AlliedHQ Questbook 01 MightAndMagic

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Allied HeroQuest Questbook Might and Magic

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Transcript of AlliedHQ Questbook 01 MightAndMagic

  • 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, both are games currently still in production by both firms. Descent it 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. You can visit Les Edwards his website at www.lesedwards.com.

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

  • Allied HeroQuest Questbook Might and Magic

    Allied HeroQuest

    Descent in the Dark

    Might and Magic

    Version 1

  • 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.

  • Allied HeroQuest Questbook Might and Magic

    Quest I Mellars 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 wearers 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 alchemists 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 Fellmargs Guardian. D. This is the special character Verag. E. The door to Melars 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:

    Morcars Legion.

  • Allied HeroQuest Questbook Might and Magic

    Quest II The Lost Wizard

    Map:

  • Allied HeroQuest Questbook Might and Magic

    "The Emperors 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 Karlens 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 Borins Armor.

    B. This chest contains 200 gold coins. On Karlens 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 its a trap! You must escape or perish in this dark, forgotten hole."

    Route:

    Two Passages.

    Notes:

    Home If half (rounded up) of the starting 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 (up to four) Heroes start. Each Hero starts at one of the Xs. 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:

    Morcars 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 fools 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. (Dont 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 fools gold, it will disappear back into the mine.

    Denizens:

    Morcars 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 Orcs 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

    Heroic Deeds

    No rest for you Heroes!

    Sir Ragnar has been captured by Orcs.

    Like Kenaron, he is one of the Emperors most powerful knights,

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