HeroQuest: New Traps

New Trap Types

The following traps are adaptations of ones found as “one-offs” in a several official quests, either old expansions that have yet to be reprinted or published in books or magazines such as White Dwarf.

Each appeared in one published quest each, but I felt they were interesting enough that they would be fun to re-use. I’ve kept them mostly as originally designed except for slight tweaks to make them “universal”; that is, so you can use them when creating custom quests by placing them as either chest traps (activating only when a chest is opened/searched) or “trigger space” traps (like spear traps, pit traps and falling blocks, where they activate once a certain space is entered).

Poison Gas Traps

Adapted from ‘The Halls of Durrag-Dol’, published in White Dwarf #134.

This trap may be placed on chests, furniture or empty floor spaces.

When triggered, Zargon places a Poison Gas Trap tile (triggered side up) and says that a foul-smelling vapor fills the room. At the start of each of Zargon’s next three turns, any hero or monster inside the room rolls one combat die. On the roll of a skull, they lose 1 Body Point. This attack cannot be defended against; only heroes or monsters who are specifically immune to poison (or possess Artifacts that grant such protection) do not roll.

  • Monsters that are immune to poison:
    • All undead (Skeleton, Mummy, Zombie, etc.).
    • All Gargoyles (unless otherwise specified).
    • Skaven White Seers (from White Dwarf Magazine #134).
    • All incorporeal beings (e.g. Death Mist from ‘Keller’s Keep’).

This trap can be detected and disarmed as normal. When detected, Zargon places the Poison Gas Trap tile (triggered side down). It may be jumped once discovered.

Acid Fog Traps

Adapted from ‘The Eyes of Chaos’, published in White Dwarf #146.

This trap may be placed on chests, furniture or empty floor spaces.

When triggered, Zargon places a Acid Fog Trap tile (triggered side up) and says that a sickly green fog billows from a hidden vent. At the same time, all the doors (including secret doors) to the room in which the trap was triggered seal shut. To exit the room, a hero must break down the doors; to do this, they must attack and destroy a door with either a normal attack or spell. All doors have 3 Body Points.

At the start of Zargon’s turn, each hero or monster in a room where an Acidic Fog trap has been sprung automatically suffers 1 Body Point of damage. This cannot be defended against; only heroes or monsters who are specifically immune to acid (or possess Artifacts that grant such protection) take no damage.

  • Monsters that are immune to acid:
    • Venim the dragon (from ‘The Crypt of Perpetual Darkness’).
    • All incorporeal beings (e.g. Death Mist from ‘Keller’s Keep’).

This trap can be detected and disarmed as normal. When detected, Zargon places the Acid Fog Trap tile (triggered side down). It may be jumped once discovered.

Magical Statue Traps

Adapted from the ‘Against the Ogre Horde’ official European expansion.

Magical Statues are stone sculptures enchanted with Dread magic that shoot fireballs or death rays when encountered. Zargon should place a Magical Statue Trap tile on the gameboard as soon as they are within line of sight of a hero; unlike most other traps, they do not need to be discovered by searching.

On Zargon’s turn, any Magical Statue that can see a hero makes a ranged attack with the strength of 3 combat dice. This can be defended against as normal.

Magical Statues are immune to all spells and ranged attacks (e.g. Crossbow), but can be destroyed through normal close combat attacks. They roll 5 dice in Defense and have 2 Body Points.

Magical Statues are removed from the gameboard once they are destroyed. Magical Statues never move, and cannot be passed through by heroes or monsters alike.

  • If a hero attacking a Magical Statue rolls 2 or more black shields on their Attack dice then their weapon breaks and is lost, even if the roll destroys the statue. Weapons that only roll 1 combat die in Attack (e.g. Dagger or Staff) break on a single black shield. This only affects non-magical weapons and not unique Artifacts (such as Orc’s Bane or the Spirit Blade) which cannot break in this way.

New Trap Tiles

Download Link:

HeroQuest – New Traps (Banjo) [v1.1] [via Mediafire]
or
HeroQuest – New Traps (Banjo) [v1.1] [via Dropbox]

This download contains the above rules in PDF form, suitable for printing and in a format designed to match the official HQ21 rulebook/questbook style.

The download also includes high quality and printable versions of the trap tiles, and icons for use with the mapping software HeroScripe (which can be downloaded from http://www.heroscribe.org/heroquest.html)

Changelog:

v1.1 – Updated to include standalone SVG and PNG format versions of the trap icons, for use in making your own maps using software other than HeroScribe (e.g. InkScape, Photoshop, etc.)

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