A specialthank-you shouldalsobesaidto Quest and for are and permission without the upon expand to designed are here contained ideas and rules The Acknowledgments the waytoalichordragon! all hobyah, or rat simple the from against, fight to monsters and beasts new 35 over made also have We game. the in find to artifacts the mage(andanewclass;TheCleric)aswellspells fortheenemies.Therearemoreitemstobuyinshopsaswellnew for spells new with system spellcasting new whole a and checks, dexterity and strength classes, twelve races, six include features New WHAT'S NEW: this versiontoworksmoothly.Ifallgoeswell,someday maybemadeavailabletothepublic. get to planning of hours many too far spent we've here, contained ideas the of any steal not do Please ALSO: only. family and friends kind. I am looking into the possibility to bring this version to the public but for now this is a private project and items contained are for As it is right now, Milton Bradley does NOT authorize this version of Hero Quest. It is not posted as my own idea or for profit of ANY PLEASE NOTE: play theheroes.(Although,admittedly,itislesscomplicatedandmorefunwithsomeonetobadguy.) a used (Gandalf reasons personal for made sword, whycouldn'tourmage?).WehavealsotriedtomakeitpossibleplaywithoutaZargonplayerallowall gamers achanceto were changes minor however rules, original the within stay to tried we've cases most In each with individual advantages and disadvantages, as well as over 35 different monsters to encounter (with complete stats and abilities). it lacked.UsingthestandardssetforthbyoriginalHeroQuest,we'veincreasedcharacterpossibilitiesto6races and12classes What we(mybrotherandI)havebeentryingtodoisreturnRPGsthesimplicityofplaythatHeroQuesthad,but add toitelements WHAT THISPAGEISABOUT: Quest's Hero original The had. Quest Hero that play of simplicity isdirectlyattributabletoitsspecialdice,whichalsonolongeravailable. simplicity sheer the have not does Quest, Hero to similar although which, Quest Warhammer called game advanced more a made also Workshop Games well. as died that but figures), original the of sculpted who artists the employed fact, in Workshop, (Games figures and furniture quests, more bringing Quest, Hero Advanced called game a with followed Britain Great from company game a Workshop, Games on. catch really could it before line the discontinued Bradley - with additional figures - adding 40 quests to the original 12 (plus 2 more quest packs not available in the U. S.) Unfortunately, Milton also and monsters, the plastic figuresandfurnitureavailableatthetime,thatcouldbeplacedanywhereonboard.HeroQuestalsospawned 4questpacks all control to Zargon) (called person 1 and heroes as play incorporated random elements to by using cards and dice. people The most attractive of its features 4 were its ease of play to and some of the board best up 3-D game allowed illustrated It wonderfully a grid. on a out into played was divided and search) and attack, (move, actions simple few a to simplified was that game role-playing a is It available. longer no sadly is and 1990, around released was Bradley Milton by game board a is Quest Hero WHAT ITIS: , Key totheKingdom . Other influences: , Talisman personal use only use personal , andofcourse Dr. PepperCola Advanced Hero Quest . Major influences on this version of version this on influences Major . Advanced Dungeons&Dragons . , Hero Quest Hero game designed by Milton Bradley, all ideas are used are ideas all Bradley, Milton by designed game , Dark World Hero Quest Hero . , DragonFire are Dragon Raid Dragon , Dungeon , Dragon Strike Dragon , Dungeon- , 1 Rules The Gameboard VARIATIONS INTHERULES Models fornewcreaturescanbefoundatmostgameandhobbystores.GamesWorkshopmakessomewonderfulmodels. of method original determining trapsandtreasure. the to return always can you dice, these have not do you If looked. I since awhile been it's but there, be still may they store, hobby and game local a at found were These Die. Trap Critical a and Die, Trap a Die, Treasure the are dice special Other colored 10sideddie-andcanbesubstitutedwithany(d10). clear special a is which 'Starlot' a mention also We count. same the get and ones as die one and tens as die one count and (2d10) dice you may see reference to a 100 sided die (d100) which, although one does exist, it's practically a ball, so you can substitute two 10 sided stores. Thissetofdiceincludes:4sided(d4),6(d6),8(d8),10(d10),12(d12)and20(d20)dice.Also, from Hero Quest are still an integral part of the game, but we also use the regular set of gaming dice that can be found at game and hobby You will notice that in addition to changing some of the rules, we incorporated some new types of dice. The original Combat Dice (CD) the pit,butinsteadofrollingaCombatDie,youwouldhavetomakesuccessfulFeatDexterityrollitacross. Example: is done,firstconsultthe more than four different types of Heroes, and there are ability feats that may be performed. If there are any questions on how something The ruleswrittenhereareinadditiontothelaidoutOriginalHeroQuestgame.Majordifferencesfactthatthere them isveryfrustrating. of the game, get on eBay and find it. It’s possible to play without it, but the Combat Dice are so integral to the game that to play without played theoriginalMiltonBradleyversionofHeroQuestandhaveaccesstogamerules.Ifyoudon’tacopy have you that assumes also This uninitiated. the confuse may that used terms few a be may there but before, game of kind this played This instruction booklet assumes that the player is familiar with the idea of role-playing games. It is not necessary for the player to have Introduction A knocked-out figure is not removed from the board, but it is considered to remain knocked out unless it is revived by a companion a by revived through theadministeringofanyformhealing(potion,spell, etc.). is it unless out knocked remain to considered is it but board, the from removed not is figure knocked-out A and mayonlyberesurrectedbyaclericorattemple. its companions at half the carrier’s speed or attended to on the spot. If a Hero’s Body Points go below zero, however, he has been killed, If aHero’sBodyPointsreachzero,heisconsideredtobe knocked out.Laythefigureonitsside.Themaybecarriedbyoneof him anyway. killed accidentally has Hero the zero, below Points Body opponent’s his bring would blow final the if However, out. him knocking in kill his opponent, then the battle continues as normal. If the Hero succeeds in knocking his opponent’s Body Points to zero, he succeeds It ispossibletoknockoutanopponentwithoutkillinghim.Inthiscase,aHeromustannouncethatheattempting todisableandnot Kills andKnockouts open areasagain. to return you until speed half to down slow you steps, two as counts space terrain hindering a in step every cases, these In down. you Occasionally you may encounter hindering terrain (deep water, piles of rubble, etc.,) areas that you can still move through but will slow Movement 8 surroundingspaces,)whereonahexmap;itwouldonlyaffect7spaces(thecenterandthe6spaces.) diagonally. Also,wherespelleffectsmayaffecta‘space,andalladjacentspaces,’itwouldtotalof9spaces (thecenterandall move but help can’t you sometimes allowed; are diagonals map, hex a on where diagonally, move not may you map square a on that are difference The map. hex a on playable as just is game the however, map; grid square a into divided is gameboard Quest Hero The When jumping a pit trap, the rules of movement are still the same, you must have enough movement points to make it over it make to points movement enough have must you same, the still are movement of rules the trap, pit a jumping When original Hero Questrulebookforguidelines,thenfindtheappropriatesectionintheserulesmodification. 2 Rules the finaljudgeonsuchmatters.IfthereisnoZargon,allplayersshouldtakeavote.Nowhiningallowed. However, you should then determine if that new action can be classified as an Action or a Non-Action. In either case, Zargon always is Occasionally a player may come up with an action that is not on this list. That's fine - imagination is encouraged when playing this game. Heroes mayperformanyofthefollowingasanaction: yet hedoesnothavetomovetheentiredistanceindicatedbydiceroll. movement, his finish then and action, an perform way, part move not may Hero A otherwise). do to them allows ability or Artifact an needed. Even so, a Hero may move and perform an action, or perform an action and then move, only is once ability Hero's during particular a a Phase Hero's Hero's the Phase during when (unless know never you as either, phase every at order same the follow to need not does party The Heroes. the between conflict any resolves and decisions final the makes who one the merely is he Phase, Hero's every Before thequestbegins,Heroesshoulddecideonaleader.Thisleaderdoesnotnecessarilyneedtobefirstonemoveduring THE HEROES’TURN There arealsosomeactionsthataHeromaydoatanytimenotcountasactions,suchas: WordRunes that varyindifficulty. following: a Mage casts a spell, he must lose as many Mana Points as the level of the spell indicates. These points may be replenished through the Hero mustchecktoseeifthemissilehitanyormonster alongthearrow’spath,workingbackwardfromtargettoitsorigin. a Herocansee(unlessotherwisestatedbyZargon,)butthere mustnotbeanywalls,trees,orotheritemsconcealingthetarget. reach. Iftheblowkillsthatoneaswell,carryontothird,etc. can weapon the that monster adjacent another to through on carry may blow that monster, the killing in succeeds and halberd, or axe diagonally orevenfromadistance.(AnemptysecondaryhanddoesnotwarranttheuseofadditionalCombatDice.) alone, which is worth 1 Combat Die), plus the strength of any weapon in the secondary hand if applicable. Some weapons allow attacks through special weapons, items, magic, etc.) The attack strength is equal to the strength of the weapon in the primary hand (or the hand 3)MagicItems: TheMagemayfindanitem duringhisjourneythatmay alsoreplenishMana. 2)ACleric:Clerics mayreplenishManathrough theuseoftheirWordRunes. Clerics prayusing WordRunes.WordRunes arenotMagicspells,but theDivineInterventionofGod. Therearedifferentlevels of 1)Resting:TheMagemayrestasanaction andregain1ManaPointper turn. Mages castMageSpells.Whenacastsspell,heuses Mana.InitiallyaMagehasasmanyManaPointsMindPoints.When Faeries castElementSpells.Oncethespellhasbeencast, it isdiscardedfortherestofadventure. Elves castElfSpells.Oncethespellhasbeencast,itisdiscarded fortherestofadventure. Casting aspellisnaturalchoiceforsomeHeroes,others may onlycastaspellthroughscrolls. Hero Actions:CastaSpell If aHeroormonsterattackswithdistanceweaponandcompletely missestheintendedtarget(i.e.noskullsoncombatdice),then far how to limit no is There target. his see to able be must Hero the spells, distance casting When attackingwithadistanceweaponor sword, a is weapon the If monster. one on all used or monsters two between up split be may weapons the weapons, two has Hero a If As a Hero you may attack any Monster that you are adjacent to You may attack only once per turn. (The number of attacks may increase Hero Actions:Attack HERO ACTIONS Search forSecretPassages Search forTreasure Cast aSpell Attack Listening Open andCloseDoors Perform aFeatofDexterity Perform aFeatofStrength Disarm aTrap Search forTraps Looking Talking withtheLocals Hide * Pickpocket orPickaLock* Run Search forThrownWeapons Sensing Evil Trading Items Shapeshift * Lay onHands* Regain Mana* Turn Undead* * * Asraceorclassallows 3 Rules then he may use his next action to try and disarm the trap. Or, he can avoid the next square that he were heading to, as that was the was that as to, heading were trapped square.(Thishastobedoneonthehonorsystem.) he that square next the avoid can he Or, trap. the disarm and try to action next his use may he then to seeifhenoticedthetrapfirstbyrollingonhisFindTrapschart.wasunsuccessful,hassetofftrap.If he noticedthetrap, die is the lowest possible number (2 on two die, 3 on three die, etc. - except when riding a mule). The Hero then has an immediate chance that theHerofailedtolocateanytraps.Thisdoesn'tmeantherearen'tfind. means 7 than less roll A otherwise. deems Zargon unless there, were any if searched, Hero the where corridor or room the in traps or He then should roll an ability die as labeled on his character sheet. A roll of 7 or greater means that Zargon should reveal all the passages A HeromayonlysearchfortreasureiftherearenomoreMonstersintheroomorcorridor. choice. Zargon's it's - both or Die, Treasure the roll to you tell or Monster, a on or room a for mind in treasure specific a have may he is scroll the but Mana, any cost not destroyed. does It scroll. the using spell a cast may Hero learned a type, another of is or known, already is into hisrepertoirebymemorizingit.(Thisdestroystheactualscroll,butSpell/WordRuneispermanentlymemorized.)Ifscroll In a game where there isn't a Zargon, this action gets a little more complicated. A Hero sets off a trap when the result of his movement In gameswithZargon,aHeroshoulddeclarethathewantstosearchforsecretpassagesortraps.Hemayonly foroneperturn. Hero Actions:SearchforSecretPassages&Traps In agamewherethereisn'tZargon,theHeroesmustrollTreasureDietodeterminetypeoftreasurefound.Ifis Hero Actions:SearchforTreasure scroll Mage/WordRune the add wishes, he if may, Cleric or Mage A action. an perform to power with imbued parchments are Scrolls BROKEN TRAP FALLING BLOCKS POISON GAS SCYTHE TRAP SPEAR TRAP -Trapisbroken,nodamage.Herostillendsturn. PIT TRAP -AllHeroesinroomorcorridorsuffer1BP. -Sufferresultofa3CD,nodefense,squareis -Sufferresultofa1CD,nodefense. -Sufferresultofa2CD,nodefense. -Fallintrap,loose1BP. blocked. MAGIC DAGGER AXE GOLD SCROLL -EventCardorWanderingMonster DEEP PIT LIGHTNING EXPLOSION SHIELD knocked backwardandsuffer4BP.Asuccessful DexterityRoll -Coinx10gorTreasurecard FIRE TRAP ACID -Scroll,SpellorWordRune GEM -Herosuffers2BP,nowayoutwithoutarope, alevitation -Completelydestroysone randomweaponorarmour. -Equipmentcard -Starlotx10g -ArtifactorMagicItem all Heroeswithmetalarmour with3CD+1. DEATH -Heroesontrapsquareandall8adjacentsquares are -Lightningshootsoutin all4compassdirections,hits -Heroonsquaresuffers resultof4CD,nodefense. spell orasuccessfulDexterity Roll. -Heroisknocked to0BodyPoints. decreases damagebyhalf. 4 Rules non-evil charactermayrequest healingfromaPaladinwhomustnotrefusetheiraid. any Hero one Body Point per turn in place of taking their regular action. They must be adjacent to the Hero that they wish to heal. Any turn thataMagespendsresting,hemayregain1ManaPoint. SeeHeroActions:CastaSpell. move andattackanotherMonster,ormaysimplyhaveitjump offacliff. Skeletons, or any two Zombies, or any one Mummy. Controlling them means that on that Hero's turn, he may make that undead creature if theyremaininthatformformorethan5turns,becomeshapepermanently. the invisible.ThehiddenHeromaynotattack,castaspell,orperformanabilityfeatifhewishestoremainhidden. the Thieftobenextcreatureorlock. must befoundnearwherethetargetwas,butareautomaticallywhensearchedfor. nature ofthischeck,itreallywouldn’tbeanaction,butmoreaskillcheck. (Thief only). pickpocket only), (Thief lock a pick under), climb over, (jump space monster's a through pass monster, sleeping a past sneak vine, or break somethingsolidsuchasalock. bars, bend open, door locked a kick die), one by reduced is movement Hero's the carried, be to is object heavy a if (note: companion that ability. or 7 of roll a On die. greater, heissuccessful.IftheCharacterSheetstatesabilityasgreaterthanaD20(+),thenthatHeroautomaticallysuccessfulat appropriate the roll and Sheet Character his consult should Hero the successful, was action the if determining the action of that turn. This ability can be anything that the Hero chooses, but must fit into the categories of Strength or Dexterity. When 7 meansthathehassetoffthetrapandmustsufferconsequencesoftrap. an abilitydieaslabeledonhisCharacterSheet.Arollof7orgreatermeansthathehassuccessfullydisarmedthetrap.lessthan Hero Actions:Shapeshift Elves, Halflings,andAssassinsmayhideasanaction.Oncehidden,theynotbeattackedbymonstersunlessthe monstercansee Hero Actions:Hide Thieves canperformtwofeatsthatnooneelsecan:pickpocketingandpickingalock.ThesearebothFeatsofDexterity andrequire Hero Actions:PickpocketorPickaLock Any weapon that was thrown may be retrieved. This must be done when there are no monsters present in the room or corridor. Weapons Hero Actions:SearchforThrownWeapons If thereisaquestionaboutwhethersomethingfitscategoryorvalid,askZargon.notZargon,take vote. There is also such a thing as an intelligence check. It would be tested by rolling under your Mind Points with a D6. But, because of the Some Common Feats of Dexterity: Climb a cliff or wall, aim and throw a light object such as a rock or grappling hook, swing on a rope a or gate a as such object heavy a lift square, one of distance a object heavy a throw or pull Push, Strength: of Feats common Some At certaintimes,aHeromaychoosetoperformanabilityfeat.Thiscanhappenatanytimeduringthecourseofhisturn,butcountsas Hero Actions:PerformaFeatofStrength&Dexterity When a Hero finds a trap, he may attempt to disarm it. To do so, he must move his figure to an adjacent space next to the trap, then roll Hero Actions:DisarmaTrap Paladins are the gifted solders of the Lord. Through their justice and piety they have been given the ability to Lay on Hands, or heal, or Hands, on Lay to ability the given been have they piety and justice their Through Lord. the of solders gifted the are Paladins Hero Actions:Layon Hands Mages use Mana to cast spells. In order for a Mage to gain that Mana back, they must rest and not perform any other actions. For every Hero Actions:RegainMana three any control may they action, regular their taking of Instead Undead. Turn to ability special the have Clerics and Paladins Hero Actions:TurnUndead Faeries have the ability to shapeshift. They may change their form into any race, class, or even into a monster that is nearby. However, 5 Rules from a particularly nasty Wraith. When running, the Hero may add an extra D6 to their movement, but may not perform any action any perform not during thatturn. may but movement, their to D6 extra an add may Hero the running, When Wraith. nasty particularly a from with aToolKit disarmstrapswith1D20. ability todisarm trapstothenextdie(1D12). Ifhistoolkitislost,however, aThiefmustdecreasehis abilityto1D10.ADwarfThief Being a Thief increases one’s ability to disarm traps from zero to 1D10. A Thief also starts with a Tool Kit, which further increases his die. larger next the to traps disarm to ability his increase and Kit Tool the circle may he Kit, Tool a buy does Dwarf a if However, it. he may circle the Tool Kit and D8 on his Character Sheet. Dwarves do not need a Tool Kit to disarm a trap. They can use 1D8 without As needed, Heroes may also run. This action can be used to chase down a Kobold that has stolen a needed artifact, or hightail it away it hightail or artifact, needed a stolen has that Kobold a down chase to used be can action This run. also may Heroes needed, As Hero Actions:Running TherearemanyotherthingsthataHeromaydo.Thelist is asendlessyourimagination.ButIcan'tthinkofanythingelse. Hero Non-Actions:Other a farcorner,orpotionsmashingonwall. the item must make a successful dexterity throw to do so. An unsuccessful throw could result in a weapon skidding across the floor into the Heroes are not adjacent, an item may thrown to a companion. This also must happen during If other. either each to Hero's adjacent be turn, must two the but however turn, the Hero's either Hero during time any throwing at companion a with item an trade may Hero A Hero Non-Actions:TradingItems of way no have players the knowing withouthim. as however, things, these them tell to have will Zargon survival. for kill they evil, not are beasts similar be anything could from This a faint feeling door. of a evil (Hobyahs) of to side an other overpowering sense the of on impending lurking doom (Liches). be may Keep any, in mind if that creatures, bats and of other manner what devise can also They alignment. neutral just or good, evil, of is being/beast other or local a if tell can they that means This Evil. Sense to ability the have Clerics and Paladins Hero Non-Actions:SensingEvil isn't muchmoretosee. probably there then Zargon, no is there If however. doors, secret or traps reveal not does This time. this at smell unusual an describe any new information, or it may reveal something specific about an item or creature that was previously overlooked. Zargon might even At any time, a Hero may ask Zargon to describe a room, corridor, or anything else that they can see in greater detail. This may not reveal Hero Non-Actions:Looking being utteredontheothersideofadoor,scurryingsoundratsgettinglouder,orjustwaterdrippingfromcrack intheceiling. chant bizarre a corner, the around scuffling monsters things: many hear may Hero the however, game, the running is Zargon If him. A Heroatanytimemaysaythattheywanttolisten.IfthereisnoZargonaround,allthewillhearother Heroes laughingat Hero Non-Actions:Listening they maynotbepoliteenoughtotalkback.WithoutaZargon,however,thisactismoot. but monsters, the to talk even may Hero A information. useful any divulge to them get to locals the with talk may Hero a time any At Hero Non-Actions:TalkingwiththeLocals again. (ItmightevenbeholdingthedoorclosedforcingHeroestofindanotherwayin.) the otherside. action movement, through halfway even time, any at will at closed and opened be may doors unlocked way, the Along Hero Non-Actions:OpenandCloseDoors HERO NON-ACTIONS A ToolKitisaspecialitemdesigned fordisarmingtraps.MostHeroescan'tdisarmatrap withoutone.WhenaHerobuysToolKit, Tool Kit SPECIAL NOTES . In fact, you may even want to wedge a knife into the door after closing it to avoid whatever nasty beastie you may have seen on HoweverifaMonsterhappenstobeadjacentthedoorwhenitisopened,maynotallowHeroclose without the cost of an of cost the without 6 Rules the trapremainsintactfornextvictim. though off, set be not will mule a riding Hero a by encountered traps Any traps. avoid to ability unusual an have Mules horse. a ride not may Centaur A again. foot on is rider the and dead is it healing, without damage of Points Body 3 suffers horse a if But, damage. the all take may horse the or rider, and horse between distributed be may This damage. of Points Body 3 taking by riders their protect help also animals three All each. 1CD by defense and attack increases Warhorse a combat in and 1D6, by spaces open in movement memorize thescrollseither.Oncetheyhaveinvokedscroll,itislost. WordRune scroll,thescrollislost. 10-sided dice,oneforonesandtens),thenlookupthenumberon‘AdvancedMonsterChart’locatedelsewhere. 2 (or 1D100 roll Or, below. Chart’ Monster ‘Basic the on results the up look and 1D12 roll this, do To amusement. his for monsters conventional weapons. may onlyattackaflyingcreaturewithdistanceweaponsand/orspells.Oneexceptiontothisisthatbatsflylowenough tobestruckby a particularlygoodhit.Whilecreatureisflying,itmayonlyattackwithdistanceormissileweaponsand/orspells. Similarly,Heroes long inthisgame. last doesn't Hero lone a and however, others, the by trusted be not may He player. another by used be usually may but is Zargon, Hero by controlled evil An characters. evil any to aid refuse may and party, his join characters evil any allow not will Paladin A party. Hero behavestowardotherHeroes.Generally,Heroesaregoodorneutral.Rarelythereevilunlesstheyinfiltratingthe each other).NoprovisionhasbeenmadeforMulti-RaceHeroes. only classesthatareallowedtomixRangers,Thieves,Mages,andClerics(andeventhen,Magesincompatiblewith Bards, having undergone many years of training, have learned to understand WordRunes as well as spell scrolls, but they may not may they but scrolls, spell as well as WordRunes understand to learned have training, of years many undergone having Bards, a uses Paladin a Once scrolls. the memorize not may they however Cleric, a like much WordRunes use to ability the have Paladins Paladins andBards of group a generate randomly to wants himself Zargon if or for, called are monsters and Zargon a isn't there when times for Useful Generating Monsters Some creatures have the ability to fly, while bats are always considered to be flying. Others, like gargoyles, may land in order to attempt Creatures thatFly a how determine to used is distinction this Customarily, evil. and neutral, good, alignment: of types three of one in come Characters Alignment Usually Heroeswillbeasingleclassandrace.AnoptionhasbeenaddedforHerotomixclasses,thoughthisisfrownedupon.The Multi-Class Heroes increase Warhorses and Horses ways. many in Heroes the help do they however own, their on much do not do animals Equine Horses, Warhorses,andMules D12 6 5 4 3 2 1 2 Zombies Basic MonsterChart 4 Goblins 2 Goblins Monsters 1 Goblin 3 Orcs 1 Orc D12 12 11 10 9 8 7 4 Goblins&1Orc 1 ChaosWarrior 3 Skeletons 1 Gargoyle 1 Mummy Monsters 1 Fimir 7 Rules Defend Attack Restrictions Weapon andArmour Restrictions Attributes Classes Allowed Doors Traps/Secret Find Feats ofStrength Their secondweaponislimitedto2CDorless. well. it use can and claymore a carry easily can they size their of Because bow. a with formidable as just are they Centaurs learntofightwithahalberdandspear.However, None attack of3CD. second a for hooves use may outdoors, dice 3 with Move Animal Master,Barbarian,Cleric,Fighter,Mage,Ranger. Roll D8 Roll D10 2 1 Centaurs Disarm Traps Feats ofDexterity Mind Points Body Points Needs ToolKit Roll D10 4 5 8 Races Restrictions Weapon andArmour Restrictions Attributes Classes Allowed Doors Traps/Secret Find Feats ofStrength Defend Attack 2 1 bow, but he is not above using a sword when necessary. His secondweaponislimitedto2CDorless. when sword a using above not is he but bow, A dwarf’sweaponofchoiceisanaxe/battleaxeandcross- Are blinded in bright sunshine (-1CD attack, -1CD defend.) can seeinalmostcompletedarkness. weapons, Runed any or battleaxes with twice attack May Assassin, Barbarian,Cleric,Fighter,Ranger,Thief. Roll D10 Roll D10 Dwarves Disarm Traps Feats ofDexterity Mind Points Body Points Roll D8 Roll D8 3 6 9 Races Defend Attack Restrictions Weapon andArmour Restrictions Attributes Classes Allowed Doors Traps/Secret Find Feats ofStrength are the masters of the Elves and have the closest resemblance closest the have and Elves the of masters the are Note o te rtcin f h ln, u ised olw hi own their follow selfish motives. instead but land, the of protection the for Elves thathaveturnedtothesideofevil.Darkcarenot Their directdescendantsaretheFaeries. The Elves. High the of words the obey will but mischievous, and unreliable very are Elves Wood fauna. and flora woods' the of caretakers the to Humans.The o. hy rfr h sek ld o a wr fr their for sword a of blade attacks. Theirsecondweaponislimitedto2CDorless. sleek the prefer They bow. fellowship with nature give them an extra advantage with their a as well as agility heightened and build slight Elves' May notberesurrected. complete darkness. Know all Elf Spells, add 1CD to bows, may see in almost Thief. Ranger, Mage, Fighter, Cleric, Assassin, Master, Animal Roll D10 Roll D10 2 1 : There are four known types of Elves: The Elves: of types known four are There : Elves Disarm Traps Feats ofDexterity Mind Points Body Points Wood Elves re Elves True standonehalfmetertallandare r togt o e extinct. be to thought are Needs ToolKit Roll D12 4 5 Dark Elves High Elves High areHigh 10

Races and carefreerace. for some animosity toward the Humans from an otherwise spirited cause course, of is, This inns. and shops some in service refused often are Felines Therefore, equals.) as Felines regarded have always races (Other Westerland. of areas enlightened less the in by King William, is still regarded as slave labor by some Humans Note Restrictions Weapon andArmour Restrictions Attributes Classes Allowed Doors Traps/Secret Find Feats ofStrength Defend Attack : TheFelinerace,althoughhavingbeengranteditsfreedom 3 1 limited tobasestrengthof2CDorless. is weapon second Its sabre. or sword a of blade narrow the is choice of weapon Its less. or armour chainmail to it has a natural increased dexterity, defense roll, but enhanced their size and also limits frame petite its with Feline, The never asecondaryweapon.(Shieldsarestillallowed.) but weapon, handed two a use may 1CD), than less never (but when rating normal weapon's the than weapons melee using CD less one with attacks platemail, wear not May flee, fight,etc.) (to attacks monster the before action extra immediate an a If monster. wandering wandering a monster appears during their turn, by they will have surprised be never Will Ranger, Swashbuckler,Thief. Mage, Gypsie, Fighter, Cleric, Assassin, Master, Animal Roll D12 Roll D8 Feline Disarm Traps Feats ofDexterity Mind Points Body Points Needs ToolKit Roll D20 4 3 11 Races Restrictions Weapon andArmour Restrictions Attributes Classes Allowed Doors Traps/Secret Find Feats ofStrength Defend Attack 2CD orless. to restricted the is weapon have second Their therefore and restrictions. fewest versatile, most the are Humans None realm. the in creature versatile most and luckiest the are Humans sie, Mage,Paladin,Ranger,Swashbuckler,Thief. Gyp- Fighter, Cleric, Cavalier, Bard, Barbarian, Assassin, Roll D8 Roll D10 2 1 (Theyaloneareallowedtouse Luck.) Humans Disarm Traps Feats ofDexterity Mind Points Body Points Defend Attack Restrictions Weapon andArmour Restrictions Attributes Classes Allowed Doors Traps/Secret Find Feats ofStrength Needs ToolKit Roll D10 4 4 epn a b js a srn. afig my o wear not may platemail. Halflings strong. as just be may weapon second a their However, using less. to or 2CD limited of strength are weapon size, their of because Halflings, base strengthof2CDorless. a with weapon a using to limited platemail, wear not May May movethroughmonsters,mayhideasanaction. Animal Master,Bard,Cleric,Fighter,Mage,Thief. Roll D8 Roll D8 2 1 Halflings Disarm Traps Feats ofDexterity Mind Points Body Points Needs ToolKit Roll D10 4 4 12 Races not malevolent,they only wishtobeleftalone.Theyinhabitareas surroundedbyfire. Sylph -Animmaterialbutvisiblebeingwhose naturalformresemblesthatofasalamanderbutcanappearinhuman-like aswell.Thesefaeriecreaturesdon'tcaremuchformortalsbutare cases themagicalaidtheycangive.Onmidsummer nightsitissaidtheycanbeseendancingintheforestclearings.Notto confusedwithaWill-o’-the-Wisp,whichismerelyswampgas. some in or mortals on play they tricks the for known are forests the of spirits winged these "shee") (Pronounced sidhe called Sometimes wings. like insect with people glowing Small - Sprite is awildbeast. heard aleagueaway,luringunwarysailors totheirdeathsontherockyshores.Sirensshouldnotbeconfusedwithharpies,although theyaredescribedasroughlysimilarinappearance,aharpy be can singing their of sweetness unmatched the waters, dangerous in islands small among Dwelling appearance. semi-birdlike a has form natural whose but sea, the to bound faerie A - Siren flee backtoitssealifeagainwithoutlookingback. they control thewilloffaeriecreature,eventopointmarryingandhavingchildren withthem.Oncetheselkieisabletoreclaimitsskin(oftenthroughhelpofownchildren)itwill selkie, a of pelt shed the find to enough fortunate is someone If shores.) rocky beloved their from far going never (although form human mortal in land the roam and will at seal-skin its Selkie -Thisfaerie’strueformbearsastrikingresemblancetoseal,andoftenswims withsealschoolsindistinguishablefromtheiranimalfriends.Theselkie,however,hastheabilitytoshed woodland. to playtheirflutemadeofawillowtwigandoftenaccompanyotherfaeriesduring their moonlightdance.Pixiesaretheprotectorsofsquirrels,rabbits,foxesandotheruntamedcreatures over thecountrysidesingingsongsortalkinginmysteriouslanguages.Pixieshave theabilitytoincreasetheirstatureatwill,butgenerallyresemblesmallhumansaboutahandtall.Theylove Pixie -Pixiesaremalicioustricksters,theirfavoritetrickistoleadmortalsastray.In somecases,theymayconfuseamortalsothoroughlythatheorsheneverrecoversandwandersaimlessly about 10,000years,butretaintheiryouthfulbeautytilltheend. smitten byanymph'scharms,thevictimwillpineforarmsofnymph,rejecting anythingelse-includingfoodandsleep.Eventuallytheywilldieofhungerorgomad.Nymphslivefor Once victim. another yet to devotion their declaring on, move will faerie most the pleasure, the intense of only night a beauty, after But, their faerie. of captivating the because by entranced being and from keep victim, will wary their or hardened toward devotion eternal and love undying an declare will and humans of touch the for longs nymph A beauty. of specimen a as flawless appearing them, beholds race whatever to appearance their change can Nymphs nature. and appearance its if because faerie of form dangerous most the perhaps is Nymph The - Nymph leprechaun, youhavetherighttodemanditrevealitsstashofgold.However,bewaretheirwrath,theywillquicklytrytrickintolosingit,oftenatgreatphysical loss. Leprechaun -Tinyinquisitivehumanlikefaerieswithaninherentloveofgold,shoesanddrink.These‘tinycobblers’maybefoundworkingonasingleshoe.Itissaid thatwhenyoucapturea of mountainsandgrottoes,Napaeaearethefaeriesglensgroves,Dryadsforeststrees. faeries the are Oreades faeries; earth of types different three for used often is dryad name The elves. the of shy still are but sylvani the with relationship close a have They etc.) skin, like bark been have they occasions, rare On known toappearatravelerforwhateverreason,inwhichcasetheywillshowthemselveshumanlikeform,butstillretainpartoftheirnaturalform(leavesclothing, anestintheirhair, near. wanders passerby a whenever shape that to revert will and tree small a of that resembles actually form natural whose earth the of creature A - Dryad song orart)thebansheewouldguardhim/herinlife,however,whensuchapersonnearsdeath,willcrybitterlyforitsimpendingloss,thusisheardbanshee's sorrowfulwail. (dance, arts faerie the with talented is person a If unseen. often most is but form humanlike vaguely a with smoke of whif a of that is form natural its folk, faerie the of spirit air An - Banshee does notdiscouragethemfromhelpingmortalsinsmallways.Thepresenceofafewbrowniesissureprotectionagainstthemoremischievoustheirfaeriekin. are smallandhairywithflatfacespinholenostrils,hardlyeverchangetheirappearance.Theyenjoyplayingchildrenbutvanishattheappearanceofadisbelieving adult-butthis Brownies -(Menahune)Theseearthfaeriesenjoyareputationofbeingcheerfulandhelpfullittlecreatures.Theyaredevoidmischiefprefertoliveinharmony withmortals.Brownies to thesurfacegazeatmoononceeveryonehundredyears,andiftheyareevercaptured,transformintoapoolofwater. Asrai - (Nixies) Small, delicate water fairies that live at the bottom of deep lakes. Asrai are beautiful with long green hair and webbed feet. Centuries old and extremely shy, Asrai will only come faerie are: Faeries areknownbyavarietyofnames,dependingonwheretheycanbefound.Itistheirmagicallifest Restrictions Weapon andArmour tions Attributes /Restric- Classes Allowed Doors Traps/Secret Find Feats ofStrength Defend Attack an NPC. as up shows ever character the case in reference a as here provided still is it Quest, Note : Although Faeries are no longer a race choice for the current version of Hero of version current the for choice race a longer no are Faeries Although : are restrictedtotherace/classtheybecome. with attack or armour wear not may form true their in Faeries that formformorethan5turnstheyarestuckforever! in remain they if but class, and/or race other any to form their change also may They weapons. metal with attack or mal Mastersintheirtrueform.Theymaynotweararmour Ani- be may and Spells Element all know fly, can Faeries Animal Masterintheirtrueform. Roll D10 Roll D8 2 1 metal Faeries weapons. When they change their form, they form, their change they When weapons. Disarm Traps Feats ofDexterity Mind Points Body Points Needs ToolKit Roll D12 5 3 13 Races Restrictions Weapon andArmour action, or he can command two animals to move and take an action each without him. to threeanimalsatonetime.Oneachturn,heandanimalmaymovetakean up control may He die. larger next the to increased is dexterity Master’s Animal An or armour. Animal Masters have no extra restrictions on their weapons Animal Master Restrictions Weapon andArmour attack dieandasuccessfulstrength roll.Anassassinhasanimmunitytopoisons. an creature, humanoid any assassin mayattemptaninstant kill.Aninstantkillrequiresasuccessfulhitwithone with combat hand-to-hand unarmed in engaged When her poison-tippeddaggerscut,oneachsuccessiveturnthe victimloses1BodyPoint. attack (3die-nodefense),orthrowadagger(1 die-nodefense).Once no sneak a by wear make to daggers will occupied her use she may she spaces because roll, dexterity successful levels a through With die armour. two pass by may increased is and dexterity action Her an monsters. as hide may Assassin An strength ofnomore than2CD. base a with weapons edged one-handed use only may and leather, than heavier armour any wear not may Assassins Assassin 14 Classes WarPaean HealHymn Restrictions Weapon andArmour is abletoreadanduseMageSpellsWordRunes. has Bard a and runes cryptic Because understand to able is he art, his learn to them. training intense undergone play to unable is he however, lyre, his 1 Without heal heroes B.P.). listening (all HealHymn and turns) 2 for song +1CD with attack of party his knowledge and lifestyle vagabond in (all WarPaean includes His repertoire His point. one by Body and Mind his increases lodging. and food for pay need never party whole his and he that troubadour traveling a as welcome so is Bard The All figuresinthe partyattackwith+1CDfor 2turns. All listeningheroes heal1BodyPoint. second Their 3CD. weapon isrestrictedtoabase strengthof2CDorless. than stronger strength base a with interferes it with their playing. As a rule, they as do not carry any weapon platemail, wear not may Bards/Minstrels Bard Songs Bard Note Restrictions Weapon andArmour items orcastmagicspells. an attack against himself and each adjacent Hero. The Barbarian may not use magical extra two using Berserk, go Combat Dice. An unsuccessful to roll means he's gone temporarily insane and must him roll allow will Strength of Feat a performing fully hand-to-hand Success- down. of him slow not combination will armour any Full weapons. use distance no but may weapons, He die. smaller next the to decreased is dexterity his but levels, die two by increased is strength of feats perform to His ability points. mind two loses but Points Body extra four adds Barbarian mighty The nor maytheyuse berserk, go not may Amazons Point. Mind increased one and bow a use to ability added the with Barbarians, other zons as known also are Barbarians female human Some platemail withoutareductionintheirspeed. ( restrictions without weapons of combination any use may Barbarians . AnAmazonhasthesameabilitiesandrestrictionsas Barbarian but no distance weapons), distance no but magical itemsorcastmagicspells. and may wear full wear may and Ama- 15 Classes Restrictions Weapon andArmour Combat Dieforeachswordwhileonhorseback. increases hisdefensebyone.Heisalsoanexperthorseman,attackingwithoneextra sword each agility, heightened his with Plus, skill. masterful with them wields and hand, each in broadsword or longsword a using of capable is Cavalier haughty The armour restrictions. no have They hand. each in broadsword or sword long a Cavaliers, beingmastersofthesword,arecapableusing Cavalier tion. Her constant communion with God permits the Cleric to Sense Evil and use and Evil Sense to Cleric the permits God with communion constant Her tion. medita- and prayer through two by Points Mind her increased has Cleric devout The WordRunes Restrictions Weapon andArmour or weapons edged sharp any using from her studying thearcanemagicofaMage. prevent beliefs Her (1/6). success (4/6), Level-3; 50% chance (3/6), Level-4; 33% chance (2/6), Level-5; 17% chance of Level-1 WordRunes have an 83% chance of success (5/6), Level-2 have a 67% chance as anaction.ClericscanreadanduseWordRuneswithvarying degreesofdifficulty. WordRunes. Clerics can Turn Undead (control 3 skeletons, 2 zombies, or 1 mummy) re-rolled. be not may and lost is roll that again, rolled is WordRune ANY WordRune. But choose carefully, because if a known number. Ifa6isrolledforthe leveltheClericmaychoose 15 the for one and of level the for one D6, two rolling by domly maximum ran- a determined are These only repertoire. with her in WordRunes game a begins Cleric A a basestrengthof2CDorless. blunt edged weapons. Their second weapon is restricted to use only will and platemail, full wear may Clerics/Priests Cleric 16 Classes Restrictions Weapon andArmour beastmen. Eventually, it wounds. is said, they of can no longer number become human same and must join the the ranks of with the form human to revert they passes, danger When is humans on bite successful Any believed topassonthecurse. Awoundfromasilverweaponcausesdoubledamage. (3CD). jaws with once and (2CD), claws with increase an additional 2 points and their MPs decrease by 2 points. They attack twice BPs their beasts, become they When spot. the on weapons and armour all drop they injury) upon or action an as (either form Werefolk its into morphs Gypsy the When Restrictions Weapon andArmour increases theirBodyPointsby1. etc.) As humans their Dexterity is increased to the next larger die, and rat, their wolf, heartiness (bear, beast man-half half become may they injury) upon (or action an As The garish Gypsies have been pariahs due to a curse laid on them at the dawn of time. hi poeto i ter glt ad og si, n their and weapons aretheir clawsandfangs. skin, tough and agility their is protection their weapons, any use nor armour any wear not may Werefolk weapon beingnostrongerthanabasestrengthof2CD. may use any weapon in a normal fashion, with their second Gypsies prefer to wear nothing heavier than chainmail, and Werefolk Gypsie Restrictions Weapon andArmour human A restrictions. or attributes fighter, howeverstartsoutwithonelucktoken. special no has He here). joke (insert class no The fighter is the most basic character available. He is considered to be a character of ihes ae o xr rsrcin o ter epn or weapons their armour. on restrictions extra no have Fighters Fighter 17 Classes Mage Spells Restrictions Weapon andArmour with onelucktoken. from herMindPoints.HumanMageswillfindthatluckisontheirside.Theybegin taken is balance the has, currently she than Mana more uses Mage a If action). an (as resting by turn per Point Mana 1 regain may Mages Points. Mind current their than more no have can and spells cast to Mana use Mages time. a at weapon edged one by one die each. In addition she can wear no conventional armour and can only wield Points bytwo,butalackofphysicaltrainingdecreasedherdexterityandstrength The mysteriousMagehasdevotedherlifetothestudyofmagic,increasingMind rest oftheadventure. game the of beginning the however once an Element Spell at is cast it is Spells Mages Element Mana, all with bother know to want not do you if nately, Alter- roll. die the of number the to equal spells of choice their picking and 2D6 rolling by begin they Spells, Mage of book entire the knowing game a start not does Mage A for free hand one spellcasting. have always must they as staff) their than (other a weapons use two-handed base any not nor a may weapon second have Mages not 3CD. may than stronger weapon any The strength time. edged a one at wield weapon only may shields), (including conventional armour no wearing to addition in Mages/Wizards, Mage Restrictions Weapon andArmour to joinhisparty.Onlyhumans maybecomePaladins. characters evil or assassins allow not will warrior noble This sicknesses. or plagues to immune is He Cleric. a like them memorize not may they however WordRunes, use may Paladins action. an as Point.) Body one Hero any (heal Hands on Lay and turn) per mummy 1 or zombies, 2 skeletons, 3 (control Undead Turn may He Evil. Sense can and Points Mind extra two Points, Body extra two has Paladin Holy The discarded for the having abasestrength nostrongerthan2CD. weapon second the with weapons, of combination normal any use may and platemail wear may Paladins/Templars Paladin 18 Classes Restrictions Weapon andArmour ability isthatofdrinkingany monsterorherounderthetable. Any tokens. luck outstanding other two Her re-roll. with a warrants begins defense futile She or attack missed completely well. her serves it and luck adventurer her This on relies Race. Human the to unique is Swashbuckler devil-may-care The weapon maynot haveabasestrengthstronger than2CD. any weapon use they desire (but may prefer the blade). and Their second restrictions armour no have Swashbucklers Swashbuckler Restrictions Weapon andArmour Ranger begins withalucktoken. human A weapon. edged an with creature a kills he if turn extra one gains Ranger A die. one by doors secret and traps find to ability her increase eyes keen her extra attack when using a bow. She is immune to confusion spells and never one gets her allowing lost, and hand one in weapon handed two a use to her allowing die, one The hearty Ranger has 1 extra Body and Mind Point, and her dexterity is increased by less. or 2CD of strength base a to limited still is weapon second also use a two handed weapon in one may hand. However, their and bow, a with training extra have Rangers/Scouts Ranger 19 Classes o oe hog mntr, ie ad efr mc hge fas f dexterity of feats higher much perform and hide, monsters, through move to The nimble Rogue believes in creative borrowing. He wears no armour allowing him Restrictions Weapon andArmour possession.) AhumanRoguebeginswithonelucktoken. (increasing their ability to disarm traps by one more die as long as they have it in their Kit Tool a with begins Thief A roll. dexterity successful a with stealthily move and pockets pick to ability the has also He die. one by decreased are strength of feats his secret doors and finding and disarming traps are each increased by two dice. However find to ability His Point. Body added one has body lithe His die.) two by (increased than 2CD. stronger strength base a have not may weapon second A bows). (except weapon two-handed a carry never will they and stealth, are their hinder 2CD will of larger anything strength as silent preferred base facilitate a with to Weapons shield), a movement. use they will (nor armour Rogues/Thieves prefer to wear nothing heavier than leather Rogue /Thief 20 Classes Veil ofMist Healing of Water Sleep Water Spells Swift Wind Genie Tempest Air Spells Courage Fire ofWrath Ball ofFlame Fire Spells Heal Body Rock Pass Through Rock Skin Earth Spells This spell may be cast on any one monster, blasting it with flames. rolls 2D6. For each 5 or 6 rolled, the damage is reduced by 1 point. of fire.Itwillinflict2BodyPointsdamage.Themonsterthen This spellmaybecastonanyonemonster,envelopingitinaball but doesnotgiveaHeromorethanhisstartingnumber. Points, Body lost 4 magical powerwillimmediatelyrestoreupto Its yourself. including Hero, one any on cast be may spell This forever! rock. IfaHeroendshismoveinoneoftheseareas,heistrapped solid indicate which Map Quest each Caution! on areas shaded allows. are There roll dice his as walls many as through move may He move. next his on walls through move then may Hero That yourself. including Hero, one any on cast be can spell This is brokenwhentheHerosuffers1pointofBodydamage. Hero, maythrowoneextracombatdiewhendefending.Thespell That yourself. including Hero, one any on cast be may spell This are occupiedbymonsters. that spaces through unseen move may he move, next Hero's the On yourself. including Hero, one any on cast be may spell This yourself. Points, butwillnotgiveaHero morethanhisstartingnumber. including Hero, one any Body lost 4 to up restore will water revitalizing this on with Contact cast be may spell This broken. Mummies, ZombiesorSkeletons. is spell the rolled, is 6 a If Points. Mind its of each for 1D6 rolling monster a by turn future a on or once at broken move, be can cannot spell The it itself. defend so or attack, sleep deep a into monster a puts spell This movement diceasnormalthenexttimehemoves. many as twice roll to Hero that enables energy of burst powerful Its yourself. including Hero, one any on cast be may spell This 5 combatdicetoattackanymonsterwithinyourlineofsight. open anydoorontheboard(revealingwhatliesbeyond),ORuse following: the of one do will who Genie a up conjures spell This your choice.Thatmonsterwillthenmissitsnextturn. This spellcreatesasmallwhirlwindthatenvelopsonemonsterof monster. a "see" longer no can Hero the moment the broken is spell The dice. combat extra two roll may he attacks, Hero that time next The yourself. including Hero, one any on cast be may spell This can monster the immediately rolla5or6using1D6. unless damage, of Point Body 1 inflict will It Element Spells a nt e sd against used be not May 21 Spells Deep Sleep Twist Wood Timestop Slow Hypnotic Blaze Flashback Double Image Disappear This spell causes any wooden weapon, such as a staff, bow, or crossbow, to become warpedintouselessness. crossbow, or bow, staff, a as such weapon, wooden any causes spell This gameboard, the on else everyone for spellcaster the time enabling theHerototakeanotherturnimmediatelyafterhis currentturn. Hero stops one temporarily any It or spellcaster the chooses. on cast be may spell This monster iskilledoroutofyourlinesight. the until last effects These 1. than less be cannot dice combat and movement The turn. per monster's The defends. or attacks it square when die combat less 1 rolls 1 also monster to movement monster's one any reduces spell This the by is paralyzedfor3turns-unabletomove,attack,ordefend. unaffected is Points Mind figure the that means its Points Mind its than greater number than a Rolling illusion. less or to equal rolls A that 1D6. figure roll must spellcaster) the for (except corridor or room the in figure Every appears. flame animated huge, a of illusion an cast, is spell this When Casting thisspelldoesnotcountasyouractionfortheturn. *You cancastthisafteranyHero'sturn. replay hisentireturn.AllresultsoftheHero'sfirstturnarecanceled. By casting this spell, the spellcaster or any one Hero the spellcaster chooses can no longerseeamonster. and theHerosuffersnodamage.Thespellisbrokenmomentcan attacked was image the 3, or 2, 1, a On 1D6. rolls he successful, is Hero, the spellcaster the Hero chooses. Itcausesalife-likeimageoftheHero,toappear.Ifanattackagainst one any on or spellcaster the on cast be may spell This by attacksorspells,unlesshechoosestocancelthespell. doors. He cannot attack, search, disarm, Cast spells, spring traps, or be affected open and move only can Hero The ends. spell the rolled, is 12 or 11, 10, 9, a Hero movesunseenaslongherollsan8orloweronhismovementdice.If The chooses. he Hero one any on or spellcaster the on cast be may spell This a against defend cannot Hero's attackwhileitisasleep. monster The turn. next Zargon's until asleep stays monster has from 1 to 3 Mind Points. The monster falls asleep immediately. It the as long as sight, of line your within monster any on cast be may spell This Elf Spells 22 Spells · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · white shield.Level3;youneedtorollaskull.4;And,level5,onlyblackshieldwilldo. a but result any 2; level For shield. black a but result any with granted is request the WordRune, 1 level a For die. combat a roll When aclericusesWordRunes,theyrelyonthewillofGod,nottheirownabilities.TodetermineifGodgrantsthemrequest,

Level5WordRunes Level4WordRunes Level3WordRunes Level2WordRunes

Dragon Slayer rounds ofdeath. Ifrevived,theirBodyPoints arerestoredto1.Elvescannot berevived. Hero Resurrect question mustbeQuest-related. God of Oracle Creature orChaosWarlock. Death of Angel Divine Teleportation Ministering Angels increased, andhemaymovewith1extradie. Strength Eagle's (2 lessMindPoints.)AllmustbeinsightoftheCleric. Bestow Curse Remove Curse Protection fromFire combat dice,nodefense. Set GlyphofWarding Neutralize Poison less dieuntiltheendofbattle. Prayer Restore Intelligence Heal Dispel Magic Smite Silence Ball ofFlame Unlock Door Hold Person Aid Mind Points. Fear Cause Remove Fear Slow Poison Detect Magic Protection fromEvil Cure/Cause Wounds Curse Bless Level 1WordRunes : Level2:(Joshua1:9)OneHerogains2BodyPointsforthedurationofbattle. : Level3:(Isaiah53:5)AllBodyPointsarerestored. : Level1:(1Chronicles17:25-27)OneWeaponattackswithoneextracombatdieforthenextbattle. : Level3:(Proverbs20:30)Harmsoneadjacentenemywith6combatdice.Monstermaydefend. : Level1:(Genesis4:11)OneWeaponattackswithonelesscombatdieforthenextbattle. : Level 3: (2 Thessalonians 3:2-3) All Heroes in view attack with one extra die and all monsters in view defend with one : Level3:(Habakkuk2:20)Createsa2x2squareofsilencefor2rounds,makingspellcastingimpossible. : Level 2: (Luke 12:5) Monsters Attack with 1 die. They may break the spell by rolling a 1 on die equal to their to equal die on 1 a rolling by spell the break may They die. 1 with Attack Monsters 12:5) (Luke 2: Level : : Level1:(Psalms140:1,3)Slowstheeffectofpoisonto-1BPeveryotherturn. : Level2:(Isaiah8:15)Paralyzesanyhumanoidforoneturn.Victimcannotattack,defend,ormove. : Level2:(Matthew7:7)Opensanylockeddoor,portcullis,orchest(maysetofftraps!) : Level3:(Ezekiel36:24)RemovesanyspellormagicalpropertiesfromaHero,hisequipment,trap. : Level1:(Ezekiel13:20)Revealsnatureofmagicitems(ifany). : Level2:(1John4:18a)DispelsFearSpell. : Level2:(Hebrews12:28-29)Aballofflameattacksonemonsterwiththreeattackdie.Monstermaydefend. : Level4:(Malachi2:2)Curseaweapon(2lessattackdie), cursearmour(2lessdefensedie)oramonster : Level 5: (Deuteronomy 18:18) A Cleric will gain the answer to a specific question through prophecy. The prophecy. through question specific a to answer the gain will Cleric A 18:18) (Deuteronomy 5: Level : : Level 5:(Job41,Isaiah 27:1)The POWEROF GOD willUTTERLY CONSUME anUNCLEAN WYRM. : Level4:(Galatians5:1)DispelsCursefromanyobject, freesallbutGypsiesfromaWereBeast'sbite. : Level 5: (Exodus 23:22-23, 2 Kings 19:35) The shadow of the Angel of Death falls swiftly on one Dark one on swiftly falls Death of Angel the of shadow The 19:35) Kings 2 23:22-23, (Exodus 5: Level : : Level 5: (John 5:24) One Hero may be revived, including victims of Wights or Vampires, if done within 10 within done if Vampires, or Wights of victims including revived, be may Hero One 5:24) (John 5: Level : : Level 4: (Isaiah 40:31) Adjacent Hero gains 2 attack and defend dice, strength and dexterity are greatly are dexterity and strength dice, defend and attack 2 gains Hero Adjacent 40:31) (Isaiah 4: Level : : Level4:(Mark16:18)Alltoxinsarepurgedfromanadjacenthero. : Level5:(Hebrews1:13-14)Yourentirepartyisinstantly healed,fed,andrested.Spellsarememorized. : Level3:(James1:5)AllMindPointsarerestored. : Level1:(2Corinthians4:8-9)OneHerodefendswithoneextradienextbattle. : Level 1: (Luke 6:18-19, Prov. 12:21) Heal one adjacent Hero or harm one adjacent monster 1D4 wounds. : Level4:(Malachi3:2)OneHerocanabsorb10pointsof firedamage.Spelllast10rounds. : Level5:(Psalms91:11-12) AllHeroesareinstantlytransportedtoanearbyroomor plateauofsafety. : Level4:(Psalms118:20)Clericmaysetaninvisibletrapoffireelectricity,orcoldthatattackswith3 Cleric WordRunes 23 Spells · · · · · · · · · · · · · · · · · · ·

Light Level4Spells Level3Spells Level1Spells may control the actions of that figure on their next turn. If the result is a 4 or 5, the spell has no effect. If the result is a 6, the 6, a is result the If figure isoutragedwiththeMageforattemptandwillattack themagewithtwiceasmuchspeedandstrengthnormal. effect. no has spell the 5, or 4 a is result the If turn. next their on figure that of actions the control may Charm may increasetothenextlargerdiewhenattemptingaFeat ofStrength. Increase Strength may increasetothenextlargerdiewhenattemptingaFeat ofDexterity. Agility Increase the spellcaster'sspellhasbeencancelled. after it is cast. Both the Mage and the spellcaster must roll 1d6 and add the result to their Mind Points. If the mage's total is Magic Dispel higher, Heal Wounds in astraightlineuntilitstrikeswallorcloseddoor.Itwillinflict2BodypointsofDamageonallFiguresthatstand initspath. Lightning Bolt continues untilatargetsurvives,ortheacidhitssolidobstacle,suchaswall. process This way. same the it wounding another, hits it until continues acid the figure, the kill to sufficient is this If defend. to the mage in one of the compass directions. The first figure in the path of the acid suffers the result of 4 Attack Die with no chance Acid Blast enables thatfiguretorolltwiceasmanydicenormalthenexttimetheymove. Speed Combat Dietotheirattack.Thisspellmaynotbeusedinconjunctionwithanyotherspells,butcombined potions. Ogre Strength loose therestofit'sturn. must and slips also figure that 1-3 is score the If 1d6. roll must square this on steps who monster) or (Hero figure Any turn. it's Nausea Combat Dietotheirattack.Thisspellmaynotbeusedinconjunctionwithanyotherspells,butcombinedpotions. Strength Level 2Spells a roll actions, any performs Mage the before hereafter, Combat Die.IftheresultisaBlackShield,lightextinguished. turn Every in. is Mage the that corridor or room entire the illuminate are setoffasnormal. Open Body Points.Eachindividualfiguremayonlyhavethisspellcastonthemonceperturn. Wounds Small Cure the monsterlooses1Bodypointwithnochancetodefend. Sting : Level1:(AttackSpell)PickanymonsterinthesameroomorcorridorasMageandroll1d6.Onascoreof4,56 : Level 1: (Special Spell) The Mage conjures up a simple sphere of light. The light floats above the Mage and will and Mage the above floats light The light. of sphere simple a up conjures Mage The Spell) (Special 1: Level : lock the on traps Any to. adjacent are they that lock non-magical one any open may Mage The Spell) (Special 1: Level : : Level 3: (Special Spell) This spell may be cast on any one figure including the Mage. It's powerful burst of energy of burst powerful It's Mage. the including figure one any on cast be may spell This Spell) (Special 3: Level : : Level4:(SpecialSpell)Maybecastonanyfigurewith 1-3MindPoints.Iftheresultofrollis1,2or3,Mage : Level 2: (Defensive Spell) Pick any monster the Mage can see. That monster becomes sick on this square and looses and square this on sick becomes monster That see. can Mage the monster any Pick Spell) (Defensive 2: Level : : Level 2: (Attack Spell) Pick any figure the mage can see (including the Mage.) This round, they can add 1 extra 1 add can they round, This Mage.) the (including see can mage the figure any Pick Spell) (Attack 2: Level : : Level4:(AttackSpell)ThisspellallowstheMagetocreateaballofcorrosiveacidthattravelsdirectlyawayfrom : Level 4: (Special Spell) This spell may be cast at any time by the Mage to try to cancel any spell immediately spell any cancel to try to Mage the by time any at cast be may spell This Spell) (Special 4: Level : : Level 4: (Healing Spell) Pick any figure the Mage can see (including the Mage) and heal 1d6 of their Body Points. : Level 3: (Attack Spell) Pick any figure the Mage can see (including the Mage.) This round they can ass 2 extra : Level 4: (Attack Spell) This spell may be cast in a horizontal, vertical or diagonal direction. The bolt will travel : Level 4: (Special Spell) Pick any figure the Mage can see (including the Mage.) For one round, that figure that round, one For Mage.) the (including see can Mage the figure any Pick Spell) (Special 4: Level : : Level4:(SpecialSpell)PickanyfiguretheMagecansee (includingtheMage.)Foroneround,thatfigure : Level 1: (Healing Spell) Pick any figure adjacent to the Mage (including the mage) and heal 1 of their of 1 heal and mage) the (including Mage the to adjacent figure any Pick Spell) (Healing 1: Level Mage Spells 24 Spells · · · · · · · · · · ·

Level6Spells Level5Spells rolled, thenitisdestroyed.) only beenchantedonce,ifthisspelliscaston(orcursed)armour,thearmourloosesit'smagicalabilities(unless a1is may Armour discarded. be must and destroyed is armour the 1, a is result the If defense. it's to Die Combat extra one adds and Enchant Armour 1 isrolled,thenitdestroyed.) only beenchantedonce,ifthisspelliscastonan(orcursed)weapon,thatweaponloosesit'smagicalabilities (unlessa and addsoneextraCombatDietoit'sattack.Iftheresultisa1,thatweapondestroyedmustbediscarded.A weapon may Weapon Enchant left intheplacewheretheydied(theymayberetrievedbyanyfigure.) Place thecharacternexttoMage.TheirBodyandMindPointsarerestoredfull,butanytreasures,objects clothingare Resurrection they mayaddanumberofdefensediceequaltotheMindPointsMage. Shield be brokenatonceoronafutureturnbythefigurerolling1d6foreachofit'sMindpoints.If6isrolled,spellbroken. Sleep healing, etc.arethereforevalidactions,whilefiringabow,pushingmonsterintopit,castingoffensivespells,not. and make them invisible. While invisible, that figure may carry out any action except attacking an opponent: Moving, searching, Invisibility extra CombatDiewhendefending.Thespellisbrokenthefiguresuffers1Bodypointofdamage. Skin Iron the pitanyway.Onceisinplace,nofiguremayentersquaresitcovers. out of the way (place it in any empty square adjacent to where it was.) If there are no empty squares available, the figure falls into each figurestandingonthefoursquarescoveredbypit.Ona1,2or3itfallsintopitandiskilled,otherwisescrambles Pit ofDespair one point. by reduced is damage the rolled 6 or 5 each For 2d6. rolls immediately figure Each damage. of Points Body 2 suffers area that Fireball : Level5:(SpecialSpell)Thisspellputsafigureintodeepsleepsoitcannotmove,attackordefenditself.Thecan : Level 6: (Defensive Spell) Pick any figure the Mage can see (including the Mage.) The next time that figure defends, figure that time next The Mage.) the (including see can Mage the figure any Pick Spell) (Defensive 6: Level : : Level 5: (Attack Spell) This spell may be cast on any 2x2 square area with in the Mage's line of sight. each figure in figure each sight. of line Mage's the in with area square 2x2 any on cast be may spell This Spell) (Attack 5: Level : : Level 5: (Defensive Spell) This spell may be cast on the Mage or any figure they chooses. That figure may use 2 use may figure That chooses. they figure any or Mage the on cast be may spell This Spell) (Defensive 5: Level : : Level 5: (Special Spell) This spell allows the Mage to pick any one figure the Mage can see (including the Mage) the (including see can Mage the figure one any pick to Mage the allows spell This Spell) (Special 5: Level : : Level6:(HealingSpell)Youmaypickanydeadcharacterinthegameandbringthembacktolife(exceptelves.) : Level5:(AttackSpell)Pickany2x2areatheMagecanseeandplaceaPitofdespairmarkeronit.Roll1d6for : Level 6: (Special Spell) Choose any piece of armour and roll 1d6. if the result is 2-6, the armour is enchanted : Level 6: (Special Spell) Choose any one weapon and roll 1d6. if the result is 2-6, that weapon is enchanted is weapon that 2-6, is result the if 1d6. roll and weapon one any Choose Spell) (Special 6: Level : Mage SpellsContinued 25 Spells Ice Storm Firestorm Fear Escape Dispel Command Cloud ofChaos Chill Ball ofFlame with 3combatdice.Thereis nochancetodefend. spellcaster the by separately attacked is area that in Hero and monster Each long. squares 2 by wide squares 2 area an affects that ice of blizzard a creates spell This reduced by1point.Notusedincorridors. is spellcaster The spellcaster. the with unaffected. All victims immediately roll 2D6. room For each 5 or 6 rolled, the damage is same all on the damage in of monsters Points Body and 3 Heroes inflicts that fire of roomful a creates spell This 1D6 foreachofhisMindPoints.Ifa6isrolled,thespell is broken. one combat die. The spell can be broken by the Hero on a future turn by rolling one to reduced are attacks his that fearful so become to Hero one any causes spell This secret a to teleport instantly and disappear destination knownonlytoZargon.This"safeplace"ismarkedontheQuestMap. to spellcaster the allows spell This Hero's spellhasbeencanceled. the higher, is total spellcaster's the If same. the does Hero the Then Points. Mind his to result the adds and 1D6 rolls spellcaster Chaos the First spell. a casts to try to cancel a spell cast by a Hero. The Dispel is cast immediately after the Hero This specialspellmaybecastbyaChaosspellcasterduringHero'sturn.Itisused turn, canmovetheHeroasamonsterandattackotherHeroes. broken If a 6 is be rolled, the spell is broken. can However, until the spell spell is broken, Zargon, on his The control. Zargon's immediately or on a future turn by under the Hero rolling 1D6 for each of his Hero Mind Points. one any puts spell This a 6,theHerofreeshimself. or on a future turn by each victim rolling 1D6 for each of his Mind Points. By rolling once at broken be can spell The himself. defend or attack, move, to unable is Hero paralyzed A corridor. or room same the in located Heroes all paralyzes spell This attack. the against defend cannot victim The adjacent). diagonally not (though spellcaster This spell causes 1 Body Point of damage to any one Hero or monster adjacent to the Hero immediately rolls 2D6. For each 5 or 6 rolled, the damage is reduced by 1 point. This spell can be cast on any one Hero. It will inflict 2 Body Points of damage. The Chaos Spells Cannot beused in corridors. 26 Spells Skate Rust Restore Chaos Reanimation Mirror Magic Mind Freeze Mind Blast Lightning Bolt Ice Wall tiles.) These squares block movement, but not line of sight. The squares need not need squares The Ice sight. of Magic line not but single-square movement, block squares the These tiles.) (Use ice. solid of squares 4 to up creates spell This The spellcaster may skate for up to 12 squares and may pass through Heroes and monsters duringmovement. The spelllastsonlyoneturn. Heroes through pass may and squares 12 to up for skate may spellcaster The This spell enables the spellcaster to move quickly through icy caverns and corridors. and brittle thin, so become to helmet useless thatitcanneverbeusedagain. or sword metal one any causes spell This the spellcasteroranymonsterwithinspellcaster'sline of sight. This spell may be cast only on monsters. It restores up to 6 lost Body Points to either with alllostBodyPointsrestored,andattacktheHeroesagain. mummies in or the same zombies, room as skeletons, the defeated spellcaster. all These monsters reanimate rise up to from the spellcaster floor, the enables spell This of thespellthatwasintendedforspellcaster. after the Hero casts a spell at the Chaos spellcaster. The Hero then suffers the effect spellcaster to reflect any Hero's spell back to him. Mirror Magic is cast immediately This spell may be cast by a Chaos spellcaster the Barbarian QuestBook.) (See "shock." into goes and Points Mind zero to Hero has 1 Mind Point left. If no white shields are rolled, the Hero has been reduced every for die combat Mind Point 1 he possessed before the attack. rolls If 1 or more white shields Hero are rolled, the The Hero. any of mind the ravages spell This future turns. on anydie,thespellisbrokenandHerocanmoveattacknormallyagain rolled is 6 a If has. currently he Point Mind every for 1D6 rolls turn, his on Hero, move or attack. The Hero defends with 1 combat die. To break free of the spell, the This spell paralyzes one Hero within the spellcaster's line of sight. This Hero cannot Body damageonallHeroesormonstersthatstandinitspath. travel in a straight line until it strikes a wall or closed door. It will inflict will bolt The direction. diagonal or vertical, horizontal a in cast be may spell This the see longer no can or square, oruntilacumulativetotalof5skullsarerolledinattacksontheicesquare. spell, the cancels dies, spellcaster the until lasts square be adjacent,buttheymustallwithinthelineofsightspellcaster.Eachice Chaos SpellsContinued Not effectiveagainstArtifacts during a Hero's turn id ons Points Mind . This enables the eto o the of section . 2 points of 27 Spells Dragons have the unusual ability to breathe fire. This is not a form of magic, this is the actual ability to blow a red hot fountain of fountain hot red a blow to ability actual the is this magic, of form a not is This fire. breathe to ability unusual the have Dragons as normal.Once aDragonbreathesfire,itmust waituntilit'sthirdfollowing turntouseFlameBreath again. every space between the Dragon and the target and every space that touches the target with an attack of 10 CD. This may be defended flame from their nose and mouth. The target of the flame can be 2 or 3 spaces away. Diagonal attacks are allowed. The flame burns Sleep Werewolf Curse Tempest Summon Wolves Summon Undead Summon Orcs Soothe Dragon FlameBreath spell has no effect. Any other result means the Hero is now afflicted with the with afflicted now is Hero the means result other Any effect. no has spell the means 6 of roll A 1D6. rolls Hero The Hero. any on cast be may spell This Hero willthenmisshisnextturn. This spell creates a small whirlwind that envelops one Hero of your choice. That 4 =2GiantWolves;5or63Wolves. spellcaster's Giant Wolvesappear,roll1D6andchecktheresult:1or the attack to Wolves Giant of enemies. (PlacetheGiantWolvesadjacenttospellcaster.)Toseehowmany number a up conjures spell This Roll a5or6=2Zombies,Mummies. Skeletons, 3 = 4 or 3 a Roll Skeletons; 4 = 2 or 1 a Roll 1D6: Roll This spellconjuresupagroupofundeadtosurroundandprotectthespellcaster. Orcs. 6 = 6 a Roll Orcs; 5 = 5 or 4 a Roll Orcs; 4 = 3 or 2 1, a Roll die: red one Roll spellcaster. the protect and surround to Orcs of group a up conjures spell This the to Points Body lost 3 to up restores spellcaster oranyonemonster. spell this of coolness healing The the spellisbroken. future turnbytheHero,rolling1D6foreachofhisMindPoints.Ifa6isrolled, a on or immediately broken be can spell to The unable himself. defend is Hero or attack, sleeping move, A sleep. deep a into Hero one any puts spell This Quest Bookformoreinformation. Elf the of section Werewolves" into Heroes "Turning the See Curse. Werewolf Chaos SpellsContinued 2 = 1GiantWolf;3or 2 Zombies; 28 Spells · · · · · · · · · · · · · · ·

of equipment,whichisputback intotheequipment-deck.Discardafteruse. Wind ofTheft: separately. Discardafteruse. determine the characters concerned. Any character in this line is attacked by 3 dice and may defend normally. each attack is resolved Lightning Stroke: this carduntilthewallisdemolished,thendiscardit. Icewall: stopped byeitherwall,anothercharacterortriggeringatrap. Discardafteruse. Hurricane: characters concerned.AnycharacterinthislinelosesaBody Pointasfromfallingintoapittrap.Discardafteruse. Earthquake: after use. Discard characters. neighboring between possible only are defense and Attack turn. next wizard's the of beginning the until magic Fog: Blinding Twist Wood: your lineofsight. or defends.Themonster'smovementandcombatdicecannotbelessthan1.Theseeffectslastuntilthemonsteriskilled orisoutof Slow: a Rolling number greaterthanitsMindPointsmeansthatthefigureisparalyzedfor3turns-unabletomove,attack,ordefend. illusion. the by unaffected is Points Mind its than less or to equal rolls that figure A 1D6. roll must spellcaster) the for Hypnotic Blaze: suffers nodamage.ThespellisbrokenthemomentHerocanlongerseeamonster. Hero the and attacked was image the 3, or 2, 1, a On 1D6. rolls he successful, is Hero, the against attack an If appear. to Hero, the Image: Double attack, search,disarm,Castspells,springtraps,orbeaffectedbyattacksunlesshechoosestocancelthespell. 8 orloweronhismovementdice.Ifa9,10,11,12isrolled,thespellends.TheHerocanonlymoveandopendoors. Hecannot Disappear: is asleep. monster fallsasleepimmediately.ItstaysuntilZargon'snextturn.ThecannotdefendagainstaHero's attackwhileit Deep Sleep: against otherattacksusingonlyonedefensedie. defend may he but action, other any perform or attack move, not may character frozen A Chaos sheet. character his on the tokens Lock Mind break to attempt may character frozen a token, a removed Having Sorcerer's hold by rolling turns. one combat die his for each of Mind Point. each If he on manages to one roll three skulls removing or more, affected, he may remove is all remaining he against thetarget,spellhasnoeffect.AMindLockedcharacterplacesoneLocktokenonhissheetforeachturn scored are skulls no If attacker. the by scored skull each by turn one for frozen is defender The Points. Mind has he as dice combat makes a Mind Attack against his target by rolling a number of combat dice equal to his Mind Points. His target defends with as many Mind Lock: recovered betweenQuestsinthesamewayasBodyPoints. Mind Points as a result of a Mind Blast, he is knocked unconscious and remains out of play for the rest of that Quest. Mind points are his all loses monster or character a If damage. any inflicts character neither equal, are scores both If score. opponent's his of excess in has he skulls of number the to equal opponent his on damage Point Mind inflicts then defender, or attacker it be skulls, most the both characters roll a number of combat dice equal to their Mind Point score and add up the number of skulls they have. The one with time he attacks, he must discard Each one of Quest. the the tokens. in specified He tokens may Blast use Mind only of as number many the Mind receives Blasts as spell he this has with tokens. Sorcerer Chaos To A attack with him. Mind attacking Blast, physically Blast: Mind unsuccessful, nothing happens. is attack the If turn. Sorcerer's Chaos the of duration the for Dominated only is character A him. with players other board and may move that character immediately. He may move, cast spells and fight with the character as normal and may attack the must score at least two skulls in his Mind Attack. If he Sorcerer is Chaos successful, The The Chaos Sorcerer himself. places defend a to Dominate same counter the on does the defender character's the while Points Mind his to equal dice combat of number a rolling Dominate: Thisspellreducesanyonemonster'smovementto1squareperturn.Themonsteralsorollslesscombatdiewhen itattacks The wizard calls into existence an impenetrable icy wall (Defense: 6 dice; Strength: 1), blocking two adjacent squares. Keep This spell allows a Chaos Sorcerer to take control of a Hero for a turn. The Chaos Sorcerer must attack his target by target his attack must Sorcerer Chaos The turn. a for Hero a of control take to Sorcerer Chaos a allows spell This ThisspellmaybecastonthespellcasteroranyoneHerohechooses.Themovesunseenaslongrolls an This spell may be hurled against a character in direct line of sight. The character will be blown in this direction until direction this in blown be will character The sight. of line direct in character a against hurled be may spell This This spell may be cast on any monster within your line of sight, as long as the monster has from 1 to 3 Mind Points. The This spell allows a servant of Chaos to freeze a Hero's mind and prevent him from taking any action. The Chaos Sorcerer This allows a Chaos Sorcerer to inflict Mind Point damage on another character without having to be next to him or him to next be to having without character another on damage Point Mind inflict to Sorcerer Chaos a allows This By this spell, the evil wizard causes 6 squares in a straight line to tumble in. Use the earthquake tile to determine the determine to tile earthquake the Use in. tumble to line straight a in squares 6 causes wizard evil the spell, this By Thisspellcausesanywoodenweapon,suchasastaff,bow,orcrossbow,tobecomewarpedintouselessness. Use this spell to call magic fog into a room lest anybody in this room either move, make a wide range attack or use or attack range wide a make move, either room this in anybody lest room a into fog magic call to spell this Use This spell may be cast on the spellcaster or on any one Hero the spellcaster chooses. It causes a life-like image of image life-like a causes It chooses. spellcaster the Hero one any on or spellcaster the on cast be may spell This Thisspellisaimedagainsta particularcharacterontheboard.Thismustforfeit arandomlychosenpiece Whenthisspelliscast,anillusionofahuge,animatedflameappears.Everyfigureintheroomorcorridor(except Thisspellreachesoutfor6squares indirectline,beginningadjacenttotheevilwizard. Usethelightningtileto Chaos SorcererSpells Dark ElfSpells Druid Spells 29 Spells · · · · · · · · · · · · · · · · · · · · · · · · · · it. Ifcast, however,all Heroesonthe boardmustroll undertheir Mind Pointsor theirfleshwithers quicklyand deathfinds them. WarpScroll: die inanexplosion thatwoundsalladjacent squareswith5CD. during theirturn. Thewarpfireaffectsupto a3x3squarewiththesame 5 CombatDiceroll.Ifitisa miss, however,thetwoSkaven Warpfire: is wounded,continuestospread andcause1BodyPointofdamageeachturnuntilhealed oruntildeath. Summon Rats: the all until lasts Smoke horribly. die they monsters aregone. otherwise breath, their hold to remember to points mind their under roll must area the Globadiers: Wind Poisoned gone. must rollundertheirmindpointstorememberhold breath,otherwisetheydiehorribly.Smokelastsuntilallthemonstersare Plague Censer Bearer: the ShamanbecomeslikenessofGreatHornedRat, gaining3tohisattack,defense,andBodyPoints. Flaming Skull of Terror: square. AllHeroesandmonstersmustsuffer5CombatDice ofdamagewithnochancetodefend. Fireball: stagger onespaceashegaspsforair.Unlessthecasteriskills withinthenext3turns,herodiesofasphyxiation. Choke: the wizard'snextturn.Mayonlybeusedinaroom.Discardafteruse. Protection: of Shield but onlyduringthisturn.Maybeusedinaroom.Discardafteruse. Sharpen Weapons: move andattacktwice,butonlyinthatturn.Discardafteruse. Berserk: Orc the charactermaydefendnormally.Afterwardsghostdissolvesandcannotbeattacked.Discardafteruse. Ghost ofVengeance: attack, providedtheyhavenotdonesointhesameturn.Discardafteruse. Orcs: Call move andattack,providedtheyhavenotdonesointhesameturn.Discardafteruse. Goblins: Call attack immediately.Discardafteruse. Resurrection: Panic: 2 dice(defendnormally).Discardafteruse. Chaos-Skull: immediately. Discardafteruse. Skeletons: Call Discard afteruse. Mummy: Call Arrow ofDeath: 1 BodyPoint.Discardafteruse. neither move nor attack (but may defend normally) until the threads are destroyed. The Magic Bondage uses 4 dice to defend and has Bondage: Magic next turn,butmaynotattackorusespells.Discardafteruse. Madness: Escape: discard theitem.Discardafteruse. Corrosion: until thefirewallisquenched,thendiscardit. Conflagration: spell islostfortheentirequest.Discardafteruse. Anti-Spell: Whoeverisstruckbythisspellmaymoveanddefendbutneitherattacknorintheirnextturn.Discardafter use. OneHeroinsightofthespellcastersuddenlyclutchesat his throataslungsfillwithpoisonousgas.Thetargetmayonly Thisspellenablestheevilwizardtoescapeanyunoccupiedsquareonboard.Discardafteruse. A ball of black fire with yellow and blue flames leaps from the caster's hand to any target in sight, scorching up to a 3x3 a to up scorching sight, in target any to hand caster's the from leaps flames blue and yellow with fire black of ball A Whoever is struck by this spell will be mentally deranged temporary. The Gamesmaster may move this character in his in character this move may Gamesmaster The temporary. deranged mentally be will spell this by struck is Whoever The Skaven Shaman that hurtles this magical flame must have the help of an adjacent skaven, and they must not move not must they and skaven, adjacent an of help the have must flame magical this hurtles that Shaman Skaven The The evil wizard may take 2 Orcs and place them anywhere in line of sight immediately. The Orcs may now move and move now may Orcs The immediately. sight of line in anywhere them place and Orcs 2 take may wizard evil The BythisspelltheevilwizardmaychooseanypieceofHeroes'equipmenttorustandbeuseless.Thecharacterhas The evil wizard may use this spell against any other magic user and force them to discard any unused spell card. This card. spell unused any discard to them force and user magic other any against spell this use may wizard evil The It takes two consecutive turns to read this scroll. On the second turn, the Skaven must roll under his Mind Points to cast The evil wizard flings a skull against any opponent in line of sight. The magic skull bursts into flames and attacks with The evil wizard may choose an Orc in line of sight and equip him with huge strength and aggression. The Orc may Orc The aggression. and strength huge with him equip and sight of line in Orc an choose may wizard evil The The evil wizard may take 4 Goblins and place them anywhere in line of sight immediately. The Goblins may now may Goblins The immediately. sight of line in anywhere them place and Goblins 4 take may wizard evil The Use this spell when a Hero has just slain a monster. The monster is then replaced by a skeleton that may move and move may that skeleton a by replaced then is monster The monster. a slain just has Hero a when spell this Use This spell calls a mummy to a square adjacent to the evil wizard. The mummy may move and attack immediately. attack and move may mummy The wizard. evil the to adjacent square a to mummy a calls spell This With a piercing cry, the Skaven Shaman summons 1D6+6 rats. each rat carries an infectious disease that, once a Hero This spell calls up an impassable wall of flames (Defense: 6 dice, Strength: 1), blocking two squares. Keep this card This spell calls into existence 2 Skeletons anywhere in the evil wizard's line of sight. They may move and attack and move may They sight. of line wizard's evil the in anywhere Skeletons 2 existence into calls spell This The evil wizard throws, from the tips of his fingers, magic threads engulfing any character. This character may character This character. any engulfing threads magic fingers, his of tips the from throws, wizard evil The Thisspellhurledagainstacharacterinlineofsightcausestheloss1BodyPoint.Discardafteruse. The evil wizard can sharpen the weapons of all Orcs in the same room. These Orcs may attack with an extra die, This spell enables the evil Wizard and every Orc in the same room to defend with an extra die, but only until only but die, extra an with defend to room same the in Orc every and Wizard evil the enables spell This Thisspellsendsaninvisibleghosttoanycharacterontheboard.Theattacksimmediatelyusing4dice, This smoking ball of noxious fumes affects a 3x3 square. All figures in the area or who pass through the area As he finishes this incantation, the caster seems to grow horns, fangs and huge talons. With a bestial roar, This crystal sphere of poisonous gas affects a 3x3 square. All figures in the area or who pass through pass who or area the in figures All square. 3x3 a affects gas poisonous of sphere crystal This Necromancer Spells Orc-Shaman Spells Highpriest Spells Skaven Magik 30 Spells Note Sling Throwing Stars Fire Arrows Arrows/Bolts Crossbow Longbow Short Bow Whip Halberd Spear Quarterstaff Warhammer Mace orFlail Battle Axe Hand Axe Claymore Long sword Short sword Broadsword Dagger Equipment Note Great Shield Shield Platemail Chainmail Helmet Leather Armour Cloak Equipment : TheWeaponsmithwillalsobuybackitemsatonehalftheirnormalcost. : TheArmoury willalsobuybackitemsatone halftheirnormalcost. 20g 100g 100g 50g 350g 350g 200g 275g 250g 200g 100g 400g 250g 450g 50g 600g 350g 150g 250g 25g Cost 400g 150g 850g 500g 125g 75g 50g Cost 1CD Attack 1CD 1CD - - 3CD 3CD 2CD 2CD 2CD 2CD 1CD 3CD 3CD 4CD 2CD 4CD 3CD 2CD 3CD +1CD +1CD +2CD +1CD +1CD - - Defense Weaponsmith Requires twohands,mayattack2spacesaway. May bethrown,requirestwohands,mayattackdiagonally. Requires twohands,mayattackdiagonally,isabluntedgeweapon. Blunt weapon,maybethrown,requirestwohands. Blunt edgedweapons. Requires twohands. Balanced forthrowing. Requires twohands,maymakediagonalattacks. Length allowsfordiagonalattacks. Good weaponforsecondhand. Basic attackweapon. boot. Hero's inside concealed be may hand-to-hand, used or thrown be Can Special Rules Rocks canbefoundanywhere,isconsideredabluntweapon. used byroguesandassassins. Full bag,withasuccessfuldexterityrollthereisnodefense,mayonlybe the targetonfire(causing1CDeachsubsequentturn),requiresflint. Roll 1D6toseehowmany,ifarrowhitsthereisa50%chanceofsetting Extra quiver,enoughtolastonedungeon. Comes withonesetofbolts,requirestwohands. Comes withonesetofarrows,requirestwohands. Comes withonesetofarrows,requirestwohands. also hookontoanobjectuptotwospacesaway. May attackupto2spacesaway,withasuccessfuldexterityrollitmay May protectaneighboringHero. May bewornonthearmand used whennecessary. Heaviest armour,-1D6Movement, -1DDexterity. Moderate protectionfromdeath. Essential protectionforthehead. and Assassins. Lightest andleastrestrictingofarmour,maybewornbyMages, Thieves, Conceals identity,protectionfromcold,maybewornover armour. Special Rules Armoury 31 Shops Note: TheGeneralStorewillalsobuybackitemsatonehalftheirnormalcost. Tool Kit Fine Robes Casks ofAle Oil Lamp Torches Provisions Backpack Net Grappling Hook Rope Belt Flint Boots Equipment Note: TheStableswillalsobuybackitemsatonehalftheir normalcost. Cart Warhorse Horse Mule Equipment 20g Cost 250g 50g 50g 10g 50g 5g 50g 50g 20g 30g 25g 25g 15g 300g 1000g 500g 200g Cost Increases chanceofdisarmingtrapsbyonedie. Silken clothfromtheeast,comfyafterahardday'sbattle. 1CD untiladversariesfleeorarekilled. - at attack extra an get dwarves all and swashbucklers barbarians, Dexterity, -1D Fuel forlamp,mayalsobeusedsqueakydoors. Light fordarkdungeons,laststheentireadventure. dungeon level. Bundle contains(1D4)torches,keepswildanimalsatbay,burnswebs,lastsforone carded ortheywillspoil. Heals 2bodypoints,attheendofeachadventure,unusedprovisionsmustbedis- Needed forcarryingextraequipment. For catchingfish,ortrappingmonsters-makesahandyhammock! Used withrope,helpsinclimbingthosehard-to-scalewalls. Sturdy hemp,goodforvarioususes. Puts itemsinhandyplaces. Used tostartfires,needssteelspark. Protection forthosetenderwarriorsfeet. Special Rules without movementrestrictions. Can bepulledbyamuleorhorse,maycarryanyallmembers ofaninjuredparty Increases anyattackanddefensedieby1CDwhenmounted. Costs 3gtostablewhenenteringavillage.Adds1D6movementinopenspaces. Costs 2gtostablewhenenteringavillage.Adds1D6movementinopenspaces. movement dicethenthemulerefusestomove. Costs 1gtostablewhenenteringavillage.Maybestubborn,if1isrolledonany Special Rules General Store Stables 32 Shops Note Potion ofRestoration Defense of Potion Potion ofStrength Heroic Brew Venom Antidote Magic HealingPotion Healing Potion Equipment to them,thentheymustwaitandmeditatethenextday. it what on reflecting God, of means to Word them, and the rolling 2D6 studying for the involves level and process number of This the WordRune that they day. are to per receive. WordRune If the new WordRune is one already known learn to attempt may Clerics influence onthequalityofservice. There isnopricefortheservicesofGodbutdonationsare accepted.Itshouldbenotedthatthequantityofdonationhasadirect Resurrect Hero Holy Water Blessing Remove Curse Meditation Cure Disease Cure Poison Healing Service and everyone respect patrons that ask do Clerics the However Class. or Race everything withinits'mostholywalls. what matter no anyone, to open is Temple The : TheApothecarywillalsobuybackitemsatonehalftheirnormalcost. 500g 200g 300g 250g 300g 500g 200g Cost Donation Donation Donation Donation Donation Donation Donation Donation Cost Heals upto4bodypoints. Special Rules Restores 1bodypointandmindpoint. +2CD tonextdefense. +2CD tonextattack,alsoincreasesstrengthrollby1D. Allows twoattacksinsteadofone. Cures poisonsandcuresupto2bodypointscausedbypoisons. Heals 1D6ofbodypoints,magicistricky. instant effect,norisitalwayssuccessful.Timeandprayerarerequired. temple withintenroundstohavetheclericsattemptresurrectthem.Thisisnotan If aHerohasdiedduringthecourseofanadventure,theirbodymustbebroughtto not bedefended. This vial,whenthrownatanundeadcreature,willcause6CDofdamagewhichmay Allows aHerotore-rollanyoneunfavorablerollofthedice. Removes acursefromanyitem. Restores alllostMindPoints(takes1D6days). Removes allformsofdiseasefromaHero'sBody(takes1D4days). Removes alltoxinsfromaHero'sbody. Heals HeroofalllostBodyPoints. Special Rules Apothecary Temple 33 Shops Font ofPower Buy MageStaff Engrave Rune Restore MP Magik Potion Buy Spells Identify Study Service usually liketobeleftalone.Withthisinmind,theypricetheirserviceskeepthecommonersatbay. The Mages'Guildhasalibraryandresearchcentreforalltouse,howevertheirprimaryclientelearethosewhopracticeMagik Result Result 5 3 6 4 2 1 5 3 4 2 1 6 Potion ofFlight Potion ofInstability Potion ofSwiftness Potion ofBattle Potion ofToughness Potion ofStrength Rune Death Rune Rune ofDestruction Rune ofSureStriking Rune ofRestoration Rune ofSmashing Magic Rune Rune Magik PotionsChart 1D6 x100g 500g 1D6 x100g 10g 1D4 x100g 100g xLevel 10g -100g 25g Cost Rune Chart his flight,hemay attackit. fly overallobstacles, andcannotbeblocked. IfheisincontactwithaMonster attheendof This potionallowtheHeroto flyforoneturn.Whileairborne,theHeromovesat+1D6, can turn. and insubstantial.Theycannot beblocked,castmagic,makeanattackorattackedfor one This potionshiftsthedimensional positionofyourHero,makingthemtemporarilyethereal Allows Herotorollanextra1D6 formovement,andmaynotbeblockedbyenemies. Allows Herooneextraattackforturn. Allows HerotodefendwithoneextraCDforturn. Allows HerotoattackwithoneextraCDforturn. Effect Once duringeachadventure,youmayattackwithanextra2CD. Allows theweldertodoubletheirattacksonceperadventure. effect forotherraces. Whenever weldedbyaDwarf,hemayre-rolltheweakeroftworolls.Thisrunehasno again. knocked unconscioustheweaponceasestoworkuntiltheyarehealedandbackontheirfeet The bearerofthisweaponautomaticallygetsoneBPbackperturn,howeveriftheHerois The weaponmaynowattackwithoneextraCD. being magical. The runeglowsdully,andkeepsthebladesharp.Fromnowonthisweaponistreatedas Effect Recharges Mage'sStaffwith1D6ManaPoints. 1D6 ManaPoints. Attacks with1CDdiagonally.50%availability.OnlyoneStaffperMage.Contains Only onswordsoraxes-Roll1D6'RuneChart.' "Go seeaCleric." Pay first,buylater-Roll1D6on'MagikPotionsChart.’ Draw scrollrandomly,onechoicepervisit. Identifies natureofmagicitems(ifany). Allows Heroestobrowsethebooks,youneverknowwhat'sthere! Special Rules -MagikPotionsChart -RuneChart Mages Guild Rune Chart Magik PotionsChart 34 Shops