Allied HeroQuest Questbook Might and...

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Allied HeroQuest Questbook Might and Magic

Transcript of Allied HeroQuest Questbook Might and...

Allied HeroQuest Questbook Might and Magic

Allied HeroQuest Questbook Might and Magic

This book is a tribute to HeroQuest©. Inspired by the huge community of fans, this compilation came to life. The author is in no way

affiliated to MB®, Games-Workshop® or Fantasy Flight Games®.

The rules presented in this book are meant for all fans of the age-old game from MB®.

HeroQuest© by MB® and “Advanced HeroQuest© by Games-Workshop® are both out of print for many years now. You might be

interested in HeroScape© and/or Warhammer©. Descent© is currently still available at the Fantasy Flight Games® website.

Images from Les Edwards and Gary Chalk have been reused. Both artists contributed to the HeroQuest© community with their

graphical talents. Please visit “www.lesedwards.com” and “www.garychalkillustration.com”.

All rules presented are free of charge, open source and for personal use only. They’re meant just to have fun.

Allied HeroQuest Questbook Might and Magic

Allied HeroQuest

Descent in the Dark

Might and Magic

Version 1.3

Allied HeroQuest Questbook Might and Magic

A Word from Mentor

“Well, my friends, your training is complete. You are not yet true Heroes, you have yet to prove yourselves. The Empire must again look for Heroes and to this I have trained you. United we will stand against the powers that seek to destroy us. It will take courage, loyalty and intelligence to

brave this threat to us all. But I am sure you will rise to the challenge. Each of you must complete five Quests. If you do this, you will be acclaimed as Champions of the Realm. Only then will you be on the road to becoming true Heroes. I shall speak with you again on your return – if you return …”

Allied HeroQuest Questbook Might and Magic

Special Rules

M ight and Magic - Monsters

Shown below are the Monsters and Characters that can be encountered in Quests from this book.

Necessary Components

To play the last quest from this “Might and Magic” Questbook, you could use following optional components.

(In addition to both the basic sets of HeroQuest© and Advanced HeroQuest©.)

- Extra Zombie and Skeleton miniatures from the “Return of the Witchlord” expansion.

- Tombstone templates from the “Return of the Witchlord” expansion.

- 6 Necromancer spell cards from the “Wizards of Morcar” expansion.

Allied HeroQuest Questbook Might and Magic

Quest I – Mellar’s Maze

Map:

Allied HeroQuest Questbook Might and Magic

"Long ago, a powerful wizard by the name of Melar created a Talisman of Lore which would enhance the wearer’s understandings of magic. It is rumoured that Melar hid the Talisman in an underground laboratory at the heart of a maze, also known as the catacomb of Verag, a foul Gargoyle. The catacombs guard the tomb of Fellmarg. As you search for the Talisman, beware of many traps and deadly monsters. Bring back the artifact so I can study its powers."

Route:

Two Passages.

Notes:

Labyrinth – You cannot use Escape Threat Tokens in this Quest. Remove them from the Token pool before playing this Quest. Walking Dead – You can use Character Threat Tokens to Spawn a regular Zombie at one of the Wandering Monster Spawnpoints. Trapped – You can use a Trap Threat Token to spring a Speartrap anywhere in the dungeon.

A. Hidden in a hollow book is the Artifact “Talisman of Lore”. The first Hero who searches for Treasures in this room will find it. The second Hero to search for Treasure in this room finds a jar with a small amount of magic dust on the alchemist’s bench. The old jar breaks and the dust is spilled on the discoverer. Restore up to two lost Body points.

B. The chest is filled with poisonous gas – it is a trap! If a Hero searches for treasure before the trap is disarmed, he will lose two Body points. The chest also contains 140 gold coins.

C. The first Hero to search for Treasures here will inspect the Tomb. The Tomb releases a spooky myst and he finds nothing. This Mummy is Fellmarg’s Guardian. D. This is the special character Verag. E. The door to Melar’s laboratory will only appear if a Hero stands on the magic circle. If at any time a Hero steps on/off the circle, then immediately reveal/remove the door. The door (re)appears closed.

Denizens:

“Morcar’s Legion”.

Allied HeroQuest Questbook Might and Magic

Quest II – The Lost Wizard

Map:

Allied HeroQuest Questbook Might and Magic

"The Emperor’s personal wizards, Karlen, has disappeared. The Emperor fears that he has been murdered or has succumbed to the lures of Chaos magic. You must find out what happened to Karlen. You can keep all treasure you might find during your Quest."

Route:

Two Passages.

Notes:

Stone Hunters – All Chaos Warriors in this adventure are made of stone and may roll an extra Defend dice. Howling Wail – The first Treasure Card “Wandering Monster” drawn in this Quest summons Karlen’s Ghost. He appears behind the Hero and disappears with a loud chilling shreek… Earthgap – While stock lasts, you may use double pittrap tiles from AHQ-GW instead of regular HQ-MB ones. A. The first Hero who searches for Treasure in this room finds the magical artifact “Borin’s Armor”.

B. This chest contains 200 gold coins. On Karlen’s bench are some papers that prove that he was consumed by the chaotic magic while experimenting and turned into a mindless Zombie. C. You can play a Character Threat Token here once. D. The chest contains a flask with an unidentifiable purple liquid. Do not tell the Heroes what the liquid

is this time. If he drinks the liquid, it will taste terrible and cause the Hero to temporary turn

into an indestructible, unmovable stone statue. After 4 of his full turns, he comes back to life, Exhausted.

Character:

A regular Gargoyle.

Denizens:

“Evil Presence”.

Allied HeroQuest Questbook Might and Magic

Quest III – Race Against Time

Map:

Allied HeroQuest Questbook Might and Magic

"A guide has led you into an underground maze that is rumoured to hold a great secret. He has led you down many dark corridors and finally you find yourself in a room with three doors. Suddenly the guide puts out his torch and in the darkness you hear him laugh. ‘Farewell, my Heroes’, he sneers as he makes his escape. You realize to your horror that it’s a trap! You must escape or perish in this dark, forgotten hole."

Route:

No Passages.

Notes:

Home – If two or more Heroes reach the village, then the Hero player(s) win. Trap! – The GM starts the Quest with one random Threat Token. X. This is the room where four Heroes start this Quest. Each Hero starts at one of the X’s. A. This chest contains a Rope Bridge. Hand over the Bridge tile to the Hero player.

B. This treasure chest contains a Throwing Axe. C. This Weapons Rack contains a Crossbow that will be found by the first Hero who searches for Treasures here.

D. The Chasm can be jumped by rolling 2 skulldice. Any skull result and the miniature falls in the Chasm and drowns. There must be an empty square to jump and land on at the other side. A Hero can also place the Rope Bridge at the Chasm. It is safe to cross the Rope Bridge.

E. Trap Threat Tokens can be played in these corridor sections to spring Falling Rock Traps.

Character:

A regular Gargoyle.

Denizens:

“Morcar’s Legion”.

Allied HeroQuest Questbook Might and Magic

Quest IV – Castle of Mystery

Map:

Allied HeroQuest Questbook Might and Magic

“Long ago, a wizard named Ollar discovered the entrance to a gold mine. Using his great powers, he built a magic castle above the mine to protect it. The lower chamber of the castle has many magical doors and is guarded by a host of monsters who were trapped in time. Can you find the entrance to the gold mine? Other have tried, but the castle thwarted them every time.”

Route:

Two Passages.

Notes:

Magic Portals - As soon as a Hero moves through a door, he must stop immediately and roll a D12. He will then be teleported to the square with the same number as the dice. If that square is already occupied, choose and adjacent free square. Killed monsters do not return. The spell Pass Through Rock has no effect in the Castle of Mystery.

Worthless – The Quest ends when any of the Heroes found any of the fool’s gold and all Heroes have exited the Castle of Mystery via the winding stairs.

Empty – Remove all Character Threat Tokens from the Token pool for this Quest. (Don’t remove them for the Passages.) A. If both of these Chaos Warriors are defeated, the first Hero to search for treasure will find that one of the warriors was wearing the Artifact “Ring of Return”. When invoked, this magical ring will return the wearer and all Heroes that the wearer can “see” to the starting point of the Quest. It can only be used once, and only in “The Castle of Mystery”. B. These stairs are the entrance to the mine and do NOT provide an exit to the village. Any Hero who enters these stairs receives 900 gold coins. However, while carrying the gold, he may not attack, cast spells or roll dice for defence. If the Hero puts down the fool’s gold, it will disappear back into the mine.

Denizens:

“Morcar’s Legion”.

Allied HeroQuest Questbook Might and Magic

Quest V – Bastion of Chaos

Map:

Allied HeroQuest Questbook Might and Magic

“The lands to the East have been plagued by marauding Orcs and Goblins. The Emperor has ordered that a band of worthy Heroes should be sent forth to destroy them. The Orcs are well protected in a strong underground

fortress known as the Bastion of Chaos. They are led by a small group of Chaos Warriors. The Quest is over when you kill their leader, a Chaos Warrior Lietenant. You must fight your way in and kill all the monsters

you find.

You will be paid a bounty of:

10 gold coins for each Goblin killed

20 gold coins for each Orc killed

and 30 gold coins for each Fimir or Chaos Warrior killed.”

Route:

Two Passages.

Notes:

Headhunters – for each Hero, keep track of the monsters he has slain. Upon returning to the village he will receive gold for it. This gold can best be spent immediately since the deeper they go into the Bastion of Chaos, to mightier the opponents. A. This is the armoury. There are many unusable weapons here. However, if a player searches for Treasures in this room, he will find a Shield.

B. The chest is a trap. The Hero who opens the chest is attacked immediately by an suddenly appearing, adjacent Gargoyle. This trap cannot be found.

C. This Chaos Warrior has a magic sword. Whoever kills the Chaos Warrior may take the sword as a prize. It is one of the “Orc’s Bane” swords. D. This is the Chaos Warrior Lieutenant. You can play an Escape Threat Token to let him escape to “E” if that room is still unrevealed. Remove the miniature from the board until room “E” is discovered. E. If the Chaos Warrior Lieutenant managed to escape from the Heroes in room “D”, then the final clash of steel will find place in his personal quarters here. The Chest contains a potion to recover up to four lost Body points. F. The Portcullises can be opened from the outside only. Per Cell, roll a skulldice, if the result is any shield, the Hero finds a Henchman of his choice.

Characters:

Chaos Warrior Lieutenant.

Denizens:

“Monstrous Alliance”.

Allied HeroQuest Questbook Might and Magic

Quest VI – The Plague of Zombies

Map:

Allied HeroQuest Questbook Might and Magic

"Heroes, an adventure is designed. The peaceful farmlands of the Empire have been disturbed by a growing tide of attacks by undead creatures. The source of this evil is a series of caves in the highlands. The increase in recent undead activity is due to a Chaos Sorcerer known as the Deathmaster. He has learned many powerful spells allowing him to raise and control the dead, and plans to use these to damage the food sources of our mighty Emperor's armies. Now you must enter the caverns to find and destroy the source of this evil undead plague."

Route:

Two Passages.

Notes:

Undead Plague – The Deathmaster’s power is spread throughout the caverns and therefore if any living creature (i.e. not a Zombie, Skeleton or Mummy) is killed in the cave, the GM may replace it with a new Zombie or Skeleton provided there are enough miniatures left. This special rule includes Heroes and

Henchmen. Any killed undead remain destroyed. Cleanse Evil – The Heroes win this Quest if they manage to kill the Deathmaster. A. This chest contains 130 Gold.

B. These 4 Orcs are all armed with bows as well as normal weapons and may use ranged attacks with their normal attack Skulldice. C. A Character Threat Token can be played in this room to summon the Deathmaster (if he is currently not on the table). D. Put the Chaos Sorcerer here to represent the Deathmaster (if he is currently not on the table). E. Trap Threat Tokens can be played in these boardsections to spring a Bouldertrap(s). F. This chest contains Chainmail and the Hero must draw three Treasure cards, then keep any of these cards and discard the rest. G. Goblins adjacent to this table can throw dishes and gain a ranged attack with 1 Skulldice. H. The first Search for Treasures finds a Battle Axe.

Characters:

The Deathmaster, Chaos Sorcerer Movement 6 / Attack 3 / Mind 7

The Deathmaster distributed his life energy to his Chaos Warrior bodyguards. When the last Chaos

Warrior is killed, the Deathmaster dies with him. (The Deathmaster cannot be killed otherwise.) The

Deathmaster is a spellcaster. The GM can optionally choose to use the six spells from the

Necromancer’s deck before the Quest starts, but then only 2 Chaos Warrior bodyguards are present.

Each time you spend 1 Fate and 1 Character Threat Token then you may take one of the following

unused Chaos Spell cards (USA): Call Skeleton, Summon Mummy, Summon Undead or Command.

Denizens: “Living Dead”.

Allied HeroQuest Questbook Might and Magic

Heroic Deeds

“No rest for you Heroes!

Sir Ragnar has been captured by Orcs.

Like Kenaron, he is one of the Emperor’s most powerful knights,

Prince Magnus asks for brave Heroes to rescue Sir Ragnar and return him to safety…”