AlliedHQ Questbook 01 MightAndMagic
AlliedHQ Questbook 01 MightAndMagic
AlliedHQ Questbook 01 MightAndMagic
Questbook
Allied HeroQuest
Questbook
This book is a tribute to HeroQuest. Inspired by the huge community of fans, this compilation came to life. The author is in no way
affiliated to MB, Games-Workshop or Fantasy Flight Games. The rules presented in this book are meant for all fans of the age-old
game from MB.
HeroQuest by MB and Advanced HeroQuest by Games-Workshop are both out of print for many years now. You might be
interested in HeroScape and/or Warhammer, both are games currently still in production by both firms. Descent it currently still
available at the Fantasy Flight Games website.
Images from Les Edwards and Gary Chalk have been reused. Both artists contributed to the HeroQuest community with their
graphical talents. You can visit Les Edwards his website at www.lesedwards.com.
All rules presented are free of charge, open source and for personal use only. Theyre meant just to have fun.
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Questbook
Allied HeroQuest
Descent in the Dark
Version 1
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Questbook
Well, my friends, your training is complete. You are not yet true Heroes, you have yet to prove
yourselves. The Empire must again look for Heroes and to this I have trained you. United we will
stand against the powers that seek to destroy us. It will take courage, loyalty and intelligence to
brave this threat to us all. But I am sure you will rise to the challenge. Each of you must complete
five Quests. If you do this, you will be acclaimed as Champions of the Realm. Only then will you be
on the road to becoming true Heroes. I shall speak with you again on your return if you return
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Questbook
Special Rules
M ight and Magic - Monsters
Shown below are the Monsters and Characters that can be encountered in Quests from this book.
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Questbook
"Long ago, a powerful wizard by the name of Melar created a Talisman of Lore which would
enhance the wearers understandings of magic. It is rumoured that Melar hid the Talisman in
an underground laboratory at the heart of a maze, also known as the catacomb of Verag,
a foul Gargoyle. The catacombs guard the tomb of Fellmarg. As you search for the Talisman,
beware of many traps and deadly monsters. Bring back the artifact so I can study its powers."
Route:
Two Passages.
Notes:
Labyrinth You cannot use Escape Threat Tokens
in this Quest. Remove them from the Token pool
before playing this Quest.
Walking Dead You can use Character Threat
Tokens to Spawn a regular Zombie at one of the
Wandering Monster Spawnpoints.
Denizens:
Morcars Legion.
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Route:
Two Passages.
Notes:
Stone Hunters All Chaos Warriors in this
adventure are made of stone and may roll an extra
Defend dice.
Howling Wail The first Treasure Card Wandering
Monster drawn in this Quest summons Karlens
Ghost. He appears behind the Hero and disappears
with a loud chilling shreek
Earthgap While stock lasts, you may use double
pittrap tiles from AHQ-GW instead of regular HQMB ones.
A. The first Hero who searches for Treasure in this
room finds the magical artifact Borins Armor.
Character:
A regular Gargoyle.
Denizens:
Evil Presence.
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"A guide has led you into an underground maze that is rumoured to hold a great secret.
He has led you down many dark corridors and finally you find yourself in a room with
three doors. Suddenly the guide puts out his torch and in the darkness you hear him laugh.
Farewell, my Heroes, he sneers as he makes his escape. You realize to your horror
that its a trap! You must escape or perish in this dark, forgotten hole."
Route:
Two Passages.
Notes:
Home If half (rounded up) of the starting Heroes
reach the village, then the Hero player(s) win.
Trap! The GM starts the Quest with one random
Threat Token.
Denizens:
Morcars Legion.
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Questbook
Long ago, a wizard named Ollar discovered the entrance to a gold mine. Using his
great powers, he built a magic castle above the mine to protect it. The lower chamber
of the castle has many magical doors and is guarded by a host of monsters who were
trapped in time. Can you find the entrance to the gold mine? Other have tried,
but the castle thwarted them every time.
Route:
Two Passages.
Notes:
Magic Portals - As soon as a Hero moves through a
door, he must stop immediately and roll a D12. He
will then be teleported to the square with the same
number as the dice. If that square is already occupied,
choose and adjacent free square. Killed monsters do
not return. The spell Pass Through Rock has no
effect in the Castle of Mystery.
Denizens:
Morcars Legion.
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Allied HeroQuest
Questbook
The lands to the East have been plagued by marauding Orcs and Goblins. The Emperor has ordered that a band
of worthy Heroes should be sent forth to destroy them. The Orcs are well protected in a strong underground
fortress known as the Bastion of Chaos. They are led by a small group of Chaos Warriors. The Quest is over
when you kill their leader, a Chaos Warrior Lietenant. You must fight your way in and kill all the monsters
you find.
You will be paid a bounty of:
10 gold coins for each Goblin killed
20 gold coins for each Orc killed
and 30 gold coins for each Fimir or Chaos Warrior killed.
Route:
Two Passages.
Notes:
Headhunters for each Hero, keep track of the
monsters he has slain. Upon returning to the village
he will receive gold for it. This gold can best be spent
immediately since the deeper they go into the Bastion
of Chaos, to mightier the opponents.
A. This is the armoury. There are many unusable
weapons here. However, if a player searches for
Treasures in this room, he will find a Shield.
Characters:
Chaos Warrior Lieutenant.
Denizens:
Monstrous Alliance.
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Heroic Deeds