Showing posts with label Maps. Show all posts
Showing posts with label Maps. Show all posts

Tuesday, 10 December 2019

Brecken Vale Gazetteer

I'm working on something new for Hero Kids, and it's taking a while! 

It started as a simple idea to produce a official map of Rivenshore.  But since then, it's expanded to a gazetteer of all of the Brecken Vale.

The gazetteer will feature an overview of the regions of the Brecken Vale, a rundown of the key locations in Rivenshore, as well as details about notable characters from across the vale.  Additionally, the gazetteer will be packed with gameable adventure hooks to inspire your Hero Kids game.

Here's my original layout of Rivenshore:

Rivenshore layout

From my layout, Eric Quigley illustrated the village:

Rivenshore early sketch

Rivenshore work in progress

Which has become this thing of beauty!

Rivenshore

Speaking of Eric, he's also illustrated a whole bunch of notable characters, both friendly and villainous, from across the vale:

Ratch 
Sheriff Walt
Jarl
Lizardkin Shaman S'Lis
Mortain and Crow
Old Madge
Tark

Keep an eye out for the Brecken Vale Gazetteer in the not-too-distant future.

Friday, 1 March 2019

Hero Kids YouTube Actual Play - Darkness Neath Rivenshore

People who've never played RPGs before often ask, "How do you even play Hero Kids?" This is a great question.

So much of playing RPGs is learned through participation and tradition. Which makes it hard for people to get started outside of that tradition.

For those out there who want to know how to play Hero Kids, I recorded a playtest of Darkness Neath Rivenshore with my kids:


This was my first shot at recording video and audio, and comes with a bunch of embarrassing qualifications and apologies.
• The exposure fluctuates a bit at the start, I kept moving the papers.
• I read too much of the adventure text verbatim (when you're running Hero Kids it's best to internalise the gist of the text blocks rather than read them like I did).
• Dash was sniffing at the start (you can see me looking at him sternly)...  :-)
• The video gradually progresses into potato quality as we lost light (it's not terrible, but it's a bit grainy). :-)
• I forgot to use some of the monsters' special abilities...
• Any rules mistakes are all my responsibility.
• The adventure changed slightly after this paytest; I added another puzzle in the encounter with the dire rats.

Friday, 7 September 2018

Sunday, 22 July 2018

Reign of the Dragon adventure!

Folks, it's been a long time coming, but I've finally finished the latest Hero Kids adventure: Reign of the Dragon.

This is by far the largest Hero Kids adventure yet, weighing in at a whopping 57 pages of encounters, maps and monsters.


This premium adventure takes the kids on a journey to rescue the dragon Algoxarth. Can the kids slip past the cultists who have surrounded Rivenshore? And can they rescue Algoxarth and her dragon egg from the Dragon Prince, or will he succeed in his fiendish plan?

• Premium adventure with 11 encounters
• Includes monsters; cultists, dragon, dragon hatchling, dragon prince
• Includes two playable heroes; dragon hatchling and dragon warrior
• Comes with 13 new modular map tiles and more variations


The kids certainly had a blast helping out with this adventure.  They both chose a core hero and a pet for this one.  Violet chose the female warrior (Ayla) and the fox (Bliss).  Dash chose the warlock (Warlock) and the wolf (Wolfy).






But it's quite long, so I recommend splitting it up across at least two sessions.

Check it out here at DriveThruRPG:

DriveThruRPG: Hero Kids - Reign of the Dragon

Tuesday, 18 August 2015

New Adventure - Wizard's Tower

A new and somewhat light-hearted Hero Kids adventure is now available on DriveThruRPG:

The Wizard's Tower adventure takes the heroes from Rivenshore to the wizard's tower on the eastern peninsula that encloses Brecken Bay.  The wizard, Mortain, has gotten himself into trouble and needs the kids' help!

•  Adventure with five encounters and six new maps
•  Includes five monsters: Froglings, water beast, rickety construct, and the fearsome helm knight!


Here's the link to DriveThruRPG:

Hero Kids - Fantasy Adventure - Wizard's Tower

Thursday, 13 August 2015

Map of the Wizard's Tower

Here's another composite map from the upcoming Wizard's Tower adventure.

This map shows the four levels of the titular tower.  Starting at the bottom, the rough-hewn basement has an ancient well to catch intruders who fall through the trapped floor above.  The stuffy and dusty ground floor level has a circular fountain in the center, and walls lined with stacked barrels.  The level above is the Wizard's laboratory, currently overrun by crazed automata.  Finally, the top level is the Wizard's living quarters, where he is held captive by his crazed servants.


This new adventure – Wizard's Tower – will be out on Monday.



Check out Hero Kids and its adventures at DriveThruRPG:

Hero Forge Games at DriveThruRPG

Tuesday, 4 August 2015

Putting together Fire In Rivenshore maps

Attentive Hero Kids dad Angus Graham asked me a bunch of questions about the various maps included in the Fire In Rivenshore adventure, which prompted me to throw together this composite showing how the maps fit together.

On the left are the three levels of the Block and Tackle inn.  On the right are the various ground level maps of Rivenshore, including the ground floor of the inn, the stables at the rear of the inn and a watchtower, the market area, and the town square.


I'm here to help... :-)



Check out Hero Kids and its adventures at DriveThruRPG:

Hero Forge Games at DriveThruRPG

Friday, 3 January 2014

Some old Hero Kids map sketches...

I was disposing of an old notebook, and found my holiday sketches for Glade of the Unicorn.   Here's a few 'before and after' comparisons...








Monday, 7 October 2013

New adventure - Fire in Rivenshore!

A new Hero Kids adventure is now available:

The Fire In Rivenshore adventure takes place when a fire breaks out in Rivenshore.   The kids are asked to help battle the blaze and find its source.   After rescuing Roger in the burning tavern and battling looters, the kids discover that a bullied street urchin (Bree) is responsible for the fires.   But do they choose to arrest her or let her go?
•  Adventure with five encounters and seven new maps
•  Includes a full set of Brigands and Bree the Firestarter (both monster and player versions)


Fire in Rivenshore is designed by Brian Benoit from Roving Band of Misfits and mixes a heap of adventuring and role-playing with the combat encounters.   It even comes with a new playable hero, the Firestarter!

Here's the link to DriveThruRPG:

Hero Kids - Adventure - Fire In Rivenshore

This adventure includes a bunch of new maps, including the common-room and upper floor of the tavern, as well as a number of town maps for Rivenshore.   As ever, the new encounter maps from Fire In Rivenshore are modular, so you can mix and match them to create your own adventures.

Friday, 21 June 2013

Printer friendly map of the Brecken Vale...

+Nathan Rogers asked for a printable version of the map of the Brecken Vale, which looks like this when it's little:



You can all find a huge version of the map after the jump:

Thursday, 18 April 2013

New Adventure - Glade of the Unicorn

A new Hero Kids adventure is now available:

The Glade of the Unicorn adventure takes place on one of the kids' routine patrols into the Darkenwold Woods.   During their patrol they rescue a unicorn from a pack of marauding goblins.   The unicorn has been mortally wounded in the attack, so the kids must quest deeper into the forest to find a cure.
•  Adventure with nine encounters and nine new maps
•  Includes seven monsters: Wolf, dire wolf, and a full set of goblins


Here's the link to DriveThruRPG:

Hero Kids - Adventure - Glade of the Unicorn

This is an even bigger adventure, coming in at 35 pages, making it just short of Maze of the Minotaur!

As ever, the new encounter maps from Glade of the Unicorn are modular, so you can mix and match them to create your own adventures.

Saturday, 23 February 2013

More Hero Kids Questions Answered

KevinTMC on RPG.net was about to play his first session of Hero Kids, and he asked for clarification of some of the game's rules.   It strikes me that the clarification I provided there would also be useful here:

"1) Split attacks: Is a player allowed to use both attacks against the same enemy?"
Splitting your attacks is against 'multiple' targets ("Split your melee dice you attack multiple adjacent targets (at least 1 dice each"), which means that the attacks should be against more than one target.   Perhaps this would be clearer if it specified 'separate' adjacent targets, instead of 'multiple'.   Either way, the intention of the attack is for separate targets to be attacked, especially when combined with the Teamwork special ability for the male and female Warriors.

"2) Combat Roll: As I understand it, any character can take an extra move on their turn, in place of an Action.   So if the Rogue chooses this Special Action for her Action phase, that's simply a different way of doing the exact same thing... except that the Rogue can also move through enemies with this Action.   Correct?   (And the Rogue still can't move through enemies in her regular Movement phase, right?)"
Correct. By using the special action ("Combat Roll: Move up to 4 squares, including through enemies.") as her main action, a rogue can move through enemies.   After that she can still have another move action.

"3) Healer: If I'm reading it right, a party with a Healer will automatically fully heal itself a the end of each encounter, unless the GM feels that they are in a tremendous hurry, yes?   (This makes Rest irrelevant whenever the party contains a Healer, of course.)"
Yes, this is correct.   If they have time, they can heal up to full by using the Healer's Healing Touch ability between combat encounters.   But in more constrained circumstances, you could rule that they don't have time to heal the additional damage.

"Also, should the Herbs icon on the Healer's card be presumed to represent enough herbs to replenish a potion after each encounter...or just once during the adventure?"
I've hedged here a little bit.   As written, the herbs are enough to replenish a potion after each encounter, which implies that given enough time the healer should be able to replenish all used potions between encounters.   Alternatively, replenishing a potion could use up the herbs, which would change the wording to "Once per adventure" instead of "After an encounter".   I've tended to err on the side of being more generous and 'forgiving', so I've used the RAW interpretation.   The herbs in the inventory are also a trigger for creative role-playing.

"4) In the Glossary under "Hit" it mentions "either highest dice for normal play or the sum of all dice for advanced play".   This refers to advanced rules that appear (or are to appear) in further supplements, I presume?"
My fault.   In early playtesting there was an alternate set of advanced rules which switched the dice mechanic to cumulative dice and broke the game.   So I removed it.   Unfortunately I was not careful enough!   Thanks for pointing it out, I'll fix it in the next release.

"(I bought the Ultimate PDF Collection, but that doesn't contain the latest couple adventures/supplements.)"
The increasingly poorly named 'Ultimate PDF Collection'.   :-)   I'll be re-jigging the bundles once I've released the next couple of adventures (another normal one - Glade of the Unicorn - and another 'premium' adventure).

"5) I can easily imagine two or three children at the table all wanting to be, say, the female Hunter.   Is it a big problem to allow this sort of thing? How about number of players...the scenarios seem to envision from one to four players, but does it still work okay with five or six?"
Players are free to double up on the heroes.   I've heard of a player who as 7-year old triplets (!!!) who all play healers.   Imagine that!

The scenarios are designed for up to four players.   They will work with more if you add more monsters but the maps will be too crowded.   If you have more than four players, then I recommend that you use a dry-erase map and draw bigger versions of each of the encounter maps as you go.

"6) Should I have the players decide who's entering the room first, second, etc. before starting an encounter, so I know how to place the heroes on the map?   Or, with this age group, is it better for the GM to just put them down at the starting position in no particular order?"
This can have some mechanical implications, so allow the players to choose their heroes starting position and initiative order amongst themselves if they want.

"I also have one quibble.   The game is nicely laid-out, well-edited, quite professional-looking...but you're killing me with the "a dice"/"one dice" business.   The singular of dice is "die"! (Or is this just one of the quirks of non-American English that I'm not aware of?   Apologies if it's entirely proper and customary where you are.)"
My fault. I'm gonna give myself a good dressing down. :-)



Check out Hero Kids and its adventures at DriveThruRPG:

Hero Forge Games at DriveThruRPG

Monday, 11 February 2013

New Adventure - Curse of the Shadow Walkers

A new Hero Kids adventure is now available:

The Curse of the Shadow Walkers adventure finds the kids spending a day off at a swimming hole to the north of Rivenshore.   On the way home they help a young girl to bring her runaway cart under control.   She begs the heroes to help her mum and dad fight off a pack of hungry wolves, but could there be more to these attacks?
•  Adventure with five encounters and twelve new maps
•  Includes three monsters: Werewolf, wolf, and giant spider


Here's the link to DriveThruRPG:

Hero Kids - Adventure - Curse of the Shadow Walkers

This is another big adventure, coming in at 32 pages, like The Lost Village adventure!

I mentioned this last time, but don't forget that most of the encounter maps in Hero Kids are modular, so you can mix and match them to create your own adventures.

Friday, 18 January 2013

Hero Kids review on Wired GeekDad


My sophisticated analytics graphs tell me that something happened yesterday.   That something is an awesome review of Hero Kids over on Wired's equally awesome GeekDad site:

My Kids' First Role-Playing Adventure: A Hero Kids Review

The review, which is by +Ryan Carlson, takes a good look at Hero Kids, so here's a few quotes:

"As soon as I had read through the beautiful 20-page PDF I knew without a doubt that my daughters (ages 4 and 6) could easily understand the basics of the game."

"Amongst the four base classes for Hero Kids, there are male and female versions of each class (although there was no female thief), each allowing for a variety of play styles and specialties."


Correction: There are ten heroes in Hero Kids, four girls and five boys.   Wait, that doesn't add up to ten!   It doesn't add up because the Rogue's gender is ambiguous.

Pop quiz, boy or girl:


"The character sketches of each pre-generated character are age-appropriate, and made it really easy for my kids to identify with the characters.   My 4-year-old daughter instantly snatched up the Rapunzel look-alike with her long hair whip-attack..."

"I will admit that there are times I barely have time to prep for my regular role-playing campaign, and to have half a dozen pre-written adventures available for Hero Kids is fantastic."

"The quality of the maps and the provided figurines is as high quality as I find in mainstream pre-written adventures."

"In conclusion, Hero Kids hits the mark in both quality and ease of use for parents that have been looking for a new family-time activity.   A great start for young role-players that are ready to take their first steps into a life long story fueled by their own imaginations."


How 'bout that!



Check out Hero Kids and its adventures at DriveThruRPG:

Hero Forge Games at DriveThruRPG