Quite some years ago I created the HeroQuest mod "Allied HeroQuest". Basically it was an amalgamation of HeroQuest, Advanced HeroQuest and Descent. This project was finished and delivered to the community and I didn't play much sessions of it in the past years.
So, time to pick up my rulebook again and start a game. It's weird to read a publication written by yourself. I forgot most of it but I suddenly remembered why I started this project long ago. Because it's my kind of game! Maybe dungeoncrawlers are not loved by the general public, but I like it. Especially if it's in GW's Old World, medieval and dark...
I choose to play the quest "Lair of the Orc Warlord" from the questbook "The Ragnar Saga". (Downloadable at www.tocoking.be/ahq .) The eight heroes I selected were the classics: Barbarian, Dwarf, Wizard, Elf, Battle Wizard (AHQ), Hammerer(AHQ), Knight(AHQ) and Wood Elf (AHQ).
Like the rules dictate, before reaching the main quest lay-out, the Heroes first have to go through 2 "mini quests" or "passages". In these passages the Heroes have the opportunity to find treasures and build up some gold reserves in order to buy equipment and henchmen. I managed to lose 5 of my brave heroes in the passages leaving me with only the Barbarian, Elf, Wood Elf and two henchmen.
With the Barbarian as party leader the heroes descent into the dark. The henchmen open the first door and position themselves into a strategic location, effectively blocking the spawnpoint. (Rulebook v1.8.1) So long as the room gets lit by the Barbarian's torch, no ambush party nor wandering monsters can threat the heroes inside the room. The game-master can only use Ambush Threat Tokens in the dark and Wandering Monster Tokens at free Spawnpoints.
Unless... the wandering monster is invoked by a treasure card
Wounded from some small skirmishes (not all action is represented in pictures here) I decided to let the strongest hero return to the village to heal all his wounds. The Barbarian leaves the dungeon at the stairs and returns fully healed 2 turns later. Meanwhile the game-master invoked an ambush party in the corridor* and attacked the Henchmen. Under the hatch-spawnpoint many Orcs are impatiently waiting to kill all intruders...
The heroes decided to push further and seek some treasure. What they found was a lit explosive barrel! After the explosion the rooms flooded with Orcs and Goblins emerging from the spawnpoint. The green swarm engulfed the heroes and one by one they fell...
Conclusion: The narrative part worked really well. All actions made sense and the pressure to advance quickly built up tension and exitement. The game-master had to use his threat tokens in a strategic way in order to surpass the heroes cunning tactic of blocking spawnpoint and doorways. After all these years I still believe in my ruleset and will continue to provide support and minor updates if neccesary. Play a session yourself I'd say.
* After re-reading the rules after the game I discovered that corridor sections adjacent to glyphs (stairs) are always illuminated. Ambush parties can only be placed in the dark. So I made a mistake here in favour of the game-master...
In this blog I'll talk about various miniature games. Custom miniatures and minor conversions are my favorite pastime. I'll cover scenery making and painting too. The WIP you'll see here is all about Necromunda, Epic 40,000, Warhammer Fantasy 5th Edition, Warmaster and Warhammer 40K 3rd Edition.
Archive for heroquest
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Allied HeroQuest = a seamless combination of MB's Heroquest with GW's Advanced HeroQuest (and optional other sets).
I should really try to finish these works...
Intrigued? Have a look at http://www.tocoking.be/ahq ...
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In my blog you've seen many regiment fillers. (Also known as unit fillers.) This blogpost is about army fillers. You know, regiments like Skaven Slaves, Gnoblars, swarms or in case of the Chaos Dwarfs: Orcz!
The Heroquest Orcs are the perfect size. They are the smallest miniature Orcs you can find. All the others have the size of Big'uns or Black Orcs.
To add variety I have included some metal miniatures in the regiments.
This weapon originated from a Skaven Packmaster. It fits perfectly in the hands of a slave unit leader.
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Here they are, the evil smiths, the dark sorcerers, the Chaos Dwarfs! When building an army of these high-hatted Dwarfs you'll need regiment fillers. The little plastic miniatures are just too expensive these times. So I added two Rockfire Dreadnoughts to the units. They'll represent K'daai Fireborn. These models fit perfectly into the background story.
Fireborn are daemons which have been enslaved by Chaos Dwarf Sorcerers and contained within an armoured framework of molten metal. The small unit fillers are burning coal stoves from the Bretonnian plastic sprues.
You can see a Great Taurus in the background. He'll be the mount of my general, a sorcerer lord.
The Chaos Dwarfs have many slaves. The most common slave for them are Orcs. Not Big'uns, but standard Orcs. I just happen to have many spare HeroQuest Orc warriors. To fit them to the Warhammer bases I'll have some clipping and cutting to do. The orignal bases have to go. After a paint job they'll represent rocks. I'll add the Orc with the whip in the back row instead of in the front row (like you would expect for Warhammer regiments).
The models pictured above are good for 2 regiments of Orc Slaves in "Warmaster 28mm". (Two times 12 models.)
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A little help from lexicanum.com to introduce this lesser known Warhammer race:
During the time of the northward Dwarf migration along the Worlds Edge Mountains many thousands of years ago, some Dwarfs strayed too far in their quest for precious ores and gems, reaching the dismal Mountains of Mourn. When the Time of Chaos came, these Dwarfs were cut off from the rest of Dwarf civilisation. The rest of the Dwarfs assumed they had perished in the deluge of Chaos. The hardy Dwarfs were not killed but neither had they remained unchanged by Chaos. Eventually even these stubborn Dwarfs succumbed to the warping effects of the Chaos energies, gradually becoming the perverted and cynical mockery of traditional Dwarfs now known as Chaos Dwarfs. In many ways they are the antithesis of the Dwarfs that remained. Where Dwarfs shun most magic except for their Runic magic, Chaos Dwarfs have embraced it; where Dwarfs worship their Ancestor Gods and despise Chaos, Chaos Dwarfs have abandoned the Ancestor Gods and submitted to the Father of Darkness. To Dwarfs, the greenskins (Goblins, Orcs and the like) are implacable enemies, while in the Chaos Dwarf empire they are slaves outnumbering the Chaos Dwarfs themselves many times over. In other ways the good values of the Dwarfs were perverted into evil ones, the Dwarfs' traditional love of craft and industry becoming mere, base rapacity.
I always loathed those "high hat" Dwarfs. Back in the days of 4th edition, they seemed stupid. Now, they still seem stupid. But they aren't. There's a nostalgia factor in play now. And since I'm building all 5th edition Setting: Warhammer Fantasy Wargames armies, I'll need to have the followers of Hashut too.
That's why I'll post these piles of miniatures, like I always do at the start of a new army for me.
The Chaos Dwarfs have many slaves. And Games-Workshop veterans have many sets of HeroQuest. So these guys from my bits box come in very handy. They'll up the numbers of my new Chaos legion.
And then the Chaos Dwarfs themselves. Expensive little fellows they are! Second hand prices are high. Alternative miniatures are not the same. I like the Assyrian-Babylonian inspired bearded dwarves. To dampen the high cost in Euro's, I'll ad some regiment fillers with the same settng and theme: FIRE from the FORGES! (Notice the resin cannon in the background, it will become my Earthshaker Hellcannon. It costed me only 5,- Euro's!)
Another expensive core regiment in the Chaos Dwarf army: Black Orcs. The vintage plastic Black Orcs are not pretty enough, the latest edition Black Orcs are too expensive. So I'll mix and match them with miniatures from the same size with menacing expressions.
All very exiting! Nothing I like more than cutting plastics and glueing them. Creating minor conversions in order to receive new battle-ready fighters with as much variety in poses as possible. I allready finished the Black Orcs. Take a detailled look at the subtle changes to weapons and items.
To be continued for sure!
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Every 3rd, 4th or 5th edition Warhammer Dwarf army needs a certain hero. A hero of renown. A famous hero from many heroic tales: the Dwarf from HeroQuest!
He went to Kellar's Keep and saved the emperor himself! So I really really really wanted him to lead one of my regiments. (You'll understand if you know my HeroQuest research background... www.tocoking.be/ahq .)
I managed to purchase the metal version of the White Dwarf. Here's an image from the Heroquest boardgame, painted by Les Edwards.
With Mantic's plastic sets I can add rank after rank of sturdy Dwarf warriors.
These plastic sets allow an incredible amount of variety with only a few different components. It is great fun to find new poses and make a regiment that looks dynamic. I'll stop at three ranks of 5 wide because of my Warmaster 28mm rules. But an extra rank is on my future to do list if I start playing Warhammer (5th edition) again.
For the second rank I always use a large regiment base of 4 miniatures wide. This is very handy when playing tabletop battles.
May his heroic deeds never be forgotten...
I made another rank for when I'm playing Warhammer instead of Warmaster 28mm.
Cool filler isn't it?
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The Empire's Core: Halberdiers!
You'll need a good bunch of core troopers when building an army of The Empire. Whether you'll be playing Warhammer or 28mm Warmaster, these guys are the foundation of your army.
So I configured one regiment of five wide and three rows deep...
... and another regiment of 15 Halberdiers...
... and fifteen more! Each regiment has one large regiment base to make movement a little bit easier.
The third regiment will have some Halberdiers with their weapon pointed towards the enemy. These miniatures are from the vintage game HeroQuest. Both types of miniatures are made by Games-Workshop AND Milton Bradley. That's why they fit together perfectly.
I'll include some more types of the HeroQuest henchmen into my Empire army later. (Crossbowmen, Greatswords and Swordfighters.)
ps: I have one of the original HeroQuest sprues with henchmen still attached for sale...
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Past week I have posted two session reports in my blog. Following comments from players all around the globe encourage me to do a third session report. One of the most famous quests from HeroQuest: The Rescue of traitor* Ragnar... I mean Sir Ragnar.
"One of the best alternative/combined/house/rules (I don't know how to name it!) I see on the web! Really cool!"
"THANK YOU! With Allied Heroquest you have created what I was searching for the last 6 years... the perfect dungeoncrawler! I'm so glad I came across your rules for AHQ! I finally played it and I was simply blown away! Great job! I can't wait to play the next games. I still can't believe what kind of treasure I found with it."
"I would just like to say without Allied Heroquest I would still be searching for the perfect Dungeon Crawl. And because of all your hard work I think I have found it."
"Yes yes yes.... very nice.... Sometimes it's easier not to reinvent the wheel."
This is the map you find in the questbook "The Ragnar Saga". The heroes first played 2 mini quest called "passages" from the Allied HeroQuest rulebook. Now four heroes are remaining and dare entering the dungeons...
All threat tokens are put in a bag. Ideal for blind drawing.
When setting up the dungeon the heroes will immediatelly spot a Fimir. fortunatelly for then it is locked up behind bars.
The first junction is rigged! Rocks fall from the ceiling, wounding the Knight and Barbarian. The Knight takes one damage point (indicated by a token from Advanced Heroquest) and the Barbarian suffers two damage from falling blocks. To make matters worse, they are now separated from the other heroes! They are now without magical support.
Good news, just around the corner they spot the imprisoned Sir Ragnar.
The Wizard and Elf had to find another way in. It led them to some rooms. Better to cast a spell of protection before entering..
The Elf will need that magic protection to win from the Gargoyle. This character room is normally empty. But the evil player can use "Character" threat tokens to summon nasty enemies.
Fate tokens can be used by the evil wizard to adjust dice rolls. It's not looking good for the Elf.
The Elf wishes to flee rather than fight and discovers a treasure hoard. Unfortunatelly taking the gold took too much time and a wandering Fimir attacks from the back!
A fireball soars through the room scorching the Fimir. Finally the Wizard did something useful.
The Barbarian set free Sir Ragnar. But they are far away from the Elf and Wizard. They'll need to run in order to avoid further skirmishes.
Too late! The evil player used an ambush threat token and Orcs appear out of the shadows.
The Knight decides to take two turns to flee from the Orcs. The downfall is that he is now exhausted and must skip his next turn. The Elf escapes to the surface because he's badly wounded by the Gargoyle's and Fimir's attacks.
That leaves Sir Ragnar with only one bodyguard. The Barbarian will have to pierce through the Orcs and Chaos Warrior.
The Wizard uses a healing spell on the Knight. This gives the hero players a fresh fighter.
Returning from the village, the Elf immediatelly attacks the Fimir. Unfortunatelly he misses...
...which leaves the Barbarian alone. He's attacked by the Chaos Warrior with 2 skull diceresults. He defends valiantly with 2 shields. The Barbarian was allready on 7 damage so this was a close call.
The poor Knight stumbles into a pittrap and needs healing from the Elf.
To make matters worse, the pittrap is an alarm! The evil player plays an ambush token and greenskins jump on the Knight.
The valiant Knight escapes and is able to protect Sir Ragnar. The escaped prisoner is armed and kills some Goblins.
After this skirmish, all can escape the dungeon at the stairs... It was a close call.
* HeroQuest fans all know Sir Ragnar reports to Morcar and will betray the heroes in one of the expansions...
(ps: The miniature I used to represent Sir Ragnar is the Merchant Prince from Dark World: Village of Fear.)
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This blogpost is a session report of my rules set "Allied HeroQuest". This mod enhances HeroQuest by combining it with the components from Advanced Heroquest. Each quest starts with 8 heroes. Only 4 heroes enter the dungeons and when one is killed, another is summoned from the village as backup. There are some mini quests in the rulebook to allow the heroes some leveling before the main quest starts. The combination of mini quests and main quest can be finished in one game night. I'll guide you through my session report with pictures.
The 4 remaining heroes enter the maze in search for Mellar, the lost alchemist. The Elf has studied the mastering of earth elements and knows three spells.
In the first room down the tunnel they disturb a Fimir feast. They grab their massive weapons and charge. The menacing Bloodthirster shouts commands to the Fimir and slowly approaches the heroes.
Two Fimir down, two enemies remain.
The Barbarian is guarding the spawnpoint. Anything that enters the room through this door will find its head chopped off! The Elf rearguard is attacked by an ambush party of Chaos Warriors.
The Chaos Warriors are mighty adversaries and all heroes cluster to remove this threat. You might notice the Barbarian is laying down. This indicates fatigue. Instead of taking one turn each game round, a hero player might decide to take a second turn immediatelly after his first. As a side effect, he must skip his next turn due to fatigue. This is indicated by laying the miniature down.
The Barbarian took quite some damage and with the aid of magic he is restored and ready for action again. The magic genie will take out the remaining Chaos Warrior.
His curiousity and hunger for wisdom makes the Wizard walk into a poison trap.
The evil player gathered some threat tokens and decides to play them all at once.
The heroes were slacking and this is never a good idea in dungeons festering with evil monsters. Wandering monsters and ambush parties are entering the dungeon.
The Barbarian is the first to reach the objective room and scores a artifact.
Meanwhile the cunning Chaos Warriors are securing the exit...
...but the clever heroes find a secret door and are able to sneak past the metal monsters.
The exhausted Kinght is too late to reach the secret door and cought by Orcs and butchered.
The swarming masses are boxing in the remaining heroes. The skirmish is swift and deadly.
Morcar wins again. No hero enters his dungeon and escapes alive!
Allied HeroQuest is brutal for heroes. It's a real struggle to win a quest when they are not upgraded with weapons from the mini quests. This keeps the game challenging and encourages replayability. "Can we get past the Gargoyle this time? ..."
Each quest has quest notes with a map. Some elements on the map are fixed, other are generated at random by threat tokens. The longer the heroes take their time, the more threat tokens are gathered by the evil player. The heroes must act fast and determined.
(Note: the purple arrow tokens are from Space Hulk (Third Edition). They are used to indicate spawn points, but are not necessary to play Allied HeroQuest.)
Want to play Allied HeroQuest? Download it here: http://www.toco.be/ahq
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Since I haven't seen my hobby room for more than a week, I have been posting some older pictures. Following miniatures have been painted 15 years ago by me.
I really like the zombies. A simple thinned down paint wash directly over the white plastic did the job for their rotten skin. The Elf and Dwarf are rather dull, nothing to brag about. But good enough for the tabletop!
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