HeroQuest: Jungles of Delthrak
HeroQuest: Jungles of Delthrak Rulebook
Table of Contents
Table of Contents
- Contents
- Playing the Quests
- Components
- Monster Rules
- Monsters of the Jungle
- Quest 1 — Welcome to the Jungle
- Quest 2 — Durlan's Outpost
- Quest 3 — Down We Go
- Quest 4 — The Blighted Barrows
- Quest 5 — Rescue Revelroot!
- Quest 6 — Vaults of Kadum-Thrak
- Quest 7 — A Dwelling in Peril
- Quest 8 — The Ruined Temple
- Quest 9 — The Necropolis
- Quest 10 — The Witch of the Wyrd
- Quest 11 (Path A) — The Cavern of Glimmering Skulls
- Quest 12 (Path A) — The Blighted Rift
- Quest 13 (Path B) — The Burial Ground
- Quest 14 (Path B) — The Bloomrot Scion
- Quest 15 (Path C) — The Crossing
- Quest 16 (Path C) — The Crowning
- Conclusions
Contents
Continue your HeroQuest adventure with the Jungles of Delthrak Quest Pack, an expansion set used with your HeroQuest Game System. Requires the HeroQuest Game System to play (sold separately).
- 29 miniatures
- 39 cardboard pieces
- 36 game cards
- This quest book
The cardboard pieces are described under Components below.
Playing the Quests
Choose Your Path
The heroes will find opportunities to make choices between multiple quest paths. The quests in Jungles of Delthrak are generally played the same way as the quests in the HeroQuest Game System.
Starting and Ending Quests
The heroes do not always start and end their quests on the spiral stairway. Zargon, see the arrows on the quest map to know where heroes start and end the quest. At the start of a quest, the heroes line up outside the door and ask Zargon to open it.
Unlike other quest packs, the quests in Jungles of Delthrak won't always be played in order.
As in the HeroQuest Game System, heroes restore all Body and Mind Points between quests unless explicitly stated otherwise.
Hero Death: Choose Your Difficulty
There are three modes of difficulty in this quest pack: Standard, Heroic, and Story.
- Standard: Hero death proceeds as written in the HeroQuest Game System rulebook.
- Heroic: Heroes do not die when their Body Points are reduced to 0 but are instead incapacitated.
- Story: Heroes become incapacitated as in Heroic mode, but they do not take the skull tile.
Incapacitated heroes: Incapacitated heroes gain 1 Body Point if Zargon has no monsters active and at least one other hero is not incapacitated. If all heroes are incapacitated, then they've died in their attempt to complete the quest, and rules proceed as written in the Game System rulebook.
Story mode, incapacitation: Replace that hero miniature with an equipment tile. At the start of that hero's next turn, they take a skull tile to represent their being on the verge of death. If an incapacitated hero starts their turn with the skull tile in their possession, they die. Another hero can use an action to administer a healing potion to an incapacitated hero if they are on or adjacent to the incapacitated hero's equipment tile, so long as neither hero is adjacent to a monster. Incapacitated heroes can be healed in other manners as normal. When an incapacitated hero receives healing, they are brought back from the verge of death. That hero discards any skull tile they possess. Replace the equipment tile with the hero miniature; if they cannot occupy the square they were incapacitated on, place them as close as possible to that square.
Spellcasters and Death
Heroic and Story mode only: If a hero spellcaster dies, they can immediately heal themselves by casting an available healing spell, regardless of whether they had previously used an action on their turn.
Animal Allies
Animal allies are faithful companions who can be recruited at no cost to accompany a hero on a quest, so long as there are fewer than four hero players. The animal ally must be recruited before the quest begins. An animal ally is controlled by the player that recruited them. A hero can control only one animal ally at a time.
The animal ally takes their turn immediately following the turn of their allied hero. They can move, attack, and defend, but cannot perform other actions, use potions, or open doors.
The animal ally cannot use or carry equipment, artifacts, treasure, or other items unless it is explicitly stated that the items are intended for them. Any hero can use an action to administer one of their potions to an animal ally in an adjacent square, so long as neither is adjacent to a monster.
If a hero with an animal ally dies during a quest the ally continues the quest, controlled by the fallen hero's player, until all heroes are defeated.
Optional Rule: Order of Play
A round is the sequence in which heroes take their turns. After each hero player has taken their turn, the round ends. If there are monsters active on the board, the round includes Zargon and ends after Zargon completes their turn. Under the Order of Play optional rule, heroes may decide the order in which they take their turns in a round. Regardless of player order, Zargon takes their turn only after all heroes have taken their turns, as in the game system rulebook.
Hero Selection
Jungles of Delthrak introduces two playable hero classes available to choose before embarking on the quests. These heroes can replace one of the four HeroQuest Game System heroes. A group of heroes should not include duplicate hero characters.
Additional Treasure Cards
Shuffle the treasure cards from this quest pack into the HeroQuest Game System's deck of treasure cards before play begins. Heroes draw from this deck when they search for treasure unless the quest notes specify otherwise.
Dread Spells
Monsters in this quest pack may cast spells on heroes. Each monster may cast each spell they know once per quest, regardless of if another monster has already cast that spell. Certain monsters have spells usable "at will"; in those cases, the listed spells are always available to cast as an action. Each spell's effects are listed in detail on its corresponding spell card.
Spells that affect a target's Mind Points (e.g. Sleep) cannot be cast on monsters with no Mind Points (e.g. Spawnlings).
Large Monsters
When a monster takes up 2 squares, that monster can attack any creature on the surrounding 10 squares. They can also use abilities, such as Spawn, on the surrounding 10 squares.
Multi-Phase Enemies
Some powerful foes adopt new statistics as the heroes battle them. A monster who changes statistics is still considered the same monster for game effects such as spells. A multi-phase enemy who receives healing will not revert to a previous phase.
Item Exchange
A hero can pass a potion, artifact, weapon, or any other item or piece of equipment to another hero if adjacent to that hero, and if neither hero is adjacent to a monster. Players may also freely trade items between quests.
Unthreatened Movement
For example, if a hero's movement roll is two dice, they may choose to move 8 squares instead of rolling. If a hero's movement roll is reduced to one die, they may choose to move 4 squares instead of rolling.
If there are no monsters active on the board, heroes may move unimpeded. Instead of rolling for movement, they may treat each red die they would have rolled as a 4.
Monsters Without Mind Points
Spells that affect a target's Mind Points (e.g. Sleep) cannot be cast on monsters with no Mind Points (e.g. Spawnlings).
Components
Carefully remove all cardboard pieces from the cardboard tile sheet. Note that the tiles are double-sided; the front and back of many tiles are different.
Next to certain components you'll see symbols that represent those components on the quest map. Simply photocopy or scan and print symbols shown below, cut them out, and use them to design your own games. Permission is granted to reproduce this document for personal use.
Furniture and Obstacles
The plastic and cardboard environmental pieces in Jungles of Delthrak are listed below.
Statue: Each statue is a relic heralding dire times. The statue blocks line of sight.
Bonfire: The bonfire is represented by the fire miniature placed on a basin. Creatures may move through the bonfire but may not end their turn occupying the same space as it. Any creature who moves through the bonfire must roll 1 combat die. If they roll a skull, they suffer 1 Body Point of damage. The bonfire does not block line of sight.
Crystal Cluster: The crystal cluster is represented by the crystal miniature placed on a basin. These crystals radiate Dread energy. If a monster casts Channel Dread while adjacent to the crystal cluster, they add 1 to their roll result. The crystal cluster can be attacked; it has 6 Body Points and cannot defend. If destroyed, remove the cluster from the gameboard. The crystal cluster blocks line of sight.
Pool of Water: The pool of water is represented by the basin alone. Creatures may move through the pool of water but may not end their turn occupying the same space as it. If a hero searches for treasure in an area containing a pool of water, they may choose to restore 1 lost Body Point instead of drawing from the treasure deck. The pool of water does not block line of sight.
Basin: The basin by itself represents a Pool of Water. When you need to place a Crystal Cluster or Bonfire on the board, place the respective crystal miniature and fire miniature on top of the basin.
Exit Door: As with regular doors, an exit door is not placed on the board by Zargon until a hero looks down the appropriate corridor. An exit door is usually opened in the same way as a regular door, unless specified otherwise in the quest notes.
Cardboard Tiles
Venomous Tiles: Place these tiles on the hero card if that hero fails to resist venom from a venomous monster.
Stranger Tiles: These tiles represent individuals the heroes may meet in their travels. Strangers with no given statistic flee if attacked by a hero. If they flee, remove the tile from the board.
Grasping Vine Trap Tiles: If a hero steps onto the square containing a grasping vines trap, the trap springs and vines lash out to attack them. The hero must roll 1 combat die. On a black or white shield, they successfully dodge the vines and may continue their movement. If they roll a skull, they suffer 1 Body Point of damage and are held in place by the vines. Their turn immediately ends. They cannot move from the square until they or another adjacent hero spends an action to destroy the vines. The hero is then freed and the trap is removed from the board.
If found during a search, Zargon remarks that the square looks suspicious and points to the square where the trap is located without marking it with a tile or other component. Once a grasping vines trap has been discovered, a hero may attempt to jump or disarm the trap.
Spawnling Tiles: Spawnling monsters can be encountered throughout the quests. A monster with the Spawn ability creates Spawnlings of its own type. See More on Spawnlings under Monster Rules for more information. Spawnling tiles are: Serpent Spawnling, Blightcrawler Spawnling, and Giant Centipede Spawnling.
Cocoon Tiles: These tiles represent cocoons, concentrations of webbing that may contain treasure or deadly surprises. A hero adjacent to a cocoon can spend an action to destroy it, which removes the obstacle from the board. Cocoons block line of sight and cannot be moved through.
Hindering Terrain Tiles: There are three types of hindering terrain: sand, web, and jungle. Each single square of hindering terrain costs heroes and other creatures, including monsters, 2 squares of movement to traverse.
Spawnling Damage
Spawnling: If a hero ends their turn with a Spawnling tile on their card, they take 1 Body Point of damage for each Spawnling tile on their card. This damage cannot be defended against. They are small creatures and do not block line of sight.
Quest Map Guide
The quest map symbols are color-coded to help you guide the heroes through the quests. The colors are explained as follows:
- The highlight color for monster symbols. See the monster chart under Monsters of the Jungle for the monster symbols unique to Jungles of Delthrak.
- The highlight color for strangers with unknown motives.
- The highlight color for doors that are open.
- The highlight color for traps and other hazards that the heroes can neither see nor detect by searching.
- The highlight color for hidden traps and mysteries that the heroes can detect by searching.
Passages in quotations ("") denote text for Zargon to read aloud to the heroes. Capitalized monsters in the quest notes reference monsters with corresponding cards found in this quest pack or the HeroQuest Game System. (Examples: Skullblight, Goblin Archer.) Italicized terms in the quest notes reference items with corresponding cards found in this quest pack. (Examples: Emberwrought Diadem, Fangwarden Armlet.) In each quest, notes prefaced with a capital letter correspond to a matching letter location on the quest map.
Monster Rules
Some of the monsters in Jungles of Delthrak have special abilities. See the rules below for the following monster abilities and keywords: Agile, Clever Tactician, Entangling Roots, Venomous, Spawn, Spawnling.
Special Abilities
Agile: These monsters can move unaffected through squares containing hindering terrain, furniture, and heroes as if they were not there.
Clever Tactician: These monsters may move before and after taking an action. They roll 1 additional Attack die when targeting a hero adjacent or diagonal to another monster.
Entangling Roots: If a hero enters a square adjacent to a monster with this ability, their movement immediately ends. Obstructions such as walls and closed doors block this effect. A hero may not enter a square with this effect that they could not end their movement on.
Venomous: If a hero takes damage from a Venomous creature, they become paralyzed. While paralyzed, they are unable to take their movement but may still perform actions. The hero can end the effect at once by rolling one red die. On a roll result of 5 or 6, they resist the venom. Otherwise, place a venom token on that hero's card. The effect ends at the end of their next turn.
Spawn: At the end of each hero's turn, each active monster with the Spawn ability can do one of the following special actions:
- Create one new Spawnling on an unoccupied square adjacent to the spawning monster (if you have the corresponding tile available).
OR
- Take the movement of all active Spawnlings of its type.
For example, say the heroes are fighting a Serpent. At the end of the Barbarian's turn, that Serpent chooses to create a new Spawnling. Place a Serpent Spawnling tile adjacent to the Serpent miniature. The Dwarf then takes their turn. At the end of the Dwarf's turn, the Serpent chooses to move all active Spawnlings, and is able to move that new Spawnling tile onto the square occupied by the Elf. The Spawnling tile is placed on the Elf's hero card. Now, at the end of the Elf's turn, they will take 1 Body Point of damage from that Spawnling.
More on Spawnlings
Monsters with the Spawn ability create Spawnling tiles of their own type as described under Special Abilities above.
Ranged Enemies
When Zargon has the option to place a monster on the board, they may place a standard monster or a ranged version of that same monster type (in this quest pack, that means Skeletons and Goblins). A ranged monster rolls Attack dice equal to their standard attack score against any non-adjacent target in their line of sight. If their target is adjacent, they roll 1 Attack die.
Monsters of the Jungle
| Monster | Movement Squares | Attack Dice | Defend Dice | Body Points | Mind Points | Special Ability |
|---|---|---|---|---|---|---|
| Blightcrawler | 7 | 4 | 4 | 3 | 4 | Spawn. Agile. Venomous. |
| Blightweaver | 7 | 2 | 2 | 1 | 2 | Dread Spells: Channel Dread and Creeping Grasp. |
| Giant Ape | 8 | 4 | 3 | 7 | 5 | Agile. |
| Goblin Archer | 10 |
* See Ranged Enemies above.
** See More on Spawnlings above.
Quest 1 — Welcome to the Jungle
Notes
The heroes must find and rescue Tharn to complete the quest.
- A. A cracked stone statue, weathered by the passage of time. The first hero to search for treasure finds a hidden compartment in the base of the statue containing 100 gold coins and two Potions of Healing.
- B. The first hero to search for treasure finds 50 gold coins, one Potion of Elder Wisdom, and the Wizard's Staff artifact.
- C. The first hero to search for treasure finds 300 gold coins, one Spiderstep Elixir, a set of chainmail and one longsword.
- D. The heroes hear a cry for help and see that Skullblights have cornered a dwarven scout from Durlan's Outpost. Use the Tharn tile to represent him on the board. After the heroes have defeated the Skullblights, Tharn rewards them with the artifact he excavated from the ruins: the Bracers of the Wild. Tharn then presents the heroes with two possible paths forward:
- Follow Tharn back to Durlan's Outpost and outfit themselves appropriately for the peril ahead (suggested for new heroes). If the heroes choose this path, proceed to Quest 2 on page 15.
- Press on and investigate the strange curse afflicting the jungle. If the heroes choose this path, proceed to Quest 3 on page 17.
Wandering Monster in the Quest: Spawnling. When the Wandering Monster card is drawn, place a Spawnling tile on the triggering hero's card. The hero's turn immediately ends.
Quest 2 — Durlan's Outpost
Notes
The heroes must defeat all the monsters in the areas marked A to complete the quest.
- A. The corrupted vines of the jungle have infested this home, ripping the doors off the walls and allowing free entry. Place monsters here as they enter a hero's line of sight.
- B. A dwarven woman rushes past the heroes, shepherding her children to the shelter, but pauses long enough to shout over the cacophony of battle, "Take the items in our chest! Use them to save the camp – if you can!" The first hero to search for treasure finds one shield and the Ring of Fortitude artifact.
- C. A dwarven smith works frantically, pulling red-hot weaponry from the forge's flames. He nods to the heroes, jerking a thumb over his shoulder, "If there's something of use to you here, take it and fight. I have work yet to do!" The first hero to search for treasure finds one battleaxe and one crossbow.
- D. A bespeckled dwarf nearly topples into the heroes as she runs from this makeshift laboratory. She hands the hero who opened the door one Potion of Healing and one Potion of Serpent's Blood before disappearing into the shelter.
Once all the monsters at the areas marked A have been defeated, the dwarves of Durlan's Outpost emerge from the shelter and reveal the cause of the bizarre dread blight that has infested the flora of the jungle. Tharn steps forward and addresses the heroes. (Tharn's speech is read-aloud text and is omitted here; it names the Emberwrought Diadem as the artifact the Goblins stole.)
Proceed to Quest 4 on page 19.
Wandering Monster in the Quest: Spawnling. When the Wandering Monster card is drawn, place a Spawnling tile on the triggering hero's card. The hero's turn immediately ends.
Quest 3 — Down We Go
Stats: Deathspinner the Blightqueen
| Movement | Attack | Defend | Body | Mind |
|---|---|---|---|---|
| 6 dice | 5 dice | 4 dice | 4 | 4 |
Notes
The heroes begin in the center of area A. All doors highlighted blue are open. The monsters inside those rooms activate when the highlighted door enters a hero's line of sight.
- A. The doors of this area are already open.
- B. The first hero to search for treasure finds the Fortune's Longsword artifact resting atop the tomb if the heroes do not already possess it. If they already possess a Fortune's Longsword, the hero instead finds 250 gold coins.
- C. Three immense cocoons hang here. The heroes peer through the viscous gossamer that encases them and see the remains of previous victims of Brightcrawlers, as well as an assortment of treasure. For each cocoon a hero destroys, they find the following (one at a time and in order): one Potion of Healing, one gem worth 200 gold coins, and one Blightcrawler Spawnling. Place a Spawnling tile on the hero's card. That hero's turn immediately ends.
- D. Deathspinner the Blightqueen defends her lair here. Use the Blightcrawler miniature to represent her.
- Silencing Snare: Deathspinner may cast Channel Dread at will on any hero that ends their turn within her line of sight (no action required). She cannot use this ability if she would not be able to take her action (for example, when under the effects of the Tempest spell).
- The first hero to search for treasure finds 300 gold coins, one Spiderstep Elixir, and one Potion of Healing.
Proceed to Quest 4 on page 19.
Wandering Monster in the Quest: Spawnling. When the Wandering Monster card is drawn, place a Spawnling tile on the triggering hero's card. The hero's turn immediately ends.
Quest 4 — The Blighted Barrows
Notes
- A. The highlighted door can't be forced open from the hallway. It can only be opened from area A or by casting the Genie spell on the door. The first hero to search for treasure finds 500 gold coins in the chest.
- B. The highlighted secret door has been heavily fortified. To open it, a hero must stand next to it and roll two red dice. If their roll result is less than their starting number of Body Points, the door opens. The first hero to search for treasure finds 300 gold coins and two Potions of Healing in the chest.
- C. This is the final resting place of an ancient and corrupted hero named Voldrung. Voldrung is a Dread Warrior and knows the following Dread spells: Creeping Grasp, Fear, Lightning Bolt, and Summon Undead. The first hero to search for treasure finds one Spiderstep Elixir and one Potion of Serpent's Blood.
- D. "The statue in this room emanates true evil." If a hero ends their turn in this room, they must roll one red die. 1-3: The hero takes 1 Body Point of damage. 4-6: Nothing happens. The first hero to search for treasure finds ornaments scattered at the base of the statue worth 125 gold coins.
- E. "The crystal cluster pulses with dread energy." If a Goblin is defeated in this room and the crystal hasn't been destroyed, the Goblin transforms into a Skullblight. Replace the miniature appropriately. The first hero to search for treasure finds the Emberwrought Diadem at the center of the blight. It radiates an old and powerful magic.
After the heroes have recovered the Emberwrought Diadem, they may escape through the exit door and proceed to Quest 5 on page 21.
Wandering Monsters in the Quest: 2 Goblins.
Quest 5 — Rescue Revelroot!
Stats: Revelroot
| Movement | Attack | Defend | Body | Mind |
|---|---|---|---|---|
| 8 | 0 dice | 3 dice | 2 | 1 |
Notes
- A. Use Revelroot's tile to represent them on the board. If they're rescued by the heroes, they joyfully follow the party. Revelroot will move after a designated hero's turn and be controlled by that hero.
- Unsteady Columns: If a hero moves adjacent to a blocked square tile, they must roll one red die to determine if the column falls. This trap cannot be searched for or disarmed. Each column can only fall once.
- 1-3: The column crashes to the ground. Place a falling block trap tile on the square under that hero miniature and implement the effects of a falling block trap.
- 4-6: The column teeters, but nothing happens.
- Unsteady Columns: If a hero moves adjacent to a blocked square tile, they must roll one red die to determine if the column falls. This trap cannot be searched for or disarmed. Each column can only fall once.
- B. The first hero to search for treasure finds only rusty weapons before the statue transforms into a Gargoyle, moves next to the searching hero, and immediately attacks them. The Gargoyle cannot be detected by searching for traps.
- C. Tharn is here and looks relieved to see the heroes. "Fortune smiles on me — just the heroes I was looking for. One of our expedition teams has discovered the entrance to legendary dwarven smithery! I'm certain it contains old and powerful magical treasures, and I beseech you to find them before they fall into the wrong hands."
- If the heroes accept Tharn's request, proceed to Quest 6 on page 23.
- If Revelroot is with the heroes, Tharn says, "Oh, it seems the little fellow is trying to get your attention."
- If the heroes choose to help Revelroot, proceed to Quest 7 on page 25.
Wandering Monster in the Quest: Skullblight.
Quest 6 — Vaults of Kadum-Thrak
Stats: Stone Sentry
| Movement | Attack | Defend | Body | Mind |
|---|---|---|---|---|
| 6 | 3 dice | 2 dice | 2 | 0 |
Stats: Forgeheart Golem
| Movement | Attack | Defend | Body | Mind |
|---|---|---|---|---|
| 8 | 5 dice | 5 dice | 5 | 0 |
Notes
The heroes begin at the entry door and must find their way to the stairway to complete the quest. All Skeletons in this quest are Stone Sentries. Ranged Stone Sentries hurl boulders. As with other ranged combatants, they roll 3 Attack dice against non-adjacent targets, and 1 Attack die against adjacent targets.
- A. This is a Forgeheart Golem. The centuries have eroded its arcane hardware, causing it to malfunction. Still, it steadfastly guards the untold treasures of the vault. Use the Forgeheart Golem's tile to represent it on the board. The Forgeheart Golem possesses the following special ability it can use once as an action:
- Breath Of The Construct: This attack inflicts 2 Body Points of damage to all heroes located in the same room or corridor. Each affected hero then rolls two red dice. For each 5 or 6 rolled, the damage is reduced by 1 point.
- B. The first hero to search for treasure finds a pristine set of Borin's Armor if the heroes do not already possess it. If they already possess a set of Borin's Armor, the hero instead finds 550 gold coins.
- C. For each cocoon a hero destroys, they find the following (one at a time and in order): Blightcrawler Spawnling (place the Spawnling tile on the hero's card. That hero's turn immediately ends), 100 gold coins. If a hero destroys one of the cocoons, place a Blightcrawler next to that hero. It immediately attacks. The Blightcrawler cannot be detected by searching for traps. If this Blightcrawler kills a hero, it steals away to the forge, taking the hero's body with them. Recovery of the hero's treasure is impossible.
- D. The first hero to search for treasure finds the vault key, which is needed to open the door at F.
- E. The first hero to search for treasure finds two Potions of Healing, 375 gold coins, and the Girdle of Might.
- F. The exit door will not open until a hero holding the vault key moves adjacent to it and opens it (no action required).
Proceed to Quest 9 on page 29.
Wandering Monsters in the Quest: 2 Stone Sentries.
Quest 7 — A Dwelling in Peril
Notes
Typically, the sacred waters are available to all creatures of the wild, but the Dread blight has cast a scourge over the area, attracting corrupted jungle creatures that scare away all beasts still unaffected by Dread. The Zombies in this quest are the remains of the endemic fauna. The heroes must defeat Cadmila the Serpent to complete the quest.
- A. The first hero to search for treasure finds one Potion of Healing and a chest containing 50 gold tucked inside the hollow of a nearby tree.
- B. "A small Raptor is bound by grasping vines. Its eyes plead at you for help." If a hero moves adjacent to the Raptor, they may choose to untangle it (no action required). If they do, the Raptor makes a happy trilling noise and scampers through a small opening in the underbrush. Remove the Raptor miniature from the gameboard. The first hero to search for treasure finds 150 gold coins worth of assorted shiny trinkets.
- C. "An old altar sits in the clearing, oddly resistant to the ravages of time." Place a Giant Ape miniature next to the first hero to end their turn in this area as it leaps down on them from its hiding spot in the treetops. The monster is active but does not attack immediately.
- D. Cadmila the Serpent has made her lair here. She basks in the sun, surrounded by the bones of her many meals and the wreckage of Revelroot's home. She allows the Raptors here to scavenge scraps from her kills, though they clearly fear her temper. When the serpent is defeated, the quest is completed.
Revelroot grabs the heroes' hands and begins to dance in a circle, thankful for their help and overjoyed to see his people freed from fear.
If the small Raptor in area B was freed: Revelroot points to the edge of the encampment where a small Raptor hovers uncertainly, the remains of a fresh catch at its taloned feet. The Raptor locks eyes with the hero who freed them, snatches up their prize and bounds over to that hero, dropping it at their feet with an enthusiastic trill. Revelroot claps their hands excitedly and presents the hero with a trinket they found to commemorate this newfound friendship: the Fangwarden Armlet.
Proceed to Quest 8 on page 27.
Wandering Monsters in the Quest: 2 Raptors.
Quest 8 — The Ruined Temple
Stats: Gruulob, Blighted Goblin Warlock
| Movement | Attack | Defend | Body | Mind |
|---|---|---|---|---|
| 6 | 3 dice | 4 dice | 4 | 5 |
Stats: Gruulob, Demon Form
| Movement | Attack | Defend | Body | Mind |
|---|---|---|---|---|
| 6 | 4 dice | 5 dice | 3 | 4 |
Notes
All Goblins in this quest are elite warriors dedicated to Gruulob and roll 1 additional Attack die.
- A. The chest has a trap on it that releases deadly fumes into the area. If a hero searches for treasure before the trap is disarmed, all heroes in the room lose 2 Body Points. The chest contains one Potion of Healing and 99 gold coins.
- B. The first hero to search for treasure finds a golden idol worth 400 gold coins atop a cracked stone altar.
- C. Gruulob is a powerful servant of Zargon and knows the following Dread spells: Creeping Grasp, Channel Dread and Summon Orcs* (*Summons the same number of Goblins instead). In both forms, they may choose to fire at range at any hero in their line of sight.
- When Gruulob, Blighted Goblin Warlock reaches 0 Body points, do not remove the miniature from the map. Instead, adopt the statistics of Gruulob, Demon Form and continue the battle.
- D. This passage is trapped with circular, rotating blades. When a hero moves onto a square inside the corridor, they roll one red die for each of their Mind Points. If they roll a 6, they may continue their movement. If not, they take 1 Body Point of damage and their turn ends. The Dwarf and Explorer succeed on a 5 or a 6. Once a hero ends their turn on the stairway, they find a lever that disables the tunnel (no action required).
- The first hero to search for treasure finds the Sapphire Skull artifact and one Potion of Elder Wisdom.
- When heroes have found the Sapphire Skull and successfully circumvented the dangers of the bladed corridor, they may exit and proceed to Quest 9 on page 29.
Wandering Monster in the Quest: Mummy.
Quest 9 — The Necropolis
Stats: Arcane Mummy
| Movement | Attack | Defend | Body | Mind |
|---|---|---|---|---|
| 6 | 4 dice | 4 dice | 4 | 0 |
Notes
All Dread Warriors are Arcane Mummies in this quest. Each Arcane Mummy knows the following Dread spells: Channel Dread, Creeping Grasp, and Ball of Flame.
- A. When a hero enters the hallway marked A, read the following aloud: "The walls erupt with movement as a thin layer of plaster crumbles away, revealing ancient tombs. Mummies wrapped in arcane scrolls burst forth, their eyes aglow with Dread fire!" Place the miniatures of both areas marked B, as well as their accompanying secret door tiles.
- B. The first hero to search for treasure finds the artifact Phantom Blade if the heroes do not already possess it. If they already possess the Phantom Blade, the hero instead finds 500 gold coins worth of ornate jewelry.
- C. The first hero to search for treasure finds 250 gold coins and one Potion of Healing in the chest.
- D. The first hero to search for treasure finds a scroll that reads, "To discover secrets beyond, you must tread soft as silk."
- E. When the Arcane Mummy here is defeated, the bookcase in room D crumbles to dust. The first hero to search for treasure finds a plentiful hoard valued at 850 gold coins and two Potions of Healing.
- F. The heroes discover a leatherbound book. Its pages bear an illustrated likeness of the heroes traveling through dense jungle, approaching a mystic's hut. Mentor's voice breaks through the silence: "Let the tome guide you to your next destination." (The rest of the read-aloud passage is omitted.)
Proceed to Quest 10 on page 31.
Wandering Monster in the Quest: Arcane Mummy.
Quest 10 — The Witch of the Wyrd
Notes
- A. The Witch of the Wyrd sits at a small, rickety table. She shuffles a weathered deck of cards and regards the heroes with an indecipherable gaze. "What tapestry will you weave, heroes? You must decide. Select the card of your choosing." The cards she lays on the table are:
- First card (a jagged crown): "In this future, you hurl the diadem into the rift. It will stop the Dread blight in its tracks and protect the jungle from future encroachment, yes, but it will not heal the grievous wounds already inflicted on this place."
- Second card (a thorned flower, grasping towards the sun): "If you follow this thread, you will fight a calamitous creature. It cannot be truly defeated without the petals of the netherbloom lily... If you succeed, you shall wholly cure the Dread blight, healing the ravaged jungle — but the future is uncertain."
- Third card (a withered hand grasping a rotting skull, with something glimmering in its hollowed eye socket): Only available to heroes who completed Quest 7, A Dwelling in Peril. "This is an unexpected strand in the yarn of time... a future where you may both heal the razed jungle and protect it from future Dread incursion — but the cost is high. You must sacrifice both the Sapphire Skull and the Emberwrought Diadem."
- If the heroes choose the first card, closing the rift, they take the weathered map and proceed to Quest 11 on page 33 (Path A).
- If the heroes choose the second card, curing the infestation, they take the netherbloom lily and proceed to Quest 13 on page 37 (Path B).
- If the heroes choose the third card, closing the rift and curing the infestation, they proceed to Quest 15 on page 41 (Path C).
Once the heroes choose a card and path, the witch and her belongings disappear in a blink, leaving behind only the soft glow of the netherbloom lily and a weathered map bound with twine.
This is the last chance the heroes have to visit the armory and alchemist's shop.
Wandering Monsters in the Quest: 2 Abominations.
Quest 11 (Path A) — The Cavern of Glimmering Skulls
Spells, skills, Mind Points, and Body Points are not restored when the heroes cross between Quests 11 and 12. The heroes may not visit the armory or alchemist's shop.
Stats: Reservoir Guardian
| Movement | Attack | Defend | Body | Mind |
|---|---|---|---|---|
| 6 | 5 dice | 4 dice | 3 | 0 |
Notes
The Reservoir Guardians erupt from the sacred pool to defend it. Use Blightweaver miniatures to represent them. They do not become active unless a hero enters the room or they are attacked.
- A. The weapons on this rack have long been lost to time.
- B. The first hero to search for traps finds a plaque that reads, "Bend thy knee." If they find the plaque, ask each hero who moves into the highlighted area if they kneel. If they choose not to kneel, or if they never searched for traps, replace the statue with a Gargoyle who immediately moves to the hero that triggered the trap and attacks them.
- C. Carved into a stone tablet is a story: it tells of glimmering waters and the troubles those waters wrought on the folk that surrounded it.
- D. For each cocoon a hero destroys, they find the following (one at a time and in order): one Blightcrawler Spawnling (place a Spawnling tile on the hero's card. That hero's turn immediately ends), a leather pouch containing one Potion of Elder Wisdom, one Blightcrawler Spawnling (place a Spawnling tile on the hero's card. That hero's turn immediately ends).
- E. "Glittering skeletons sit on the edge of the pool. These are the ancient remains of the honored dead — their bones were laid here in times of old. Over the years, they've become calcified. Crystalline fissures line their skeletal frames, glowing with eerie light."
If the heroes defeat all the Reservoir Guardians, they may drink from the pool and gain a sacred blessing. A hero adjacent to the pool may take an action to drink, then roll one red die:
- 1-4: The hero recovers all lost Body Points.
- 5: The hero's maximum number of Mind Points increases by 1.
- 6: The hero's maximum number of Body Points increases by 1.
If a hero attempts to drink more than once, the effects of any previous sacred blessing are reversed, and they instead take 3 Body Points of damage.
Proceed to Quest 12 on page 35.
Wandering Monsters in the Quest: 2 Zombies.
Quest 12 (Path A) — The Blighted Rift
Spells, skills, Mind Points, and Body Points are not restored when the heroes cross between Quests 11 and 12. The heroes may not visit the armory or alchemist's shop.
In this final quest of Path A, heroes begin on the waterfall tile. Zargon's minion, Gretzl the Blightspeaker, stands guard here with her lieutenants.
Gretzl knows the following Dread spells: Creeping Grasp, Channel Dread, and Fear.
Gretzl the Blightspeaker possesses the following special abilities and may use each ability once (no action required):
- Demon Wings: Use at any time to ignore all damage from one attack.
- Dispel: Use when Gretzl would be the target of a spell to cancel that spell.
*Gretzl may choose to fire at range at any hero in her line of sight.
Stats: Gretzl the Blightspeaker (Movement 6, Attack 4* dice, Defend 3 dice, Body 5, Mind 6)
When Gretzl the Blightspeaker reaches 0 Body points, place a Blightcrawler miniature in the nearest open square to her. Adopt the statistics of Gretzl the Demonspider and continue the battle.
Stats: Gretzl the Demonspider (Agile. Venomous.) (Movement 8, Attack 5* dice, Defend 4 dice, Body 4, Mind 3)
When Gretzl the Demonspider reaches 0 Body points, place a Giant Ape miniature in the nearest open square to her. Adopt the statistics of Gretzl the Demonape and continue the battle.
Stats: Gretzl the Demonape (Agile.) (Movement 8, Attack 6* dice, Defend 2 dice, Body 6, Mind 1)
The rift is blocked by arcane fire and is impassable. When Gretzl and her lieutenants are defeated, remove it from the board.
The heroes may cast the Emberwrought Diadem into the rift by announcing their intentions. If they do so, read the following aloud. (The read-aloud description of the rift sealing is omitted here.)
Turn to page 44 and read Conclusion A.
Quest 13 (Path B) — The Burial Ground
Spells, skills, Mind Points, and Body Points are not restored when the heroes cross between Quests 13 and 14. The heroes may not visit the armory or alchemist's shop.
The heroes begin at the entry door and must find their way onto the stairway to complete the quest and move on to Quest 14. The heroes have heeded the Witch of the Wyrd's words, obtained the netherbloom lily, and know they must apply it to the heartseed of the massive Bloomrot Scion to heal the wounds wrought on the flora and fauna of the jungle. First, they must cross the corrupted burial ground.
Notes
- A. The first hero to search for treasure finds a hidden cache of forgotten treasures in the tomb: 300 gold coins, two vials of Holy Water, and one Potion of Healing.
- B. The first hero to search for treasure finds a collection of rare books valued at 300 gold coins, as well as one Potion of Healing in a hollowed-out alchemical tome.
- C. These pits are graves, upended by the dread blight. Each pit may be searched for treasure once and contains 250 gold coins.
- D. For each cocoon a hero destroys, they find the following (one at a time and in order): four Blightcrawler Spawnlings (place all Spawnling tiles on the hero's card. That hero's turn immediately ends) and one Elixir of Life.
- E. The chest is filled with poisonous vapor! If a hero searches for treasure before the trap is disarmed, all heroes in the room take 1 Body Point of damage. The chest contains 125 gold coins and one Potion of Elder Wisdom.
Proceed to Quest 14 on page 39.
Wandering Monster in the Quest: Skullblight.
Quest 14 (Path B) — The Bloomrot Scion
Spells, skills, Mind Points, and Body Points are not restored when the heroes cross between Quests 13 and 14. The heroes may not visit the armory or alchemist's shop.
The heroes must vanquish the Bloomrot Scion that has burst forth from the planar rift. Only after the great beast is defeated may the heroes touch the netherbloom lily to its heartseed and destroy it. The heroes begin on the stairway. This quest area is one large, interconnected space. There are no walls between the stairway area and the mausoleum area. A hero or monster that enters the rift is consumed by Dread and lost forever.
Stats: Bloomrot Scion (Venomous. Entangling Roots.)
| Movement | Attack | Defend | Body | Mind |
|---|---|---|---|---|
| 0 | 5* dice | 5 dice | 12** | 0 |
- *The Bloomrot Scion has a sweeping attack that targets all heroes adjacent and diagonal to it.
- **If the Bloomrot Scion would be reduced to 0 body points, it may sacrifice one of its Tendrils and instead be reduced to 1 Body Point.
- The Bloomrot Scion is immune to spells that would cause it to sleep or miss its turn.
- The Bloomrot Scion may cast the Channel Dread spell at will.
Stats: Tendril (Venomous. Entangling Roots.)
| Movement | Attack | Defend | Body | Mind |
|---|---|---|---|---|
| 6 | 3* dice | 2 dice | 2 | 0 |
- *Tendrils may attack diagonally.
- Use the grasping vines tile to represent the Tendril.
- At the end of the Bloomrot Scion's turn, place one Tendril in an unoccupied square as close as possible to the Bloomrot Scion.
If the heroes defeat the Bloomrot Scion, read the following aloud. (The read-aloud description of the attack on the Scion is omitted here.) Then: "Turn to page 45 and read Conclusion B."
Quest 15 (Path C) — The Crossing
Spells, skills, Mind Points, and Body Points are not restored when the heroes cross between Quests 15 and 16. The heroes may not visit the armory or alchemist's shop.
The heroes begin at the entry door and must find their way onto the stairway to complete the quest and move on to Quest 16.
Stats: Bakabri the Cruel (Movement 8, Attack 3* dice, Defend 4 dice, Body 4, Mind 5)
Bakabri the Cruel guards the bridge. Use the Goblin Warlock miniature to represent him. He knows the following Dread spells: Creeping Grasp, Channel Dread, and Lightning Bolt.
*Bakabri may choose to fire at range at any hero in his line of sight.
Notes
- A. The chest is covered with corrosive slime. If a hero searches for treasure before the trap is disarmed, they lose 2 Body Points. The chest contains 200 gold coins and two Potions of Healing.
- B. The Gargoyle's chest contains 200 gold coins, one Spiderstep Elixir, and two Potions of Healing.
- C. A rope bridge hangs over a vast chasm. If a hero moves onto a square of the rope bridge during their turn, they must roll one red die. They make this roll once per turn. If they begin their turn on a rope bridge square and do not move onto another rope bridge square, they do not have to roll.
- 1-2: The hero loses their footing and slips! Their turn immediately ends as they cling for dear life. They cannot take any actions or defend against attacks until the start of their next turn.
- 3-6: The hero steps nimbly and may continue their movement (if they have movement remaining). Monsters and heroes under the effects of a Spiderstep Potion are not affected by the rope bridge.
Proceed to Quest 16 on page 43.
Wandering Monster in the Quest: Dread Warrior.
Quest 16 (Path C) — The Crowning
Spells, skills, Mind Points, and Body Points are not restored when the heroes cross between Quests 15 and 16. The heroes may not visit the armory or alchemist's shop.
Notes
- At the end of Zargon's turn, the planar rift creates one monster. Place that monster on any unoccupied square within 5 squares of the planar rift. Zargon, you may place one of the following monsters (if available): Raptor, Skullblight, Zombie, or Skeleton. This effect continues until the planar rift is destroyed. When that occurs, all monsters on the board are instantly defeated and removed from the board.
- A hero with the Emberwrought Diadem and Sapphire Skull may take an action while adjacent to the planar rift to hurl the artifacts into the rift. Alternatively, a hero holding both artifacts could move into the planar rift, sacrificing themselves — but that hero would be forever lost.
- If both artifacts enter the planar rift, read the following aloud. (The read-aloud description of the rift sealing is omitted here.) Then: "Turn to page 46 and read Conclusion C."
Conclusions
These passages are read aloud by Zargon after the quest named in each heading. Only the rewards and rule-bearing text are kept; the narration is omitted.
Conclusion A — Read after completing Quest 12
As thanks for your heroism and boldness, you are awarded with 1,200 gold coins.
Conclusion B — Read after completing Quest 14
The dwarven people award you for your heroism, granting you 800 gold coins.
Conclusion C — Read after completing Quest 16
The dwarves award you 1,400 gold coins, as well as the Girdle of Might, an artifact they recovered from their expedition to the vaults of Kadum-Thrak. The plantfolk bequeath to each of you one potion of your choice from the alchemist's shop.