========================================================================== THE ALCHEMIST'S BENCH -------------------------------------------------------------------------- NEW QUESTS, CHARACTERS, RULES AND OTHER SUPPORT MATERIAL FOR MILTON BRADLEY'S HEROQUEST -------------------------------------------------------------------------- http://www.heroscribe.org/thealchemistsbench/ -------------------------------------------------------------------------- ISSUE 6 AUGUST 11, 1999 ========================================================================== IN THIS ISSUE ------------- WELCOME NEWS QUEST DESIGN -- Temporary Heroes NEW HERO -- the Cleric CRAFTS -- Creating a Larger Board for HeroQuest QUEST DESIGN -- Tips for Creating Great Quests GAME PROFILE -- Advanced HeroQuest ========================================================================== WELCOME! -------- The Alchemist's Bench is a completely free e-mail based newsletter that exists to provide information, ideas and interesting new gaming material for Milton Bradley's terrific yet out-of-print HeroQuest boardgame. Also, feel free to visit our website for back issues of this newsletter and assorted other goodies. Like this newsletter, it's free! The URL is http://alchemist.htmlplanet.com A WORD FOR SUBSCRIBERS WHO RECEIVE OUR ATTACHMENTS Different internet providers impose different restrictions on the size of attachments that their users can receive. If an attachment is ever too large to come through your server, or if it ever gets 'garbled' in the transmission, simply click on the links provided to download the files that were in the attachment. (These links are found throughout the newsletter, as part of the articles that describe the downloads. Several are in the "QUEST and ATTACHMENT" section, below.) ========================================================================== NEWS ---- FORHAN SEMI-RETIRES FROM HEROQUEST For the first few years after Milton Bradley took HeroQuest off the market, Carl Forhan's FAQ, website, and other efforts were pretty much the only way to get information about the game online. Carl has recently decided to shut down his pages and turn the reins of the HeroQuest FAQ over to Dewayne Agin. Look for a new edition of the FAQ on Dewayne's site in the near future. Additionally, Carl has graciously agreed to allow the Alchemist's Bench to republish articles that Carl wrote for Vindicator and other gaming periodicals. Look for Carl's articles starting in the next issue of the Alchemist's Bench. UNCLE OWEN: PRODUCTIVE YET LONELY The website called Owen's Moisture Farm (http://www.heroscribe.org/owens/index.html) now has a quest to download. Be sure and let the site's owner know that you downloaded it, because he is unsure if anyone ever goes to his HeroQuest site. CHAOSORC FOUNDS A FOUNDRY Andrew Stana (ChaosOrc) has started selling miniatures that he is casting himself. Most are priced at 25 cents. ========================================================================== QUEST DESIGN ----- ------ TEMPORARY HEROES by Hobbes1tig@aol.com In the original HeroQuest game, rescuing the injured Sir Ragnar is the object of a quest. By the time the Heroes find him, Sir Ragnar isn't much help to them -- he cannot attack, and he only defends weakly. However, there's nothing to stop you from creating a quest in which the rescued victim is capable of more. Something you could have in your own quests is a "Temporary Hero," a character that would join the Heroes and help them, but die or leave before or after the quest is over. When I used this idea, the temporary hero was tied up on a rack in a room with a bunch of monsters. Then he was untied and he attacked the monsters and destroyed them. The goal of the quest was supposedly to escape with the temporary hero, but in the end he was killed by a magic Chaos Warrior. Temporary Heroes can help the part in various ways other than just fighting monsters. In the Elf Quest Pack, a Prospector has to be rescued because only he can identify an artifact that the Heroes need. The Prospector isn't even rated with attack or defense scores, and is possible for the Heroes to lose him in battle, more like an artifact than a character. The Prospector appears in just two quests, and once he has performed his role, he leaves. The "Temporary Heroes" concept can be used a lot of different ways. Some alteratives would be to have the temporary hero be an orc or goblin who was tired of serving Zargon, or have a couple of people that join, a demented Ghost, etc. etc. I could go on for a while. ========================================================================== NEW HERO --- ---- Cleric by Michael Steffen As a cleric you have the power to cast 6 spells. These spells can not damage monsters or make the monsters helpless. You have a total of 6 spells to cast: 1) Heal body (Earth spell) 2) Pass Through Rock (Earth spell) 3) Rock Skin (Earth Spell) 4) Veil of Mist (Water spell) 5) Water of Healing (Water spell) 6) Swift Wind (Air Spell) 7) Genie (but option one ONLY!) (Air Spell). You must choose 6 spells from these 7 before each mission. They do not have to be the same 6 spells every time as long they are 6 from the 7. You may choose these spells even if a Wizard or Elf has already chosen them. Your Stats Are: Movement 2 red dice Attack Dice 2 Defend Dice 2 Body Points 5 Mind Points 5 Starting Weapon: Short Sword (yes you can use edge weapons this is Hero Quest not AD&D) Starting Armor: None Term of Use, Please Read This Below This Character was Created by Michael Steffen, and can be used by anyone for play purposes, if you wish to use this for profit all I ask is that you give me credit by noting that I (Michael Steffen) was the creator of this haracter on the Character's card, sheet, and/or info. ========================================================================== CRAFTS ------ Creating a Larger Board for HeroQuest By Mark Butler, comments@mb.htmlplanet.com To view this article with pictures, go to http://alchemist.htmlplanet.com/crafts/newmap/index.html To download the finished map, go to http://www.heroscribe.org/thealchemistsbench/archive/boardgame.zip One of the really cool things about HeroQuest is that the generic map can be reconfigured to make all sorts of different maps during play. The inclusion of a few "dead ends" and "doors" suddenly creates a totally unknown map for the players. My pet peeve with the map was that it's a little bit too small. Besides starting to come apart at the seams a little bit, it was frustrating to have a group of heroes and monsters and doors and objects all in close proximity to each other. There's not quite enough room, especially when the door is placed between squares. Therefore I resolved to solve this problem and create a new, larger map. The easy method would be to scan in the existing map and scale it up a bit and use that. If you're doing it for yourself this is a great idea, since you are the legal owner of the game (and board)..however for this article I decided to create a new map, of a larger size but based on the original. This technique could be used for specialized maps as well. First I'll discuss how I created the graphics, then how it gets on paper, then mounted as a usable map. Creation of the graphics Just guessing from the existing map, and with a little work with a ruler, I decided I wanted to make the map about 25% larger than it was. This makes the squares a bit larger than the characters and gave lots of room for those cluttered fight scenes. It's a bit fuzzy, but as you can see from the picture below, the new map allows everyone fighting room. http://alchemist.htmlplanet.com/crafts/newmap/newmap01.jpg Picture 1 - Figures on the new map Now that I had the size worked out, I had to actually create the graphics -- starting up a 30x22 inch picture, I started to work. Actually that's not quite true. I measured out the existing map squares, created them and scaled them up 25%. I then replicated them across and down the required number of rows and columns. Coloring in the areas with approximately the color of the originals gave me a bunch of similar squares in garish colors. Notice how all the squares have roughly the same pattern, that's because I just created a couple and duplicated them. http://alchemist.htmlplanet.com/crafts/newmap/newmap02.jpg Picture 2 - The map after coloring (half size) After the easy stuff was over it was time to knuckle down and do the graphics.. in order to try and do it reasonably similar to the original, each square had to be hand-modified. This turned out to be quite a bit more work than I originally thought, as the original artist had created virtually a different look for each room. Using the original art for reference, working with a dark shade of the basic room color, I drew in each crack and line. Then, using a light color, I added the highlights just to the side of the lines, to give them a 3D look. Finally the shading was added, this was pretty easy, using a dark-to-light mask and layer-multiply function in Photoshop. Then the white walls were laid down on top and while the result is not in the same league as the original it is still a serviceable map. http://alchemist.htmlplanet.com/crafts/newmap/newmap03.jpg Picture 3 - same area after cracks, shading and walls Getting It On Paper Once I had the full size map created, I needed some way to get it on a map-board. My concept was to get some of that stick-on label paper that goes through a printer. I figured I could find some that were in full sheets rather than little 2 inch square mailing labels. I did find full sheets of laser printer labels, and it was only $40 for a box of 100 sheets. Well, I figured I only needed 9 and wasn't ready to pay that kind of money so I continued looking. Fortunately I was able to find a brightly colored package called "Avery For Kids" which has 10 sheets of full-page stick-on paper in it for just a couple of bucks. Next I needed an actual base. At first I thought of getting a big piece of cardboard. That would work and has the advantage that it could be folded when complete. But I have a place in the closet and I wanted something a bit more permanent. At the stationery store I found a sheet of foam-core presentation board, the kind that kids use for their science projects. It cost me $5 for a sheet big enough for the map. Normally it costs $6, but it was kind of marked up, useless for a kid to use for presentations but fine for me since I was going to stick a map on it anyway. Then it was a matter of printing the map in pieces using my color printer and sticking the pieces to the board. A shot of the process is shown below: http://alchemist.htmlplanet.com/crafts/newmap/newmap04.jpg Picture 4 - Assembling the map. When it was complete I had a new HeroQuest map that was larger and mounted on a solid strong base. No more taping the joint to keep the paper from cracking. Of course it's a bit inconvenient to store, but I've got a corner of the closet where I keep it, and haul it out for those marathon sessions. Wrap Up Well there it is, the full-sized ready-to-print map. (To download it, go to http://mb.htmlplanet.com/) If you want to enhance it, please do so and share it with everyone. The concept of using the label paper for the graphics is a powerful one. In a future article I plan to use the technique to enhance the doorways in the game. But the possibilities are exciting...imagine you are creating a custom scenario and design the map with a special room, now you can draw out the room and provide it as a full-size template. The readers can print it and stick it onto a thin piece of cardboard and use it as an overlay on the map.....just remember to provide 2 versions, a regular sized one and one that is 25% larger, so I can use it on my nice new map! To view the above article with pictures, go to http://alchemist.htmlplanet.com/crafts/newmap/index.html To download the finished map, go to http://mb.htmlplanet.com/ ========================================================================== QUEST DESIGN ----- ------ Tips for creating great Quests by Mitchel Hansinger (igymnast@yahoo.com) Creating great quests is as easy as 1-2-3! 1) Think of an adventure that will be interesting to the players and challenging for the Heroes. You can get some great ideas by looking at existing quests, like those in The Return of the Witch Lord Quest Pack. 2) Write a short paragraph to explain the adventure. 3) Mark the map with the monsters, furniture and traps that are in the dungeon. Some great design hints and tips: Short & Intense - It is a running joke in D&D that you never find a bathroom in a dungeon, so no PCs or monsters have ever relieved themselves. There aren't any bathrooms because exploring a bathroom does not make for an exciting adventure. But, by the same token, many dungeons contain broom closets, storage cellars and even empty rooms. After combat, exploration takes up the most play time. Unfortunately most RPG sessions are long and boring with nothing much being accomplished because they include so many empty and uninteresting rooms. * Make every room interesting and worth the time it takes to explore it. * Make adventures short and intense, not long and boring. * Keep in mind that to explore a HeroQuest room takes approximately 15 minutes of real-world play time. No Free Lunches - Never give any treasure to the PCs, be it magic or mundane, without them earning it. Give treasure only as reward for solving puzzles or defeating monsters. Make the reward fit the accomplishment. Give more treasure for cleaver puzzle solutions and innovative PC combat tactics. Give less for dull, unimaginative play. Always have the PC's foe using against them in combat any magic treasure they may gain. A room containing a really tough monster should also contain some kind of healing treasure. Furniture and monsters should be set in a dungeon with the player's position to the board in mind. Do not place traps at corridor intersections and corners. Design the dungeon so that diagonal movement is not necessary. The dungeon designer should have complete control over the treasures and monsters found in their dungeons. Always design a dungeon so that the search deck is not required. Tell me about the techniques you use to create quests! igymnast@yahoo.com ========================================================================== GAME PROFILE ---- ------- Advanced HeroQuest by Dewayne Agin In the late 1980's, the game companies Milton Bradley and Games Workshop formed an agreement that resulted in three games - HeroQuest, Space Crusade, and BattleMasters. At the same time that HeroQuest and Space Crusade were released by Milton Bradley, Advanced HeroQuest (AHQ) and Advanced Space Crusade were released by Games Workshop. While I don't have Advanced Space Crusade, the manual for Advanced HQ was written with players of HQ in mind, hoping that they would go from the regular to the advanced game. AHQ, like all the Milton Bradley/Games Workshop games, is out of print. The box that AHQ comes in is not as large as the HQ box, and contains fewer pieces. There is no furniture in the game; the manual suggests using the pieces from HQ. The game also comes with 4 Heroes, 32 Monsters, Dungeon Sections, Doors, Counters, Dice, and a 64 page manual. The game is quite a bit more complex than HQ, and to fully understand how it is played the reader must be familiar with all the pieces. HEROES AHQ uses the same basic four Heroes as HQ. The Barbarian becomes a Warrior, but is still a fighter. The Wizard is the only character that can cast spells, but he is not restricted to the Human race. While the basic Wizard is Human, you can have Elf or even Dwarf Wizards. There are 10 spell colleges for the Wizard to choose from, but once he has chosen a spell college he can learn another. The manual has a section for converting HQ Heroes into AHQ Heroes. MONSTERS AHQ comes with 32 monsters - 12 Henchmen and 20 Skaven. The 12 Henchmen can be used as either mercenaries for the Heroes to pay to help them on their quest, or as Human enemies for the Heroes to fight. The 12 Henchmen are basically the same, with four holding a sword, four a halberd, and four a spear. The 20 Skaven are the main monsters for the game. Like the Henchmen, they are all in the same pose, with groups of four holding slightly different shaped spears. DUNGEON SECTIONS AHQ does not use a board like HQ. Instead the game comes with interlocking passage sections and Room boards. The passages come in hallways, dead end, T-junction, corner, and stair sections. They interlock with other passage pieces to form the passageways of the dungeon. The game comes with three different size square or rectangular shaped rooms and a round room. These rooms don't interlock with the passageways, instead they are laid on the table against the passage pieces. Besides the rooms, there are several irregular dungeon pieces - the Chasm and the Bridge. These can be played in a room, passage, or laid against a passage like a room. There are some other tiles that come with the game that are played like the tiles that come in HQ. These tiles include a throne, treasure chest, pool, coffins, and mushrooms. DOORS These are included in the games parts list as a separate category. There are six doors with the game, and they are the only pieces of furniture that come with it. The doors are different from the HQ doors. They are plastic and swing open and closed on a little hinge. COUNTERS Counters are little round chips that are put into a cup and drawn at different times. They result gives the GM results of different actions. For example if the GM draws a Trap counter, the Heroes spring a trap. A Wandering Monster counter acts just like the Wandering Monster card from HQ. Besides these two that the HQ player is familiar with, the game also has Ambush, Escape, Character, and Fate counters. When the Heroes are fighting monsters, the Ambush counter allows the GM to bring in more monsters. The Escape counter allows the Monsters to escape when they are loosing. The Character counter allows the GM to bring in a special named 'Character' enemy for the Heroes to fight. The Fate counter allows a Monster to avoid a killing blow or change a dice roll. DICE Unlike the six-sided dice used in HQ, AHQ uses twelve-sided dice. HQ has two different sets of dice, the regular red dice and the special white combat dice. AHQ uses two twelve-sided dice to determine all dice rolls. MANUAL Instead of separate rules and quest booklets like HQ, the manual for AHQ contains both. It is quite a bit larger in size and thickness than the HQ manual. The AHQ manual is 8.5x11 inches in size, and 64 pages long. The length would sound natural for a manual containing both rules and quest material, but this is a little misleading (more on this later). While AHQ contains the same basic elements as HQ, the rules are quite a bit different. Instead of having five basic statistics like in HQ (Speed, Attack Dice, Defend Dice, Body Points, and Mind Points), AHQ Heroes have Weapon Skill, Bow Skill, Strength, Toughness, Speed, Bravery, Intelligence, Fate Points, and Wounds. The definition of these are pretty intuitive, with the exception of Fate Points, which is a measure of 'luck' or 'destiny'. When the Heroes have been chosen, they enter the Dungeon. The Dungeons in AHQ can be created in two different ways. Some are pre-drawn like in HQ, but most are random. The GM rolls a die, and determines what passage section or room to lay down next. Another die roll determines the monsters, treasure, traps, and so on that are in the room or passage. Like in HQ, the Heroes in AHQ can open doors, search for treasure or traps, cast spells, and attack enemies. Combat in AHQ is quite a bit different than in HQ. Each figure, both Monster and Hero, has a Weapon Skill number. When attacking an enemy, the figure must roll a number that depends on his opponents Weapon Skill. The higher the Weapon Skill an opponent has, the higher the number that an attacker must roll. If a 1 is rolled, the figure has 'fumbled' his weapon and his enemy gets a free attack. If a 12 is rolled, the figure has made a critical hit and gets a free attack on his enemy. Once an attack succeeds, the figure rolls a die to determine the wounds caused. The weapon used by the attacker, along with the toughness and armor of the enemy modify this wound roll. Magic is handled a little differently in AHQ, too. A Wizard learns four spells from his chosen college, and then must pay to study between expeditions to learn more. Spells are cast by having the proper spell ingredients, which can be bought for 25 gold coins. There is no limit to the number of ingredients for any given spell that the Wizard can purchase. In HQ the Heroes make purchases in between quests. In AHQ, in between expeditions much more can be done. Besides making purchases, the Heroes can train and hire Henchmen. They must also pay off any Henchmen previously hired and a Random event is rolled. Random events may be good for the Heroes, or may be bad. Heroes are not automatically healed in between expeditions. They must visit the Healer and pay him to restore their Wounds. Quests in HQ are one level deep. In AHQ they are called expeditions and can be many levels deep. If the Heroes fail in an attempt to finish a quest, they must work their way back up to the surface where they can be healed and purchase more spell ingredients. Then they can re-enter the dungeon and try again. THE QUEST The quest that comes with AHQ is The Quest For The Shattered Amulet. An amulet is stolen from a Wizard by Skaven (mutant Ratmen). The Heroes must recover the 4 pieces of the amulet in 4 separate dungeons. The Heroes must fight different clans and types of Skaven to recover the pieces. The Heroes then travel to the Prison Of Ice, the location of Praznagar Prince Of Agony, a Skaven Daemon. To finish the quest the Heroes must defeat Praznagar. Anytime during a dungeon, or before the Heroes start on it, a small cardboard quest map may be given to them. There are four separate maps, one for a section of the lowest level of each dungeon. They are not as accurate as the maps that the Game Master has; they are only intended to give the Heroes an idea of what to expect. As said above, the Heroes may be able to buy them between quests if a die roll allows them to, or they may find them during the course of the quest. The final quest game pieces are four interlocking pieces of the amulet. When the Heroes complete the final level of each of each dungeon, they are given a piece of the amulet. I don't want to give away too much of the quest in case someone might eventually play it, but the amulet is the key to reaching Praznagar. QUEST EXPANSIONS Games Workshop made one quest pack expansion for AHQ, Terror In The Dark. It contained several new dungeon tile pieces, some extra copies of the ones included in AHQ, and a new manual (no new figures). The manual is larger than the one in AHQ, and is 95 pages long. 48 of these pages contain new rules and corrections to the first manual, and the rest of the manual contains the new quest, The Quest For The LicheMaster. We will have a review of this expansion in a future issue of the Alchemist Bench. GENERAL THOUGHTS ON THE GAME The quest that comes with AHQ is well written. At first I was unsure of the idea of random dungeons, but I warmed up to it pretty quickly. When designing a new expedition, the GM doesn't have to write every dungeon like in HQ. One of my pet peeves of the standard HQ board is that players always know where a room "may" be located, because the board is always the same. Because AHQ's dungeon sections and rooms are all provided as separate cardboard tiles, the dungeon layout can be redesigned in an infinite number of ways to solve this problem. If you are not into extra rules, the AHQ isn't for you. The quest that comes with AHQ has 13 levels, but only five of these are written out. The rest are random levels. This makes the quest portion of the manual rather small. Out of 64 pages, the quest takes up eleven. Two pages have forms for the Heroes and GM to copy to use, one contains the table of contents, and one is an advertisement for other Games Workshop products. This leaves 49 pages of rules for the GM to familiarize himself with. Much of this is in the form of tables. For every event there is a roll that must take place to determine the outcome. While this seemed a little excessive to me, others that I have talked with enjoyed the rolling. My main complaint with the game was the number of monsters that came with it. 32 monster figures sounds like a lot, but there are only two types - Henchmen and Skaven. The quest that comes with the game needs these monsters: Clan Eshin Assassin, Clan Pestilens Plague Monk, Clan Pestilens Plague Censer Bearer, Clan Mors Warlord, Clan Skryre Warpweaver, Clan Skryre White Skaven Sorcerer, Skaven Champion, Skaven Sentry, Skaven Warlord, Praznagar Prince Of Agony, Skaven Nightrunner, Skaven Gutter Runner, Poisoned Wind Globadier, Warpfire Thrower Team, and a Jezzail Team. None of these figures come with the game, and the monster tables call for more than one of many of the figures. This was my first introduction to Games Workshop games which are notorious for needing more pieces to play as intended. ========================================================================== END OF ISSUE 6 SEE YOU NEXT TIME! ==========================================================================