heroquest random rules
DESCRIPTION
A collection of additional rules for the board game hero questTRANSCRIPT
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.