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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 B. The chest is filled with poisonous gas – it is a trap!
in this Quest. Remove them from the Token pool If a Hero searches for treasure before the trap is
before playing this Quest. disarmed, he will lose two Body points. The chest
also contains 140 gold coins.
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 C. The first Hero to search for Treasures here will
in this room will find it. inspect the Tomb. The Tomb releases a spooky myst
The second Hero to search for Treasure in this room and he finds nothing.
finds a jar with a small amount of magic dust on the This Mummy is Fellmarg’s Guardian.
alchemist’s bench. The old jar breaks and the dust is
spilled on the discoverer. Restore up to two lost Body D. This is the special character Verag.
points.
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 B. This chest contains 200 gold coins. On Karlen’s
adventure are made of stone and may roll an extra bench are some papers that prove that he was
Defend dice. consumed by the chaotic magic while experimenting
and turned into a mindless Zombie.
Howling Wail – The first Treasure Card “Wandering
Monster” drawn in this Quest summons Karlen’s C. You can play a Character Threat Token here once.
Ghost. He appears behind the Hero and disappears
with a loud chilling shreek… D. The chest contains a flask with an unidentifiable
purple liquid. Do not tell the Heroes what the liquid
Earthgap – While stock lasts, you may use double is this time. If he drinks
pittrap tiles from AHQ-GW instead of regular HQ- the liquid, it will taste
MB ones. terrible and cause the
Hero to temporary turn
A. The first Hero who searches for Treasure in this into an indestructible, unmovable stone statue. After
room finds the magical artifact “Borin’s Armor”. 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 D. The Chasm can be jumped by rolling 2 skulldice.
the Hero player(s) win. Any skull result and the miniature falls in the Chasm
and drowns. There must be an empty square to jump
Trap! – The GM starts the Quest with one random and land on at the other side. A Hero can also place
Threat Token. the Rope Bridge at the Chasm. It is safe to cross the
Rope Bridge.
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 E. Trap Threat Tokens can be played in these
be found by the first Hero who searches for Treasures corridor sections to spring Falling Rock Traps.
here.

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 Empty – Remove all Character Threat Tokens from
door, he must stop immediately and roll a D12. He the Token pool for this Quest. (Don’t remove them
will then be teleported to the square with the same for the Passages.)
number as the dice. If that square is already occupied,
choose and adjacent free square. Killed monsters do A. If both of these Chaos Warriors are defeated, the
not return. The spell Pass Through Rock has no first Hero to search for treasure will find that one of
effect in the Castle of Mystery. 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,
Worthless – The Quest ends when any of the Heroes while carrying the gold, he may not attack, cast spells
found any of the fool’s gold and all Heroes have or roll dice for defence. If the Hero puts down the
exited the Castle of Mystery via the winding stairs. 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 C. This Chaos Warrior has a magic sword. Whoever
monsters he has slain. Upon returning to the village kills the Chaos Warrior may take the sword as a prize.
he will receive gold for it. This gold can best be spent It is one of the “Orc’s Bane” swords.
immediately since the deeper they go into the Bastion
of Chaos, to mightier the opponents. D. This is the Chaos Warrior Lieutenant. You can
play an Escape Threat Token to let him escape to “E”
A. This is the armoury. There are many unusable if that room is still unrevealed. Remove the miniature
weapons here. However, if a player searches for from the board until room “E” is discovered.
Treasures in this room, he will find a Shield.
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.

B. The chest is a trap. The Hero who opens the chest F. The Portcullises can be opened from the outside
is attacked immediately by an suddenly appearing, only. Per Cell, roll a skulldice, if the result is any
adjacent Gargoyle. This trap cannot be found. 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 B. These 4 Orcs are all armed with bows as well as
throughout the caverns and therefore if any living normal weapons and may use ranged attacks with
creature (i.e. not a Zombie, Skeleton or Mummy) is their normal attack Skulldice.
killed in the cave, the GM may replace it with a new
Zombie or Skeleton provided there are enough C. A Character Threat Token can be played in this
miniatures left. This special rule includes Heroes and room to summon the Deathmaster (if he is currently
Henchmen. Any not on the table).
killed undead
remain D. Put the Chaos Sorcerer here to represent the
destroyed. Deathmaster (if he is currently not on the table).

Cleanse Evil – E. Trap Threat Tokens can be played in these


The Heroes win boardsections to spring a Bouldertrap(s).
this Quest if they
manage to kill F. This chest contains Chainmail and the Hero must
the Deathmaster. draw three Treasure cards, then keep any of these
cards and discard the rest.

A. This chest G. Goblins adjacent to this table can throw dishes


contains 130 and gain a ranged attack with 1 Skulldice.
Gold.
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…”

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