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Adventure 4: In The King's Service (fan expansion for HeroQuest)

Expansion for HeroQuest

Adventure 4: In The King's Service (fan expansion for HeroQuest) Rulebook

Table of Contents

Table of Contents

  • Notes for Zargon
  • Monster Chart
  • New Tiles and Quest Map Symbols
  • Armory and Alchemist's Shop
    • Weapons and Tools
    • Potions
  • Treasure and Wandering Monster Cards
    • Wandering Monsters
    • Treasure Cards
  • Monster Cards

Notes for Zargon

Greetings fellow Zargon. Well this is the fourth time I have talked to you and I do not want to repeat myself again. I just would like to share with you all of the things that I have discovered which I feel make me a better Zargon. I cannot stress the importance enough, but as Zargon, it is up to you to make sure that your Heroes have the time of their lives. If any event comes up and there is arguing, give in to the Heroes, because if they don't have a good time then we will have no one that will play with us. So act like you're out to kill them and sometimes do, because that makes it fun to bring them back from the dead, but it is so great to see your friend beat such impossible odds, so make it hard, but always make a way for them to get through it. If the unthinkable does happen, as it did with us in this adventure, yeah, that's right we lost all 4 Heroes, then treat it like a computer game would. Don't make the Heroes start over from the very beginning; just start "that Quest" over. They will do better the second time. So when your monsters have a choice between attacking two or more Heroes. You as Zargon should know which of the Heroes are hurting bad. Attack the Hero who has higher Body Points left. Keep this a secret between us.

If a Hero dies and there is some reason that the other Heroes need to leave the room, you can suggest that a Hero stays behind to guard the body, until the others return.

Buying and selling weapons: Heroes can only buy weapons in the course of their adventure when they are in a town. It only makes sense. If a Hero wants to sell a weapon back, he gets ½ the cost. When a throwing weapon is used, Hero rolls white dice and count skulls. Then the monster gets to defend accordingly with his dice.

As Zargon, I always let the Heroes search for treasure by pulling treasure cards after the room has been cleared of all monsters. One card for one Hero per room. Once they have finished pulling cards, or if they do not wish to pull any cards, then I tell them if there is anything extra. This is a very good time for you Zargon to help the Heroes by saying that there is a secret compartment inside the wall and then give them what you think they need, without them really knowing that you are helping them. I may not mention every secret door that there is. So watch your maps. I'm sorry that the maps get crowded at times.

Read and run through the Quest inside your head, before playing with your friends, this will stop any delays or mistakes from being made.

Your Wizard and Elf will need the extra spell cards from Adventure 3.

Poison: We used the extra treasure cards from o Adventure 1. Making the venom antidote a very useful item for curing all poisons.

Mind Points: This is an area of concern for us. We hated the way they were used in the expansion sets. When a Hero loses all his Mind Points it only makes sense that he becomes unconscious, vise the "in shock" but this is "your" game. You decide which you like and go with that.

Monster Chart

The chart gives each monster's Movement Squares, Attack Dice, Defend Dice, Body Points and Mind Points. Each monster also has a map symbol on the printed chart.

MonsterMovement SquaresAttack DiceDefend DiceBody PointsMind Points
Uruk-hai86663
Iron Skeleton55550
Hobgoblin122221
Mountain Orc73333
Big Gargoyle

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.

Locked Door: These doors are locked and will often require a key to be opened.

Double Door: When opened, replace the closed big door with the open big door.

Key: This key comes in different colors on the Quest map. They unlock the doors with the same color.

Armory and Alchemist's Shop

These potions may be purchased only between Quests.

Weapons and Tools

Wooden Club (100 Gold Coins, Weapon): This heavy club gives you the attack strength of 2 combat dice. Because it is made of wood, this weapon is unaffected by Rust spell. May not be used by Wizard.

Torch (25 Gold Coins, Tool): This very useful tool is necessary to have when exploring dark dungeons. Once lit it will last for the length of the Quest.

Large Staff (200 Gold Coins, Weapon): This thicker wooden staff gives you the attack strength of 2 combat dice. Because of its length, this staff enables you to attack diagonally. You may not use a shield when using this weapon.

Throwing Star (50 Gold Coins, Weapon): This sharp weapon will give you the attack strength of 2 combat dice when thrown at a monster that you can "see" but is lost once it is thrown.

Throwing Axe (100 Gold Coins, Weapon): This sharp axe will give you the attack strength of 3 combat dice when it is thrown at a monster that you can "see" but it is lost once it is thrown. May not be used by Wizard.

Mace (350 Gold Coins, Weapon): This weapon gives you the attack strength of 3 combat dice. Because it is made of wood and bone spikes it is unaffected by Rust spell. May not be used by Wizard.

Small Bow (250 Gold Coins, Weapon): This long range weapon gives you the attack strength of 2 combat dice. You may fire at a monster that you can "see". However, you cannot fire at a monster that is adjacent to you. You have an unlimited supply of arrows. May not be used by Wizard.

Spear (300 Gold Coins, Weapon): This weapon will give you the attack strength of 3 combat dice. Because of its length, the spear enables you to attack diagonally. It can be thrown at a monster that you can "see" "see" but monster must be 6 spaces or closer to you. Spear then can be recovered on Hero's next turn. You may not use a shield when using this weapon. This weapon can be used by the Wizard.

Potions

Potion of Frost Skin (Cost: 150 Gold Coins): Only the Barbarian is affected by this slushy drink. It enables the Barbarian to roll 2 extra combat dice when defending against attacks. As soon as there are no monsters in the Barbarian's line of sight, this potion's effect wears off.

Potion of Speed (Cost: 250 Gold Coins): When an Elf drinks this syrupy brew, he can move up to 12 squares per turn instead of rolling the red dice. The Elf also gets 2 attacks per turn. These effects end as soon as the Elf suffers at least 1 Body Point of damage.

Shield Potion (Cost: 150 Gold Coins): Only the Dwarf can drink this grainy water. When drank the Dwarf gains 2 extra combat dice in defense against attacks. Effects will last as long as there is a monster in sight.

Heroic Brew (Cost: 150 Gold Coins): If you drink the contents of this bottle before you attacks, you can make two attacks instead of one.

Potion of Battle Rage (Cost: 200 Gold Coins): Drink this brown, frothy liquid to restore 1 lost Body Point and 1 lost Mind Point. It's refreshing after a tough battle!

Potion of Battle (Cost: 100 Gold Coins): If you have a really "weak" roll of the attack dice, you may drink this blood-red potion. It allows you 1 re-roll of your attack dice.

Potion of Thunder (Cost: 400 Gold Coins): Only the Dwarf can drink this spicy, pink liquid. When drank, Dwarf has the strength to swing the heavy, double-edged axe with one arm. This allows the Dwarf to carry a shield in the other arm. Giving him an extra combat dice in defense. Effects of this potion will last the length of the Quest.

Potion of Strength (Cost: 50 Gold Coins): A small purple flask, with a strange smelling liquid may be drank at any time. When taken it enables Hero to roll 2 extra combat dice the next time they attack.

Potion of Icy Strength (Cost: 100 Gold Coins): This bubbling, orange mixture grants the Barbarian superhuman strength for one turn. After the Barbarian drinks this potion, his next attack causes twice as many Body Points of damage as are rolled on the combat dice. No other Hero can use this potion.

Potion of Defense (Cost: 50 Gold Coins): This small vial containing a clear liquid can be drank at any time, giving you 2 extra combat dice the next time you defend.

Potion of Renewal (Cost: 50 Gold Coins): Drink this brown, frothy liquid to restore 1 lost Body Point and 1 lost Mind Point. It's refreshing after a tough battle.

Potion of Restoration (Cost: 400 Gold Coins): This refreshing concoction restores any Hero's Body and Mind Points to the level they were at when the Hero started the Quest. This potion may also be used to cure a Hero who has been turned into a Werewolf.

Potion of Rejuvenation (Cost: 250 Gold Coins): Any Hero who drinks this bright yellow liquid regains up to 6 lost Body Points. Roll 1 red die to see how many Body Points the Hero gets back. This potion cannot give the Hero more than his starting number of Body Point.

Elixir of Life (Cost: 800 Gold Coins): This small bottle of pearly liquid will bring a dead Hero back to life, restoring all his Body and Mind Points to their starting number.

Venom Antidote (Cost: 150 Gold Coins): This bubbling brew tastes foul, but heals up to 2 Body Points of damage caused by poison from booby traps, snakes, spiders or weapons.

Potion of Vision (Cost: 25 Gold Coins): Drinking the contents of this clear bottle enables an Elf to see all secret doors and regular traps within his line of sight. This effect will last until the Elf suffers at least 1 Body Point of damage.

Potion of Recall (Cost: 200 Gold Coins): When an Elf or Wizard drink this greenish mixture, they regain a spell which was cast earlier during the current Quest. Choose wisely which spell to recall.

Potion of Power (Cost: 200 Gold Coins): When Elf or Wizard drink this orange liquid, they can cast the same spell twice. Spells must be cast right away after drinking this potion.

Potion of Dexterity (Cost: 10 Gold Coins): This sparkling liquid adds 5 movement squares to your next die roll or guarantees 1 successful pit jump. If you purchase more than one of these potions, you may use only 1 potion per turn.

Water of Vitality (Cost: 150 Gold Coins): Only the Elf or Wizard can drink this blue, sweet tasting brew. When drank Hero may take another turn.

Treasure and Wandering Monster Cards

The card faces are reproduced as printed. Each card's text is given in full; the card names are the headings.

Wandering Monsters

2 Wandering Monsters: As you are searching, 2 monsters stalk you and attack! Zargon places the wandering monsters (listed in the Quest Book) on any 2 squares next to you. The monsters attack immediately! Return this card to the bottom of the deck.

Goblin Thief: As you are searching, a little Goblin runs out from a small hole in the wall and steals an item from you. He then runs back into the hole. The hole is far too small for you to go into. Hero may select which item he loses. A potion, a throwing weapon, a piece of armor or if Hero has nothing else, his good weapon. Return this card to the bottom of the deck.

Treasure Cards

Cursed Coin: You find a Gold Coin in the floor and put it in your pocket. You don't know why, but suddenly you feel a little ill. This coin has an ancient curse on it and you lose 1 Mind Point. The next time you drink a healing potion that restores your Mind Points, you feel better, but your coin has mysteriously disappeared! Return this card to the bottom of the deck.

Dust Trap: As you are searching, you find a small contained. When you open it, dust explodes into your face. It was a trap! You breathe in the dust and lose 1 Mind Point. Return this card to the bottom of the deck. (The printed card text reads "you find a small contained"; a word appears to be missing from the printed card.)

Falling Debris: LOOK OUT! As you are searching, a piece of the ceiling comes loose and hits you on the head. You lose 1 Body Point. Return this card to the bottom of the deck.

Acid Slug: As you are searching, an acid slug drops from the ceiling onto your head. You lose one Body Point if you don't have a helmet. If you do have a helmet then you are saved. Return this card to the bottom of the deck.

Failed Search (4 cards): You search, but find nothing of any value. Return this card to the bottom of the deck.

Potion of Renewal: On a small table in the corner of the room, you discover a bottle of brown, frothy liquid. When you drink it, you regain 1 Body Point and 1 Mind Point. This may only be used once. Do not return this card to the deck.

Potion of Restoration: On a large shelf you find many bottles. All are empty except one. You find a Potion of Restoration. When you drink it, you regain all your Body and Mind Point that you had when you started the Quest. This potion will also cure a Hero who has been turned into a Werewolf. This can only be used once. Do not return this card to the deck.

Poison Throwing Dagger: Hanging on the wall is a Poisoned Throwing Dagger. You take it. This card can only be used once. Do not return it to the deck.

Magical Throwing Star: You find a wooden case. Inside is a Magical Throwing Star. It will never miss. It will inflict 2 Body Point of damage on any monster you throw it at. Except Zargon. It can only be used once. Do not return this card to the deck.

Sapphire: Behind a loose stone in the wall you find a large Sapphire worth 100 gold coins. Record this money on your sheet. Do not return this card to the deck.

Throwing Axe: Hanging on the wall you find a good Throwing Axe. You take it. This card can only be used once. Do not return it to the deck.

Monster Cards

The monster cards show the same statistics as the Monster Chart above (Movement Squares, Attack Dice, Defend Dice, Body Points and Mind Points). The Uruk-hai, Iron Skeleton, Hobgoblin, Mountain Orc, Big Gargoyle and Ghoul cards carry no other text.

Warlock (Movement Squares 10, Attack Dice 4, Defend Dice 4, Body Points 6, Mind Points 6).

Zargon (Movement Squares 10, Attack Dice 6, Defend Dice 6, Body Points 14, Mind Points 8).

Notes: Zargon can perform 2 different actions on each of his turns. He may cast 2 spells or cast 1 spell and make 1 attack or he can make 2 attacks. Spells and any kind of flying weapons are useless against his magic.

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4
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Ghoul52320
Warlock104466
Zargon1066148