heroquest random rules

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HEROQUEST RANDOM DUNGEON RULES CORRIDORS – Roll 2d6 2 Stairs up 1 level/down 1 level/out of dungeon (1 in 3 chance of each) 3 Stranger 4 Trap 5 Event 6 Wandering Monster 7-9 Nothing 10 Blocked – dead end 11 Treasure/1d3x10GCs (1 in 2 chance of either) 12 Special – Roll 1d6 1. Roll again on Corridor 2. Event 3. Gallery, 50% chance of painting worth 1d6x10 GC 4. Stream for 4 spaces 5. Stream for 2d6+2 spaces 6. Chasm All CORRIDORS have 1d6-2 doors and a 1 in 3 chance of being Blocked at the end. ROOMS – Roll 2d6 2 Stranger 3 Furniture 4 Empty, 1 in 3 chance of Event 5 Furniture, Monsters and Stairs up/down (50/50%) 6-7 Furniture, Monsters, Treasure Chest 8 Monsters, Treasure Chest 9 Monsters 10 Trap 11 Event 12 Hazard All ROOMS have 1d6-2 doors and a 1 in 3 chance of being Blocked at the end. EVENTS – Roll 3d6 3 Trap 4 Chasm – The floor begins to give way, you must leave this area in one turn or roll 1d6 each turn: 1 = You fall in and die, 2-6 = Safe 5 Winds – A cool, refreshing draft blows through the area restoring 1 Body to all 6 Rat Swarm – 1d6 Rats attack 7 Fire – Blazes through this area, all Furniture is destroyed, all creatures lose 1 Body 8 Summons – A goblin appears and must be killed in one round or he will summon Wandering Monsters 9 Rat Poison Vial – You may discard this to instantly kill all adjacent Rats 10 Nothing Happens 11 Curious Monsters – The nearest room door opens, revealing its contents including extra Room Monsters 12 Treasure Horde – Roll on Treasure 13 Scavenged Loot – 1d6x10GCs 14 Secret Tunnel – Take 1 extra turn

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A collection of additional rules for the board game hero quest

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HEROQUEST

HEROQUEST RANDOM DUNGEON RULES

CORRIDORS Roll 2d6

2Stairs up 1 level/down 1 level/out of dungeon (1 in 3 chance of each)

3Stranger

4Trap

5Event

6Wandering Monster

7-9Nothing

10Blocked dead end

11Treasure/1d3x10GCs (1 in 2 chance of either)

12Special Roll 1d61. Roll again on Corridor

2. Event

3. Gallery, 50% chance of painting worth 1d6x10 GC

4. Stream for 4 spaces

5. Stream for 2d6+2 spaces

6. Chasm

All CORRIDORS have 1d6-2 doors and a 1 in 3 chance of being Blocked at the end.ROOMS Roll 2d6

2Stranger

3Furniture

4Empty, 1 in 3 chance of Event

5Furniture, Monsters and Stairs up/down (50/50%)

6-7Furniture, Monsters, Treasure Chest

8Monsters, Treasure Chest

9Monsters

10Trap

11Event

12Hazard

All ROOMS have 1d6-2 doors and a 1 in 3 chance of being Blocked at the end.EVENTS Roll 3d6

3Trap4Chasm The floor begins to give way, you must leave this area in one turn or roll 1d6 each turn: 1 = You fall in and die, 2-6 = Safe

5Winds A cool, refreshing draft blows through the area restoring 1 Body to all

6Rat Swarm 1d6 Rats attack

7Fire Blazes through this area, all Furniture is destroyed, all creatures lose 1 Body

8Summons A goblin appears and must be killed in one round or he will summon Wandering Monsters

9Rat Poison Vial You may discard this to instantly kill all adjacent Rats

10Nothing Happens11Curious Monsters The nearest room door opens, revealing its contents including extra Room Monsters

12Treasure Horde Roll on Treasure

13Scavenged Loot 1d6x10GCs

14Secret Tunnel Take 1 extra turn

15Secret Door creaks open next to you

16Lost miss your next turn

17Hidden Tapestries You find a rich tapestry worth 2d6x10GCs that you may take

18TrapSEARCHING FOR SECRET DOORS Roll 1d6:

1: Trap

2-4: Nothing

5: Secret Door

6: One Way Door (1 in 2 chance of either direction)STRANGERS Roll 1d6

1Rogue Roll 1d6

1. Thief (looking for someone to team up with then betray): ALIGNMENT Neutral/Evil, ATTACK 2, DEFEND 2, MIND 3, BODY 2, MOVE 11

2. 1d6 Brigands (looking for anyones treasure): ALIGNMENT Evil, ATTACK 2, DEFEND 2, MIND 2, BODY 1, MOVE 7

3. Minstrel (looking for knowledge): ALIGNMENT Good, ATTACK 1, DEFEND 2, MIND 3, BODY 2, MOVE 8

4. Jester (looking for someone to protect him): ALIGNMENT Neutral/Good, ATTACK 1, DEFEND 1, MIND 1, BODY 1, MOVE 10

5. Bard (looking for adventure): ALIGNMENT Neutral, ATTACK 2, DEFEND 2, MIND 4, BODY 3, MOVE 8

6. 1d6+1 Drunken Rakes (lost and violent): ALIGNMENT Neutral/Evil, ATTACK 3, DEFEND 1, MIND 1, BODY 1, MOVE 4

2Warrior Roll 1d6

1. Ranger (looking for evil monsters to kill): ALIGNMENT Good, ATTACK 3, DEFEND 2, MIND 3, BODY 2, MOVE 7

2. 2d6 Mercenaries (looking for employment = 50GCs each): ALIGNMENT Neutral, ATTACK 2, DEFEND 2, MIND 1, BODY 1, MOVE 6

3. Paladin (seeking holy item): ALIGNMENT Lawful Good, ATTACK 3, DEFEND 3, MIND 3, BODY 3, MOVE 6

4. Fighter Adventurer (looking for treasure): ALIGNMENT Good/Neutral/Evil, ATTACK 3, DEFEND 2, MIND 3, BODY 2, MOVE 7

5. 1d3 Berserkers (looking for things to kill): ALIGNMENT Insane, ATTACK 4, DEFEND 1, MIND 1, BODY 1, MOVE 7

6. Valkry (avenging her dead village): ALIGNMENT Good/Neutral, ATTACK 3, DEFEND 2, MIND 4, BODY 3, MOVE 8

3Wizard Roll 1d6

1. Necromancer (lives here with 1d6 Skeletons): ALIGNMENT Chaotic/Evil, ATTACK 1, DEFEND 2, MIND 7, BODY 2, MOVE 6, SPELLS 10

2. Hotshot (showing off, looking for treasure/monster heads): ALIGNMENT Good/Neutral/Evil, ATTACK 1, DEFEND 1, MIND 5, BODY 1, MOVE 7, SPELLS 5

3. Adventurer (looking for treasure): ALIGNMENT Good/Neutral/Evil, ATTACK 1, DEFEND 2, MIND 6, BODY 3, MOVE 7, SPELLS 5

4. Hermit (lives here): ALIGNMENT Good/Neutral/Evil, ATTACK 1, DEFEND 1, MIND 6, BODY 1, MOVE 6, SPELLS 2

5. Peddler (selling wares, may purchase from Equipment deck): ALIGNMENT Neutral, ATTACK 1, DEFEND 1, MIND 5, BODY 1, MOVE 7, SPELLS 1

6. Sorcerer (with Wandering Monster minions): ALIGNMENT Evil, ATTACK 1, DEFEND 2, MIND 8, BODY 2, MOVE 7, SPELLS 12

4Priest Roll 1d6

1. War Cleric (looking for things to kill): ALIGNMENT Insane/Neutral, ATTACK 3, DEFEND 2, MIND 2, BODY 2, MOVE 8, SPELLS 1

2. Adventurer (looking for treasure): ALIGNMENT Good/Neutral/Evil, ATTACK 2, DEFEND 2, MIND 3, BODY 2, MOVE 7, SPELLS 3

3. Sacrificer/Slaver (searching for sacrifices/slaves): ALIGNMENT Evil, ATTACK 2, DEFEND 2, MIND 2, BODY 2, MOVE 7, SPELLS 2

4. Witch (on the run from the law, if Evil will teleport out of dungeon with half your GC if not killed in 1 round): ALIGNMENT Good/Evil, ATTACK 1, DEFEND 1, MIND 5, BODY 1, MOVE 7, SPELLS 5

5. Scribe (looking for knowledge): ALIGNMENT Neutral/Good, ATTACK 1, DEFEND 2, MIND 4, BODY 1, MOVE 7, SPELLS 4

6. Dishonoured (seeking redemption): ALIGNMENT Lawful/Neutral, ATTACK 2, DEFEND 2, MIND 2, BODY 1, MOVE 7, SPELLS 0

5Character Roll 1d6

1. Prince/Princess (kidnapped by Wandering Monsters, pays 200GC or will marry you if you roll Mind or less on 2d6 if returned to surface safely): ALIGNMENT Neutral/Good, ATTACK 2, DEFEND 2, MIND 3, BODY 2, MOVE 7

2. 1d3 Male/Female Diversions (take 1d6x10GCs each, heroes miss the rest of their turn and Wandering Monsters arrive and attack, heroes cant use any items for 1 turn after): ALIGNMENT Neutral/Evil, ATTACK 2, DEFEND 2, MIND 2, BODY 1, MOVE 7

3. 1d3 Sell Swords (looking for employment = 50GCs each): ALIGNMENT Neutral, ATTACK 3, DEFEND 2, MIND 2, BODY 1, MOVE 6

4. Young man/woman (has escaped kidnapping and is lost, pays 100GCs or will marry you if returned to surface unhurt): ALIGNMENT Lawful/Good, ATTACK 1, DEFEND 1, MIND 4, BODY 3, MOVE 8

5. Succubus/Incubus (seeking money and pleasure): ALIGNMENT Neutral/Evil, ATTACK 3, DEFEND 2, MIND 4, BODY 2, MOVE 8

6. Vampire (seeking victim): ALIGNMENT Neutral/Evil, ATTACK 4, DEFEND 3, MIND 5, BODY 4, MOVE 10

6Adventurer Roll 1d6

1. Elf: ALIGNMENT Good/Evil, ATTACK 2, DEFEND 2, MIND 4, BODY 3, MOVE 8, SPELLS 2, MISSILE ATTACK 3

2. Dwarf: ALIGNMENT Good/Neutral, ATTACK 3, DEFEND 3, MIND 2, BODY 3, MOVE 6

3. Halfling: ALIGNMENT Good/Neutral, ATTACK 1, DEFEND 2, MIND 2, BODY 2, MOVE 8, MISSILE ATTACK 3

4. Gnome: ALIGNMENT Neutral/Good, ATTACK 1, DEFEND 1, MIND 4, BODY 2, MOVE 7, SPELLS 2

5. Half-Breed (Orc/Elf/Giant/Ogre): ALIGNMENT Evil/Good/Neutral/Chaotic, ATTACK 3/3/5/4, DEFEND 2/2/4/3, MIND 1/4/1/1, BODY 2/3/10/8, MOVE 8

6. Other World Being: ALIGNMENT Good/Neutral/Evil/Insane, ATTACK 1d6, DEFEND 1d6, MIND 1d6, BODY 1d6, MOVE 2d6

FURNITURE Roll 2d6(Doors and Furniture have DEFEND 4, BODY 1.)

2Bookshelf roll 1d6:

1.Trap

2.Rat

3.Gain 1 Spell (if possible)

4.1d6x10GCs

5.Nothing

6.Book roll 1d6:1. Gain 1 Max Body, 2. Gain 1 Max Mind, 3. Gain +1 to Max Movement,

4. Lose 1 Max Body, 5. Lose 1 Max Mind, 6. -1 to Max Movement3Cupboard roll 1d6:

1.Trap

2.Empty

3.Secret Door

4.Rat Poison

5.Cloak

6.Silver Bolts

4Table and 1d3 Goblins, roll 1d6:

1.Empty

2.Plate worth 5GCs

3.1d6x10GCs

4.Fungus Spores attack you with 1CD

5.Rat Poison

6.Food, if eaten roll 1d6: 1. Poison, lose 1d3 Body, 2. Disgusting, miss 1 turn vomiting, 3. No effect, 4. Edible and healthy, heal 1 Body, 5. Delicious, heal 1d3 Body, 6. Nourishing, take 1 extra turn5Fireplace roll 1d6:

1.Scorches you, lose 1 Body

2.Trap

3.Empty

4.1d6x10GCs

5.Painting worth 100GCs

6.1d6 Firebrands (one use each, +2 ATTACK Vs Mummies)

6Throne roll 1d6:

1.Trap

2.Nothing

3.1d2x10GCs

4.Secret Door

5.Skeleton, attacks

6.Crown, if worn roll 1d6: 1. Gain 1 Mind, 2. Gain 1 Spell, 3. Gain 1 Spirit, 4. Lose 1 Mind, 5. Trap, 6. Teleport all monsters from Dungeon!7Alchemists Bench roll 1d6:

1.Trap

2.Empty

3.Rat

4.1d2x10GCs

5.1d6 Potions (see Treasure)

6.Humanoid Poison

8Rack roll 1d6:

1.Insane Prisoner

2.1d6x10GCs

3.Prisoner

4.Chaos Warrior

5.Stranger

6.Chaos Warrior torturing Stranger

9Tomb roll 1d6:

1.1d2 Skeletons

2.Trap

3.Magic Weapon (see Treasure)

4.Empty

5.1d2x10GCs

6.Death Mist (normal rules)

10Sorcerers Table roll 1d6:

1.Gain 1 Spell

2.Lose 1 Mind

3.Gain 1 Mind

4.Trap

5.Nothing

6.Roll Mind or less on 1d6 or become a Chaos Sorcerer!

11Grave roll 1d6:

1.Mummy

2.Zombie

3.Skeleton

4.Empty

5.2d6x10GCs

6.Roll on Treasure

12Weapon Rack: Gain 1 equipment card of your choice

HAZARDS Roll 3d6

3Stranger

4Room Revolves Swap door locations

5Statue guarding eye-gem (1d6x100GC) = ATTACK 6, DEFEND 6, MIND 0, BODY 7, MOVE 12, NEUTRAL (will not attack unless attacked)

61d6 Mushrooms, if eaten roll 1d6

1. Heal 1d3 Body

2. Heal 1d2 Mind

3. Gain 1d6 Move for this adventure only, Maximum of 3d6

4. Lose 1d6 Move for this adventure only, Minimum of 1d6

5. Lose 1 Mind

6. Lose 1d3 Body

7Throne, roll 1d6

1. Chaos Sorcerer materialises to fight

2. Secret Door

3. Nothing

4. Trap

5. Moveable 1 square per turn

6. Roll on Treasure Chest

8Magic Circle, roll 2d6

1. Heal 1 Mind

2. Regain 1 Spell

3. No effect

4. Lose 1 Mind

5. Lose 1 Spell permanently

6. Roll again:

1. Gain 1 Maximum Mind

2. Gain 1 Spell (a permanent innate ability of your choice, usable once per quest)

3. Lose ability to cast spells

4. Teleport to surface

5. Polymorphed into another race (roll on Stranger race above)

6. Lose 1 Body, Gain 1 Mind (permanently)

9Trapdoor leads down 1 level or to another unseen room

10Magical Pool, if bathed in roll 1d6:1. Roll 4 Combat Dice and lose 1 Body for each Skull rolled

2. Transported to another room/1 level down

3. Gain/Lose 1 Body/Mind/Spirit

4. Gain 1 Wish

5. Reincarnate dead person/Polymorph live person

6. Turns all treasure into lead/Platinum (x5 value)

11Elevator, goes up/down 1d6 levels/to surface each hour

12Pit opens to next level down, 1 Body damage, Spikes for extra 1d6-3 damage

13Chaos Sorcerer, Sorcerers Table, Chest (add 2 to roll), Throne, 2 Room Monsters14Roll 1d6

1-3Dwarven Forge

4-6Magic Mist

15Well and 5 buckets worth of water, if drunk roll 1d6

1. Lose 1 Body

2. Heal 1 Body

3. Nothing

4. Restore 1 Spell

5. Lose 1 Mind

6. Take 3 Turns next go

16Tomb, Chest, Weapons Rack, 4 Skeletons, 1 Gargoyle

17Strange Sounds, each turn roll Mind or less on 1d6 or lose 1 Mind

18Roll 1d61-3Roll again twice on this Hazards table

4-6Roll again on Room

TREASURE CHESTS/TREASURE (with 1d6x10GC) Roll 2d6

2Trap

31d6 Gems worth 1d6x10 GC each

41 piece of Jewellery worth 3d6x10GC

5Magic Weapon (+1d2 Attack) roll 1d6:1. Hand Axe

2. Spear

3. Crossbow

4. Battleaxe

5. Broadsword

6. Staff

6Magic Armour (+1d2 Defend) roll 1d6:

1. Platemail

2. Chainmail

3. Shield

4. Helmet

5. Bracers

6. Cloak of Protection

7Ring (3d6 charges) roll 1d6:

1. Heal 1 Body

2. Heal 1 Mind

3. +1 Spirit (no charges, permanent effect)

4. Ball of Flame

5. Spells (choose which group it uses)

6. +1 Defend and Attack

8Wand (4d6 charges) roll 1d6:

1. Heal 1 Body

2. Fear (as Gas Trap)

3. Spell Absorbing

4. Trap Detection

5. Paralysing (for 1d6-Mind turns)

6. Charm (enemies become allies for 1 turn)

9Magic Item roll 1d6

1. Book of 3d6 Spells

2. Boots of Speed (+1 Move)

3. Skull Cap (+1 Mind)

4. Girdle (+1 Body)

5. Gauntlets (+1 Attack)

6. Brooch (+1 Defend)

101d3 Potions, roll 1d6 for each one

1. Healing

2. Heroic Brew

3. Speed

4. Strength

5. Resilience

6. Invisibility (as Veil of Mist)

111 random Equipment Card

12Roll 1d61. Quest Treasure

2. 1d3 Igneolite Bombs

3. Gain 1 Mind

4. Gain 1 Spell (Mind 4+ needed)

5. Gain 1 Body

6. Magic Lamp (choose one Spell, you may cast this once per adventure)

WANDERING MONSTERS Roll 2d6

MONSTER

GCs OF LOOT

21d2 Fimir

1d2x9

31d3 Skaven

1d3x8

41d3 Skeletons

None

51d3 Bandits

1d3x7

61d3 Goblins

1d3x3

71d3 Orcs

1d3x5

81d3 Hobgoblins

1d3x6

91d3 Beastmen

1d3x4

101d2 Zombies

None

111d2 Mummies

None

121d2 Chaos Warriors

1d2x20

ROOM MONSTERS Roll 4d6

MONSTER

GCs OF LOOT

41 Gargoyle

50

51d3 Beastmen

10

61d4+1 Skaven

40

71d3 Chaos Warriors

30

81d3 Mummies

None

91d3 Zombies

None

101d6 Skeletons

None

111d3 Ogre Warriors + Ogre Chieftain

100

121d2+1 Fimir

20

131d6+2 Goblins

15

141d6+2 Orcs

25

151d2 Rats

2

161d6 Bandits

30

171d3 Hobgoblins

15

181 Rat Ogre

40

191 White Seer Skaven + 1d3 Skaven

60

201d2 Ogre Champions + 1 Ogre Lord

200

211d3 Trolls

120

221 Stranger

1d100

231 Chaos Sorcerer + 1d2 Chaos Warriors

Roll on Treasure

24Roll Twice

+20CHAOS SORCERORS = ATTACK 3, DEFEND 3, MIND 5, BODY 1, MOVE 6, SPELLS 3.TRAPS Roll 1d100

11d3 Arrows shoot from walls roll 1CD for each, 1 damage for each skull

21d2 Poisoned Arrows as above but 2 damage for each skull

3Rolling Ball normal rules

4Spear normal rules

5Dart normal rules

6Pit normal rules

7Pit of Darkness normal rules

8Alarm summons Wandering Monsters

9Net trapped, you cannot move for 1d3 turns

10Magical Aura lose 1d6 Spells

11Transportation teleported out of dungeon

12Mine every model within 5 squares (and LOS) takes 1 damage

13Sliding Floor move 2d6 spaces, take 1 damage for (and from) each creature you hit

14Caltrops Roll 6 or more on your Movement dice or miss 1d2 turns

15Poisoned Caltrops as above but take 1 damage for each turn missed

16Falling Blocks normal rules

17Ceiling Lowers move out of room next turn or be crushed to death

18Ceiling Collapses Roll Movement dice and get enough to leave area or die

19Chute down 1 level

20Door Falls Into Room anyone adjacent is attacked with 3CD and door is removed

21One Way Door closes and traps occupants from one side only

22Resisting Door 1d3 Defend, 1d6 Body

23Springing Door attacks nearest model with 1d3 CD

24Collapsing Floor fall to next level for 1d3 damage

25Illusionary Floor fall to next level for 1d2 damage

26Blinding Gas no one in this area can attack or move for 1 turn

27Corroding Gas destroys all Armour

28Fear Gas no one in area can attack for 1d3 turns and must move away from enemies

29Nausea Gas miss 1 turn

30Obscuring Gas you have -1 to Attack, Defence and Move Dice for 1d6 turns

31Poison Gas Roll Body or less on 1d6 or take 1 damage

32Sleep Gas as per Spell

33Slowing Gas everyone in area suffers -1 to Move Dice for 1d6 turns

34Weakness Gas everyone in area suffers -1 Attack Dice for 1d6 turns

35Jaws/Mantrap 1CD attacks you and severs your arm/leg on a hit

36Lightning Bolt take 1 damage, 2 if you wear armour

37Pendulum Blade attacks with 5CD

38Pendulum Ball attacks with 4CD

39Pit locks shut when you fall in, has Defend 4, Body 2

40Pit as above but also floods, escape in 6 turns or die

41Spiked Pit as usual but also attacks with 2CD

42Poisoned Spiked Pit as above but each skull inflicts 2 damage

43Portcullis normal rules

44Trapdoor normal rules

45Zombie Lair normal rules

46Mystic Cloud normal rules

47Wall of Death normal rules

48Mystery Chest normal rules but also roll on Treasure Chest

49Stone Block lowers to block passage

50Elevating Room moves up or down 1 level every 100 turns

51Doors Shut and Lock room floods, escape in 8 turns or drown

52Room Turns by 90 degrees, doors will now lead different ways

53Scything Blade attacks with 6CD

54Poisoned Spear as usual but inflicts 2 damage if it hits

55Stairs Collapse take 1d2 damage if on them, remove stairwell piece either way

56Gas Vent roll Mind or less on 1d6 or Sleep as per Spell

57Fire Vent attacks as Ball of Flame

58Acid Vent corrodes all armour, then attacks with 3CD

59Noose swings and strings you up for 1d6 turns, your Defend is reduced to 1

60Shaking Floors move forward 2 spaces, lose 1 Body and miss you next turn

61-80No Trap81-00Roll Twice!Losing your leg halves your movement dice.

Losing your arm halves your ATTACK and DEFEND.EQUIPMENT

You can sell any Items for 1/3 of their price round down.

ITEM

COST IN GCsLife Costs (pay first per adventure or lose 1 Max Body)

10

Bank Membership (pay per adventure or lose half GCs)

10% of total GCsVisit to Armoury

10Backpack

20

Bracers (Wizards only, +1 Defence)

200

Breastplate (+1 Defence, Wizards cannot use)

125

Cloak (hide from monsters, 1 in 3 chance per monster per turn)

100

Cloak of Protection (+1 Defence, Wizards only)

200

Holy Water

100

Humanoid Poison (+2 Damage for one attack Vs Humanoids)

200

Igneolite (destroy blockages)

150

Padded Armour (+1 Defence)

150

Pistol (6 Missile Attack, requires Bullets)

800

1 Bullet

200

1 Silver Bolt (+1 Attack with Crossbow, one use each)

20

Rat Poison (kills all adjacent Rats, one use)

50

Rope of the Elves (immunity to the effects Pit Traps)

100

Warhammer (4 Attack dice, 5 for Dwarves)

450

Visit to Apothecary

50

Potion of Healing

200

Potion of Invisibility

150

Potion of Strength

170

Potion of Speed

175

Potion of Heroic Brew

180

Potion of Resilience

165

Use Spells Ability

1500

Learn 1 Extra Spell

300

Visit to Temple

10

Healing Potion

200

Resurrection

1000

Cure Disease

350

Cure 1 Body

10

Cure 1 Mind

100

Restore Limb

450

Visit to Training Grounds

100

+1 MIND

1000

+1 BODY

1000

+1 MOVE

1200

+1 ATTACK

1350

+1 DEFENCE

1350

Use Any Weapon Ability

1500

Trap Disarm Ability

1400

Mighty Blow (auto-kill enemies when you roll all skulls)

1500

Visit to Town Hall

10Marriage

200

Divorce

100

House (no need to pay Bank Membership)

1000

Moneylender * (pay per adventure and until debt is paid)

10% of total GCs

Occupation

50

Title (become a Noble Sir or Lady)

2000

Will

50

Alteration of Will

20

* Moneylender If you cannot pay a required cost (not buying Items) between adventures you must borrow that cost from the moneylender and make a note of it until you can pay it off in full in one go, thus paying 10% of every adventures spoils to the Moneylender (until you can pay him).

RANDOM QUESTS Roll4D6

4IMPRESS PARTNER: Go down 2 levels into dungeon. 1st chest found contains a jewel (e.g. necklace), return this to your partner. Reward: You never have to pay Life Costs again.

5SAVE PRISONER: Room number (1d6+6) has monsters and 1 Imperial Guard captive, bring him back alive. Reward: 300GC6RETURN IDOL: First table found displays the Idol, bring it back. Reward: +1 Mind/Body.7BECOME CHAMPION: Explore every level on 1 floor. Reward: Popularity, You may add or subtract 4 to your Random Events roll.8FIND ANIMAL: Room number (1d6+6) contains the pet that you must save and return to its owner. Roll 1d6 for the type of pet from the Random Event table. Reward: 250GC.9IRON MAIDENS: Every monster met is an Iron Maiden (same stats as Chaos Warrior, dont place monsters if you run out of appropriate figures). Find the first Throne and sit on it to win. If so you may marry an Iron Maiden. Reward: 400GC.10HAUNTED HALLS: Kill the first Chaos Sorcerer you find and escape. Any none-undead met are replaced with Ghosts, their stats are still the same but you only do damage to their Mind instead of Body when you strike them, as they do to you too. If your Mind is reduced to 0 youre knocked unconscious for the rest of the game. Reward: 300GC.11DRAGON SLAYERS: Go down to 3rd level where there are no doors or walls and the Dragon takes up the whole board: ATTACK 8 (2 Attacks), DEFEND 8, MIND 6, BODY 10 (when down to less than 5 BODY it loses the second attack), MOVE 100, Breath: Roll 2CD each turn and take 1 damage for each Black enemy shield. Kill the Dragon! Reward: 1000GC.12CASKET OF SOULS: The first Middle Room you enter contains the Temple Template, the Casket is under the Throne. Return the Casket to win, if you open it roll 1d6: 1: 100GCs, 2: Gain 1 Spell, 3: Nothing, 4: Trap, 5: Summon Beastman, 6: Restart Quest! Reward: 300GC.13DOOMED ONES: Destroy 12 Skeletons and escape alive! Reward: 200GC.14TITANS: Destroy 1 Evil Titan. Every Gargoyle/Ogre/Chaos Warrior/Sorcerer is a Titan. Neutral Titans ignore you and cannot be killed (remove the model if you wish). Good Titans will instantly kill any one monster (but not Titan) for you before vanishing. Titans: ATTACK 8, DEFEND 8, MIND 8, BODY 8, MOVE 8. Reward: 100GC.15JAILBREAK: Youre two floors down in the middle room. All your equipment, spells, etc are in the first Treasure Chest you find. Find the stairs out. Reward: None.16RESCUE: First Hazard Room you find contains a Princess as per Strangers Table. Get her out alive. Reward: 200GC.17CHASE: The first room on the second floor down contains a Spy, find him and then leave alive. Reward: 250GC.18WAGER: Go down to the 3rd level and then get out alive. Reward: 300GC.19ADVENTURE: Kill at least one of each of the following monsters: Fimir, Goblin, Orc, Skeleton, Zombie, Mummy. Reward: 400GC.10FIND QUEST TREASURE: Its in the first Treasure Chest you find, roll 1d6: 1 Orcs Bane, 2 Spirit Blade, 3 Wand of Recall, 4 Talisman of Lore, 5 Borins Armour, 6 Roll again. Reward: Varies.21TREASURE: Find 1000GCs. Reward: None.22WARLORD: Go down to 3rd level, firs Orc found is the Warlord with same stats as normal Orc but 1 extra Attack. Kill him and get out alive. Reward: 450GC.23NECROMANCER: Kill the first Chaos Sorcerer found, he has ATTACK 2, DEFEND 4, MIND 6, BODY 1, MOVE 6, SPELLS Chaos and Blood. Reward: 500GC.24CROWN JEWELS: Theyre in a Treasure Chest in room number (1d6+8) guarded by 4 Chaos Warriors. Return them. Reward: 350GC.

RANDOM EVENTS Roll 1d100 in between each Adventure

1ACCIDENT, LIGHTNING STRIKES: If you own a House pay 100GCs for repairs or lose the House, otherwise take 1d3 damage and go to 26 FIRE2AMBASSADOR: Has come to marry a local woman of beauty/nobility

3ASSASSINATION ATTEMPT: Youre attacked by an Assassin: A 3, D 3, M 2, B 2. If you defeat him go to 10 CHALLENGED TO A DUEL

4BAD HARVEST: 1 in 6 chance of 31 ILLNESS, 1 in 6 chance of 53 REBELLION, much grumbling from the peasants

5BANK ROBBERY: Lose any money you have invested in the Bank

6BEFRIEND HEALER: Offers you a visit to the Temple and one Temple service for free

7BEFRIEND MAGE: Offers you one free visit to the Apothecary

8BEFRIEND PEDDLAR: Offers you anything from the Armoury for price for one visit

9BRIGAND ATTACK: Youre attacked by 1d6 brigands: A 3, D 2, M 2, B 1, no escape

10CHALLENGED TO A DUEL: A warrior/wizard who you unintentionally insulted wants to fight you, they have the same stats as you

11CHILDREN: Newborn! Your Life Cost is doubled or set to a minimum of 10

12COMET: Meteorites fall to earth and monsters spring up everywhere

13CORRUPTION: A new, vengeful politician corrupts the local government, theres a 1 in 6 chance you must pay a 100GC fine or become imprisoned for 1 year, the unjust official lives in a dungeon as a Chaos Sorcerer

14CURSED BY HAG: Lose all your followers

15DEATH OF PRIEST: You inherit 1d6 Vials of Holy Water to use against Evil

16DEITY VISITATION: Local shrine is made holy and costs 100GCs to visit (once only per person), gain 1 Mind or Body, the local dungeon becomes a Hell-Pit where the monsters all have +1CD as evil deities sponsor their activities

17DEMON TERRORISES TOWN: Kidnapping villagers, inhabits local dungeon, 3rd level down, centre room: A 6, D 5, M 5, B 2, MO 8, 200GC reward for slaying him

18DOPPLEGANGER: Youre attacked by a close friend (1 in 3 chance of your spouse if you have one!) who was killed and replicated by a Doppelganger: A 3, D 3, M 3, B 1

19EARTHQUAKE: Your House is destroyed (if you have one), either way lose all your money

20ENCOUNTER CITY GUARD OFFICIAL: You are (possibly unjustly) fined 50GCs by a City Watchman who dislikes your face

21ENCOUNTER DRUNKARDS: You must fight 1d6 Drunken Louts: A 2, D 1, M 1, B 1

22ENCOUNTER EVIL WIZARD: Drains your Mind by 1 and teleports you into a dungeon

23ENTREATY: A peasant asks you to kill an evil high-ranking warrior (the first Stranger/Warrior in dungeon) who terrorises his family, Reward: 50GCs, his eldest childs hand in marriage and his eternal gratefulness

24EVIL MONSTER: A cunning enemy (Ogre/Gargoyle) has set up a dungeon near here and abducts people for sacrifices and other horrible reasons

25FAMINE: Your Life Cost is multiplied by 10 this time only, there is a 1 in 6 chance of 31 ILLNESS, 53 REBELLION and/or 9 BRIGAND ATTACK26FIRE: The building youre staying in catches fire, you must help extinguish it, pay double your Life Cost this time and lose all GCs that arent Banked, if the building is your House it has been burned to the ground

27FLOOD: The town/city is flooded and your building subsides, if this is your House pay 100GCs for damage repairs, also there is a 20% chance of 31 ILLNESS28GIVEN PET: A visiting friend brings you a Pet gift, roll 1d6:

1Dog: add 10 to Life Cost, +1 Move

2Mongoose: +1CD Vs Fimir, you may not own a Snake

3Snake: automatically kills Rats, you may not own a Mongoose

4Chicken: eat it to pay Life Cost, one use only

5Worm: no effect

6Cat: can cast Shine once per adventure

29HUSTLER: You are seduced, lose 3d6x10GCs, if married you must also Divorce

30HAUNTING: Ghosts plague the town A 2, D 2, M 4, B 0, MO 8, can only be hit by Magical Weapons, they drain Mind instead of Body, they are led by a Master Ghost who haunts the local dungeon: A 4, D 4, M 8, B 0, MO 12

31ILLNESS: A disease sweeps the land, you have a 20% chance of contracting it, if you live with someone your chances are doubled, anyone with the disease dies in 2d6 days

32ILLUSIONIST CON ARTIST: Unless you are a Mage, he cons you out of 50GCs

33INFAMOUS CRIMINAL: Moves into the area, living in a local dungeon, he is the first stranger you meet (a Warrior)

34INSULT: Youre challenged by a local character (the same class as you) who you must fight or you may never become a Champion

35INVITATION: Youre invited to a marriage between two local families, but you and the bride/groom fall in love, if you marry the noble you may not become a champion but your Life Cost is paid for you and see 11 CHILDREN, either way you make an enemy (same class as you)

36INVOLVED WITH NOBLE: If youre married, your life leaves you for a local noble whilst youre adventuring, otherwise you become involved with a noble, you may marry her/him in which case youre Life Cost is now paid for you

37KIDNAPPING: If married your spouse is taken to the 3rd level of the local dungeon, if not you suffer 9 BRIGAND ATTACK, if you lose youre Imprisoned in the 3rd dungeon level and must make a JAILBREAK38LORD ASSASSINATED: By a Thief who lives in the nearest dungeon, if he is not found and killed the local government will go to 60 WAR39LORD DIES: A saddening event indeed

40LUCKLESS MERCENARIES: Offer you their services for half price (2d6 Mercenaries)

41LYCANTHROPY: The town is infested with Lycanthropes, their source is the dungeon

42MAN-EATING CREATURE: A local monster keeps eating people and must be stopped. Guess where it lives . . .

43MILITARY INCURSION: 20 enemy troops (Chaos Warriors) move to the town borders and may be hunted at 20GCs a head in the dungeon

44MILITARY MOVEMENT: An army begins raiding the town borders, their commander (the first Chaos Sorcerer you meet) governs them from his dungeon

45MONEYLENDER MURDERED: Write off all (if any) of your debts with him

46MONSTER: Wandering Monster attacks you whilst youre out rambling the countryside

47NEW RELIGION: If you become a follower you gain one Spell (Mind permitting) which you may cast once per adventure (you can only follow one Religion at once)

48OFFER OF MARRIAGE: If you accept your Life Cost is now paid for you automatically

49PILGRIM IN NEED: Asks you to take him to the Shrine on dungeon level 3

50PLOT: To overthrow the government brewing in the dungeon, the first Sorcerers Table holds evidence of this and is worth 400GCs reward

51PRESS-GANGED: Youre forced to join a ruffian gang, there is a 1 in 6 chance per adventure that youre caught and imprisoned for 1 year by the militia unless you can slay their leader (Chaos Sorcerer, dungeon, 1st you meet)

52RAT INFESTATION: 1d6 Rats attack, the town is full of them, 20% chance of 31 ILLNESS53REBELLION: The peasants ask you to join their revolt, if not fight 4 of them (same as 9 BRIGAND ATTACK) and gain 200GCs if you put down the revolt; otherwise you must overthrow the local government lords by defeating 6 Royal Guards (Chaos Warriors) in a row, Reward: 100GCs and you become a Noble

54RECRUITMENT: Youre enlisted in the army and go to War for 1d6 years

55ROBBERY: Your place is robbed of all your Equipment and money, gutted . . .

56TAX RISE: Your Life Cost is doubled from now on

57UPSET GOODWIFE: A flirtatious goodwife demands 100GCs to stay quiet about you!

58VIRTUOUS MAIDEN: A beautiful Noble (1 in 3 chance of being a Mage) moves to town, to woo her you must complete 1 quest with no Reward to marry her and become Noble

59VOLCANO: Erupts near town, dungeon becomes a Hell-Pit where monsters have +1CD

60WAR: Either enlist in the army for 1d6+1 years of war or you may not become a Champion61WEATHER PROBLEMS: There is a storm, 1 in 6 chance of being hit by lightning and losing all your non-magical Equipment and 1 Body

62LOCAL HERO DIES: You inherit Elven Rope and 20GCs63DISEASE: Lose 3 Body before each adventure starts until cured64EVIL WIZARD: Drains your Mind, lose 1 Mind before next adventure starts65MUGGERS: Youre attacked by 1d3 muggers with same stats as Goblins and 20GC each66-80NO EVENT

81-00ROLL TWICE!

SPELLS

MIND REQUIREMENT

SPELLS

4

3

5

6

6

9

7

12

8

15

9

18

10

21Your MIND must be 6+ to learn any of the following sets of SPELLS:

AMETHYST

POWER OF HEALING = Restores 4 BODY

EXPLODE = Destroys 1 inanimate object

FARSIGHT = Roll 1d6 and open that many doors on the board

BRIGHT

SHINE = Blinds all enemies for one turn, they cannot attack

BURN = Makes one enemy become mad, that creature will then attack the nearest creature every turn

FLAMES OF DOOM = Attack 1d6+1 enemies in 1 room or corridor with 1CD

JADE

GOLEMN = A GOLEMN (same stats as a Fimir) is summoned and may be placed anywhere on the board in LOS of the caster. He will attack the nearest creature each turn. If he cannot reach he will cast Fire Of Wrath on that creature. Roll 1D3 each turn, on a 1, the GOLEMN disintegrates

TELEPORT = Move onto any space in an unrevealed room of your choice

VOID = 1d6 creatures in an 9 square area are moved to a room of your choiceYour MIND must be 7+ to learn any of the following sets of SPELLS:

BLOOD

SWELL = All models on the board in an adjacent space to an enemy lose 1 BODY

RESTORE = Heals 5 BODY

SUMMON = Roll 2d6, On a 9+ destroy any one creature on the board, otherwise the spell is wasted

CHAOS

MUTATE = Roll 1CD, SKULL = target creature permanently loses 1 ATTACK die

WARP = Move to any space on the board

GROWTH = One character/creatures ATTACK and DEFEND are doubled but that model may only move 1 space per turn. This is negated as soon as that character restores 1 BODY

NEW CLASSES

RANGER

MIND 4 BODY 6 ATTACK 2CD

DEFEND 2CD

MOVE 2 DICE

Special Ability Dual Weapons: You may use two close combat weapons at once, the second weapon gives you +1CD only regardless of what it normally provides.

You begin with one Earth Spell of your choice.

THIEF

MIND 4 BODY 6 ATTACK 1CD

DEFEND 2CD

MOVE 3 DICE

Special Ability Sneaking: You may move through monsters as though they were heroes, if you do this before you attack you gain +1CD for that attack only.

You can disarm traps like the Dwarf.

CLERIC

MIND 5 BODY 5 ATTACK 2CD

DEFEND 3CD

MOVE 2 DICE

Special Ability Healing: You begin the game with 3 (or 1d6, you choose, roll again for each adventure) Heal Spells (Restore 4 Body).

NEW CHARACTERISTIC: SPIRIT

Roll 1d6+2 for your Spirit score. Elves add +1 and Dwarves deduct 1 from the roll. This represents your Spirituality and Charisma.