I enjoyed making a Dungeondraft version of the first map of Heroquest so much that I figured I’d do the same to the second map. So, I dusted off my old manual once again, and went to prepare. Since the procedure I used making the last battlemap went so well, I figured to follow the same procedure this time around as well.
Interpreting the maps and making decisions
This time around, I wanted to not only reference the original Dutch version of the map from my manual, but I also found a map of the UK version to compare it to. Below you can find both for your reference.
The Dutch version of the map The UK version of the map
Curiously enough, the UK version of the map contains more monsters than the Dutch version. I wonder what prompted that change? Fortunately, though, for our concerns, we’re not placing monsters on the map, so we can ignore that aspect of it, although we could have it inform our ideas of the room functions.
Speaking of that, there seems to be less of a cohesive concept in this map. For one, the UK version has a torture chamber in the staircase room, for some reason. Is that really where you’d put your prisoner: right next to their opportunity to escape? I suppose that is a torture all of its own, though! Five rooms on this map are just plain empty, which doesn’t help us much to interpret any other functionality from it. That little room right next to Sir Ragnar’s room is obvious enough: a small room with a person right next to a cell? That’d be the jailer. Apparently, though, he had to be hidden away; to me, that implies that they’re expecting somebody to come and get him. The other rooms are rather plain purpose: two rooms with a table, one with a bookcase. Not much to go on at all, really.
So, with the maps not giving us much to work with, let’s hope that the flavor text gives us some more clues!
Information from the flavor text
Much like last time, the flavor text varies a little between the two language versions. In case you can read Dutch, below you can find both versions side-by-side.
The Dutch flavor text, scanned from my manual. The UK flavor text.
This time, the differences in flavor text are minor. The Dutch version changes “emperor” to “king”, and “captured” to “kidnapped”.
Given that it’s more likely that you don’t speak Dutch, however, below I’ve translated the Dutch version of the text:
The Rescue of Sir Ragnar,
One of the strongest King’s Knights, Sir Ragnar, has been kidnapped. He is being held prisoner by Ulag, the Orc General. Ye must find Sir Ragnar and bring him to safety. Prince Magnus will pay the rescuer 200 pieces of gold. The reward may be shared by various adventurers but if Sir Ragnar is killed during the escape, no reward will be paid.
My translation of the Dutch original flavor text.
There’s not too much crucial difference here. The Dutch version offers a little less money (probably to offset the lower number of monsters?), and makes Sir Ragnar a knight of the King rather than the Emperor—not much issue there at all. The most interesting difference here, really, is that the English version of the text states that Sir Ragnar has been “captured” whereas the Dutch version states he is “kidnapped”. A capture would happen during a battle situation; i.e. Sir Ragnar is a prisoner of war. If he’s “kidnapped”, that would mean some miscreants snuck up on him and took him in the most underhanded manner. Interestingly enough, the UK version also shows more uncertainty: there is “reason to believe” Ulag has him, whereas the Dutch version is far more firm, stating “he is held prisoner” by Ulag. I guess there must have been some kind of hostage note in the Dutch version?
A final interesting concept is that the Dutch version calls Ulag an “Ork-veldheer“. “Veldheer“, like so many Dutch words, is a compound of two words, “Veld“, meaning “field”, and “heer“, which means “gentleman”, “noble”, “lord”, and so on. “Veldheer” can mean both “General” as well as “Warlord”—the choice of translation is mostly spin, I suppose (like choosing between “terrorist” and “freedom fighter”). I chose to translate it as “general” just because I prefer to read against the grain here. Clearly, traditional fantasy encourages us to think of orcs as inherently violent and criminal, so I prefer to read it in a more noble light to see what that does to our interpretation.
Either way, to me the UK version of the story is far more interesting. Not only does a simple kidnapping job remove all agency from Sir Ragnar, it also once more paints whomever you’re fighting against in the darkest light possible. The Dutch version’s antagonist is called “Morcar” (as opposed to the UK version’s “Zargon”) but both version’s helpful narrator is called “Mentor”; now, given how the Dutch version keeps sending the players into such black-and-white situations that seem far more dubious on further consideration, I prefer to read the little “M.” signature on the bottom of the Dutch flavor text as though Morcar and Mentor are the same person here, and the player characters are the victims of a long con here.
Translation into a final map
So, taking my cues from the UK version of the flavor text, Sir Ragnar has been captured by an Orc general. That means that there must have been a recent battle, and given that this band of four heroes is sent to rescue him then he’s probably not underneath Mount Doom in the middle of enemy territory being tortured for his secrets. More liklely, he’ll be somewhere close to the field of battle before being sent onwards.
So, rather than interpret the map as being another dungeon mined out below the earth, I’ll choose to interpet it as a warcamp close to battle. Your average warcamp will just be army tents of various kinds and surrounded by piles of camp followers (merchants of various ilk that seek profit from the army). However, let’s assume that this war that’s been going on between the orcs and the Emperor’s forces has been going on for quite a while. That means that the camp will likely develop some more semi-permanent structures. A palisade, some wooden buildings, and so on. That gives us some more to work with!
As a secondary reason, I’ve made a few underground maps now and those usually end up being dark with torchlight flickering here and there, and that’s great to do but I also want to practice some more outside scenes as well. So, I chose to make this an open structure, in daylight, with some more natural views in sight. The only thing left at that point, then, is to give some more purpose to the individual rooms.
If this is some manner of prisoner facility for a high-ranking prisoner, we have some more prompts to work with. There will have to be guards, and they’ll have to sleep somewhere, so a guard barracks it is. Guard need to eat, so there’ll be a dining room, and there’ll be downtime, so as well a relaxing chamber. Given that this is some kind of high-priority prisoner that warrants being hidden in this space, there’ll be an additional guard chamber, and most likely this will house some other choice treasures. Lastly, you don’t just leave a high-placed prisoner alone—you’ll have a top person on-site to deal with him. So, the last room I wanted to reserve as an office for a high-ranking individual.
A tricky thing to consider was where to put the entrance, as the original map assumes everything to be an underground dungeon and placed the entrance right in the middle. Making this an outside area means that becomes impossible. So, I had to make the choice to shift that a little up and to the left, and making that a gap in a palisade. While I could also kept the central room as a full-on room, it seemed more interesting to me to make that a central courtyard. So, I made it a much more open space to reflect the more semi-permanent feeling I wanted to give the map.
The last intersting problem I had to deal with was how to handle the secret door entrance to the dungeon area in the bottom left. Dungeondraft doesn’t particularly have any secret door assets, though the Crosshead Studios assets I’m using does have one secret door for a stone environment. The standard option that gets recommended frequently is two make two versions of the same map, where one has just a regular wall and one is opened to show a passage. For example, this post on Reddit:
However, I wanted the map to tell the story in one go rather than have this. I considered potentially making a door in the wall and then layering over another wall with only very slight opacity. That way, there is a wall there, but if players look very carefully they could see the outline of a door in it. That would be kind of a metagame way for the players to discover. However, I ended up choosing a much more direct version: just literally put the door in and put something in front of it that would block vision. Then, when used in a tabletop enviroment, that would form its own logical secret door. On top of that, given that this is a semi-permanent structure, this also seems the most logical way of doing this.
Knowing these crucial points, I now translated the prompts from the manual into this final form:

A larger version of this map can be found on the Reddit post I made about this below:
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