegiance and is now treated as a Monster.
12 = Insect Swarm: The area fills with a cloud of insects.
13 = Sneak Attack: A random Adventure is attacked using the vanilla Wandering Monster rules.
14 = Trapped: One Wandering Monster for each available direction that leads to an unexplored area.
15 = Fool's Gold: A random Hero realises that D6x10 of their gold is fake.
16 = Equipment Damage: A random Hero damages a random piece of equipment or potion.
17 = Leader: The next Monster (random if there's more than one) with 3BP or less to be revealed is able attack twice in melee each round.
18 = Sealed In: All doors on the board close and can't be opened again until the beginning of the GM's next turn.
19 = Monster Psychic Aura: The Adventurers are struck by a powerful magical force.
20 = Monster Power Aura: Monsters defend on white shields, not black and attack on black shields and skulls until the beginning of the GM's next turn.
21 = Dampening: All Characters are unable to cast spells until the beginning of the GM's next turn and all ongoing spell effects are ended.
22 = Mentor's Power Aura: Adventurers count black shields as successful rolls when attacking and defending until the beginning of the GM's next turn. 
23 = Mentor's Psychic Aura: The Monsters are struck by a powerful magical force.
24 = Animosity: An amusing fight breaks out amongst the Monsters.
25 = Unbound: The magic binding the walking dead is broken, all active Undead with 0MP crumble to dust.
26 = Map: The contents (excluding Monsters) of a random board section (including explored ones but not empty ones) is laid out.
27 = Precious Gem: A random Hero spots a shiny... 1 = Amber 50gp, 2 = Pearl 100, 3 = Emerald 150, 4 = Ruby 200, 5 = Sapphire 250, 6 = Diamond 300.
28 = Equipment: Shuffle the equipment cards and deal one to a random Hero.
29 = Artifact: A random Hero finds a... Skull = Magical Throwing Dagger, White Shield = Lucky Charm (allows one reroll), Black Shield = Elixir Of Life.
30 = Magic Items: A random Hero finds one random potion and one random scroll.
31 = Follower: You make a new friend.
32 = Mentor's Rejuvenation: All Adventurers regain one lost BP and MP.
33 = Mentor's Protection Aura: All Adventurers are immune to damage until the beginning of the GM's next turn.
34 = Master Scroll: A random Hero finds a Master Scroll that can be used to cast a spell without discarding it.
35 = Master Potion: A random Hero finds an all in one potion that causes every standard potion effect (healing restores D6 BP) including the two poisons.
36 = Adventurer Restoration: Heals and/or revives Adventurers.

Restoration
Skull = Minor Restoration: All wounded Monsters/Adventurers are restored to full BP. White Shield = Major Restoration: All dead Monsters/Adventurers are resurrected and placed anywhere on the board with full BP. Black Shield = Total Restoration: All wounded Monsters/Adventurers are restored to full BP and all dead Monsters/Adventurers are resurrected with full BP.
Revived Heroes can be placed on any available squares, revived monsters are placed on their starting squares.

Insect Swarm
The room or corridor of a random Adventurer fills with a swarm of insects, limiting Adventurers to one action and Monsters to half movement if they perform an action until the beginning of the GM's next turn.

Equipment Damage
Damaged equipment can't be used and can be repaired by a blacksmith for half it's full value. Potions are destroyed.

Psychic Aura
Skull = Every target rolls a combat dice and loses 1BP on a skull and one 1MP on a black shield. White Shield = Every target has to roll under their current MP on a standard dice or miss their next turn. Black Shield = Both effects.

Animosity
If two different races of Monster (not Undead) are active then they have to attack (or move towards them if they can't reach) the other race if there's a member of that race closer to them than an Adventurer. If there's more than two Monster races then determine them randomly but if any Orcs and/or Goblins are active they are automatically one or both of the races affected. Lasts until there are no active monsters of one of the races.

Map
Skull = Excludes traps and secret doors. White Shield = Includes secret doors but not traps. Black Shield = Includes traps and secret doors.

Follower
Skull = Mercenary Follower: A random Mercenary is encountered after his previous employers have been slain and becomes the Follower of a random Hero. If the Hero already has their maximum number of Followers then the Mercenary can be given to another Hero when the Quest is over. White Shield = Hero Follower: You encounter a random Hero with three remaining BP after his previous party have been slain, who becomes the Follower of a random Hero for the remainder of the Quest. Black Shield = Monster Follower: A random active (or from the next group encountered if none are active) Monster (not Undead) with 3BP or less decides they're on the wrong side and becomes the Follower of a random Hero for the remainder of the Quest.



Simple Version
Above the event number = Nothing.
Equal to or under the event number = Activates the nearest room to a random Adventurer who's in sight of a door to a room with Monsters.



Basic Version
Above the event number = Nothing.
Equal to or under the event number = Random Event.

Random Events
1 = Monster Patrol.
2 = Wandering Monsters.
3 = A random Adventurer triggers a Hidden Trap.
4 = Activates the nearest room to a random Adventurer who's in sight of a door to a room with Monsters.
5 = A random Hero draws a Treasure Card.
6 = A random Hero finds treasure: Skull = D6x10gp, White Shield = Random potion, Black Shield = Random scroll.



Alternate Version
Above the event number = Nothing.
Equal to the event number = Random Event.
Under the event number = Rare Event.

Random Events
1 = Monster Patrol.
2 = Wandering Monsters.
3 = A random Adventurer triggers a Hidden Trap.
4 = Activates the nearest room to a random Adventurer who's in sight of a door to a room with Monsters.
5 = A random Hero draws a Treasure Card.
6 = A random Hero finds treasure: Skull = D6x10gp, White Shield = Random potion, Black Shield = Random scroll.




I've deliberately made it very modular and left out events like miss and mighty swing that would be better suited to something like combat cards so it's flexible enough to use with other rules. The way the rare events work for the standard and advanced versions is to roll six dice so the chances of anything at either end of the table coming up are remote in the extreme. One way of fixing that is to both roll dice and if the heroes dice is higher then add either the score or however much they beat the EWP by to the table result and if the EWP wins then minus either the score or however much they beat the heroes dice by to the table result. You could also allow a certain amount of fate points on each side to alter the result by one for each or award them for completing certain objectives, or you could just use it as it is and keep them as extremely rare events.

Here's an idea for varied swarms if you want to come up with the rules for them.
1 = Insect Swarm, 2 = Rat Swarm, 3 = Bat Swarm, 4 = Spider Swarm, 5 = Scorpion Swarm, 6 = Snake Swarm.


Find out More here

Thursday, 3 September 2015

(Re-) Discover Chaoticprime custom Evil Wizard Deck!

Chaoticprime made these cards to make Heroquest more fun. Mostly more fun for the Evil Wizard player, but also for masochistic heroes (the best kind).

Chaoticprime put some effort into giving the descriptions both the brevity and lingual-style used by the game system, but otherwise unequivocal demands required some changes to the style-guide. Inspiration for these was drawn from the Doom board-game, Descent and the similarly fan-bade and optional Hero and Evil Wizard Combat Card decks found hereabouts and elsewhere.

RULES for PLAY

> The Evil Wizard player begins each Quest by drawing three Evil Wizard cards at random.
> Played cards are discarded face-up in the Evil Wizard deck discard pile.
> The Evil Wizard may play as many cards on his, or the Heroes', turn if the requirements listed on the card are being met.
> At the start of his turn, the Evil Wizard player may draw one Evil Wizard card only if there are no revealed monsters on the board.
> If the player forgets to draw a card, he may not interrupt ongoing play to do so.
> Playing a card must occur exactly when its requirements are met. Once anything else has taken effect, the opportunity is lost.
> When the last card gets drawn from the Evil Wizard deck, shuffle the discard pile and start back at the top again.
> Interrupt Heroes' turns by saying, "However!"
> The Evil Wizard is obliged to read aloud the appropriate portion of each card. However, if a player requests more information, or to see the card itself, kill them.

CARD CLARIFICATIONS
> Any contextual reference pointing to Heroes also points to Men-at-Arms hired by the Heroes.
> If the requirements of a card describe any one Hero or monster, subsequent references of "the Hero" or "the Monster" refer to these specifically.
> Cards that play 'immediately' interpose between one event and another, and will describe that with "before, after or during."




Comment, Like and see more at YeOldeInn here.
Download Chaoticprime custom Evil Wizard Deck here.

Thursday, 27 August 2015

(Re-) Discover Lemmeron's custom equipment cards for HeroQuest!

We have a lot of talented member at the inn. One of them is Lemmeron.
Some time ago, he made made a deck of custom equipment card for his family for hero quest.

He originally was going to go the print at home route, but being a perfectionist he couldn't handle it when the front of the card didn't line up proper with the back due to home printer duplex mode sucking.

So he went the full photoshop high Rez design and professional print mode.

A summary of my card system :
* utilises the black, green, orange and purple combat dice (see here for more infos)
* all heroes now have different starting dice that serve to differentiate them all. Barbarian higher chance to hit and be hit. Dwarf standard. Elf lesser chance to hit and be hit. Wizard lesser chance to hit and more of being hit.
* magical attack or effects using purple dice.
* equipment cards add to characters starting dice in most circumstances rather than simply replacing them
* dual wielding balanced and fun
* helmet and bracers function changed.
* new armour rules for heavy armour
* artifact cards revamped for new combat dice and system
* artwork attempts to tie in with old school cards but cards are higher quality than the originals (the ones shown are full plastic and so will never wear out)










Comment, like and see more at YeOldeInn here.
Download the cards here.

Monday, 25 May 2015

Character sheet for HeroQuest by Mortimer

Mortimer from Oldscratch HeroQuest forum created some useful character sheet that you can used for your gaming session and keeping track of your every heroic feats!

Front version 1
Front version 2

Back

Source : http://oldscratch.smackwell.com/cgi-bin/yabb/YaBB.cgi?num=1207433591

Advanced Character sheet by Maike05

The basic character sheets are not the most useful ones when you want to play with advanced rules and keeping track of everything between two gaming session.

So I came up with this new handy Character sheet:


Click here to download the character sheet A4 and US format!
Extra included : original .xcf file to edit in The Gimp!



Thursday, 16 October 2014

Warhamer Quest - Random Dungeon Generation table a Dungeon Master aid

WARHAMMER QUEST

RANDOM DUNGEON GENERATION TABLE
A DUNGEON MASTER AID

BY PHIL, CHAOS LORD


About This Table:
  This table came about when I got fed up of using cards to generate a dungeon. This document not only should provide some variance to the shape of the dungeons you explore, but also some interesting role-playing characteristics to each room. It is primarily for use by GMs who cannot be bothered to create a dungeon beforehand or want to put as little effort as possible into creating each dungeon, but it could also be used by players with no GM, who simply wish for a more interesting game. It is up to you what you make of this table. For example, if you roll up a small lair with straw, which is empty, it could be just that… or is there more to it? Is there anything hidden under the straw? If this is a lair, where is its owner? Is he waiting in ambush for the warriors? If you find a guardroom with monsters in it, ask yourself what they were guarding. Maybe there is some kind of treasure near-by! Anyway, I’ve waffled on enough now, so farewell, and if you feel like sending me any feedback, please do not hesitate. I will attempt to answer any questions as best I can.
HAPPY QUESTING!

PHIL, CHAOS LORD


MASTER TABLE (2D6)

  This is the table you roll on to start off with. Follow the instructions, rolling on each of the sub-tables as required. When a full description of the room has been created, return here to start the next room. Each room will have at least one door (the door the warriors came in by) and other doors as indicated. Place the other doors wherever you wish.
2
Small Room (2 by 2) with 0 other doors
Go to ‘Sub Table One’
3
T-Junction with 2 other doors
Go to ‘Contents Table’
4
Right Turning Corridor with 1 other door   – 
Go to ‘Contents Table’
5-7   
Ordinary Room (4 by 4) with 1D3 other doors
Go to ‘Sub Table Two’
8-9
Corridor (6 by 2) with 1D3 other doors
Go to ‘Contents Table’
10
Left Turning Corridor with 1 other door
Go to ‘Contents Table’
11
Rare Room
Go to ‘Sub Table Three’
12
Objective Room (4 by 8) with 0 other doors
Go to ‘Sub Table Four’

SUB TABLE ONE (2D6)

  In this table, the description of the small room you have generated is discovered. If a prisoner or dead body is discovered, roll on the random monster table in the Role-play Book. Once this table has been rolled on, advance to ‘Contents Table’.
2TreasuryOne treasure card within this room
3CryptOne dead body within this room
4CellWith (1-4) a dead body; (5-6) a prisoner
5LatrineWith (1-3) a grate; (4-6) a hole in the floor (eww!)
6-7   No notable use
8LairWith straw
9StoreWith one cupboard
10Garbage PitWith (1-2) lots of rubbish; (4-6) a hole or chute
11WellOn a roll of 6, the room is flooded (trap opportunity?)
12ShrineWith candles

SUB TABLE TWO (3D6)

  In this table, like the last one, the description of the room you have generated is discovered. This table is for larger rooms than ‘Sub Table One’, so the uses are going to be more varied and probably also easier to manipulate to the GM’s own devices (e.g. a library could have trapped bookcases, magic books, a secret passage triggered by removing a book, etc.). Again, if a prisoner, dead body or group of guards is discovered, roll on the random monster table in the Role-play Book. Once this table has been rolled on, advance to ‘Contents Table’.
3CryptWith (1-3) 1D6 dead monsters; (4-6) a stone tomb
4Kitchen With 1D3 cupboards
5Chapel With candles and (3+) an alter
6PrisonWith 1D3 prisoners (and all other doors are locked)
7Gambling DenWith 1D2 tables and (3+) one item of treasure
8Drinking DenWith 1D3 barrels of ale and various mugs; (5+) Table
9-10LairWith straw and blankets
11-12  No notable use   
13-14Guard RoomWith guards
15StudyWith one table and one chair; (5+) Bookshelf
16LibraryWith 1D3 bookshelves
17Dining RoomWith 1D3 tables and 1D6 chairs
18ForgeWith tables and one fireplace; (6+) Lava pit

SUB TABLE THREE (1D6)

  This table determines the rare room you have come across. The moment a warrior enters a chute, he falls and slides down the corridor to a room below. Once this table has been rolled on, advance to ‘Contents Table’.
1Chute going down (2 by 6), with 1 other door
2Stairs going down (2 by 6), with 1 other door
3-4    Dead End (2 by 3), with 0 other doors
5Collapsed Passage (2 by 6), with 1 other door
6Stairs going up (2 by 6), with 1 other door

SUB TABLE FOUR (3D3)

  This table determines the objective room. Once this table has been rolled on, roll three times on the ‘Contents Table’.
3    Fighting Pit    With one large pit
4TempleWith one item of treasure; (4+) Alter; (5+) Font;   (6+) Statue 
5TreasuryWith 1D3 items of treasure
6      Master LairWith Straw, Blankets and Feathers
7CryptWith one tomb and one item of treasure
8JailWith 1D6 prisoners (all worth 100xDL gold each)
9ForgeWith one fireplace, 1D3 tables and 1D2 items of  treasure; (3+) lava pit 

CONTENTS TABLE (1D6)

  This table determines what the warriors will find in each room… or what will find them! >:) Unless a trap is found, there is no need to roll on any more tables in this document for this particular room.
1TrapGo to ‘Trap Table’
2-4    Monsters    Roll once on the random monster table
5EmptyNothing in this room
6TreasureTake one random item of treasure

TRAP TABLE (2D6)

  I’m sure any experienced GM could come up with his/her own traps, but just in case, here are a few basic ones.
2     Crushing Trap      (1-2)  Roof; (3-4) Walls; (5-6) Floor
3Filling Trap(1-2) Sand; (3-4) Water; (5-6) Slime
4Block Trap(1-3) Rolling; (4-6) Sliding
5Portcullis Trap(6+) Magical
6Blade Trap(1-3) Spear; (4-6) Scythe
7Dart Trap(5+) Poison
8Pit TrapWith spikes, stakes, snakes, water, slide or none
9TrapdoorAs pit but more concealed; (6+) Closes after triggered
10Bomb Trap(1-3) Fire; (4-6) Gas
11Gas Trap(1-2) Sleeping; (3-4) Poison; (5-6) Hallucinogenic
12Magical TrapAny random spell

Related Posts Plugin for WordPress, Blogger...

Crawling in the other dungeons...