========================================================================== THE ALCHEMIST'S BENCH -------------------------------------------------------------------------- NEW QUESTS, CHARACTERS, RULES AND OTHER SUPPORT MATERIAL FOR MILTON BRADLEY'S HEROQUEST -------------------------------------------------------------------------- http://www.heroscribe.org/thealchemistsbench/ -------------------------------------------------------------------------- ISSUE 7 OCTOBER 3, 1999 ========================================================================== IN THIS ISSUE ------------- WELCOME NEWS -- WotC and Hasbro; Red Dragon's Guild Update, GW'S discontinued items sale FEATURE -- TSR's New Miniatures Plans QUEST DESIGN -- A Notch Above: HeroQuest Improvements MINIATURES -- Female Heroes GAME PROFILE -- DragonQuest NEW MONSTERS -- the Manscorpion ========================================================================== 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 Many internet providers impose 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 follow the links provided in the newsletter 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 "ATTACHMENT" section, below.) ========================================================================== ATTACHMENT ---------- This Issue's attachment file is a ZIP archive containing a BMP file. The BMP is a monster card and attack diagram for the Manscorpion, which is this issue's featured monster. If you do not receive our attachments, you can obtain the file by going to http://alchemist.htmlplanet.com/monsters/index.html and clicking on the appropriate link. ========================================================================== NEWS ---- HASBRO BUYS WOTC On Sept. 30, 1999, toy and game giant Hasbro announced that it had successfully completed its acquisition of fantasy game publisher Wizards of the Coast ("WotC"). In the weeks preceding that announcement, Hasbro and WotC both made a series of public statements suggesting that Hasbro was interested in benefiting from WotC's year-round success and expertise in the hobby market. It has been made clear that, at least for now, WotC's existing management will continue to run their organization in their existing Seattle facility. Although we must emphasize that no additional information has been confirmed, it is hard to resist contemplating the possibilities the buyout presents. It brings the publisher of "Dungeons and Dragons" and "Magic: the Gathering" under the same corporate umbrella as HeroQuest manufacturer Milton Bradley. Will intracorporate synergy result in a new wave of fantasy boardgames? Only time will tell. RED DRAGON'S GUILD UPDATE There have been another round of changes and additions on The Red Dragon's Guild Website. Six spell colleges for use with the Advanced Heroquest Board Game have been added. These can be converted to work with the original Heroquest Board Game, with a little work, and they were kindly contributed by Tommy De Coninck. The Red Dragon's Guild is also providing images for players to use to create their own Heroquest cards in the original styles of those found in the game. There is also now a modified version of the Monster Card type found on the site which can be added to the Monster Card back from the game. In addition to these additions, some broken links which appeared on the Links Page have been fixed. Site proprietor Ernie 'Thorin' Polegato says, "I hope to add more in the near future so keep visiting the site, as I do not intend to leave it lie dormant. If you have any comments, suggestions, or contributions, please email me at phantagia@hotmail.com or at the sister site, Gilgor's Dungeon Realm, at zargon1969@hotmail.com ." GW SALE on OUT-OF-PRINT SETS GW mail order has announced they are selling off some out-of-print box sets. There are box sets of Orcs, Skaven, and Goblins for $5 each. You can get their from GW homepage ( http://www.games-workshop.com/ ) at the bottom there is a box titled "Areas to Explore". In this box scroll down to "New Releases" and open this section. In the scroll box on the "New Releases" page, find the section titled "OOP Warhammer Boxed Sets" and open this section. ========================================================================== FEATURE ------- TSR's FIGURE-FRIENDLY NEW DIRECTION by QuestGnome A few weeks before Hasbro announced plans to buy Wizards of the Coast ("WotC"), WotC subsidiary TSR revealed several new product lines of potential interest to fans of HeroQuest. In the next few months, TSR plans to release a line of 30 mm miniatures based on Dungeons and Dragons characters and creatures. Next August, TSR will begin publication of a substantially revised (and possibly more miniatures-friendly) version of the Dungeons and Dragons roleplaying rules. Both announcements, which will be discussed further below, took place at this year's GenCon game fair, held August 5th through 8th. This is a HeroQuest newsletter, not a D&D newsletter, so we're only going to focus on selected aspects of this story. If you'd like to read Wotc/TSR's announcements in full, take a look at http://www.wizards.com. [Coming This Autumn: New D&D Miniatures] Rather than continue to license its properties to an outside miniatures manufacturer, TSR has started a miniatures division of its own. The resulting figures should work well for HeroQuest because, unlike past D&D and AD&D minis, they will adhere to the 30 mm scale. The photos that have been posted on the web suggest that the new figures will be excellent, but we haven't had a chance to see any of them first-hand. Naturally, as soon as the opportunity presents itself, we'll run reviews of them here in the Alchemist's Bench. According to TSR, the first releases should be available in the next few months. It will be interesting to see if TSR uses its clout in the book trade to place figures in the shopping mall bookstores that carry their games, or if we're going to have to seek these out in hobby shops like other minis. Now that Hasbro is part of the equation, toy chains may also be a possible outlet for obtaining the new figures. [Coming in August 2000: D&D 3rd Edition] With great fanfare, TSR also announced plans to release an updated Dungeons and Dragons Roleplaying System, starting a year from now. The new line will be called "Dungeons and Dragons, Third Edition." Early reports suggest that many of the system's longstanding inconsistent and silly rules are actually being replaced by consistent and sensible ones. (A settlement reached with D&D co-designer Dave Arneson has enabled TSR to drop the "Advanced" from the game's title. Just the same, this is a revised version of the game formerly known as AD&D, not another iteration of the older D&D game.) Why should this matter to HeroQuest fans? Well, apparently the playtest version of the new D&D rules contained substantial miniatures support in its combat system. Indeed, a stated design goal for Third Edition was to allow the roleplaying system to better translate into a tabletop miniatures system and computerized versions. Later drafts of the rules have since been revised to feature miniatures less strongly. Even so, TSR has said that Third Edition still supports miniatures use far better than any previous edition, and that the rules will support conflicts with up to a few dozen participants well. This, combined with TSR's new miniatures line, may herald a new level of source material, figures and scenery that we can use in our HeroQuest games... even if we choose not to buy the Third Edition rulebooks. DRAGON BACK ISSUES ON CD-ROM COMING SOON Nearly a month before the GenCon announcements described above, TSR conceded that the Dragon(r) Magazine Archive CD-ROM had been delayed due to technical issues. The product should be out sometime in the next few weeks. The CD-ROM product contains all of the first 250 issues of Dragon Magazine, representing twenty years of publication. The product supports bookmarking, linking from the table of contents to articles and the ability to search through the full text. Support for updated material via the World Wide Web is also planned. Although Dragon has been strongly focused on TSR games throughout its history, many of its articles are of potential use to HeroQuest players and gamemasters. The Archive CD-ROM contains hundreds of articles about equipping characters for expeditions, designing quests, gamemastering effectively and so on. It should serve as an excellent source of ideas for alternate Hero types, unusual spells, artifacts and treasures, and plot ideas. As soon as it is available, we will begin working on a review. ========================================================================== QUEST DESIGN ----- ------ A NOTCH ABOVE: HEROQUEST IMPROVEMENTS Copyright 1996 Carl Forhan The HeroQuest board game produced by Milton Bradley a few years ago has become my favorite fantasy board game. It sported a reasonable price, plenty of well-crafted figures and furniture, and elegant rules that allowed one to jump right into a game without too much hassle. Forget encumbrance, attack speeds, or even surprise; its goal was to provide the players with a single-evening diversion, a romp through the dungeons to resuce beautiful maidens, slay horrific beasts, and discover vast treasure hoardes. Unfortunately, even the best dungeon foray can eventually become stale, a mere rehash of the same adventure a dozen times over. That's when it's time to tinker with HeroQuest, to make a great game even better. Now, hold on a minute. I'm not about to turn HeroQuest into a RPG. There are already more RPGs than I can count, and I have no desire to simply increase the "realism" of the game for the sake of complexity. For that matter, I don't want HeroQuest to be complex; I like its straightforward mechanics. This is not say that all variant rules are bad, as I have added rules to most games I have played including HeroQuest. But there are alternatives to just beefing up the rules. So let's see what we can tinker with, without damaging the core of the game, by examining some brief suggestions I originally provided in the HeroQuest Frequently Asked Questions (FAQ) file I have authored on the internet. * Add Some Non-combat Encounters * Why does every new room or hallway need to contain a fight? Be creative when developing your Quests, and throw the players a curve ball every now and then. Perhaps the Goblin they see in that corner hallway is dying or already dead, and carries a scroll with an important message for the Heroes, like: "I'm always one step ahead of you." - Lord Gorne This will make the players stop and think, "Who's Lord Gorne? And why is he here? Did he slay the Goblin to help us, or to beat us to the treasure?" You don't even need to have them necessarily meet Lord Gorne in this Quest, just set the stage for a later encounter. What if the Heroes come across a Dwarf digging for gold in another remote passage? Could he somehow befriend the Heroes? Perhaps he knows a secret that he will only reveal if they spend a few turns helping him dig, or transporting the gold back to the surface. Of course, you just know that there will be a band of Ogres who can't bear to see that happen... maybe that Dwarf will share some special knowledge afterwards with his counterpart in the Heroes' party about the location of the legendary Dwarven Battle Axe, lost for many centuries in the Lair of Fimirs. You could also turn the first few "rooms" of a Quest into a small town on the border of Chaos. That way you could have perhaps the local Merchant, who sells most but not all items from the Armory, a Doctor (I always use the Zombie figure for this one -- hand me that scalpel, nurse!) who is willing to heal Body Points for a price, and maybe even a resident or two, who are none too happy about the Heroes barging in on their supper after a hard day's work. Not every encounter needs to have life or death implications, after all. Adding a bit of comic relief can be a welcome change to any game, and HeroQuest is no exception. Likewise, not every encounter is required to have significance relative to the goal of the Quest. If every single encounter is either combat or some vital message, players will start expecting you to just lead them by the nose through every Quest. Throw in a red herring or two. Maybe that warning on the wall about "beware of dragons" is a phony, intended to scare off dimwitted creatures. Perhaps the Dwarf digging for gold doesn't want any help, and prefers his solitude, thank you kindly. * Add important plots or themes to your Quests. * What if there's a feud going on between an Orc clan and a Chaos Warrior outpost? Will the first Orcs in a Quest attack the Heroes, or try to enlist their help? This sort of change-up can definitely keep those sword-swinging Barbarians on their toes! Naturally, you must be ready to improvise a few quick conversations, and determine if the Orcs are truly in need, or just setting up the Heroes for a later trap. Consider the advantage of adding a long-running plot to a few Quests. This is similar to the Witch Lord antagonist introduced in the core HeroQuest game. In the first adventure where he is encountered, he is invincible but sluggish; the Heroes have no choice but to retreat! The next Quest is then centered around retrieving the Spirit Sword, which allows the Heroes in a third Quest to return to the lair of the Witch Lord and defeat him in combat. Then Milton Bradley turns around and creates a supplement for the game called Return of the Witch Lord! What if you added a mystic portal that must be closed to stop the outpouring of Undead? In the first Quest, the Heroes might need to fight off the horde of Undead attacking a coastal village, and learn that there is a mountain pass where the Undead seem to be coming from. In the second Quest, the Heroes enter the mountain pass (which is really a Chaos outpost) and discover that a Chaos Warlock and a Garoyle have joined forces to open the mystic portal. The Warlock and Gargoyle might be in this second Quest, or the Heroes might need to delve yet deeper into the dungeon to fight them and destroy the portal -- a potential third Quest! These longer-running plots can create ongoing goals for the Heroes to pursue, and add a consistent atmosphere to your adventures. You might even find players suggesting their own desired actions after a Quest ("Now that we've defeated Gortag, I think we should find that Fimir raiding party that's headed for Wellspring."), which will help you as Zargon develop the next Quests for the Heroes. * Who can resist the Recurring Villain? * Create a villainous Wizard, Chaos Warrior, and so on, complete with some special items or abilities, and have him do his best to foil the Heroes' Quests. You don't have to use him in every adventure, and in most cases he should not even be the primary antagonist. Zargon is the epitome of the Recurring Villain. He is the mastermind behind every Quest, yet the Heroes should never encounter him in an adventure. The goal here is to create a more tangible advesary that is occasionally behind a given Quest, often a nuisance, and always a challenge. Perhaps the four Ogres in the Catacombs of Doom that the Heroes just stumbled upon say, "Haman sends his greetings," with a wicked, half-toothed smile before they beat the stuffing out of the Heroes. Maybe that Scroll of Summoning they just recovered from the treasure chest has Haman's signature at the bottom. And, once in a while, Haman himself will appear as either a primary or secondary foe during the adventure. When designing a Recurring Villain, allow him a surefire method of retreating, such as the Escape spell. It would be terrible if you spent an hour or more wracking your brain for the perfect advesary to spoil your Heroes' day, only to have him slain on their first encounter! There should be secret passages, cave-ins, summoned monsters, and anything else you can devise to ensure a grand escape from the jaws of defeat. A properly played Recurring Villain could even add a dash of humor to your Quests every now and then, as discussed in the first section of this article. Think of Saturday morning cartoon villains for examples of foes that return week after week to disrupt the Heroes' lives. It's then up to you to determine just how many dashing escapes the Recurring Villain may make before he finally is defeated at the hands of the Heroes. I have provided here some creative suggestions for spicing up your HeroQuest adventures. The goal, once again, is not to merely increase the complexity of the HeroQuest mechanics or simply throw ever-tougher monsters against the Heroes, but rather to open up some new avenues of adventure with non-combat encounters, long-running plots, and the fiendish Recurring Villains. Your HeroQuest adventures will never be the same, and your fellow players will thank you for it. ========================================================================== MINIATURES ---------- Female Heroes by Dewayne Agin In the collaboration between Games Workshop and Milton Bradley that produced HeroQuest, I have always guessed that Games Workshop produced the models for the figures found in the game. They are in the "Games Workshop" style; i.e. large heads and large hands. Another common trait among Games Workshop figures is that all players are assumed to be male, and therefore there is no need for female Heroes. Milton Bradley, however, realized late in HeroQuest's life that while perhaps a majority of players are male, there are some female players. The Barbarian and Elf quest packs each included one female Hero. Unfortunately these two quest packs are not as common as Kellar's Keep and Return of the Witch Lord, and many players do not own them. Also neither Dwarf nor Wizard quest packs were never produced, so there are no Milton Bradley female Dwarf and Wizard figures. I searched the web for some female figures and have listed them below. This list is by no means complete, but if you are in need of some female Heroes or enemies, consider it a starting point. Also the list does not contain every female figure that a company produces, only those that have pictures and can be used as a Hero. If you buy some female figures for use with your female players, a plus is that you then also have female villains. Instead of an evil Wizard, you can use a female figure and have an evil Sorceress, and so on. Originally when Miniature Games came out, they were more in the lines of Dungeons and Dragons. Figures were produced of all types of monsters and Heroes. Figures that were found singularly, such as a dragon, were easy to come by. Later, when Games Workshop began producing Warhammer Fantasy Battles, using armies of figures against other armies, many Miniature Figure manufacturers went to this concept. As a result "loner" figures, whether Hero or monster, are harder to come by. One of the Miniature companies that did not turn to the "army" concept was RalPartha, so we will start our search there. RalPartha (http://ralpartha.com/cgi-bin/RalPartha/cat.html?7) is perhaps the largest figure manufacturer that still produces figures in the old D&D style. Until recently they were the manufacturers of D&D figures. Even though they have lost that license, they still offer a wide range of figures. Most of their figures are 25mm, a little smaller than the 28mm of HQ, but not too small to use. Here is a list of their female figures: Barbarian/Warrior/Knights: http://204.91.84.77/cgi-bin/RalPartha/01168.html?426 Durban the Dwarf, Calemon the Elf, & Chaarna the Swordmistress $5.50 Of these three figures, only Chaarna is female. http://204.91.84.77/cgi-bin/RalPartha/01332.html?426 3 stage (shows the character progressing in power) Female Fighter $5.50 http://204.91.84.77/cgi-bin/RalPartha/01404.html?426 Leonara, Warrior-Champion of the Pure (on foot and mounted) $5.95 http://204.91.84.77/cgi-bin/RalPartha/01412.html?426 Valaz Ravenheart - Female Anti-Paladin (on foot and mounted) $6.25 http://204.91.84.77/cgi-bin/RalPartha/01416.html?426 Lady Paladin (on foot and mounted) $7.25 http://204.91.84.77/cgi-bin/RalPartha/01417.html?426 Nomad Warrior Woman (on foot and mounted) $6.75 http://204.91.84.77/cgi-bin/RalPartha/01703.html?426 Deelah (sort of a cave woman/female barbarian figure) with Sabertooth Tiger $5.00 http://204.91.84.77/cgi-bin/RalPartha/01705.html?426 Vrina (sort of a cave woman/female barbarian figure) with Liger (cross between Lion & Tiger) $5.25 http://204.91.84.77/cgi-bin/RalPartha/01706.html?426 Velana (another cave woman/female barbarian figure) with Cave Hyena $5.25 http://204.91.84.77/cgi-bin/RalPartha/01707.html?426 Talleah (another cave woman/female barbarian) w/Prehistoric Cheetah $5.25 http://204.91.84.77/cgi-bin/RalPartha/01709.html?426 Shona (can you take another cave woman/female barbarian) With Daphoenus $5.25 http://204.91.84.77/cgi-bin/RalPartha/01713.html?426 Kala (yet another cave woman/female barbarian) With Phorhusracos $5.75 http://204.91.84.77/cgi-bin/RalPartha/01714.html?426 Danae (the last cave woman/female barbarian) With Smilodon $7.25 http://204.91.84.77/cgi-bin/RalPartha/01710.html?426 Huntress and Dragon $6.50 http://204.91.84.77/cgi-bin/RalPartha/01711.html?426 Ivea, the Battle Queen, and War Wolf $4.00 http://204.91.84.77/cgi-bin/RalPartha/01712.html?426 Pack Mistress & Velociraptors $5.75 http://204.91.84.77/cgi-bin/RalPartha/02217.html?426 Amazon Horse Archers (2) $10.25 http://204.91.84.77/cgi-bin/RalPartha/02310.html?426 Female Fighter $2.15 http://204.91.84.77/cgi-bin/RalPartha/02337.html?426 Female Adventurer/Thief $2.15 http://204.91.84.77/cgi-bin/RalPartha/02600.html?426 Male & Female Fighters $4.25 http://204.91.84.77/cgi-bin/RalPartha/02608.html?426 Male & Female Paladin $4.25 http://204.91.84.77/cgi-bin/RalPartha/02611.html?426 Legendary Heroes (looks a lot like Xena & Hercules) $4.25 http://204.91.84.77/cgi-bin/RalPartha/02959.html?426 Female Adventurers (3) $5.50 http://204.91.84.77/cgi-bin/RalPartha/02969.html?426 Female Paladin (mounted & on foot) $5.95 http://204.91.84.77/cgi-bin/RalPartha/61051.html?426 Female Duelist $2.15 http://204.91.84.77/cgi-bin/RalPartha/61054.html?426 Zora, Gypsy Swordswoman (looks more like a barbarian to me) $2.15 http://204.91.84.77/cgi-bin/RalPartha/61068.html?426 Lysis, Queen of Evil (another barbarian) $2.15 http://204.91.84.77/cgi-bin/RalPartha/61077.html?426 Katora, Female Pitfighter $2.15 http://204.91.84.77/cgi-bin/RalPartha/61082.html?426 Dorna, Warrior Queen $2.15 http://204.91.84.77/cgi-bin/RalPartha/61086.html?426 Lanah the Lost, Barbarian Princess $2.15 http://204.91.84.77/cgi-bin/RalPartha/61088.html?426 Frea Koolblade, Shield Maiden $2.15 http://204.91.84.77/cgi-bin/RalPartha/61092.html?426 Amberlynn, Dragon Slayer $2.15 http://204.91.84.77/cgi-bin/RalPartha/61093.html?426 Ciera, Swordmistress $2.15 http://204.91.84.77/cgi-bin/RalPartha/61110.html?426 Lillith Lithefoot, Falconeer $2.50 http://204.91.84.77/cgi-bin/RalPartha/61111.html?426 Gloranthia - Amazon Guard $2.50 Dwarves: http://204.91.84.77/cgi-bin/RalPartha/01183.html?426 Dwarf Shield Maidens (3) $5.75 http://204.91.84.77/cgi-bin/RalPartha/02603.html?426 Male & Female Dwarves $4.25 http://204.91.84.77/cgi-bin/RalPartha/61108.html?426 Drugga Sparpsteel, Female Dwarf Blademaster $2.50 Wizards: http://204.91.84.77/cgi-bin/RalPartha/01337.html?426 3 stage (shows the character progressing in power) Magic User $5.50 http://204.91.84.77/cgi-bin/RalPartha/02356.html?426 Female Magic User $2.15 http://204.91.84.77/cgi-bin/RalPartha/02602.html?426 Male & Female Wizards $4.25 http://204.91.84.77/cgi-bin/RalPartha/02607.html?426 Male & Female Druids $4.25 http://204.91.84.77/cgi-bin/RalPartha/02963.html?426 Female Magic Users (3) $5.50 http://204.91.84.77/cgi-bin/RalPartha/61047.html?426 Sorceress $2.15 http://204.91.84.77/cgi-bin/RalPartha/61074.html?426 Ellana Dragonmistress, Female Druid $2.15 http://204.91.84.77/cgi-bin/RalPartha/61094.html?426 Arianna Moonshadow, Enchantress $2.15 Elves: http://204.91.84.77/cgi-bin/RalPartha/02005.html?426 Female High Elf Irregulars. These are army-type figures, and you get 6 in the pack. $7.95 http://204.91.84.77/cgi-bin/RalPartha/02010.html?426 Female High Elf Regulars. There are army-type figures, and you get 6 in the pack. $7.95 http://204.91.84.77/cgi-bin/RalPartha/02606.html?426 Male & Female Elves $4.25 http://204.91.84.77/cgi-bin/RalPartha/02609.html?426 Male & Female Half-Elf Rangers $4.25 http://204.91.84.77/cgi-bin/RalPartha/61083.html?426 Suron-gyl, Dark Elf Princess $2.15 http://204.91.84.77/cgi-bin/RalPartha/61090.html?426 Vivania, Elf Adventuress $2.15 Other Non-standard Hero types: http://204.91.84.77/cgi-bin/RalPartha/02376.html?426 Female Cleric $2.15 http://204.91.84.77/cgi-bin/RalPartha/02601.html?426 Male & Female Thieves $4.25 http://204.91.84.77/cgi-bin/RalPartha/02604.html?426 Male & Female Rangers $4.25 http://204.91.84.77/cgi-bin/RalPartha/02605.html?426 Male & Female Clerics $4.25 http://204.91.84.77/cgi-bin/RalPartha/02610.html?426 Male & Female Halfling Fighter/Thieves $4.25 http://204.91.84.77/cgi-bin/RalPartha/61030.html?426 Female Ranger $2.15 http://204.91.84.77/cgi-bin/RalPartha/61115.html?426 Mingnion, Masked Thief Of Hearts $2.25 As you can see from the list above, RalPartha's female figure list is quite extensive. There are several more than can be found on their webpage, these are just the ones that have pictures posted. After RalPartha, the manufacturer that I found with the most female figures was Reaper Minis (http://www.reapermini.com). Here are some of there figures: Barbarian/Warrior/Knights: Marda of the North $2.25 Muriel the Just $2.25 Talisha Highbringer $2.25 Shanon Barbarian Queen $2.50 Lorien Dawnlighter $2.25 Justine the Holy $2.25 Nadia of the Blade $2.00 Karina $2.25 Monique Denoir $2.25 Vanessa of The Blade $2.25 Vanessa, Mounted $6.95 Mia of the Blade (for some reason she has a bow) $2.25 Mia of the Blade w/Bow, Mounted $6.95 (why is she Mia of the Blade if she has a bow?) Bianna $2.25 Wizards: Mishka the Mystic $2.25 Allanah Grayloft (druid) $2.25 Elves: Liara Silverrain $2.25 Non-standard Heroes: Trissa Cloverhill (halfling with a sling) $2.00 Christina the Devout (fighting cleric) $2.25 Some other figures you might want to check out are: Barbarian/Warrior/Knights: Andy's affordable Mini's has 3 female fighters at 25 cents each. He has some scanned pictures that really don't do the miniatures justice. Wizards: http://www.games-workshop.com/ Games Workshop has Morgiana le Fay Enchantress, mounted, for $15.49 Black Tower Figures has a magic user for $1.00 Grim Reaper Miniatures has a Witch for $1.75 Elves: http://www.games-workshop.com/ Games Workshop has a set of Elves, The Everqueen and Maiden Guard, for sale separately or as a set. On the link, click on Warhammer, then on the High Elves to look up the Everqueen. Prices range from $3.25 - $9.45 separately, or $24.99 for the set. GW also sells Witch Elves. From the Warhammer listing, go to the Dark Elves and then Witch Elves to view these miniatures. Prices are $3.25 each. If you are playing with or are a female HQ player, I hope this will peak your interest in all the female figures that are out there. ========================================================================== GAME PROFILE ---- ------- DRAGONQUEST by TSR profiled by QuestGnome DragonQuest, released in 1992, was TSR's first attempt at a HeroQuest-inspired board game. Unfortunately for a product that was represented to be a board game, its rules are much more complex than HeroQuest's, it includes only one 3-level adventure, and it was distributed to the book and hobby trades rather than to toy stores. All of these factors likely contributed to its failure in the marketplace. Certainly, TSR handled all of those considerations differently in DragonStrike, their much-improved second bid for the HeroQuest market. (We reviewed DragonStrike in Issue 5 of this newsletter; see http://alchemist.htmlplanet.com/history/profiles/dragonstrike.html). In fairness to TSR, it should be conceded that they wanted DragonQuest to serve as an introduction to D&D. The problem, really, was that DragonQuest's rules system was not simplified enough -- despite the fact that it comes with figures and a board, it's about 90% D&D and 10% boardgame. [Package] DragonQuest comes in a box that is 12.5" wide, 8.5" tall and 4" deep (32 cm x 21.7 cm x 10.5 cm). This makes the box seem smallish and overly deep by board game standards. TSR's choice of box shape was probably governed by the need for it to fit comfortably on bookstore shelves. It would be unfair not to note that TSR chose to include a girl among the players in the photograph on the box's underside. Unfortunately, it wasn't until their next board game that TSR included female Heroes in the game itself. [The Board] DragonQuest's map board is the component of greatest potential interest to HeroQuest players. It is of very good quality and can readily be used with HeroQuest. To accommodate the box's limitations, the generously-sized board, which is 32" by 24" (81 x 61 cms) when unfolded, was cleverly sliced and folded into eighths. When folded, the board is 12" x 8" and about three quarters of an inch deep (30.5 cm x 20.3 cm x 2 cm). It is made of a sturdy cardboard stock with a simulated leather texture in its backing paper. The board's dungeon layout design is clever, potentially because it was designed in reaction to HeroQuest's. Instead of crossing the center areas, the corridors pretty much only run along the outer edges. This frees the board's center for a conglomeration of differently-sized rectangular rooms that abut one another directly. These range in size from 4 x 4 spaces up through 6 x 6, with various size and shape combinations falling in between. Additionally, there is a grouping of seven 2 x 2 rooms in one corner that are all arranged along one short corridor section, producing something looking distinctly like a cell block. Based on the sample adventure and DM suggestions that accompany the game, it can be assumed that TSR wanted to provide a board design that could be used for nearly any scenario. DragonQuest assumes the players will rely on the gamemaster's spoken descriptions rather than furniture and props to visualize the action. The board art is pleasant but does not create a sense of atmosphere nearly as well as HeroQuest's. Walls are depicted in 3/4 perspective, giving the rooms a sense of depth that HeroQuest's lack. The floor tiles -- used to measure "spaces" of distance when moving characters -- are depicted as pitted and cracking. The design appears to have been created as black and white pen-and-ink art, then tinted in pastel colors. It is not a realistic painting like HeroQuest's board. The DragonQuest board's spaces average 7/8" square (2.2 cms square). Because of the 3-D perspective, spaces near some walls are smaller. This effect is at its most extreme in hallways, where some spaces are as narrow as 9/16" (1.4 cm). [Minis] DragonQuest includes both pewter and plastic miniatures to represent the heroes. There are six of each, but the figures in each of the two sets are identical. In other words, the game comes with pewter and plastic versions of six different figure designs. The designs are (and, at in 1992, already were) older Ral Partha fantasy designs taken from several different lines, including Three-Stage Heroes and Dungeon Miniatures. According to the box, the pewter figures were only scheduled to be included in the "Special Edition." However, the game didn't survive long enough for there to be any other editions. Cardboard stand-ups are provided to represent all monsters and doors. This means the sculpted Heroes confront a horde of cardboard enemies. The stand-ups are illustrated with decent color artwork but are printed on lightweight cardstock. (Actually, the door stand-ups are illustrated with color artwork on two sides. The monster stand-ups have color artwork on their fronts and a black silhouette of the same image on their backs.) They move around or fall over in response to the slightest breeze. They are perforated and their fold lines are pre-scored, so they are easy to assemble into their triangular "A-frame" stand-up design. There are no bases provided, but it is possible to bypass the "A-frame" in favor of folding the figures flat and putting them in bases from other games. No other scenery or furniture was provided with the game. Once again, the designers intended for the players to rely on spoken descriptions provided by the DungeonMaster. [Books] DragonQuest came with a 32-page Rule Book, a 24-page Adventure Book and a 4-page "The Adventure Continues" brochure. All of these have a page size of 8 3/8" x 10 3/4" (21.3 x 27.3 cm). The two larger books are stapled, but their covers are detached so that they can serve as DM screens. (This is the classic format for D&D modules.) The Rule Book's cover contains charts and lists that summarize the game system. The Adventure Book's cover contains floorplans for the three provided quests plus one blank floorplan. (There is no monster icon key associated with these maps because DragonQuest's maps are not used to indicate monster or scenery placement. Each room is marked only with a letter to indicate which room description corresponds to it.) As noted above, DragonQuest's purpose was to serve as an introduction to regular D&D, which in 1992 was still positioned as a game novices could learn before moving on to Advanced D&D. Even though DragonQuest's rules are more streamlined than D&D's, they still constitute a light RPG system rather than a board game. In effect, in DragonQuest, TSR tried to sell kids an RPG (with some props) disguised as a boardgame, rather than a true boardgame with fantasy elements. As streamlined RPGs go, DragonQuest presents some interesting innovations that TSR later used in other products. The polyhedral dice are color-coded so that the designers are able to say things like "Look at the green die. It has four sides and is called a d4." The 24-page Adventure book begins with one page of fiction and art, a 1-page Table of Contents and two pages of DM advice. The last two pages in the book contain a breezy but complete discussion of quest design, and two other pages are spent on full-color full page artwork. The Adventure Book's remaining pages are spent on three quests that combine into one large adventure. The adventure is a good one, worth adapting into HeroQuest. There are no major surprises for anyone familiar with the fantasy genre, but the writers did a good job of releasing information slowly in a suspenseful fashion. Unlike HeroQuest's (and DragonStrike's), DragonQuest's scenarios contain substantial amounts of descriptive text. They are presented in the same style and format as Dungeons and Dragon's modules, with boxed text that the DM should read aloud to the players and unboxed text for the DM's own reference. The four-page "The Adventure Continues" brochure contains three pages of text and one full-page blank dungeon map. (This one is twice the size of the blank map in the Adventure Book's cover.) About a quarter page is spent on plugging D&D. The rest of the text explains how to play D&D modules under DragonQuest's rules. This, then, is another hope that TSR had for DragonQuest -- that it would increase the demand for D&D modules, even if customers decided not to buy the D&D rules. [Cards] In DragonQuest, objects and creatures are summarized on baseball-style cards. An explanation is in order for our those of our readers who are unfamiliar with baseball cards. The format consists of an 8.9 x 6.4 cm card with a color image on one side and text on the back. Normally, the color image is a photograph of an athlete and the text consists of the athlete's career statistics. Historically, baseball cards were printed on rather cheap cardstock, but competition in the collectibles market has led to an increase in production values in recent years. TSR's DragonQuest cards (like the AD&D Trading Cards that they released annually in 1991, 1992 and 1993) are printed on a good-quality bright white cardstock. The picture side of each card is glossy. There are 180 cards included with the game, all in the one format, including the Hero Cards. Each Hero Card has artwork cropped from old TSR illustrations on its front and a miniature D&D-style character sheet on its back. Monsters are covered in a similar fashion, as are weapons, armor, equipment, dungeon phenomena (e.g., "This room contains a fountain"), traps, artifacts and spells. Where appropriate, duplicate cards are included so that more than one player can have a copy. There are also eight blank cards to enable the players to create their own additions. Cards in some categories, like Traps, have the same image on all of them. However, most of the cards are well-illustrated with either excellent art recycled from previous TSR products or adequate new art. So what's the bottom line for a HeroQuest player? Some of the cards, particularly the artifacts, traps and spells, are useful for HeroQuest. The Artifact cards, of which there are 31, include interesting descriptions that could serve as story hooks. Of course, the DragonQuest game statistics will have to be translated or ignored if the cards are to be used with HeroQuest. ========================================================================== NEW MONSTERS --- -------- MANSCORPIONS by Dewayne Agin This is the first of a series of short articles converting the DragonStrike figures (see Alchemist's Bench, issue 5) for use in HeroQuest. Manscorpions are the result of a Wizard's bizarre experiments. The head and body of a man was attached to a giant scorpion, resulting in a type of monster that is intelligent, strong, and agile - a combination that is often lethal to its foes. No one knows if the Wizard is still creating the bizarre creatures, or if they are somehow breeding. The Heroes may encounter them alone or in groups. They are often employed by evil Sorcerer's as bodyguards, keeping their employer from harm. I have included few details in the description about Manscorpions on purpose. They are an unknown in HeroQuest. They are intelligent, so if the Hero's meet one should they automatically assume that it is going to attack? Is it a bodyguard? Is it a monster? Can it talk? Some good quest ideas for Manscorpions might be: discovering the Wizard that is creating them, and stopping him; discovering a secret Manscorpion city; trying to find the object of an especially strong Guardian Manscorpion's desire, and using it to bribe your way past him. Manscorpions are tough opponents, so you may wish to use them sparingly in quests. Another deterrent to their use is the sparseness of figures. Besides the figure that comes with DragonStrike, I was only able to find one company that casts Manscorpion figures: Ral Partha: Chaos Imperium Scorpion Man $6.25 http://204.91.84.77/cgi-bin/RalPartha/02239.html?426 Visit http://alchemist.htmlplanet.com/monsters/index.html to download a ZIPped archive containing a BMP file. The BMP includes a Manscorpion monster card and attack diagram (indicating which spaces the Manscorpion may attack). ========================================================================== END OF ISSUE 7 SEE YOU NEXT TIME! ==========================================================================