Adventure 3: The Lost Books (fan expansion for HeroQuest)
Adventure 3: The Lost Books (fan expansion for HeroQuest) Rulebook
Table of Contents
Table of Contents
Words for Zargon
With all the playing that we have done over the years. We find that it is a lot more fun when a Hero dies every now and then. It reminds us that they are in a very dangerous Quest. So we stretch the rules when it comes to a Hero dying. He can still be saved by one of his friends pouring a life restoring potion down their throat. We make it a question of how long has the person been dead. Now Zargon, if a Hero should die and no one has an Elixir of Life on them, then you can make it possible for them to find some in a secret compartment in the wall or in a chest. You are Zargon and you know that you are going to lose. It's all a matter of making the Heroes work and have fun beating you. There is a problem with bad players, I've played the game with many people and I'm lucky to have children who take the game realistically. Always remember that you are Zargon! You control the board, so you are only limited by your imagination as to how you can adjust the game to match your players. But also is a problem with Heroes running off by themselves. I encountered this problem with a person who understood nothing about teamwork and the friendship between the Heroes. It took me little time to finish him off and the game was over. We tend to look at the game as true to life as one can get. If I was in a dungeon filled with monsters, you're darn right I'm going to stick close to my friends. Now because we stretch the rules on a Hero dying, we give back to Zargon this. We make it cost a Hero's turn to drink any potion. He "must" back away from the fighting, drink, and then resume his fighting. Sounds more real anyway.
This adventure introduces a new item. The poisoned throwing dagger. When a Hero throws one. He rolls 3 white dice. 0 skulls is a miss. 1, 2, or 3 skulls is a hit. Each skull costs the monster a Body Point. If the monster has more Body Point left, then the poison takes effect and the monster will lose 2 Body Points on each of its next turns. If more skulls are rolled than the monster has Body Points for then this is an instant kill. The poison has no effect on the undead. We thought, for this adventure, that we would limit the number of arrows the Elf has. Forcing him to use them wisely. More challenging.
This adventure also introduces two new monsters. The "Mountain Orc" and the "Iron Skeleton". The Mountain Orc's icon is the Orc's icon in red. Their statistics can be found on the matching Monster Cards. You will be told which Skeletons are Iron Skeletons in the Quests.
Zargon, the Heroes have a keen eye. I always tell them when they are about to step on a trap. Unless otherwise stated in the Quests. So if they are in a room, and they do not want to search it because they have all the good treasure cards. Then tell them that they see a secret door.
I have designed the Quests with hiding places in the hallways for monsters. You can use these monsters to come up behind the Heroes and attack in the rear. I really wish that the game came with twice as many treasure cards as it does. My Heroes love to search for treasure and I find that they endanger themselves with all the wandering monsters cards that they pick. So if they do not want to pull any more cards, don't force them. Be generous and if there is something in the room that they need, tell them about it. There are times that I have a Warlock attack the Heroes as soon as they open the door. I know that this is unfair to the Heroes. But hey, I'm Zargon, I can do what I want. So they just have to live with it. HaHa.
New Tiles and Quest Map Symbols
Iron Entrance Door
This iron door is placed on the edge of the gameboard. Heroes line up outside the iron door to begin the Quest.
Wooden Exit Door
This special wooden door is used to exit the gameboard in the end of a Quest.
Locked Door
These doors are locked and will require a key to be opened.
Key
This key comes in different colors on the Quest map. They unlock the doors with the same color.
New Monsters
The two new monsters are described on their Monster Cards in the card sheet. The Mountain Orc uses the Orc icon in red. Iron Skeletons are identified in the Quests.
Mountain Orc
- Movement Squares: 7
- Attack Dice: 3
- Defend Dice: 3
- Body Points: 3
- Mind Points: 3
Iron Skeleton
- Movement Squares: 5
- Attack Dice: 5
- Defend Dice: 5
- Body Points: 5
- Mind Points: 0
The Iron Skeleton's stat order follows its printed card (Movement, Attack, Defend, Body, Mind).
Spell Cards
The card sheet gives the text of eighteen spell cards. Each spell is listed below with its printed text.
Lightning Strike
This spell conjures up a powerful lightning strike over monster. Monster suffers two Body Points of damage. Monster then rolls two red dice. For each 5 or 6 rolled, the damage is reduced by 1 point.
Landslide
This spell can cause the ceiling of one space to fall. If a monster is under this space, then follow rules for springing a falling rock trap. Spell may be case on a wall, opening up the way if a room is on the other side. Spell may be cast on floor. Zargon decides if it makes a pit.
Turn to Stone
This spell will turn any object or Monster with 2 or less Body Points into stone. This spell will not work against any Monster that knows magic.
Wings of Smoke
This spell may be cast on any one Hero, including yourself. On Hero's next move he can float over any exposed trap and does not trip any unseen trap that he floats over.
Boil
This spell will cause liquids to boil and evaporate. When cast upon a monster, that monster will lose two attack dice and one defense dice. This spell will not work against Undead.
Blinding Light
This spell creates a small blinding light that will blind one monster of your choice. That monster will then miss its next turn.
Heat Metal
This spell causes any metal object to become so hot that it softens, making it useless. If cast upon a monster's weapon, then monster's attack dice is reduced to one. If cast upon armor, Zargon decides if monster removes armor or suffers loss of Body Points. This spell does not work on iron doors. There is too much mass.
See Through Wall
This spell enables the spellcaster to see through the wall. If there is a room on the other side, then Zargon will set up the room.
Mind Drain
This spell will drain three Mind Points from a monster of your choice. That monster then rolls three dice. For each black shield rolled monster saves a point. If monster's Mind Points are reduced to zero, then that monster becomes unconscious. This spell will not work against the Undead.
Freeze
This spell will freeze any liquid or harden quicksand and lava. When cast upon a monster, that monster will lose two attack dice and one defense dice. This spell will not work against the Undead.
Deflect
This spell will protect only the spellcaster from one spell being cast upon him.
Drain Body
This spell will drain one Body Point from monster of your choice. Adding Body Point to any Hero, including yourself. Hero cannot exceed starting number of Body Points. This spell will not work against the Undead.
Invisible
This spell may be cast on any Hero, including yourself. He will be invisible for two turns. Monsters cannot attack or defend against an invisible Hero. This spell dies not work against Ogres, Bellthors, Giant Wolves and Werewolves.
Fireplace
This spell can only be cast in a room that has a fireplace. When cast the fireplace erupts in flames. Anybody standing within the three spaces directly in front of the fireplace will suffer one Body Point of damage. All persons will then roll one red die. A 5 or 6 saves that person from spell's effect.
Warp
This spell causes any one wooden object or weapon to warp, making it useless. An unarmed monster has only one attack dice (unless otherwise stated). A locked wooden door will become passable.
Wood Blast
This spell causes any one wooden object or weapon of your choice to explode. Anyone holding or standing next to an exploding wood will suffer one Body Point of damage. Items that are inside an exploding object will remain safe.
Staff Log
If spellcaster has a wooden staff, then this spell causes the staff to grow three spaces long and big enough around that the Heroes can walk on top of it.
Rot
This spell will cause one wooden object or weapon of your choice to become rotten and fall into dust.
Quests
The quest book gives each quest its scenario notes: the Zargon notes, the room notes keyed to the map letters, and the wandering monster for the quest. The quest titles are printed as shown.
Quest 1
Wandering Monster in this Quest: Goblin
- Zargon, the Goblins in this castle are armored, they have 3 Defense dice. Elf always uses Earth spells.
- A: The first Hero to search the tomb is attacked by a Mummy. Mummy has a gold necklace worth 50 gold coins.
- B: Chest is booby trapped. 1 hit point if sprung. At first the chest looks empty. Only the dwarf notices the false bottom. Underneath the Heroes discover an Elixir of Life.
- C: In the cupboard you are surprised to find good bread.
- D: Warlock is as strong as a Chaos Warrior, but with 6 Body and Mind Points. He casts a Rust spell on the Barbarian's sword. Barbarian has 1 Attack dice. Warlock's 2nd spell is Ball of Flame. Then he resorts to physical combat.
- E: When the Heroes search this room all they find is a secret door.
- F: No one can read the spell book. On the wall is a Wizard's staff from the Artifacts Cards. Chest is not booby trapped. Inside are 6 mushrooms. Only the Wizard knows that these mushrooms will restore 1 Body Point when eaten.
- G: In this room are good weapons. Barbarian finds a short sword and 3 throwing daggers. Elf finds an old crossbow. It still works, but he only has 10 arrows for it. Dwarf finds 2 poisoned throwing daggers.
- H: This pit is already open when the Heroes come into the room. When they search the room, they see a secret door at the bottom of the pit.
- I: This chest is booby trapped. 2 Body Points if sprung. Inside are 40 gold coins.
- J: In this room the Heroes discover the 1st spell book. "It's a book of Earth Spells." says the Wizard. "But, I was afraid of this. The book is very badly decomposed…" He studies the book and is only able to recover 2 Earth Spells from it. He teaches the spells to the Elf. Give the 2 Earth Spells to the Elf.
Quest 14 – Upper Level
Wandering Monster in this Quest: Chaos Warrior
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Zargon, all the Orcs in this Quest are armored add 2 Defense dice to their statics.
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A: This Goblin has a crossbow.
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B: This Goblin has a crossbow.
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C: This chest is safe. Inside are 4 bottles of potion. Each bottle will restore 4 Body Points.
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D: This Warlock is as strong as a Chaos Warrior, but with 8 Body and Mind Points.
Zargon, this is fun. Shuffle the Chaos Spell cards and let a Hero pick the spells that the Warlock will cast on each of his turns. Warlock will cast up to 3 spells. If Heroes pick Escape then move Warlock to point E on the map.
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E: This chest is safe. Zargon, you decide 2 bottle of potion. Each potion restores 4 Body Points or a solid gold wand encrusted with Rubies. Worth 500 gold coins. Also on the rack is any new weapon that a Hero may need to replace. In case a Hero picked a Rust spell in that last fight. Elf finds 2 arrows.
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F: When the Heroes search this room. They find the Wizard's fathers Ring of Return from the Artifacts Cards. "This ring will take us all home again" Says the Wizard, as he puts it on.
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G: This Goblin has a crossbow. Heroes can see a lever on the other side, in the wall, that will close the pit.
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H: This Goblin has a crossbow.
Final battle (NOTES continued):
- Zargon, when the Heroes kill some of the monsters in the room, bring in more from the north doors. Pick your strongest monsters, as monsters die, bring in more. Until Barbarian, Dwarf and Elf are dead. Keep telling the Heroes that the Wizard needs more time to cast the spell. If monsters are not doing the job fast enough, Zargon can help kill the Heroes. If a Hero cannot back away from a fight, he can't drink a potion.
Quest 2
Wandering Monster in this Quest: Goblin
- Zargon, the Goblins in this castle are also armored. They have 3 Defense dice. Also because of the severe decay of the castle, the pit traps are not traps, but weak floors. Goblins are much lighter than Humans so they don't fall through. So when a Hero steps on a pit trap. The floor gives way and the Hero takes 1 hit point of damage and the others must jump the hole. Heroes cannot see these problem spots.
- A: Starting place of the Heroes.
- B: Chest is booby trapped, 2 hit point if sprung. Inside the chest, the Heroes find 8 bottle of potion. Each bottle will restore 4 Body Points.
- C: This chest is safe. Inside are 40 gold coins.
- D: This Warlock is as strong as a Chaos Warrior, but with 6 Body and Mind Points. Warlock's 1st spell is Rust. Preferably on the Barbarian again, if you can. 2nd spell is Sleep. Then he resorts to physical combat.
- E: In the cupboard you find good food. You put some in your packs. You also find 6 more mushrooms. Each mushroom will restore 1 Body Point. The Heroes also find a sealed jar. When they open it they discover flower blossoms. The Wizard knows that these are healing blossoms. They must be eaten right away. There are only enough blossoms to heal 7 Body Points. Points must be shared among the Heroes.
- F: The Hero who searches this tomb is attacked by a Mummy. When Mummy is killed Heroes discover a ruby ring on the hand of the Mummy worth 20 gold coins. Heroes also find a secret door.
- G: The Wizard sees a strange mark on the wall. "This is it!" He says. "Behind this stone is the weapon." You pull out the stone and discover Spirit Blade from the Artifacts Cards. The Wizard gives the sword to the Barbarian.
- H: A search of this room only shows the Goblin's cruelty. Bones litter the floor, the weapons are useless, but the Elf finds 4 good arrows.
Quest 13 – Lover Level
Wandering Monster in this Quest: Chaos Warrior
- Zargon, the Heroes need to put the two copper daggers into these notches, otherwise anyone who touches this door will be killed.
- Tell the Heroes that they will not regain their spells after this Quest. So they must be wise. There will also be no restocking of the Treasure Cards after this Quest.
- Only the Orcs are armored in this quest. Add 2 Defense dice to their statistics. The Heroes are looking for the stairwell that leads to the upper level.
- A: Starting place of the Heroes.
- B: This chest is safe. Inside are 2 old, large copper daggers. They are dull and worthless.
- C: When the Heroes search this room. They discover a small chest on the bookcase. Inside the chest is a large diamond worth 500 gold coins.
- D: When the Heroes search this room. They discover 2 throwing daggers on the table.
- E: When the Heroes search this room, they discover an iron key and a secret door.
- F: This room is full of Orc beer. Heroes may search this room.
- G: This metal door is locked. Heroes need the iron key to open it.
- H: When the Heroes search this room, all that they find is a dead man on the rack. They were going to turn him into a Zombie.
- I: The Heroes meet a Warlock in the hallway. Warlock immediately casts Ball of Flame at the first Hero he sees. Warlock is as strong as a Chaos Warrior, but with 6 Body and Mind Points. After the Heroes' first attack Warlock runs back down the hall and Summons Orcs. The Orcs appear between the Warlock and the Heroes. If Warlock survives next attack, then he Summons Undead. Put monsters between Warlock and Heroes. If there is not enough room. Then put monsters behind the Heroes. Then Warlock resorts to physical combat.
Quest 3
Wandering Monster in this Quest: Skeleton
- Zargon, the Orcs in this castle are lightly armored. They have 3 defense dice.
- A: Under a loose stone the Heroes find a steel box. Inside the box is a small golden skull with ruby eyes, worth 20 gold coins.
- B: Under their bandages the Mummies are wearing silver chains with an emerald on them. Worth 50 gold coins.
- C: In this room the Heroes find good food.
- D: From the papers on the desk the Heroes discover that the Orcs are tending the dead here in this hot dry place until they are needed by Zargon. The Heroes also discover that there is a passage to the other castle through the old mine shafts. Also they see the secret door.
- E: This is the fountain. It's dried up. "There on the wall." Says the Wizard. "It's the mark of our society." You pull out the stone. The book is there, but badly decomposed. The Wizard can only get 2 Water Spells from it. He learns them quickly. "We need to find that passage to the other castle through the mines." He says.
- F: This chest is booby trapped. 1 hit point if sprung. Inside are 80 gold coins.
- G: In the tomb the Heroes discover the remains of a man. "Hold it." Says the Dwarf. He reaches in and discovers a secret compartment. Inside is the Wand of Magic from the Artifacts Cards. He gives it to the Wizard.
- H: Heroes find an iron key.
- I: This metal door is locked. Heroes need the iron key to open it.
- J: This door leads into the mine shafts.
Quest 12
Wandering Monster in this Quest: Mountain Orc
- Zargon, all the Skeletons in this Quest are Iron Skeletons.
- A: When the Heroes search this room, the chest has wine in it and the cupboard has good deer meat. If the Heroes rest, eat and drink a little they will regain 1 Body Point.
- B: This metal door is locked. Heroes need the iron key to open it.
- C: This chest is safe. Inside are 80 gold coins.
- D: This metal door is locked. Heroes need brass key to open it.
- E: When the Heroes search this room, they discover a sealed jar. Inside are healing herbs. There are enough to restore 12 Body Points. Herbs cannot be saved. Also the Heroes discover the iron key.
- F: This Mountain Orc knows magic. He immediately casts Command on the Hero in the doorway. That Hero blocks the doorway and turns to attack his friends. Friends defend themselves until Hero can break the spell. Orc's 2nd spell is Summon Orcs. These Orcs are Mountain Orcs and they surround the Warlock Orc. Then the Warlock Orc resorts to physical combat. When the Heroes search this room they discover the brass key on the body of the Mountain Orc.
- G: This metal door is locked. Heroes need silver key to open it.
- H: When the Heroes search this room, they discover a gold key, 5 good arrows, a bottle of Elixir of Life and 2 poisoned throwing daggers.
- I: Zargon, this room has barrels of Orc beer in it. Orcs are asleep. Heroes get first attack with the Orcs giving no defense. After that they wake up. They have 2 Attack and 1 Defense dice because they are drunk.
Quest 4
Wandering Monster in this Quest: Skeleton
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Zargon, these Orcs are also lightly armored. They have 3 Defense dice.
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A: This metal door is locked. Did the Heroes bring the iron key with them?
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B: The Heroes weapons are better than any that they find here. The Elf does find 3 arrows.
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C: This chest is safe. Inside are common items. Clothing, cups, spoons, nothing of value.
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D: The cupboard is full of good food. You put a few pieces of deer meat in your pouches. The Heroes also find 2 bottles. Only the Wizard knows that each of these potions will restore 4 Body Points.
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E: This chest is booby trapped. 1 hit point if sprung. Inside are small jewels worth 200 gold coins. Also in the room the Heroes are surprised to see the symbol of the wizard's society. "There is no mention of anything in this castle in the scroll." Says the Wizard. He asks the Dwarf if it could be a trap. The Dwarf studies the wall. "Here!" He says. "It is a lock, we need a special key." "Try that dagger that your father gave you." Says the Elf. You slide it in and you hear a click. The Dwarf pushes on the stone and you discover a secret door.
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F: Inside this small room you discover a beautiful axe. "God be praised!" Says the Dwarf. "I have never seen any so beautiful and so sharp." He says as he holds it. "It fits you well, my friend." Says the Barbarian. Dwarf now has 4 Attack dice. The Elf looks at the sword on the wall. "What is this writing?" He asks the Wizard. "It is called Orc's Bane." He says. The Elf now holds Orc's Bane from the Artifacts Cards. The Wizard takes the Talisman of Lore from off a small table. "Wear this, my friend. It will give you strength." He says to the Barbarian. Add 1 Mind Point to the Barbarians chart. The Heroes also find 2 bottles of Elixir of Life.
Notes continued (the letters A to E below restart on this page):
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(Opening words not printed on this page; the note begins:) Skeleton so you all can attack it.
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A: Starting place of the Wizard.
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B: Starting place of Barbarian, Dwarf and Elf.
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C: This chest is booby trapped. 1 hit point if sprung. Inside are 2 throwing daggers.
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D: This chest is booby trapped. 1 hit point if sprung. Inside is a poisoned throwing dagger.
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E: This chest is booby trapped. 1 hit point if sprung. Inside is a ruby worth 50 gold coins.
When the Wizard makes it to the center room the Warlock says "Curse you, curse you all!" And he then disappears. The invisible wall is gone. Heroes can collect the Elixir of Life and continue their journey.
Quest 11
Wandering Monster in this Quest: Skeleton
Zargon, set up the whole board. Put out everything including the monsters. Use the open doors in every room, except the center room. Use 4 closed doors there. Put the Warlock on top of the stair's tile. Stairs are surrounded by an invisible wall. Look at the map, each room is given a number. As the Wizard goes through a door notice the direction of the arrow that points to the door. The number that is next to the arrow is the number of the room that he will travel to. Now it does not matter which door you make it look like the Wizard uses to travel "into" that room. It's better if you mix them up to confuse your player.
(Example; Wizard starts in room #16. There is only one door, so that door will take him to room #15. Now, there are two doors in room #15 so make it look like he entered that room by putting him next to either doorway. Now if the Wizard tries the north door he will travel to room #3. And once in room #3 if he takes the east door he will travel to room #4, but if he uses the north door he will travel to room #12… Easy!)
Wizard can search each room after he kills the monster that is there. But he can only search a room once. You will know that he has been to this room before by the absence of the monster to fight. Wandering monsters for the Wizard is a regular Skeleton. Tell the Heroes in the center room that it is very important the way that they position themselves. An Iron Skeleton can come through any of the 4 doors and the Skeletons get first attack. Good positioning will make it possible to protect a dying friend or surround the (the printed note ends here, mid-sentence)
Quest 5
Wandering Monster in this Quest: Orc
- Zargon, the Orcs in this castle are better armored. They have 4 Defense dice.
- A: Heroes start here.
- B: This Orc knows magic. He immediately casts Sleep on the Hero in the doorway. Chest is not booby trapped. Inside are 40 gold coins. When Heroes search this room the Wizard discovers a scroll that will restore 3 of his spells. Scroll then disintegrates.
- C: Inside the cupboard the Heroes find good food and 4 bottles of potion. Each bottle will restore 4 Body Points. The Heroes also see a secret door.
Zargon, if the Heroes DO NOT have the iron key:
"It's locked." Says the Dwarf. "See, we need a key." You try the dagger but it does not work. "I will cast a landside spell." Says the Elf. "No wait! Such a spell would be wasted. Look at the floor, see how it is clear here. The Orcs know about this door. Let us see if we can find the key first." Says the Wizard.
Zargon, if the Heroes DO have the iron key:
"It's locked." Says the Dwarf. "Right here, that iron key we found will fit here."
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D: The Orc behind the table knows magic. His 1st spell is Cloud of Chaos, his 2nd spell is Ball of Flame and his 3rd spell is Tempest. When Orc's body guards are killed he then casts Escape. Heroes find an iron key and a secret door.
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E: This is where the Orc teleports to. When the Heroes open the door to this room, Orc immediately casts Command on the first Hero. That Hero then turns and blocks the doorway. He starts fighting his friends. Friends defend themselves, but do not attack. They wait for him to break the spell. When Heroes search this room they discover the symbol of the Wizard's society on the west wall. "Another lock." Says the Dwarf. "Let me see that dagger again." You give it to him and he opens the door.
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F: Chest is safe. Inside is a large ruby worth 500 gold coins.
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G: In this room the Heroes find 2 shields. One for the Barbarian and one for the Elf. Dwarf finds Borin's Armor from the Artifacts Cards. Wizard finds book for Fire spells and he is only able to recover 2 spells. Notes continued (the letters D to I below restart on this page):
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D: This door is locked. 5 hit points will break it down
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E: This door is locked. 5 hit points will break it down.
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F: When the Heroes search this room. The Elf finds 6 good arrows.
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G: This Warlock's statistics are:
Quest 10
Wandering Monster in this Quest: Mummy
- A: Zargon, monsters are armored. Add 2 Defense dice to their statistics. 6 being the highest. This Quest is designed for the Heroes to do a lot of searching, pulling Treasure Cards, hopefully they can get some potions. Also the Heroes need to find the stairwell leading up, to finish this Quest.
- A: Starting place of the Heroes.
- B: This door is locked. 5 hit points will break it down.
- C: This door is locked. 5 hit points will break it down.
Quest 6
Wandering Monster in this Quest: Mountain Orc
- Zargon, these are all Mountain Orcs.
- A: When the Heroes search this room they find nothing of value. The food is half rotten.
- B: Chest is safe. Inside are 80 gold coins.
- C: In the bookcase the Heroes discover that these Mountain Orcs are very advanced in their forging.
- D: The Wizard discovers that these Orcs can forge metal with magic.
- E: Dwarf, Wizard and Barbarian each find 2 poisoned throwing daggers. The Elf finds 6 good arrows.
- F: This chest is booby trapped. 2 hit points if sprung. Inside is a large diamond worth 500 gold coins.
- G: When the Heroes search this room, they find the pit littered with bones. This is an old well, turned into a prison cell. On the north wall is the mark of the Wizard's society. "It's a secret door alright" Says the Dwarf. "Let me see that dagger again." He opens the door and on the other side is a tiny opening where the spell book is. It is an Air Spell book. The Wizard is able to recover 2 new spells from the book. Also the Heroes discover 2 bottles of Elixir of Life.
Quest 9
Wandering Monster in this Quest: Zombie
- Zargon, all the monsters in this castle are armored. Add 2 Defense dice to their statistics. 6 being the highest.
- A: When the Warlock casts his 1st spell Summon Undead put the monsters in the room behind the Heroes. When these monsters are dead. Warlock's 2nd spell is Summon Orcs. Warlock's 3rd spell is Firestorm. Warlock then resorts to physical combat. He is as strong as a Chaos Warrior with 6 Body and Mind Points.
- B: This chest is safe. Inside are 4 bottles of healing potion. Each bottle will restore 4 Body Points. Also in the chest is a jar. It is sealed. Inside are healing herbs. There are only enough herbs to restore 9 Body Points. Herbs must be eaten right away. They can't be saved.
- C: The Heroes can see a lever in the wall on the other side of the pit that will close the pit.
- D: In the bookcase the Heroes discover a bottle with pills in it. Only the Wizard knows that these pills will restore 1 Body Point. There are 10 pills in the bottle.
- E: This chest is booby trapped. 1 hit point if sprung. Inside are all kinds of evil magical items, except for a Wizards Cloak from the Artifacts Cards.
- F: All of these Fimir knows magic. One Fimir will keep on casting spells while the others attack. 1st spell is Fear, 2nd spell is Sleep, 3rd spell is Ball of Flame, 4th spell is Tempest. Then they all resort to physical combat.
- G: This Warlock is as strong as a Chaos Warrior with 6 Body and Mind Points. 1st spell is Cloud of Chaos, 2nd spell is Summon Orcs. Then he resort to physical combat.
- H: These Mummies will not move from their spots. A Hero must go in and kill them. When the Heroes search the tomb, there is only the body of a dead Warlock. Nothing of value to the Heroes. They discover a secret door.
Quest 7
Wandering Monster in this Quest: Fimir
- A: Starting place of the Heroes.
- B: This metal door is locked. Iron key will open it.
- C: In the bookcase the Heroes find an iron key. Heroes also find a secret door.
- D: This chest is booby trapped. Poisonous gas. 2 hit points on all the Heroes in the room if sprung. Inside are jewels worth 400 gold coins.
- E: On the table the Heroes discover a tool kit.
- F: This Fimir knows magic. He keeps on casting Tempest on the Heroes while the other 2 Fimir attack. This Fimir can cast a spell and make an attack on each of his turns.
- G: The weapon here is not as good as the Heroes. Elf finds 2 arrows. Chest is booby trapped. 1 hit point if sprung. Inside are 2 bottles of potion. Each bottle will restore 4 Body Points.
- H: On the rack is a dead Mountain Orc. You hear shouting coming from the small room.
- I: This metal door is locked. Iron key will open it. Chained to the wall are 2 Mountain Orcs. "They are going to use us as food for their wolves. If you free us we will help you fight." They say. Iron key will free them. Orcs can't search rooms. But Heroes and Orcs can hop over each other. Orcs must still roll a black shield to defend. Orcs can take healing potions or mushrooms if you want to give them.
- J: This chest is safe. Inside is a jar. It is sealed. Inside are healing blossoms. There are enough blossoms to restore 9 Body Points. Points can be shared. Heroes also discover the mark of the Wizard's society on the east wall. "Help me take this stone away." Says the Wizard. It's hard work but you get it done. Behind the stone is a spell book. "God be praised! It is a new element, Wood Spells! And this book is in a lot better shape than all the others." He studies the book carefully and learns 5 new Wood Spells.
Quest 8
Wandering Monster in this Quest: Fimir
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Zargon, all the monsters in this castle are armored. Add 2 more Defense dice to their statistics. 6 being the highest.
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A: This metal door is locked. Iron key will open it. The weapons on the rack are not very good. Elf finds 2 good arrows.
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B: Heroes must attempt to jump the large pit. They must roll a black shield on 1 white dice, to make the jump. Otherwise they fall and suffer 2 Body Point of damage.
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C: In the cupboard the Heroes discover good food and drink. If they eat and drink a little they will regain 1 Body Point.
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D: This chest is booby trapped. 2 hit points if sprung.
Zargon, you decide. 2 bottles of potion. Each bottle will restore 4 Body Points, dried human flesh, or 80 gold coins. The Heroes are surprised to find 2 helmets. One for the Barbarian and one for the Elf. Add a point to the Barbarian and Elf's defense.
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E: When the Heroes search this room they discover an iron key.
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F: This chest is safe.
Zargon, if any Heroes died in this battle, put an Elixir of Life in the chest. Also have a look at everyone's sheets. Make sure that every Hero has at least 1 Elixir of Life at this point. There are also enough healing herbs to bring all the Heroes back to full power.
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G: This Fimir knows magic and immediately casts Command on the Hero that opened the door. That Hero then blocks the door and attacks his friends. Friends defend themselves until Hero can break the spell. Fimir's 2nd spell is Summon Orcs to surround himself. Fimir's 3rd spell is Summon Undead. Place these monsters out in the hall way with the Heroes. I know that this seems a little unfair. But hey, I'm Zargon. Then the Fimir resorts to physical combat.