Heroica up other Lego Games: Harry Potter Hogwarts

 

Other than the microfigs, bats, spaces, and items, there really isn’t much to add to this one.

For the microfigs, I will probably be using Draco Malfoy figures for the baddies and making the boss the green Slytherin player piece.

Not having this game yet, or the pieces to add to it, I am not quite sure how the mechanics will work out for this one regarding the moving staircases and whatnot (I will update when I figure something out, and ideas are welcome). However, I have already made stats for the characters and items.

Bat – Strength 2

Spiders – Strength 2

Pearl Golden Snake – Strength 4

Microfigs – Strength 5

Boss microfig – Strength 7

Trans-pink Wand – Requires rolling a Shield during the combat roll to use. This Magical Wand attacks all monsters up to six spaces in a straight line in one direction (with one die roll for all combat and one die roll for all damage outcomes). The wand can also summon the Magical Shop and The Gathering. DM + 4 S. Cost/Worth 8 /6Gold

Trans-green Wand – Requires rolling a Shield during the combat roll to use. This Magical Wand attacks all monsters up to three spaces away in every direction (with one die roll for all combat and one die roll for all damage outcomes).  The wand can also summon the Magical Shop and The Gathering. DM + 2 S. Cost/Worth 8/6 Gold

Scepter of Summoning – Summoning takes an entire turn to use them. Summons one defeated, non-black (i.e. no black spiders or bats) enemy mutant animal to shadow and fight for hero. The Scepters can also summon the Magical Shop and The Gathering (see those pages for additional information). Only Emerald, Ruby, Sapphire, and Diamond scepters are Portal Scepters (see regions with portals for more information). Portal Scepters – Not For Sale – Other Scepters Cost/Worth 8/6 Gold (though they may be portal scepters for an unknown portal)

NOTE: The Scepter behind the “boss” character is a scepter to a portal that opens a rift to this world in the same way the portal scepters elsewhere in the game open a rift to The Otherside where the Dark One and his minions come from.

Trans-colored rocks (red, blue, green, and yellow) – Aura of Protection. When placed on a hero’s head, it can be used for one region in any world (except when in The Otherside) to keep the hero free from damage. It may be used only in that particular region once, and expires when that region is left.

Clear Bottles – Restores to full health.

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Update: Now on Facebook!

I apologize for the lack of content lately, I will try to do better. I have also started a Facebook page.

http://www.facebook.com/HomebrewHeroica

Be sure to “like” it and post stuff on it.

I am still looking for others interested in blogging their own stuff on this site, since we get a ton of visitors, I know some of you have good stuff to post. I’d also like some help with the Facebook page.

Hopefully, I can find some time to have the house all to myself in order to clear some floor space and set up the entire thing and take those pictures of the whole thing like I promised a few months ago.

Finally, I was saddened to see Lego Heroica Adult Adventures disappear, but hopefully we can get some things going again for the Heroica community.

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Darkdoom Lair

The Darkdoom Lair is where The Dark One exercises his rule over all of the Other Side. This is where the Ancient Wizard and his band of heroes had their final showdown. According to the Book of Lore, The Dark One defeated all the remaining band of heroes except the Ancient Wizard and two others. The legend says that The Dark One can not be harmed, except that one of the heroes struck him with a Corporeal Staffblade and the phantom became solid for a short period of time. In the end, The Dark One drove the survivors out of the lair. The Ancient Wizard decided to not continue the fight, figuring that they had done enough to destroy The Dark One’s enemies. Upon leaving, the Ancient Wizard heard The Dark One swear revenge, though the Ancient Wizard thought that there would be no one after defeating his forces so badly in the war. Legand has it that the Ancient Wizard, whose name is Wubarion, vanished shortly after returning to Fortaan, secretly pursuing new forms of magic. Will the heroes succeed where the others had failed all those centuries ago, or will they declare a moral victory and once again leave The Dark One be? Will the heroes even make it to the lair to find out?

Characters, items, and features of note: (from left to right)

The Dark One Solid – Strength 15

The Dark One Incorporeal – Strength – Can not take damage.

Fighting The Dark One – When a Corporeal Staffblade (See Southwestern Territories Sourcebook: Vaneer City) is used against The Dark One, a Shield or 3/sword roll is required to change the Dark One into a corporeal (solid) enemy so that damage may be inflicted against The Dark One. This solid state lasts for two entire rounds, for all heroes to take a shot (if close enough). The Orb of Absorption (See Southeastern Territories Sourcebook: Port Eusopa) may be used against The Dark One as well, but requires a shield roll to activate, otherwise does nothing, and can not be attempted again, as the relic becomes useless. This orb can absorb enemy spirits within a four space radius, trapping them inside. In the event that all remaining heroes in the lair fall to four or less health remaining, Wu the Magical Shopkeeper will appear and each hero takes a turn using Wu to defeat The Dark One. Wu has 16 health. If Wu wins, the heroes win, if Wu dies, the heroes may continue to fight until the end, or drop all remaining items in their hero packs except their canoes, and retreat back to Heroica.

Lair Guardian – Strength 9

Goblin King – Strength 8

Dark Druid – Strength 6

Large Brown Spider – Strength 4

Portal Destoryer (Emerald) – This relic is powerful enough to destroy a portal mound where the Scepters are mounted.

Bridge Spinner – This is the region’s trap. It is a cumbersome contraption that spins one on the bridge. The hero must roll to see how far the contraption spins. Once the hero is on the bridge spinner, the hero can not get off until there is a path to go on. If there is no path, the hero must remain on the bridge spinner until facing a direction that will allow the hero to continue on the bridge. If a hero has put the contraption in a good spot in which a clear path of spaces allow for movement on through the contraption, no further spinning is required. The rolls to spin the contraption is as follows:

1/sword/skull – Contraption spins 90 degrees clockwise.

2/skull – Contraption spins 180 degrees clockwise.

3/sword – Contraption spins 270 degrees clockwise.

Shield – Hero picks the direction where he or she wants the contraption to end up facing.

The Black Key – This key is the only key that can unlock the door to the lair. It can unlock nothing else. It would be a nice relic that can fetch a good price if sold. Cost/Worth 22/20 Gold.

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Dominar Battlefield

The Dominor Battlefield, so-called by the Ancient Wizard, is an ancient battlefield where seemingly endless Goblins stand and await battle, while also guarding The Dark One’s lair, which can be seen in the distance from the entry point into the battlefield. The Book of Lore recalls the battle between the Ancient Wizard and his band of heroes and the Goblins at the battlefield as the greatest battle of all time. It was the last battle that the Ancient Wizard, and by extension, the warriors of Ennon and the people of Heroica, had won against the forces of darkness.

Characters of note: (from left to right)

The Goblin Guardian – Strength 5

Goblin Warrior – Strength – 4

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Heroica up other Lego Games: Lava Dragon

Yes, I used “Heroica” as a verb. 🙂

The Lava Dragon game can make a nice addition to Heroica. Here is a MOC to show its potential. Mostly the dragons, jumper tiles, and chains are needed, as are pieces for the potions. All told, this modification from getting parts off Brinklink could be done under $20.00 if one chooses not to add as many enemies to the board as shown.

I intend to add this and other “Heroica versions” to my game as soon as I can figure out layouts and mechanics for all of them.

Characters, features, and items of note (for my game anyway):

Chain-lift – Heroes must use the chain-lift to get to the top of the mountain. The rolls for using the chain-lift are as follows:

1 /sword/skull – Hero reaches the top but loses one health in accident.

2/skull – Mishap. Hero loses two health and falls off the chain lift. .

3/sword – Hero reaches the top.

Shield – Hero reaches the top.

Trans-red w/ red cap potion – Life Potion (different rules) – restores up to three health. Cost/Worth 4/2 Gold

Trans-blue 1×1 Brick with Blue Cap – Speed Potion. When potion is used, it adds up to four spaces to the movement die roll. Cost/Worth 5/3 Gold

Trans-yellow 1×1 Round Brick with Yellow Cap – Strength Potion. When potion is used, it defeats one enemy. Cost/Worth 6/4 Gold

Trans-orange 1×1 Brick with Orange Cap – Luck Potion. When potion is used, the hero gets one extra die roll for anything needed in a round, or can re-roll an unfortunate die roll. Cost/Worth 5/3 Gold

Trans-yellow cone with dark gray cap – Lava Dragon Potion. When a hero uses this potion, it turns the hero into a Lava Dragon for three full rounds. Being the lava dragon adds an additional 8 strength to the hero while the hero is transformed, and all movement and combat rolls are doubled. The rolls are as follows:

1 /sword/skull – Hero turns into lava dragon but loses one health.

2/skull – Mishap. Hero loses two health.

3/sword – Hero turns into lava dragon.

Shield – Hero turns into lava dragon

Norbit Dragon – Strength 2

Gray Dragon  – Strength 3

Lava Dragon – Strength 8

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Hartuurn Maze

Hartuurn Maze is rumored to be even more annoying and troublesome than Nowhere. Large beasts fill the maze, and there is no way around the maze. In order to go deeper into the Other Side, one must navigate the maze. In the Ancient Wizard’s tale, the maze is extremely difficult, and there are contraptions in the maze that make getting through it without getting lost a cumbersome process.

Characters, items, and features of note:

Blue Beast – Strength 6

Gray Beast – Strength 5

Black Beast – Strength 4

Diamond Scepter of Summoning – This is one of the portal scepters between Heroica and the Other Side. It must be captured. Nothing can be summoned by the heroes when on the Other Side. Cost/Worth – Not For Sale.

Spinner Contraption – This is the cumbersome contraption that spins one through the maze. The hero must roll to see how far the contraption spins, and then the hero must immediately make a movement roll to and get off the contraption, regardless of the direction it is facing. If a contraption is blocking the hero from moving onto a contraption, the hero must stop and operate the handle and roll to see if the spinner ends its spin in a favorable direction so the hero can get on it. The rolls to spin the contraption is as follows:

1/sword/skull – Contraption spins 90 degrees clockwise.

2/skull – Contraption spins 180 degrees clockwise.

3/sword – Contraption spins 270 degrees clockwise.

Shield – Hero picks the direction where he or she wants the contraption to end up facing.

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Krystaal City

Krystaal City, as it was called in the Ancient Wizard’s tale, was a creepy city made out of crystals. Vampire bats are flying through the streets, and the Wizard recalls fighting a rather large one as well. While the scenery is certainly beautiful, the experience was the most strange the Ancient Wizard said he ever had. For he had encountered himself in the city, and had to fight his doppelganger to the death.

Characters, items, and features of note:

Emerald Scepter of Summoning – This is one of the portal scepters between Heroica and the Other Side. It must be captured. Nothing can be summoned by the heroes when on the Other Side. Cost/Worth – Not For Sale.

Crystal Building – All the crystal buildings of each size in the region are the region’s traps. Whenever a character stops adjacent to a crystal building, the hero must navigate the trap. The rolls are as follows:

1/sword/skull – The hero’s doppelganger appears in the space in front of the hero and the hero must fight and kill the doppelganger, and the fight does not stop until the doppelganger is defeated. Normal combat rules apply, except taking damage does not result in moving back a space. The Doppelganger’s strength is equal to the hero’s current health. NOTE: Other heroes may assist in the combat.

2/skull – The loses two health and the hero’s doppelganger appears in the space in front of the hero and the hero must fight and kill the doppelganger, and the fight does not stop until the doppelganger is defeated. Normal combat rules apply, except taking damage does not result in moving back a space. The Doppelganger’s strength is equal to the hero’s current health. NOTE: Other heroes may assist in the combat.

3/sword – Nothing happens.

Shield – Nothing happens.

Portal Destoryer (Diamond) – This relic is powerful enough to destroy a portal mound where the Scepters are mounted.

Doppelganger examples. See above for details.

Bats – Strength 2

Giant Vampire Bat – Strength 8

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