Dungeons of Peril
Dungeons of Peril Rulebook
Table of Contents
Table of Contents
Heroes of the Empire
Over the years, the success of the four brave Heroes had been remarkable. The Barbarian, the Dwarf, the Elf, and the Wizard had embarked on many fantastic (and usually very dangerous) quests. Time and again, they engaged and defeated the forces of evil and Chaos. But despite their success and the power they accumulated, they were only four strong, and they could only be in one place at one time. The servants of Chaos continued to multiply and expand, despite the setbacks they suffered at the hands of the Heroes. As the Emperor sat in council with his many advisors, he realized but one course of action remained. Thus, he issued his proclamation. Across the Empire, the call went out for more brave adventurers to come forward to serve their Emperor.
Many answered the call, but few were chosen. After the many tests and challenges were over, only 16 of the hundreds of would-be adventurers were left. These Heroes came from all over the land. They were made up of all shapes, sizes, and races - from the devout Cleric, to the enigmatic Shapeshifter, to the mysterious Shadow Walker. These new adventurers were largely untested in battle, but their bravery and dedication were beyond question. When they finally assembled in the throne room, the Emperor divided them into parties of four and sent them on their first quests - perhaps to their deaths, but hopefully to their successes.
Most of the rules for each Hero are included on the Hero cards. Additional rules and clarifications are covered in the text that follows.
Alchemist
- The Alchemist may share his potions with the other Heroes. The normal rules for passing objects between Heroes apply.
Cleric
- The Cleric has a total of 6 Spells. Each Spell may only be used once per Quest.
- You may choose to take the six Spells that are unique to Clerics. As an alternative, you may trade in 3 of these and take the Spells of Protection or Spells of Detection instead. (These spells came with the Wizards of Morcar expansion.)
Dwarf Ranger*
- The Dwarf Ranger may not move or perform any actions when he is reloading his Musket.
- In order for the Ranger to react to a Wandering Monster, he must have a clear Line of Sight to that monster when it first appears.
Elf Archer
- As stated on the card, you cannot shoot your Bow at a monster in an adjacent square. If you shoot through occupied squares, you roll 1 less die than normal (regardless of how many occupied squares lie between you and the target). The bow essentially has an unlimited range.
- The Elf Archer does NOT get any Spells (like the normal Elf does).
Halfling Thief
- The Halfling Thief follows the same rules for the Dwarf regarding disarming Traps (i.e., he rolls 1 die, and is successful unless he rolls a Black Shield).
- When he searches for Hidden Treasure, he draws 2 cards. He encounters one, and must discard the other. He cannot encounter both cards.
Mystic
- The Mystic must have a clear Line of Sight to a target to use his Psychic Strike.
- As stated on the card, a monster must have 1 or more Mind Points to be targeted by this power. (Basically, the power does not work against Undead.)
Imperial Ogre*
- The Ogre may not use any Artifacts. He may, however, drink Potions.
- If the Ogre fails to roll any Skulls and there are no other Heroes adjacent to him, he loses the Body Point instead.
Paladin
- The Paladin's resistance to Chaos Spells applies only to him. If, for example, a Chaos Sorceror casts Firestorm in a room where the Paladin is, the Paladin is unaffected, but any other Heroes in the room take damage as normal.
Rogue
- When disarming a Trap, the Rogue rolls 1 combat die. If he does not have a Tool Kit, he successfully disarms the Trap unless he rolls a Skull. If he has a Tool Kit, he successfully disarms the Trap unless he rolls a Black Shield.
- The Rogue picks his Wizard spells last (i.e., after the Wizard and / or Elf have chosen theirs.)
Shadow Walker
- The Shadow Walker MAY throw a Shuriken at the same monster he attacks in melee. If he does, resolve the attacks separately.
- If the Shadow Walker moves onto a Trap square, he does not detect it; he just does not set it off.
Shapeshifter
- Changing form does not count as an action.
- The Shapeshifter may not use any Artifacts. However, he may drink Potions normally.
Warrior-Monk
- The Monk may attempt to disarm any Trap by rolling one combat die. If he rolls a Skull or Black Shield, he is successful. If he rolls a White Shield, he fails and activates the Trap.
- When fighting with Open Hand, the Monk may make two separate 2-die attacks, or may combine them and make one 4-die attack.
- As Open Hand damage is based on the Monk's knowledge of a living opponent's anatomy, it may not be used against Undead.
Wood Elf Mage
- The Wood Elf Mage has a total of 9 Spells. He may choose his spells from among the 8 Elf spells (from the Quest for the Elf pack) and the 6 Wood Elf Mage spells included with this expansion.
- If you do not have access to the Elf Quest pack, he may choose one set of Elemental spells instead.
Weaponmaster*
- The following weapons combinations are permissible:
- 2 Daggers
- 2 Shortswords
- Dagger and Shortsword
- Broadsword and Dagger
- Longsword and Dagger
- Battle Axe
- The Weaponmaster may attack with both weapons, rolling separately for each one. He may also combine the attacks.
- The Weaponmaster may use a Shield per the normal rules, but may not use a Shield and 2 weapons.
- The Weaponmaster must decide at the beginning of his turn to parry. If he does, he may not attack with that weapon during that turn, but adds the Defend dice to his own Defend dice during Zargon's next turn.
Vampire Hunter
- The Vampire Hunter may change the items he has between Quests.
NOTE: Heroes designated by an "*" are not included in this expansion, but are available as a free download.
Endless Dungeons
Designer's Notes
The following rules describe the 14 special tiles that are included with the Endless Dungeons set. These rules are for use with HeroQuest. If you are playing a different game, these rules can serve as ideas for converting the rules to whatever system you are using.
These rules are actually an excerpt from Dungeons of Peril (abbreviated as DoP), a complete dungeon generation system using the rules from HeroQuest. DoP is in the final stages of playtesting. DoP includes complete monster lists; new Artifacts; rules for dungeon features in small, medium, and large rooms; and much more. I have tried to incorporate rules from DoP to make these rules for these Special Rooms self-sufficient.
1. Notes on Body and Mind Tests
Some tiles require a Hero to take a Body or Mind test. The rules from DoP are as follows:
- a. There are 3 types of Tests that a Hero may take. Some tests are optional, but some are required. The rules will describe the test, as well as the reward for success and / or the penalty for failure.
- b. Mind Test - roll less than or equal to current Mind Points on 1d6.
- c. Body Test - roll less than or equal to current Body Points on 1d6.
- d. Combined Test - roll less than or equal to current Mind Points + Body Points on 2d6.
2. Reference Sheet
A reference sheet is included at the end of these rules. This sheet lists several important tables that may be required for play. The following tables are covered: Mercenaries, Weapons and Armour, Mechanical Traps, and Treasure.
3. Monster spells
Some of the monsters detailed below have spells from the Wizards of Morcar expansion. If you do not have access to this expansion, you may substitute Chaos spells instead.
A. Wizard's Chamber
- A High Mage and his servants occupy this room.
- The High Mage is accompanied by 4 Mercenaries. Roll on the Mercenaries Table to determine the type of each Mercenary.
| Name | Attack Dice | Defend Dice | Body Points | Mind Points | Movement |
|---|---|---|---|---|---|
| High Mage | 3 | 5 | 3 | 5 | 6 |
Special: Knows all 6 High Mage Spells.
- The strong magic that radiates from the Magic Circle in this room has the following effects:
- The High Mage may cast 2 Spells per turn.
- The Wizard, Elf, and Wood Elf Mage may each cast 1 Spell for free in this room (i.e., the Spell is not discarded after casting).
B. Necromancer's Study
- A Necromancer and his servants occupy this room.
- Roll 1 die and consult the following table to determine his guards:
| Die Roll | Result |
|---|---|
| 1 | 3 Skeletons |
| 2 | 3 Zombies |
| 3 | 2 Mummies |
| 4 | 2 Skeletons, 2 Zombies |
| 5 | 2 Skeletons, 1 Undead Champion |
| 6 | Roll twice. Re-roll any additional 6's. |
| Name | Attack Dice | Defend Dice | Body Points | Mind Points | Movement |
|---|---|---|---|---|---|
| Necromancer | 2 | 4 | 4 | 5 | 6 |
Special: Has 4 Necromancer Spells (Death Bolt, Skulls of Doom, Fear, Raise Dead); can Summon Undead.
- Summoned spirits (see below) are placed next to the Necromancer, and may move and attack immediately.
- He may attempt to summon an undead spirit at the start of each of his turns, in addition to casting a spell or attacking. Roll 1d6:
| Roll | Result |
|---|---|
| 1 | The Necromancer buckles under the strain of the summoning. He loses the rest of his turn, and cannot attempt any more summonings. |
| 2-3 | The spirits ignore the summoning. He may try again next turn. |
| 4 | Skeleton |
| 5 | Zombie |
| 6 | Mummy |
C. Burial Chamber
- The Heroes may search a Tomb, once the lid has been removed. To remove the lid, roll 1d6 and add the Hero's Attack Dice. On a 7 or more, the Hero is successful.
- Each tomb may be searched once.
- During his turn, a Hero may either try to open one Tomb or search a Tomb that has already been opened.
- To search a tomb, roll 1d6 and consult the table to see what you find. Add 1 to the die roll for each Tomb that has already been searched.
| Die Roll | Result |
|---|---|
| 3 or less | The Tomb is empty, and yields nothing of interest. |
| 4 | The Tomb contains a Mummy that immediately attacks you. |
| 5 | You find 1d6x20 Gold. |
| 6 | You find Treasure! Roll once on the Treasure Table (+3 modifier) to see what you have discovered. |
| 7 | The corpse in this Tomb is actually an ancestor of the Hero. You receive a Blessing. This allows him you to re-roll one die roll once during this quest. |
| 8+ | The Heroes awaken a spirit that scares even their brave souls. They must exit this chamber on their next turn. |
D. Gladiator Pit
- Roll on the Monster Encounter Table to determine the occupants of this room.
- Any monsters encountered in the Pit will have the Frenzy Special Ability. (Frenzy - monster may re-roll one attack die each turn.)
- If a Hero or monster standing next to a spiked wall is hit in close combat (even if he takes no damage), roll 1 combat die. If a Skull is rolled, the Hero / monster is knocked into the spikes and loses 1 Body Point.
- If a Warrior or monster standing on the upper level is hit in close combat (even if he takes no damage), roll 1d6. On a 5 or 6, the Hero / monster is knocked into the pit and suffers the same effect as falling into a Pit trap. (This means a Monster WILL lose a Body Point if it falls in.)
- The room has two levels. Figures may enter the Pit by climbing in (which takes one complete turn) or by being knocked in (as above). Monsters may not climb out of the Pit. Heroes may climb out of the Pit in the normal fashion.
- Figures on the upper level may not attack figures in the Pit in close combat, and vice-versa. They may attack each other via Spells or missile weapons.
E. Temple
- When the Heroes enter this room, roll on the following table to determine what the Temple holds:
| Die Roll | Result |
|---|---|
| 1 | The Heroes are too late to stop the sacrifice in this temple. All that is left from the ceremony are the grisly remains of the hapless victim. The Heroes find nothing of value or interest. |
| 2 | Traps! Each Hero must roll 1d6. If he rolls a 1-3, he sets off a trap and must roll on the Mechanical Trap Table. If he rolls a 4-6, he is safe. The Temple is empty, but can be searched for Treasure and Secret Doors in the normal fashion. |
| 3-6 | Storm Master + 5 Acolytes |
| Name | Attack Dice | Defend Dice | Body Points | Mind Points | Movement |
|---|---|---|---|---|---|
| Storm Mage | 4 | 3 | 5 | 4 | 6 |
Special: Has all 6 Storm Mage Spells.
- The Acolytes have the same statistics as Mercenaries. Roll on the Mercenaries Table to determine the type of each Mercenary.
- The Fire Pit in the middle of the room is very dangerous. If a Warrior or monster in a square adjacent to the Fire Pit is hit in close combat (even if he takes no damage), roll 1d6. On a 5 or 6, the Hero / monster is knocked into the Fire Pit. The figure suffers 1 Body Point of damage. He must climb out of the pit (using the normal rules) on his next turn. If he can't for any reason (e.g., all the adjacent squares are occupied) he is consumed in the fire.
F. Stone Bridge
- This cavern consists of a raised bridge area (in green) and the lower floor of the cavern (in brown). It is inhabited by a swarm of "normal" bats.
- In order to move from the bridge to the cavern floor, or from the cavern floor to the bridge, a Hero must take a Body test. If he fails, he falls to the floor (regardless of which way he was climbing). The Hero loses 2 Body Points and is Stunned for 1-3 turns.
- Any Hero who ends his turn in the cavern will be attacked by the bats. While they are almost harmless by themselves, the swarm is so large and ferocious that the bats are quite dangerous. Each Hero is attacked with 1 combat die, but may not roll Defend dice against this attack. (The bats are too small and too numerous to be attacked or defended against.)
- Any Hero attacked by the bats or any other monster while standing on the bridge (whether he is actually wounded or not) must take a Body test. Failure means the Hero falls and takes damage as described above.
G. Chasm of Doom
- This room is occupied by a Gargoyle Mage and 1d6 Giant Bats.
- If a Hero is hit by a Giant Bat while he is next to the Pit, the Hero must roll 1d6. If he rolls a 1, he is knocked over the edge. He will plummet to his death unless he has some way to fly or levitate.
| Name | Attack Dice | Defend Dice | Body Points | Mind Points | Movement |
|---|---|---|---|---|---|
| Gargoyle Mage | 4 | 4 | 5 | 4 | 8 |
Special: Flyer; Has 3 Chaos Spells (Lightning Bolt, Tempest, Sleep).
| Name | Attack Dice | Defend Dice | Body Points | Mind Points | Movement |
|---|---|---|---|---|---|
| Giant Bat | 1 | 1 | 1 | 1 | 8 |
Special: Flyer; Heroes cannot defend against its attack.
- If the Heroes intend to fight the Gargoyle in melee, they must find a way to traverse the deep ravine running across the middle of this room. (Of course, they could attack it with Spells or missile weapons, or turn around and leave the room altogether.) The ravine may be crossed in a number of ways, including the following:
- Magical means (e.g., Flight, Levitation, etc.)
- Leaping across - This is a risky prospect indeed. In order to make the jump, you must take a Body test. If you succeed, you make it to the other side with no problem. If you fail, you cross the Chasm, but you lose 1 Body Point and must discard one Weapon, Armour, Artifact, or piece of Equipment.
H. Lava Cavern
- The air in this room is extremely hot, as it is superheated by the Lava that flows through it. The Cavern is inhabited by a Fire Wizard. He starts on the "island" on the far side of the Cavern.
- The Fire Wizard is accompanied by his servant - a Fire Elemental.
- In order to cross the lava, a Hero must take a Body test. If he succeeds, he makes it to the other side. If he fails, he loses 1 Body Point and does not cross. The Fire Wizard and Fire Elemental may move freely through the lava.
- The Fire Wizard's treasure is located in a Chest on the island. The chest is Trapped (roll on the Mechanical Traps Table). Roll twice on the Treasure Table (+3 modifier) to see what it holds.
- The Fire Elemental may NOT leave the Cavern.
| Name | Attack Dice | Defend Dice | Body Points | Mind Points | Movement |
|---|---|---|---|---|---|
| Fire Wizard | 4 | 4 | 4 | 4 | 6 |
Special: Has 2 Chaos Spells (Ball of Flame, which he may cast twice; and Firestorm); Immune to Fire.
| Name | Attack Dice | Defend Dice | Body Points | Mind Points | Movement |
|---|---|---|---|---|---|
| Fire Elemental | 3 | 3 | 2 | 0 | 7 |
Special: Immune to Fire; Invulnerability (Can only be harmed by Spells or Magic Weapons).
I. Throne Room
- The Throne Room is occupied by the chief lieutenant (or second-in-command) of the dungeon's boss monster. The occupants depend on the type of dungeon you are playing:
| Dung. Type | Monster | No. | Attack Dice | Defend Dice | Body Points | Mind Points | Movement | Special |
|---|---|---|---|---|---|---|---|---|
| Orc | Ogre Warrior | 1 | 5 | 5 | 4 | 2 | 6 | |
| Orc | Orcs | 5 | 3 | 2 | 1 | 2 | 8 | Armed w/ Short Bows |
| Undead | Undead Champion | 1 | 4 |
NOTE:
- Short Bow - ranged attack; roll 2 attack dice.
- Fearsome - A Hero must pass a Mind test in order to attack the monster in melee.
- Chaos Sorceror - there are 4 different Chaos Sorceror cards. Draw 1 card at random to determine the Sorceror's statistics.
J. Mystical Statue
- A large finely crafted statue adorns this hallway. One Hero may investigate it if you wish. Roll 1d6 to see what happens as it awakens:
| Die Roll | Effect |
|---|---|
| 1 | The Statue animates and attacks. It has the same statistics as a Gargoyle. |
| 2 | The Statue wields a huge sword in one hand. As you approach, the sword strikes right at your head! You must take a Body test. If you fail, you are sorely wounded. You suffer a -1 penalty to your Attack and Defend dice for the rest of this quest. (You will be healed after you return to town.) |
| 3 | The Statue is lifeless and non-magical. |
| 4 | One Spellcaster (chosen at random) has one Spell he has already cast in this quest returned to his hand. |
| 5 | You gain a Blessing. The Blessing allows you to re-roll any or all of the dice from one die roll. Discard the Blessing after you use it. |
| 6 | A secret panel in the base of the Statue opens to reveal a hidden chamber. Roll once on the Weapons and Armour Table to see what you find. |
K. Behemoth Lair
- A large pool dominates this room. The pool is the home of a Behemoth, a huge tentacled creature.
- As soon as a Hero enters this room, he is attacked by the Behemoth's tentacles and must stop moving. The Hero is attacked by 1-3 tentacles, each of which attacks with 2 combat dice. (Essentially, the Hero is attacked with 2, 4, or 6 combat dice.) The tentacles may reach anywhere in the room. The Hero may defend against the attacks normally, but the tentacles combine their attack (i.e., the Hero may only roll Defend dice once).
- During the monster turn, any Heroes still in the room are attacked as described above. In addition, the Behemoth may bite a Hero in an adjacent square.
- Heroes can only attack the head; the tentacles are too fast, and they regenerate quickly. They may attack the Head with Spells or missile weapons, or jump in the water and attack it in melee.
- Heroes may enter the pool to attack the head. Heroes may move through the Tentacles shown in the room, but not through the Behemoth's head.
- Unless the Heroes kill the Behemoth, it will attack them every time one of them enters the room.
| Name | Attack Dice | Defend Dice | Body Points | Mind Points | Movement |
|---|---|---|---|---|---|
| Behemoth Head | 4 | 3 | 6 | 5 | N/A |
L. Tribal Cavern
- The Tribal Cavern consists of a ground level and a raised area of rock that surrounds a fire pit. There are 2 different Tribes that may inhabit the Cavern: Orcs and Lizardmen. The rules for the room are the same for both Tribes, but the occupants are different.
- ORCS: Orc Shaman, 2 Orcs, and 4 Goblins (armed with Shortbows).
- LIZARDMEN: Lizardman Shaman, 2 Lizardmen, and 4 Geckos.
- The room has two levels. Figures may move onto the raised area by climbing up (which costs 1 extra Movement point), and move off of the raised area by jumping down (which costs no extra Movement) or by being knocked into the Fire Pit as described below.
- If a Hero or monster standing on the raised area is hit in close combat (even if he takes no damage), roll 1d6. On a 6, the Hero / monster is knocked into the Fire Pit and loses 1 Body Point. The figure must climb out of the Pit (onto the ground level; figures cannot climb to the raised area from the Pit) on its next turn. If its movement is blocked and it cannot climb out, it is consumed in the fire.
- Figures standing next to the Pit on the ground level do not have to worry about being knocked into the Pit, as the Pit is surrounded by a low wall.
- Figures on the raised area may not attack figures on the ground level in close combat, and vice-versa. They may attack each other via Spells or missile weapons.
M. Temple of the Skull
- In order to enter the Temple, a figure must first pass through the Jaws of Death. When a Hero enters the Jaws, he must take a Body test. If he fails, he is cut by one of the teeth and loses 1 Body Point and his turn ends. If he passes, he may continue with his turn. In order to move from the Jaws to the Temple proper, a Hero must take a Mind test. If he fails, he suffers no ill effect but cannot enter the Temple until his next turn (when he may automatically enter).
- Figures in the Jaws of Death may not attack figures in the Temple and vice-versa, although they may cast Spells on each other.
- A Hero may move from the Temple to the Jaws of Death, or from the Jaws to the adjacent tile, without having to take any tests.
- The Temple is occupied by a Chaos Lord and 2 Chaos Spawn.
| Name | Attack Dice | Defend Dice | Body Points | Mind Points | Movement |
|---|---|---|---|---|---|
| Chaos Lord | 4 | 3 | 4 | 5 | 8 |
Special: Has 2 Chaos Mutations and 3 Chaos Spells.
Chaos Mutations
| Die Roll | Effect |
|---|---|
| 1 | +1 Attack dice |
| 2 | +1 Body Points |
| 3 | Invulnerable - when defending, if rolls at least 1 Black Shield, it ignores ALL wounds. |
| 4 | Regeneration - roll defend dice at the beginning of its turn; removes 1 Wound for every Black Shield rolled |
| 5 | Immune to Hero Spells |
| 6 | Spiked tail - may make an additional 2-die attack. (Note that if this attack targets the same Hero as its main attack, the Hero may not roll Defend dice again.) |
N. Hall of Confusion
- This room appears to be an empty corridor with no noteworthy features or inhabitants. (The seven doors are not visible initially.) As soon as the first Hero steps onto this corridor (into square A), he sets off a magical trap. This trap cannot be detected or disarmed. Each Hero is immediately teleported onto a square in the corridor. (It doesn't matter which square.)
- After the trap is activated, six doors appear in the corridor, three in each wall. Each door leads to a small extradimensional room (numbered 1 to 6). When a Hero opens a door, he rolls 1d6 and is teleported to the room with that number. The table below lists the contents of each room.
- To escape from this trap, one Hero must enter room # 6 and solve the puzzle.
- If you teleport to a room that already has another Hero, roll again.
- You may add 1 to the die roll for every room you have already been in.
- If you defeat a monster, move back to the corridor on your next turn.
- After the puzzle is solved, this corridor functions as a normal corridor tile.
Teleportation Chambers
| Die Roll | Effect |
|---|---|
| 1 | Trap! Roll 1 die on the Mechanical Trap table. |
| 2 | Skeleton |
| 3 | Zombie |
| 4 | Mummy |
| 5 | The room is empty. On your next turn, move back to the corridor. |
| 6 | You find the puzzle that will allow you to escape from this trapped corridor. To solve the puzzle, you must pass a Mind test. If you fail, you are teleported back to the corridor and lose your next turn as you recover. If you pass, you (and any Heroes in other rooms) are teleported back to the corridor. The six false doors disappear, and the exit door (at area B) appears. |
Endless Dungeons Room Key
The Endless Dungeons set includes a "Room Key" sheet of thumbnail tile images. It is used only to identify the different tiles (it may be cut out and used as an aid to arrange your own dungeons). It contains no rules, and its tile images are not reproduced here.
Endless Dungeons Tables
Mechanical Traps Table
| Die Roll | Trap Type | Effect |
|---|---|---|
| 2-3 | Stun Gas | Each Hero must take a Mind test. If any fail, they are Stunned for 1-3 turns. |
| 4 | Firebomb | A bomb explodes. Each hero in the room rolls 1 die. Any Hero that rolls a Skull suffers 1 BP. |
| 5 | Poison Arrow | You are struck by an arrow and must roll 1 die. Unless you roll a White Shield, you are Poisoned. |
| 6 | Pit | See the Instruction Booklet for details. |
| 7 | Spear | Roll 1 die. If you roll a Skull, you suffer 1 BP. |
| 8 | Falling Block | See the Instruction Booklet for details. |
| 9 | Alarm | You trip an Alarm that alerts the Monsters to your presence. The next group of Monsters that you encounter all have the Ambush special ability. |
Mercenary Table
| Die Roll | Type | Attack Dice | Defend Dice | Body Points | Mind Points | Movement | Special |
|---|---|---|---|---|---|---|---|
| 1-2 | Scout | 2 | 3 | 2 | 2 | 9 | None |
| 3-4 | Halberdier | 3 | 3 | 2 | 2 | 6 | Attack diagonally |
| 5 | Crossbowman | 3 | 3 | 2 | 2 | 6 |
Treasure Table
| Die Roll | Result |
|---|---|
| 1-4 | Draw a Treasure Card. |
| 5-6 | You find 1d6x20 Gold. |
| 7-8 | Roll on the Potions Table. |
| 9+ | Roll on the Weapons and Armour Table. |
Weapons and Armour Table
| Die Roll | Result |
|---|---|
| 2-3 | Chain Mail |
| 4-5 | Longsword |
| 6 | Spear |
| 7 | Shield |
| 8 | Helmet |
| 9 | Short Bow |
| 10 | Leather Armor |
| 11 | Crossbow |
| 12 | The Hero finds one item of his choice from the Armoury. |
Potions Table
| Die Roll | Result |
|---|---|
| 2 | Your choice of any one Potion on this table. |
| 3 | Heroism - one attack automatically hits with all Skulls (you don't need to roll the dice). The monster defends normally. |
| 4 | Speed - you may immediately take another turn after you drink it. |
| 5 | Strength - adds 1 to Attack dice; lasts until you can no longer see any monsters. |
| 6 | Restoration - cures any Ailments you are suffering. |
| 7 | Healing - restores up to 4 lost Body Points. |
| 8 | Defense - adds 1 to Defend dice; lasts until you can no longer see any monsters. |
| 9 | Holy Water - use against any Undead monster you can see up to 3 squares away. Roll 2 dice. If you roll at least 1 Skull, you automatically kill the monster (it does not roll Defend dice). |
| 10 | Rejuvenation - restores up to 4 lost Mind Points. |
| 11 |
Servants of Darkness
Designer's Notes
Servants of Darkness is my 3rd expansion for HeroQuest, a fantasy board game published by Milton Bradley in conjunction with Games Workshop. The expansion includes full-color stand-ups representing various Heroes, mercenaries, and, of course, monsters.
The following pages contain rules for using all of the monster stand-ups in your games of HeroQuest. There are encounter tables for 4 different types of dungeons (in increasing order of difficulty - Orcs, Lizardmen, Undead, and Chaos), 2 blank encounter tables, rules for special monsters, some new spells, and rules for Ailments (see below for more info). The encounter tables should be self-explanatory for the most part, and list the monster stats in the HeroQuest format. The number in the "Die Roll" column is based on rolling 1d6 (one red die), and adding modifiers based on the size or type of room. Basically, the higher the die roll, the tougher the monsters will be.
These monsters are designed specifically for use with Dungeons of Peril (abbreviated as DoP), a complete dungeon generation system using the rules from HeroQuest. Of course, they can be easily incorporated into any game of HeroQuest. DoP consists of two expansions - Endless Dungeons (a set of 32 dungeon tiles to be used instead of the board) and Perilous Quests, which will be available shortly as a free download.
1. Notes on Body and Mind Tests
Some tiles require a Hero to take a Body or Mind test. The rules from DoP are:
- a. There are 3 types of Tests that a Hero may take. Some tests are optional, but some are required. The rules will describe the test, as well as the reward for success and / or the penalty for failure.
- b. Mind Test - roll less than or equal to current Mind Points on 1d6.
- c. Body Test - roll less than or equal to current Body Points on 1d6.
- d. Combined Test - roll less than or equal to current Mind Points + Body Points on 2d6.
2. Ailments
Ailments are described in full on a separate page of the rules (see the Ailments section below). Ailments that appear in the rules are in italics for ease of identification.
3. Monster spells
A reference sheet listing several new spells is also included. Four of these spells are used by the Lich and Arch-Lich, and were created by Dewayne Agin and are re-printed with his permission. The other new spells are the 12 Elemental spells from the game, modified as appropriate so they can be cast by monsters. Some of the monsters detailed below have spells from the Wizards of Morcar expansion. If you do not have access to this expansion, you may substitute Chaos spells instead.
(The Servants of Darkness fiction page that follows the designer's notes is narrative only and is not reproduced.)
Undead Encounter Table
| Die Roll | Type | No. | Attack Dice | Defend Dice | Body Points | Mind Points | Movement | Special |
|---|---|---|---|---|---|---|---|---|
| 1 | Zombies | 3 | 2 | 3 | 1 | 0 | 5 | |
| 2 | Skeletons | 4 | 2 | 2 | 1 | 0 | 6 | |
| 3 | Werewolf | 2 | 4 | 2 |
- Bats - The Monster may summon 1d6 Giant Bats to aid him. This counts as his action for the turn. The Bats may not attack until the following turn.
- Chill - The Monster's attack is mental, not physical. You roll a number of Defend dice equal to your current Mind Points. If you suffer any damage, you lose Mind Points (not Body Points).
- Disease - If you are hit by the Monster (even if you take no damage), you must take a Mind test. If you fail, you are inflicted with a Disease.
- Drain - If you suffer any damage, you must take a Mind test. If you fail, you lose 1 Mind Point (in addition to other damage) and the Monster gains 1 Body Point.
- Fearsome - In order to move to a square adjacent to the Undead Champion, you must pass a Mind test. If you fail, your turn ends in the last square you were in before you moved to the adjacent square.
- Ignore Wound - If the Monster rolls ANY Black Shields while defending, he takes no damage from the attack (regardless of how many Skulls are rolled).
- Incorporeal - The Monster may not be harmed by normal physical attacks. It may only be attacked with Spells or magic weapons. In addition, it can move through squares occupied by Heroes, but may not end its move there.
- Lycanthropy - If you lose any Body Points from a Werewolf's attack, you must take a Combined test. If you fail, you are afflicted with Lycanthropy.
- Spells - The Lich has 4 Special Spells which he may cast.
Orc Encounter Table
| Die Roll | Type | No. | Attack Dice | Defend Dice | Body Points | Mind Points | Movement | Special |
|---|---|---|---|---|---|---|---|---|
| 1 | Goblins | 6 | 2 | 1 | 1 | 1 | 10 | |
| 2 | Orcs | 4 | 3 | 2 | 1 | 2 | 8 | |
| 3 | Orc Archers | 4 | 3 | 2 |
- Berserk - If the monster doesn't cause at least 1 Body Point of damage, he may immediately make another attack. He may only do this once per turn.
- Curse - As an action, the Witch Doctor may invoke a Curse on any Hero up to 5 squares away (LOS not required). The Hero must take a Mind test. If he fails, he is Cursed!
- Death Blow - The first Skull rolled by this monster during his attack cannot be blocked by the Hero. Any subsequent hits may be defended normally.
- Multiple Attacks - The attacks may be directed at the same or different Heroes. If directed at the same Hero, that Hero only rolls his Defense dice once. White Shields may be applied against hits from either or both attacks.
- Regenerate - At the beginning of the monster's turn, roll 4 combat dice. For each Black Shield rolled, remove 1 Skull token from the Troll. When the Troll is killed, do not remove it from the board. It is only removed during the monster turn if it does not regenerate any of its lost Body Points. (Be sure to keep track of any excess Skull tokens (i.e., any more than its number of Body Points) as any excess tokens must be removed for the Troll to remain alive.)
- Spear - The rider is armed with a Spear, which allows it to attack diagonally.
- Spells - The Witch Doctor has the following Orc Shaman Spells: Summon Goblins; Spirit of Vengeance.
- Vomit - In addition to his normal attack, the monster may spit Vomit at any adjacent Hero. This is a 1-die attack that cannot be defended. If the monster rolls a Skull, the Hero loses his next turn (he does not lose a Body Point).
Lizardman Encounter Table
| Die Roll | Type | No. | Attack Dice | Defend Dice | Body Points | Mind Points | Movement | Special |
|---|---|---|---|---|---|---|---|---|
| 1 | Lizardman | 3 | 3 | 2 | 1 | 1 | 6 | |
| 2 | Gecko | 4 | 2 | 2 | 1 | 2 | 8 | Missile (2); Ambush |
| 3 | Carthax | 3 | 3 |
- Ambush - The Geckos move and attack as soon as they are placed on the board. (This means they can interrupt a Hero's turn.) The Geckos may move and attack normally during the next monster turn.
- Tail - This is a secondary attack. Unlike most multiple attacks, the Wyvern must target different Heroes with its two attacks. The Wyvern rolls 3 combat dice with its Tail. If any Skulls are rolled (even if they are blocked), the Hero must roll 1 combat die. If he gets a Skull, he is inflicted with Weakness.
- Poison - The Carthax' bite is highly poisonous. If a Hero loses any Body Points from its attack, he must take a Body test. If he fails, he is inflicted Poisoned.
- Spit Poison - The Giant Snake may spit poison at a Hero that he can see up to 3 squares away. This is in addition to the Snake's bite attack. This attack causes no damage, but the Hero must take a Body test. If he fails, he is Poisoned. Whether he fails or succeeds, the Hero misses his next turn while he recovers from the Poison.
- Spells - The Lizardman Shaman has 4 Chaos Spells. The Naga has 3 Chaos Spells.
Chaos Encounter Table
| Die Roll | Type | No. | Attack Dice | Defend Dice | Body Points | Mind Points | Movement | Special |
|---|---|---|---|---|---|---|---|---|
| 1 | Chaos Thug | 4 | 3 | 2 | 1 | 2 | 8 | |
| 2 | Beastmen | 4 | 2 | 2 | 1 | 1 | 8 | Bloodlust |
| 3 | Chaos Warriors | 2 | 4 |
- Bloodlust - The Beastman may re-roll any dice once during each attack.
- Gore - In addition to its regular attack, the Minotaur may headbutt the Hero it is attacking. The Minotaur rolls 1 combat die for this attack, but the Hero may not defend against it.
- Poison Tail - In addition to the Man-scorpion's two attacks (which he makes with his claws), he may attack a Hero with his tail. (The tail attack must target a different Hero than the claw attacks.) This is a 4-die attack, which may be defended normally. If the Hero loses any Body Points from this attack, he must take a Body test. If he fails, he is Poisoned.
- Chaos Power - Each Chaos Spawn is different. When the Heroes encounter Chaos Spawn, shuffle the Chaos Spawn cards and draw two to determine which ones they meet. The cards list the statistics and special abilities of each Spawn.
- Chaos Sorceror - There are 4 different Chaos Sorcerors. When the Heroes meet one, shuffle the Chaos Sorceror cards and select one at random to see which one the Heroes must face.
Notes: If a "*" appears in the "No." column, the monster is accompanied by his minions. Roll 1d6 on the Encounter Table to determine its guardians. (The number of Minions will be 1 less than the number normally encountered, to a minimum of one.)
Generic Encounter Table
| Die Roll | Type | No. | Attack Dice | Defend Dice | Body Points | Mind Points | Movement | Special |
|---|---|---|---|---|---|---|---|---|
| 1 | Goblins | 5 | 2 | 1 | 1 | 1 | 10 | |
| 2 | Orcs | 4 | 3 | 2 | 1 | 2 | 8 | |
| 3 | Skeletons | 4 | 2 | 2 |
- Flyer - The Gargoyle may fly over squares occupied by Heroes, as well as furniture, pits, etc.
- Chaos Sorceror - There are 4 different Chaos Sorcerors. When the Heroes meet one, shuffle the Chaos Sorceror cards and select one at random to see which one the Heroes must face.
Special Monsters Table
| Die Roll | Type | Attack Dice | Defend Dice | Body Points | Mind Points | Movement | Special |
|---|---|---|---|---|---|---|---|
| 2-3 | Chimera | 3/4 + Breath | 5 | 7 | 4 | 6 | Flyer; Breathe Fire |
| 4 | Medusa | 4 | 4 | 5 | 5 | 6 | Flyer; Petrification |
| 5 | Orc Shaman | 4 | 3 | 4 | 4 | 6 |
- Breathe Fire (Dragon) - In place of the 5-die (bite) attack, the Dragon may Breathe Fire. This attack targets one square within line of sight of the Dragon. Any figures (Heroes AND monsters) in the target square and any adjacent squares are attacked with 4 dice. They may defend normally.
- Breathe Fire (Chimera) - As an attack, the Chimera may Breathe Fire. This attack targets all squares in a straight line, from the Dragon head. Any figures (Heroes AND monsters) in these squares are attacked with 3 dice. They may defend normally.
- Evil Aura - The Dark Steed is surrounded by an evil force. Any Hero in the same room as the Steed rolls one less dice for both Attack and Defense.
- Flyer - The creature may fly over squares occupied by Heroes, furniture, pits, etc.
- Multiple Attacks (Chimera & Dragon) - All of the creature's attacks must target different Heroes.
- Multiple Attacks (Dragon) - All of the Dragon's attacks must target different Heroes.
- Petrification - The Medusa may attempt to Petrify one Hero in its line of sight. The Hero must take a Mind test. If he fails, he is turned to stone and cannot move or take any actions. The Hero takes a Mind test at the start of each of his turns, and remains petrified until he passes.
- Poison - Any Hero wounded by the Death Spider is automatically Poisoned.
- Rider - The Dark Steed is accompanied by its master (depending on the type of dungeon; see the Minions table). The Rider and Steed may combine their attacks (attacking the same Hero, who only rolls defend dice once) or attack separately.
- Throw Hero - As an action, the Giant may try to pick up a Hero in an adjacent space. The Giant and the Hero each roll 1d6 and add their # of attack dice to the total. If the Giant scores higher, he picks up the Hero and may throw him in any unoccupied space up to 3 squares away. The Hero loses 2 Body Points and his next turn as he recovers.
Special Monsters Table, Part II
| Die Roll | Type | Attack Dice | Defend Dice | Body Points | Mind Points | Movement | Special |
|---|---|---|---|---|---|---|---|
| 2-3 | Basilisk | 4 | 6 | 7 | 3 | 4 | Spit Acid |
| 4 | Flying Spider | 4 + Web | 3 | 3 | 3 | 8 | Flyer; Web |
| 5 | Necromancer | 2 | 4 | 4 | 5 | 6 |
- Flyer - The creature may fly over squares occupied by Heroes, as well as furniture, pits, etc.
- Multiple Attacks (Hydra) - The Hydra makes one attack with each of its heads. It may attack one Hero with up to 3 Heads. (NOTE: An attack against the Hydra affects only one Head; damage is not carried over to other Heads.)
- Regenerate - At the end of its turn, the Hydra rolls its Defend dice. For every Black Shield, it grows back one head.
- Spit Acid - In addition to its bite attack, the Basilisk may Spit Acid at one Hero in line of sight (up to 3 squares). The Hero must take a Body test. If he fails, he must discard one Weapon or piece of Armour (his choice).
- Tail (Poison) - The Scorpion Dragon may attack an adjacent Hero with its Tail. The Hero takes no damage, but must take a Body test. If he fails, he is Poisoned.
- Tail (Whip) - The Manticore may attack an adjacent Hero with its Tail. This is a 3-die attack that may be defended against normally. In addition, the Hero must take a Mind test. If he fails, he is Stunned for 1 turn.
- Throw Hero - In addition to his normal attack, the Cyclops may throw a rock at any non-adjacent Hero (line of sight is not blocked by Heroes, monsters, or furniture). This is a 4-die attack, and may be defended against normally. In addition, the Hero must take a Mind test. If he fails, he is Stunned for 1 turn.
- Web - The Spider may fire its Web at any Hero in its line of sight. The Hero must take a Body test. If he fails, he is caught by the web and cannot move or take any actions. He remains trapped until he passes a Body test, which he may attempt at the start of each of his turns.
Minions for Special Monsters
| Monster | Minions |
|---|---|
| Orc Shaman | 2 Orcs Archers + 3 Goblins (printed as "Orcs Archers" in the source) |
| Nightmare | Undead Champion, Orc Chieftain, Fimir, or Chaos Warrior (depending on the type of dungeon) |
| Chaos Sorceror | 1 Chaos Spawn + 1 Chaos Warrior |
| Storm Master | 4 Mercenaries |
| Flying Spider | There will be 2 Flying Spiders. |
| Necromancer | 3 Skeletons + 2 Zombies |
| Elemental Wizard | Elemental |
| High Mage | 4 Mercenaries |
Mercenary Table
| Die Roll | Type | Attack Dice | Defend Dice | Body Points | Mind Points | Movement | Special |
|---|---|---|---|---|---|---|---|
| 1-2 | Scout | 2 | 3 | 2 | 2 | 9 | None |
| 3-4 | Halberdier | 3 | 3 | 2 | 2 | 6 | Attack diagonally |
| 5 | Crossbowman | 3 | 3 | 2 | 2 | 6 |
Objective Room Table
| Dungeon Type | Objective Room | Boss Monster | Minions |
|---|---|---|---|
| Undead | Necromancer's Lair | Arch-Lich | Roll twice on the Undead Minions table |
| Orc | Tribal Cavern | Orc Warlord + Orc Shaman | 2 Orcs + 4 Goblins* |
| Lizardman | Lava Cavern | Dragon Mage | 2 Dragon Knights |
| Chaos | Chaos Temple | Chaos Lord | 1 Chaos Spawn + 1 Chaos Warrior ** |
| Generic | Any of the above | Chaos Sorceror | Roll twice on the Minions table |
* - Armed with Short Bows (like a Crossbow, but only rolls 2 attack dice)
** - The Chaos Warrior has 1 Chaos Mutation (see the Endless Dungeons rules).
Boss Monster Table
| Type | Attack Dice | Defend Dice | Body Points | Mind Points | Movement | Special |
|---|---|---|---|---|---|---|
| Arch-Lich | 5 | 3 | 4 | 6 | 5 | Chill; Fear; Spells; Minions |
| Orc Warlord | 5 | 4 | 4 | 5 | 6 | War Paint |
| Orc Shaman | 4 | 3 | 3 | 4 | 6 | Spells; Minions |
| Dragon Mage | 4 | 4 |
- War Paint - The Orc Warlord is adorned with paint and symbols, the sight of which whips his troops into a frenzy. Each Orc and Goblin in the same room as the Warlord may roll 1 additional Attack die. This lasts until the Warlord is killed.
- Breath Weapon - As an attack, the Dragon Mage may Breathe Fire. This attack targets one figure up to 3 squares away and within line of sight of the Dragon Mage. This is a 3-die attack, but the target may not add any Defend dice for wearing armour.
- Chill - The Monster's attack is mental, not physical. You roll a number of Defend dice equal to your current Mind Points. If you suffer any damage, you lose Mind Points (not Body Points).
- Fear - When a Hero encounters the Lich for the first time, he must take a Mind test. If he fails, he suffers a -1 penalty to his Attack and Defense values as long as he can see the Lich.
- Flyer - The Dragon Mage may fly over squares occupied by Heroes, as well as furniture, pits, etc.
- Chaos Sorceror - There are 4 different Chaos Sorcerors. When the Heroes meet one, shuffle the Chaos Sorceror cards and select one at random to see which one the Heroes must face.
- Chaos Lord - Draw a Chaos Sorceror card. The Chaos Lord uses the basic stats of this Sorceror, but rolls twice on the Chaos Mutations table to find its additional bonuses. The Chaos Warrior in this room rolls once on the Mutations table.
Monsters Table (Blank Form)
The source includes two blank fill-in "Monsters Table" forms (columns: Die Roll 1-9/10, Type, Attack Dice, Defend Dice, Body Points, Mind Points, Movement, Special) for the reader to write in their own monsters. They contain no rules and are not reproduced.
Chaos Sorceror Table
| Die Roll | Name | Attack Dice | Defend Dice | Body Points | Mind Points | Movement | Special |
|---|---|---|---|---|---|---|---|
| 1 | Methaluk | 5 | 4 | 4 | 6 | 6 | 4 Chaos Spells; Staff of Reflection |
| 2 | Beruth Aras | 4 | 4 | 3 | 4 | 6 | 3 Chaos Spells; Lifestealer Staff |
| 3 | Symbios | 3 | 4 | 5 | 4 | 6 |
- Staff of Reflection - If a Hero casts a Spell, the Hero and Methaluk roll 1d6 and add their Mind Points. If Methaluk rolls higher, the spell affects the caster.
- Lifestealer Staff - If he inflicts at least 1 Body Point of damage in melee, Beruth Aras drains the life force of the Hero and adds 1 Body Point to his own.
- Lightning Ball - This is a 4-die ranged attack, that may target one Hero in Symbios' line of sight. The Hero defends as normal, except he rolls 1 less die for every piece of Armour he wears.
- Curse - As an action, Vordax may attempt to Curse a Hero in the same room (line of sight not required). The Hero must take a Mind test. If he fails, he is Cursed.
Chaos Spawn Table
| Die Roll | Name | Attack Dice | Defend Dice | Body Points | Mind Points | Movement | Special |
|---|---|---|---|---|---|---|---|
| 1 | Targoth | 2/2/2 | 3 | 4 | 3 | 8 | Flyer; Ignore Wound |
| 2 | Meshtaruth | 5 | 4 | 6 | 3 | 7 | Spear of Slaying |
| 3 | Azogar | 3/2/2 | 3 | 3 | 4 | 5 |
- Ignore Wound - When defending, if Targoth rolls at least one Black Shield he blocks ALL hits rolled against him.
- Spear of Slaying - Meshtaruth may attack diagonally with the Spear. In addition, the first Skull he rolls while attacking cannot be blocked by the Hero. Any additional Skulls may be defended against normally.
- Parry Blow - When Azogar is attacked in melee, the Hero must re-roll any Skulls. Only Skulls rolled the second time count as hits.
- Fearsome - To move to a square adjacent to Kelberus, a Hero must pass a Mind test. If he fails, his turn ends in the last square before the adjacent square.
Elemental Wizards Table
| Die Roll | Name | Attack Dice | Defend Dice | Body Points | Mind Points | Movement | Special |
|---|---|---|---|---|---|---|---|
| 1 | Air Wizard | 4 | 3 | 5 | 5 | 10 | Spells; Flyer |
| 2 | Fire Wizard | 3 | 4 | 4 | 5 | 7 | Spells; Immune to Fire |
| 3 | Earth Wizard | 5 | 3 | 4 | 5 | 5 |
NOTE: Each Elemental Wizard knows the 3 Spells from his respective element. He may cast each Spell twice. In addition, each Wizard is guarded by an Elemental of the appropriate type plus 2 Mercenaries (roll on the Mercenaries table to determine the type).
- Flyer - The Air Wizard may fly over squares occupied by Heroes, as well as furniture, pits, etc.
- Immune to Fire - The Fire Wizard takes no damage from any fire-based Spells or attacks.
Elemental Monsters Table
| Die Roll | Name | Attack Dice | Defend Dice | Body Points | Mind Points | Movement | Special |
|---|---|---|---|---|---|---|---|
| 1 | Air Elemental | 4 | 5 | 3 | 0 | 10 | Whirlwind; Flyer |
| 2 | Fire Elemental | 3 | 3 | 2 | 0 | 7 | Invulnerable; Immune to Fire |
| 3 | Earth Elemental | 3 | 4 | 3 | 0 | 5 |
- Flyer - As above.
- Whirlwind - Any Hero attacked by the Air Elemental must take a Body test. If he fails, he loses his next turn.
- Immune to Fire - As above.
- Invulnerable - The Elemental may only be harmed by Spells or Magic Weapons.
- Crushing Blow - When a Hero defends against the Elemental's attack, he counts Black Shields instead of White Shields for blocking hits.
- Rust - A Hero that attacks the Elemental must roll 1 combat die. If he rolls a Black Shield, the weapon he uses Rusts and must be discarded. (Artifacts are NOT affected by this power.)
Ailments
When you are affected with an Ailment, you suffer the appropriate effect as outlined below. Make a note on your character card as a reminder. The effects of Ailments last until they are cured. There are a number of ways in which they can be cured - e.g., certain Spells, Artifacts, and Potions. Ailments may be cured between Quests, at a cost of 50 Gold each. With the exception of Weakness, the effects of multiple cases of the same Ailment are not cumulative.
A. Confusion - Roll 1 die at the beginning of each turn to see how you are affected.
| Die Roll | Effect |
|---|---|
| 1 | You behave normally. |
| 2 | You attack one of the other Heroes! Make an attack roll against the closest Hero. If two or more are equidistant, determine the target randomly. |
| 3 | The monster player moves you this turn. He rolls 4 red dice and moves you that many spaces. Normal movement rules apply. After he moves you, your turn ends. |
| 4 | You cannot use any Artifacts, drink any Potions, or cast Spells this turn. |
| 5 | You fall asleep, and can do nothing this turn. |
| 6 | You are cured! |
B. Weakness - Reduce the number of Attack dice you roll by 1. The effects of multiple Weaknesses are cumulative. If you are reduced to zero Attack dice, you fall into a coma and miss the rest of the Quest.
C. Disease - You cannot restore lost Body Points by any means.
D. Curse - You suffer a -1 penalty to all Mind and Body tests.
E. Poison - At the start of each of your turns, roll 1 die. If you roll a Black Shield, you lose 1 Body Point.
F. Stunned - You may not move or perform any actions during your turn. When defending, you may roll only 2 Defend dice. (NOTE: Unlike other Ailments, "Stunned" Heroes will recover after a certain number of turns have passed.)
G. Lycanthropy - At the start of each battle in which you fight monsters, take a Mind test. If you pass, you may act normally for the rest of the battle. If you fail, you turn into a Werewolf and attack one of the other Heroes (determine randomly). You must take a Mind test at the start of each round thereafter. You continue to attack the Heroes until you pass the test or until all the other monsters are killed.
Perilous Quests
Game Turn Summary
- Draw a new tile (if required).
- Move the active Hero onto the new tile (if he has any movement left).
- Determine the contents of the room. For a Special tile, refer to the specific rules for that tile. For a standard tile, draw an Exploration card.
- 3.1. Place furniture or special markers on the tile (if appropriate).
- 3.2. Place monsters on the tile (if appropriate).
- The active Hero may perform an action if he hasn't done so already.
- Play passes to the next Hero according to turn order.
- The monsters move and / or attack after all the Heroes complete their turns.
- After the battle is over...
- 7.1. Claim your treasure.
- 7.1.1. Roll on the Treasure Table (if the Heroes fought monsters). -OR-
- 7.1.2. Draw a Hidden Treasure card (if the Heroes did not fight monsters).
- 7.2. Draw a Search card (if on a Standard tile only).
- 7.1. Claim your treasure.
Basic Rules
Introduction
Perilous Quests is my fourth and final expansion for HeroQuest, a fantasy board game developed by Milton Bradley in conjunction with Games Workshop. This expansion brings all 3 of the other expansions together, and gives a complete set of rules to generate and outfit your own quests from scratch.
This expansion is designed to be used with the tiles from Endless Dungeons, which are (more or less) required for play. It is possible to play using the main gameboard, but the rules do not cover dungeon creation for this option. (If playing on the main gameboard, you can still use the rules for Search and Encounter cards, special features, the monster tables, and the new Artifact cards.)
The other two expansions, Heroes of the Empire and Servants of Darkness, are not required for play but will certainly allow you to enhance and expand your game-play. Perilous Quests includes an encounter table for an Orc-infested dungeon. Servants of Darkness includes additional tables for Lizardmen, Undead, and Chaos dungeons, as well as lots of special monsters and additional Boss monsters.
A. Overview
- a. All components from the original HeroQuest game, except the main gameboard, are used in this expansion. Instead of the gameboard, the dungeon is laid out using the tiles from Endless Dungeons as described below.
- b. Perilous Quests consists of the following components:
- i. Various rules (these main rules; rules for dungeon features; rules for Ailments; tables and other information)
- ii. 16 new Artifact cards
- iii. 16 Search cards
- iv. 8 Encounter cards
- v. 8 Chaos monster cards (4 Chaos sorcerers and 4 Chaos spawn)
- vi. Sheet with Counters to represent some of the Features on the board
- c. The Expansion can be used in a number of ways, as outlined below.
- i. Random dungeon generation - does not require a GM.
- ii. To play a pre-generated scenario - does not require a GM.
- iii. To play a pre-generated quest - requires a GM.
NOTE: Unless otherwise noted, all standard rules for HeroQuest (e.g., combat, movement, spellcasting, etc.) apply for this expansion. The rules for Secret Doors, Traps, and Treasure do require some changes, and these are outlined in the respective sections below.
B. Nomenclature
The following definitions are used throughout the rules:
- a. Ailment - a condition (e.g., a Disease, Poison, etc.) that causes some sort of harmful effect to a Hero. The rules for Ailments (their exact effects, how to cure them, etc.) are detailed in a separate section.
- b. Dungeon Tile - these represent the rooms and corridors that the Heroes explore. There are 5 different types of tiles - Corridor, Small Room, Medium Room, Large Room, and Special Tiles. The Corridor and Small, Medium, and Large Room tiles are collectively referred to as "Standard tiles". Rules for the Special tiles are included in the Endless Dungeons expansion.
- c. Encounter card - this is a new type of card. When the Heroes enter a standard tile, they draw the top Encounter card to see what they find. (See Section D.c.)
- d. Entrance Tile - there are two different Entrance Tiles, one with a spiral staircase and one with a straight staircase. Usually, only one is used in a quest, but both may be used (e.g., if the Heroes need to find the 2nd staircase to escape from the dungeon).
- e. Feature - a unique location, object, etc. that the Heroes may find. There are 4 different Features lists (separated into Corridors, Small Rooms, Medium Rooms, and Large Rooms sections).
- f. Passage - a corridor or door that leads from one tile to another.
- g. Room Modifier - a modifier applied to a 1d6 roll (+2 for Medium rooms; +4 for Large rooms). This modifier applies to Monster Rolls and Treasure Rolls.
- h. Room sizes
- i. Small - smallest dimension is 2 squares
- ii. Medium - smallest dimension is 3 squares
- iii. Large - smallest dimension is 4 or 5 squares
- i. Search card - this is a new type of card. After the Heroes defeat any monsters, they may Search a standard tile. (See Section J.)
- j. Tile - one section of the board. Each tile measures 5 squares by 6 squares. All tiles are the same size, regardless of the size of the room and / or corridor on that tile. Any unused areas are blacked out.
C. Random Dungeon Generation
- a. Decide what type of quest to play (Orc, Undead, Lizardmen, Chaos, or generic).
- b. Set aside the Boss Lair tile for this quest (see Section M), as well as either Entrance Tile. Select 12 additional tiles to represent the rest of the dungeon. It is recommended that you choose 2 each of the Corridor, Small Room, Medium Room, and Large Room tiles, plus 4 special tiles. However, feel free to choose any tiles you want.
- c. Shuffle these 12 tiles and place them face down.
- d. Place the Entrance Tile on the playing surface. Place one Hero on each square of the spiral staircase.
- e. Determine the order in which Heroes will act, as outlined in the Instruction Booklet. The first Hero rolls the movement dice and moves according to the normal rules.
D. Summary of a Game Turn
- a. Draw a new tile (if required).
- b. Move the active Hero onto the new tile, up to his movement die roll.
- c. For a Special tile, refer to the specific rules for that tile. For a standard tile, draw an Encounter card to see what the room / corridor contains.
- d. Place any furniture or special markers on the tile (if appropriate).
- e. Place any monsters on the tile (if appropriate).
- f. The active Hero may perform an action if he hasn't done so already.
- g. Play passes to the next Hero according to turn order. If all the Heroes have completed their turns, the play passes to the monsters.
E. Entering a New Tile
- a. When a Hero is ready to move onto a new tile (i.e., one that has not yet been placed), take the top facedown tile and place it face-up on the board. The tile may be oriented any way the Hero wants, but one passage on the new tile must line up with the passage on the tile from which the Hero moved.
- b. The Hero may complete his move, if he has any movement remaining. If the new tile is a Special tile, refer to the rules for that tile (in the Endless Dungeons rules). For a Standard tile, draw an Encounter card to see what the new tile contains.
- c. Place any furniture and / or monsters (in that order) on the new tile, as directed by the Monster Table or Special tile rules. Furniture may be placed in any unoccupied square. Monsters are placed according to the rules outlined below.
- d. The Hero may then perform his action for the turn (unless he performed an action before he moved).
F. Placing Monsters
- a. Monsters may be placed in any unoccupied squares, within the guidelines below.
- b. The priority for placing monsters is as follows:
- i. Inside the room in which they are encountered (but NOT in squares adjacent to Heroes)
- ii. Inside the room in which they are encountered (in squares adjacent to Heroes)
- iii. Outside the room in a corridor on the same tile
- iv. On an adjacent tile.
- c. Use common sense when placing the Monsters. Most monsters are at least somewhat intelligent, and will move and fight accordingly. Any monster spellcasters or those armed with Missile Weapons should be placed as far away from the Heroes as possible.
G. Taking Tests
- a. There are 3 types of Tests that a Hero may take. Some tests are optional, but some are required. The rules describe the test, as well as the reward for success and / or the penalty for failure.
- b. Mind Test - roll less than or equal to current Mind Points on 1d6.
- c. Body Test - roll less than or equal to current Body Points on 1d6.
- d. Combined Test - roll less than or equal to current Mind Points + Body Points on 2d6.
- e. Note: A roll of "6" for a Body or Mind test, or "12" for a Combined test, is always a failure.
H. Wandering Monsters / Minions
- a. Wandering Monsters
- i. These monsters follow the normal rules for Wandering Monsters as outlined in the Instruction Booklet, modified as follows.
- ii. Roll 1d6 on the Monster Table to determine the type of monster encountered.
- iii. The number of monsters encountered will be 1 less (to a minimum of 1) than the number appearing on the table.
- iv. Wandering Monsters DO NOT have Monster Treasure.
- b. Minions
- i. Some special monsters (denoted by an asterisk on the Monster Table) are accompanied by Minions.
- ii. Roll 1d6 on the Monster Table to determine the type of Minions. As with Wandering Monsters, the number of Minions will be 1 less than shown on the table (to a minimum of 1).
- iii. The Minions should be placed so that they surround and protect the special monster.
- c. Room modifiers do not apply for Wandering Monsters or Minions.
I. Traps
- a. When a Hero triggers a trap, roll 2d6 and consult the Mechanical Traps Table to determine the type and effect of the trap.
- b. There are two different ways in which a Hero may encounter a Trap. These are described below.
- c. Traps encountered in the dungeon
- i. If a Hero rolls doubles for movement, he has encountered a Trap! He encounters the Trap on the square on which he begins his turn.
- ii. The Hero may take a Mind test to try to detect the Trap. If he fails, he triggers the trap. If he passes, he notices it in time. Place a Skull tile on his square to indicate there is a discovered, yet untriggered, Trap there. A Hero capable of disarming Traps may move onto that square at a later time and attempt to disarm it as normal.
- iii. If the Hero triggers the trap, he is affected by it as described on the Traps Table and his turn ends. If he detects it, he may continue with his turn as normal.
- iv. A Hero may roll only 1d6 for movement, and thereby eliminate the possibility of encountering a Trap. (In this case, it is assumed the Hero is moving cautiously enough such that he will notice any Traps.)
- d. Traps encountered from Search Cards
- i. A Hero may encounter a Trap from a Search Card. If this happens, the Hero may try to detect the Trap as outlined above. Follow the rules in I.c.ii. above.
J. Search Cards
- a. After dealing with any monsters in that room (if there are any), certain rooms may be Searched by the Heroes.
- b. The Heroes may only Search standard rooms (i.e., they may not Search Special tiles, or rooms with Features). Corridors may NOT be Searched.
- c. One Hero may announce he is Searching the room. He then draws the top card from the Search deck. The results of the Search, and any special instructions, are written on the card.
- d. Each room may only be Searched once. Heroes should take turns searching, if more than one Hero wants to Search.
K. Treasure
- a. Monster Treasure
- i. After defeating monsters (except Wandering Monsters), the Heroes may look for the monsters' treasure. Roll 1d6 (applying any Room Modifiers) and consult the Treasure Table to see what they find.
- ii. Unless otherwise stated, only one roll is allowed per tile, even if multiple groups of monsters are encountered on that tile.
- iii. The Heroes should divide up any Gold they find.
- b. Hidden Treasure
- i. Heroes may search for Hidden Treasure as directed by the Treasure Table (see above), or in any tile in which they do not fight monsters. Such tiles include empty ones, and Special tiles or tiles with Features that do not contain monsters.
- ii. The normal rules for Hidden Treasure apply (i.e., draw the top card from the Treasure deck) with one exception - each tile may only be searched once in this fashion (regardless of the number of rooms on that tile).
- iii. Heroes should take turns searching for Hidden Treasure (since each tile may only be searched once).
Secret Doors
Secret Doors may be found in one of two ways, described below.
- Search card - If a Hero draws a Secret Door Search card, he may save that card and play it on any tile. It allows him to place a Secret Door on that tile.
- Dead End - If the dungeon is laid out such that there are no more unexplored passages (which can happen when using a random dungeon), the Heroes may place one Secret Door on a tile of their choice.
L. The Boss Lair Tile
The Objective Room, or Boss' Lair, is the goal of the Heroes' Quest. It will contain whatever the Heroes are looking for, be it a captured princess, mysterious artifact, or really bad guy. Each type of dungeon uses a different tile for the Boss' Lair. The Bestiary Section lists the Objective Rooms and their occupants for Orc and generic dungeons. (Additional Objective Rooms are detailed in Servants of Darkness.)
- Finding the Objective Room - Each time the Heroes enter a new tile, roll 1d6 and add 1 for each tile they have already explored. On a 13 or higher, the tile is actually the Objective Room! (You can use a number other than 13 if you want. The higher the number, the longer the quest will take.)
- This room will usually be the last one the Heroes explore, and usually marks the end of the Quest. However, two Stairway tiles are provided in case the Heroes need to escape after they have dealt with the Boss. (In this case, place a Secret Door marker in the room after the Heroes defeat the monsters.)
- Monsters - the occupants of the Objective Room will depend on the type of Dungeon. (Refer to the Bestiary Section, or Servants of Darkness.) In general, it will contain one Boss and his Minions. Unless otherwise specified, roll twice on the appropriate Monster Table (with no modifiers) to determine the types of Minions.
- Treasure - after the Heroes defeat the monsters, they will be able to claim the Boss' treasure. The treasure trove will (usually) consist of 1 Artifact plus 1d6x50 Gold, to be divided up between the Heroes. (NOTE: If the Heroes already found an Artifact during this quest, the trove will contain 1 Potion and 1 item from the Weapons and Armour Table.)
Features - Corridors
Roll 1 die to determine the type of Feature you encounter.
1 - Faerie Dragon - One Hero (chosen randomly) finds a small Dragon in the corner of the room. Roll 1d6 to determine how the Dragon reacts:
| Die Roll | Effect |
|---|---|
| 1 | The Dragon bites you! You must take a Body test. If you fail, you are affected with Weakness. |
| 2 | The dragon steals 100 Gold from you and teleports away. |
| 3 | You frighten the Dragon and he runs away. |
| 4 | The dragon offers to trade items with you. If you accept, you may trade in (i.e., discard) one Artifact in your possession, and draw a new card from the Artifact deck. |
| 5-6 | The dragon takes a liking to you and accompanies you on your quest. He may not fight (nor will he be attacked), but he does have 1 set of 3 Spells (you may choose which set). He may cast these Spells as normal during your turn. After he casts the 3 Spells, he leaves you in search of more fun adventurers. |
2 - Magic Mouth - This magical guardian was placed on the floor of this corridor by some long-forgotten wizard. It awakens at your approach. Roll 1d6 to see what it does:
| Die Roll | Effect |
|---|---|
| 1 | The Mouth opens wide and lets out a deafening clap. Each Hero must take a Mind test. Any that fail are stunned for 1-3 turns. In addition, the sound attracts the attention of a Wandering Monster. |
| 2 | The Mouth emits a piercing sonic scream. Each Hero must take a Mind test. Any that fail lose 1 Body Point. |
| 3 | The Mouth casts a random Chaos Spell on one Hero. |
| 4 | The Mouth yawns and then goes back to "sleep". |
| 5 | The Mouth tells you the layout of this part of the dungeon. You may look at the top 3 dungeon tiles and discard one if you wish. |
| 6 | The Mouth offers to cast one of the following Spells: Restoration, Rejuvenation, or Healing. The Spells have the effects of the Potions of the same name. |
3 - Spirit Wall - Place the Spirit Wall marker in this passage. Each time a Hero moves past the Wall, he is attacked. Roll 1d6 to see what you are attacked by:
| Die Roll | Attack Dice | Ailment |
|---|---|---|
| 1-2 | 3 | Disease |
| 3-4 | 4 | Weakness |
| 5-6 | 5 | Curse |
Each time you are attacked, you must take a Mind test. If you fail, you are affected with the appropriate Ailment.
4 - Prismatic Curtain - A shimmering, multi-colored curtain of energy spans the corridor. Place the Prismatic Curtain marker so that it blocks the passageway. You may decide to pass through it to get to the other side, or turn back. If you pass through, roll 1d6:
| Die Roll | Effect |
|---|---|
| 1 | (Blue) You are frozen in place. You can escape by making a successful Body test, which you may try at the start of each turn. |
| 2 | (Red) Lose 1 Body Point. |
| 3 | (White) You are Teleported to a random adjacent tile: 1=up, 2-3=down, 4-5=left, 6=right. If there is no tile there, then roll again. You may choose the square you land in. |
| 4 | (Green) Discard 1 Spell. If you have no Spells, lose 1 Mind Point instead. |
| 5 | (Black) You must take a Mind test. If you fail, you are Confused. |
| 6 | (Translucent) No effect. |
5 - Trap Alley - This corridor is heavily guarded by traps. As each Hero moves down the passageway, he will encounter one Trap. Roll on the Mechanical Traps Table to determine the type of trap. These traps are so well concealed that only Heroes capable of disarming traps have a chance to locate (and therefore avoid) the Traps. Such Heroes may avoid the Traps by passing a Mind Test. (NOTE: Do not place any Trap tiles in this corridor, unless a Pit is activated. Even though there may be up to 4 traps in the corridor, each Hero will only encounter one.)
6 - Long Pit - Place the Long Pit marker in this corridor. The Pit is 3 squares long, and is very deep. Any Hero that falls in will eventually fall into an underground river at the bottom of the pit. (The Hero will rejoin his companions for the next quest, but is out for the rest of the current quest.) It may only be crossed using a Rope or via magical means (e.g., Levitation, Flying, etc.). If the Heroes cannot cross it, they must go back the way they came. (NOTE: A Flying or Levitating Hero may transport one other Hero safely across the Pit each turn.)
Features - Small Rooms
Roll 2 dice to determine the type of Feature you encounter.
2-3 - Tome of the Magi - You find a large, ornate book sitting on a pedestal. One Hero may read from the book. If you do, roll 1d6 and consult the following table:
| Die Roll | Effect |
|---|---|
| 1 | Explosive Runes - You lose 2 Body Points. |
| 2 | Insanity - You lose 2 Mind Points and your next turn as you recover. |
| 3 | Treasure Map - The map shows a Secret Door from this room that leads to a hidden chamber. The chamber holds 2 Potions. Roll twice on the Potions Table to determine the type of Potions. |
| 4 | Magic Scroll - The scroll contains two Spells. Draw 2 Scroll Spells at random. |
| 5 | Manual of the Shield - The book contains instructions on the art of self-defense in battle. Take a Mind test. If you succeed, you are magically imbued with the knowledge of the book. From now on, you may roll 1 extra Defend die. This is a permanent benefit. |
| 6 | Manual of the Sword - As above, but if you pass the Mind test, you gain 1 extra Attack die. |
4 - Mirror of Dreams - A beautiful mirror hangs from one wall in the room, and one Hero (chosen randomly) catches sight of his reflection in it. Roll 1d6 to find out what happens:
| Die Roll | Effect |
|---|---|
| 1 | Opposition - An exact duplicate of you appears and attacks. You must fight him. The other Heroes may help, but the duplicate will only attack you. It has the same stats, abilities, and equipment as you, but has 4 Body Points. |
| 2 | You are trapped inside the mirror with one Wandering Monster. You can escape only after slaying the monster. |
| 3 | The mirror has lost its magic, but is worth 200 Gold. |
| 4 | The mirror is actually a Portal that opens up to a shop in the City. Any of the Heroes may visit the shop and purchase any weapons, armour, or potions. |
| 5 | Scrying mirror - You may look at the next 3 dungeon tiles. |
| 6 | Sanctuary - One hero can use the mirror to teleport to a safe haven where he can rest. That Hero is restored to his starting quota of Body Points and cured of any Ailments. The mirror can only be used once. |
5 - Ambush! - As soon as you enter the room, the door slams shut and monsters surround you. You have been ambushed! These monsters are considered Wandering Monsters for all purposes (i.e., they may attack immediately after they are placed; they have no Treasure; roll 1d6 to determine the type of monster; and the number will be 1 less than the number normally encountered). The monsters should all be placed in the room, if possible, but may be placed outside the room if there are not enough empty squares. The door to the room is locked, and must be broken down before any Heroes or monsters may pass through it. (It cannot be opened in the normal fashion). The door has 1 Body Point and rolls 4 Defend dice.
6 - Mould - This room is filled with strange, fluorescent Mould. Place the Mould marker on the floor of this room. Roll 1d6 to determine its effect:
| Die Roll | Effect |
|---|---|
| 1-2 | The spores attack! Each Hero on this tile is attacked with 4 combat dice. They may defend normally. The spores attack each turn any Heroes are anywhere on this tile. There are too many spores for the Heroes to counter-attack. |
| 3 | The mould releases highly corrosive spores. One Hero (chosen randomly) must discard one of his Weapons, Armour, or Artifacts. If he has none, he loses 2 Body Points. |
| 4 | One Hero (chosen randomly) contracts a Disease. |
| 5-6 | The mould is harmless, and produces no ill effects. |
7 - Well of Life - Place the Well of Life marker in this room. Each Hero may drink from the Well once per quest. The healing waters restore up to 4 lost Body Points (but not above a character's starting quota) and cure any Ailments (e.g., Poison, Disease, etc.).
8 - Mushrooms - The floor of this room is covered with a variety of fungi. If you eat a mushroom, roll 1d6 to see how you are affected:
| Die Roll | Effect |
|---|---|
| 1 | Poison - You are Poisoned. |
| 2 | Nausea - You become violently ill. You lose 1 Body Point and your next turn. |
| 3 | No effect. |
| 4-5 | Healing - The Mushrooms restore up to 3 lost Body Points (up to your starting quota). |
| 6 | Strength - You may roll one extra Attack die during the next battle. The effect ends when you can no longer see any Monsters. |
Each Hero may take 2 Mushrooms, and eat them any time. Roll for the effect each time a Hero eats one.
9 - Spirit - As you enter this room, the air swirls and a form materializes in front of one Hero (chosen randomly). Roll a die and consult the following table to see how the spirit responds:
| Die Roll | Effect |
|---|---|
| 1 | The Spirit places a Curse on you and then vanishes. |
| 2 | The Spirit drains one Mind Point from you, and then vanishes. |
| 3 | The Spirit tries to possess you. Take a Mind test (with a -2 penalty). If you fail, you are Confused. |
| 4 | The Spirit gives you its treasure as a reward for freeing its soul. Draw one Artifact card. |
| 5-6 | The Spirit joins you in your quest. While it is with you, you may roll 2 extra Attack dice and 1 extra Defend die. It leaves you at the end of the quest. |
10 - Pentagram - A strange magical symbol is inscribed on the floor of this chamber. You may step into the Pentagram if you wish. If you do, roll 1d6 to determine its effect:
| Die Roll | Effect |
|---|---|
| 1 | You are teleported to a small room where you fight one Wandering Monster. You return to the Pentagram only after you slay the monster. |
| 2 | You must take a Mind test. If you fail, you are Confused. |
| 3 | No effect (the magic of the Pentagram is long since gone). |
| 4 | You may return 1 Spell you already cast during this quest back to your hand. (If you are not a Spellcaster, this has no effect.) |
| 5 | You gain a Blessing. The Blessing allows you to re-roll any or all of the dice from one die roll. Discard the Blessing after you use it. |
| 6 | The power of the Pentagram flows through your mind. Take a Mind test. If you fail, you lose 1 Mind Point permanently. If you succeed, you gain 1 Mind Point permanently. |
11-12 - Tree of Wisdom - Place the Tree of Wisdom marker in this room. Legend says that the fruit of this Tree strengthens the mind. You may eat a piece of the fruit if you wish. If you do, roll 1d6. If you roll more than your starting number of Mind Points, you gain 1 Mind Point permanently. You may only eat 1 piece of fruit per quest, and each Hero may only benefit from the Tree once. (So if you gain 1 Mind Point on one quest and find another Tree on a subsequent quest, you cannot have your Mind Points increased again.)
Features - Medium Rooms
Roll 1 die to determine the type of Feature you encounter.
1 - Guard Room
- Furniture: Table.
- Occupants: Roll 1d6+2 to determine the occupants.
- The Monsters are placed at the beginning of Zargon's next turn after the first Hero enters this room. The Monsters may move and attack normally as soon as they are placed.
2 - Kitchen
- Furniture: Forge, Cupboard.
- Occupants: Roll 1 die. On a 1-3, the room is occupied. Roll 1d6 to determine the occupants. (Do not add the normal +2 modifier for medium rooms).
- After fighting off any Monsters (if there are any) each Hero may search the room by rolling 1d6. On a 1, he encounters a Wandering Monster. On a 2-6, the Hero finds 1d3 Meals. Each Meal restores 1 Body Point. They may be saved, but must be used before the end of the quest or they will spoil. Each Hero may search only once.
3 - Armory
- Furniture: Weapons Rack.
- Occupants: Roll 1d6 to determine the occupants. (Do not add the normal +2 modifier for medium rooms).
- Each Hero may search for any usable items. Roll 2d6 and consult the Weapons and Armour Table to determine what the Hero finds. If the Hero rolls a double, he does not find an item but instead encounters a Wandering Monster.
- The monsters will not have any treasure, other than the items described above.
4 - Forge
- Furniture: Forge.
- Occupants: None.
- The Heroes find two Dwarves in this room, who have been imprisoned and forced to make weapons and armour for the monsters in this dungeon. In return for their freedom, they offer the Heroes a reward. Most of their items are very poor by human standards. But they have managed to produce one high-quality item without attracting the attention of their captors.
- Roll once on the Weapons and Armour Table to see what item the Dwarves provide. This item is so well made that the user may roll 1 extra attack or defend die (as appropriate), in addition to the number normally rolled when using that item (e.g., a Shield adds 2 Defend dice).
5 - Apothecary
- Furniture: Table, Bookshelf.
- Occupants: None.
- The Heroes may search the room. Each Hero may search once. Roll 1d6 and add the Hero's Mind Points to the total:
| Die Roll | Result |
|---|---|
| 1-5 | You set off a Trap! Lose 1 Body Point. (You cannot evade or detect this trap.) |
| 6 | Healing potion (restores 1d6 Body Points; one use only) |
| 7 | Curing Salve (cures any Ailment) |
| 8 | Scroll of Resurrection (brings 1 dead Hero back to life; must be used immediately after the battle/event which leads to the death of the Hero) |
| 9+ | Choice of any one of the above items. |
6 - Magic Gate
- Furniture: Gate marker.
- Occupants: 1 Wandering Monster when the Heroes first enter, plus reinforcements (see below).
- At the beginning of each Monster turn, roll 1d6 and take a corresponding monster per the Encounter Table. Place the Monster in any unoccupied square adjacent to the Gate. The monster may move and attack normally on the turn in which it is placed.
- The Gate continues to work until it is destroyed. It has 4 Body Points and rolls 5 Defense dice.
Features - Large Rooms
Roll 1 die to determine the type of Feature you encounter.
1 - Dragon's Lair
- Furniture: None.
- Occupants: Roll 1d6: 1-3 = Dragon, 4-6 = Hydra. (See the Special Monsters section of the Bestiary for details.)
- The lair contains a horde of Treasure! Roll twice on the Treasure Table, with a +4 modifier to each roll. (If you find an Artifact, it does not count against the limit you may find in the quest.)
2 - Barracks
- Furniture: Table, Cupboard.
- Occupants: This room contains Mercenaries hired by the monsters to help them in their evil plans. It currently houses 4 Mercenaries. Roll on the table below to determine the type of each Mercenary.
| Die Roll | Type | Attack Dice | Defend Dice | Body Points | Mind Points | Movement | Special |
|---|---|---|---|---|---|---|---|
| 1-2 | Scout | 2 | 3 | 2 | 2 | 9 | None |
| 3-4 | Halberdier | 3 | 3 | 2 | 2 | 6 | Attack diagonally |
| 5 | Crossbowman | 3 | 3 | 2 | 2 | 6 |
- At the start of each Monster turn, roll 1d6. On a 5 or 6, another Mercenary enters the room. Roll 1d6 to determine what type. Roll each turn until there are no Mercenaries on the board at the beginning of the turn.
- When the Heroes first enter, roll 1d6 to determine the status of the occupants:
| Die Roll | Result |
|---|---|
| 1 | The room is actually empty, the guards having been called away to perform some nefarious task. |
| 2 | The guards are preparing for the next assignment, and are in full battle dress. Fight the combat as normal. |
| 3-5 | The guards are on break, engaged in some sort of primitive card game. The monsters cannot move or attack on Zargon's first turn, as they must gather their armour and weapons to fight. |
| 6 | The guards are sleeping. The Mercenaries cannot move or attack on the first turn. In addition, for the first attack made by each Hero, the Mercenaries roll no defense dice. Afterwards, the guards wake up and fight as normal. |
3 - Treasure Room
- Furniture: 3 Chests.
- Occupants: This room is guarded by 4 magically animated suits of armour. They have the same statistics as Chaos Warriors.
- The Heroes may leave without fighting, in which case the guardians ignore them.
- If the Heroes defeat the monsters, they may investigate the Chests. Each Chest is guarded by a trap (roll for each one on the Mechanical Traps Table). Roll twice on the Treasure Table (with a +2 modifier) to determine the contents of EACH Chest.
4 - Alchemist's Lab
- Furniture: Desk, Bookshelf.
- Occupants: None.
- Each Hero may search the Lab once by rolling 1d6. Each Hero may search only once.
| Die Roll | Result |
|---|---|
| 1 | You sample some of the Alchemist's brew, and are Poisoned! |
| 2 | You find nothing of interest. |
| 3-5 | You find one Potion. Roll once on the Potions Table. |
| 6 | You find two Potions. Roll twice on the Potions Table. |
5 - Library
- Occupants: None.
- Each Hero may search the Library, if he wants to. Each Hero may search only once. If you search, roll 1d6 to see what you find:
| Die Roll | Result |
|---|---|
| 1 | Trap! Roll on the Mechanical Trap table. |
| 2 | You make so much noise while searching that you attract a Wandering Monster. |
| 3 | You find nothing of interest. |
| 4 | You may draw 1 Treasure card (although you may ignore it if it is harmful). |
| 5 | You find a Scroll with 1d3 Spells (determine randomly). |
| 6 | You find a partial map of the dungeon. This map shows the location of some Traps and Secret Doors. You may place two Secret Doors any time during this adventure. In addition, the Heroes may ignore the next two Traps they encounter. If more than one Hero rolls a 6, treat additional 6's as "Finds nothing of interest." |
6 - Torture Chamber
- Furniture: Rack.
- Occupants: Roll 1d6+2 to determine the occupants.
- A (seemingly) lifeless figure lies strapped to the Rack.
- After the Heroes defeat the monsters, they may investigate the figure on the rack (if they wish). Roll 1d6 and consult the table to see what they find:
| Die Roll | Result |
|---|---|
| 1 | Trap! All the doors to the room slam shut. The Heroes are trapped. They may attempt to escape by breaking down a door. The Heroes may make one attempt each turn. Roll 1d6, adding the # of Attack dice of the strongest Hero, plus 1 for each additional Hero. On a 10+, they succeed in breaking the door. On a natural roll of 1, a Wandering Monster appears. The figure on the rack is that of a dead prisoner. |
| 2 | The figure is actually a Chaos Warrior, laying in wait to ambush any would-be rescuers. It attacks immediately. |
| 3 | The body on the rack is that of an unfortunate prisoner who died as the result of his wounds. It does not contain anything of value. |
| 4-5 | The figure is alive. He is a Nobleman, kidnapped to be held for ransom. If he is escorted to the entrance, he will reward each Hero with 1d6x50 Gold (which he gets from a chest he has buried nearby). |
| 6 | The figure is actually another Hero. Randomly pick one of the unused Hero cards to see what kind of Hero he is, and then select one of the players to control him. The Hero is treated as a normal Hero, except that he has only 3 Body Points left (although he may be healed normally), and will suffer a -1 penalty to Attack and Defend dice, as well as Movement, for the rest of the adventure. His normal starting equipment is located just outside of the cell. |
Dungeon Bash
Introduction
Dungeon Bash is a game variation designed for use with my Perilous Quests and Endless Dungeons expansions (which are required for play). In this variant, 2 or more players actually play against not just the monsters, but against each other. Up to 4 players can play Dungeon Bash.
Each player controls one group of 4 Heroes. The idea is that the groups are in competition with each other. Perhaps they were hired by warring noblemen to find a great treasure. Or maybe they are participating in a gladiator-type sports competition set in a dungeon. Whatever the case, the Heroes are NOT friends and will fight each other in a climactic final battle to claim the Treasure of the dungeon.
NOTE: Unless otherwise noted, all standard rules for HeroQuest (e.g., combat, movement, spellcasting, etc.), as well as Endless Dungeons and Perilous Quests, apply for Dungeon Bash.
A. Set-up
- a. Each player chooses a group of four Heroes. This may be done randomly, or each player may choose their Heroes. In either case, players should take turns drawing / choosing Heroes until each player has four.
- b. Determine player order. Each player rolls 1 die. The highest roll goes first (re-roll if a tie), and play then passes to the left. Once turn order is established, it remains that way for the duration of the game.
B. Random Dungeon Generation
- a. Decide what type of quest to play (Orc, Undead, Lizardmen, Chaos, or generic).
- b. Set aside the Gladiator Pit special tile. This will be the center chamber, and (probably) the one in which the final battle takes place.
- c. Each player creates his own mini-deck of dungeon tiles. This deck consists of 1 each of the Corridor, Small Room, Medium Room, and Large Room tiles, plus 1 or 2 special tiles. Shuffle these tiles and place them face down.
- d. Each player chooses an unused special tile as his Entrance Tile, and places it on the playing surface. Place the Heroes anywhere on the tile. (It doesn't matter which tiles are used for the Entrance Tiles, as they are considered empty.)
Rules Changes
- a. The Encounter deck is not used with Dungeon Bash. Instead, when a Hero enters a new Standard tile, roll 1d6 and consult the following table to see what he finds:
| Die Roll | Result |
|---|---|
| 1-2 | Empty (may still be Searched). |
| 3 | Feature! |
| 4-6 | Monsters! |
- b. Standard tiles may be Searched (i.e., draw a Search card) per the normal rules. All players draw from the same Search deck.
- c. The Special Monsters are not used in Dungeon Bash.
Summary of a Game Turn
- a. Player 1 goes first. He moves and / or performs an action (in any order) for each of his Heroes. After all his Heroes have gone, Player 2 takes his turn, etc.
- b. After all players have taken their turns, it is the monsters' turn. Any monsters on the board may move and / or attack, cast spells, etc.
- c. In a 2-player game, the opposing player controls the monsters you fight and vice-versa. With more than 2 players, the player to your right controls the monsters you fight.
- d. Attacks by monsters should be done according to turn order. For example, the monsters in Player 1's dungeon attack first, then the monsters in Player 2's dungeon attack, etc.
- e. The game turn of the active player follows the sequence outlined in Perilous Quests.
Special Tiles
- a. You may choose to add 1 or 2 Special tiles to each Dungeon deck. (Obviously, if you use 2 the game will be that much longer.) If you are using only one, the tile should be selected from Group A. If you are using two tiles, select one from Group A and one from Group B.
- b. Group A - Wizard's Chamber, Necromancer's Study, Temple, and Skull Temple.
- c. Group B - Lava Cavern, Tribal Cavern, Throne Room, and Chasm of Doom.
Features
- a. Only the following Features should be used in Dungeon Bash. When a Hero discovers a Feature, roll 1d6 and consult the following table based on the tile type (re-roll a 5 or 6):
| Die Roll | Corridor | Small Room | Medium Room | Large Room |
|---|---|---|---|---|
| 1 | Spirit Wall | Spirit | Guard Room | Library |
| 2 | Prismatic Curtain | Tome | Kitchen | Barracks |
| 3 | Trap Alley | Pentagram | Armory | Torture Chamber |
| 4 | Long Pit | Mirror | Apothecary | Alchemist |
Rewards!
- a. The first Hero who searches the Gladiator Pit finds a Potion of Healing OR may make one roll on the Treasure Table (with a +3 modifier).
- b. The winner of the game is the player that has the "last man standing". The winner finds the dungeon's Treasure, and may draw one Artifact card.
- c. Retreating - a player may retreat if he feels his Heroes are too weak to continue fighting, but forfeits any chance of getting the Artifact. If all but one player retreat, the remaining player still has to make it to the Gladiator Pit to find the Artifact. (In this case, the Gladiator Pit will be occupied by monsters per the normal rules.)