Advanced Heroquest - Rules

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Advanced Heroquest is the roleplaying game of fantasy


adventure. You play the part of an epic Hero as you set out on
the road to legendary power and riches. Your adventures will
take you on quests into the dark places of the world, to tunnels
and caverns filled with terror, hopefully to find gold and
magical treasures - perhaps only to find death.

Advanced Heroquest is set in the Warhammer world, a land of


grim fantasy and perilous adventure. We've chosen the
Warhammer world as the perfect game setting because of the
rich fantasy background and the wealth of detail that brings this
world to life. In other Games Workshop hobby games, such as
Warhammer Fantasy Battle and Warhammer Fantasy Roleplay,
we've introduced many aspects of the world, from the huge
Goblin and Orc Hordes that pour down from the World's Edge
Mountains, to the footpads and pickpockets on the streets of
Middenheim. Advanced Heroquest opens a new doorway onto
the Warhammer world - a doorway to ancient halls and winding
tunnels teeming with the foul creatures that burst forth to
slaughter the surface dwellers.

Ideally, Advanced Heroquest is a game for four or five


players, although there's no real limit on how many or how few
people play. One player takes the role of the Gamesmaster: he's
the person who controls the monsters and lays out the dungeon.
To start with, it's best if the person who actually owns the game
acts as GM - there's plenty of opportunity for everyone to have
a go later. The other players each take the role of a Hero.

The Heroes are Human, Dwarf and Elf adventurers, great


Warriors and Wizards who battle the monsters that live in the
underworld. Each time the Heroes enter the dark tunnels and
passageways, they have a goal to achieve, a dangerous quest
that will bring them rich rewards if they are successful. But
there is a price - sometimes a Hero will fail to return, cut down
by the monsters as he makes a valiant last stand.

In this box we've given you four ready-to-play Heroes for your
first few games. For each Hero there's a plastic Citadel
Miniature, showing him with his armour and equipment. But
these Heroes and models are only the beginning. Advanced
Heroquest contains rules for developing your Heroes from their

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humble beginnings into the stuff of legends, and for creating


your own Heroes. Citadel Miniatures' fantasy ranges contain
thousands of metal and plastic models with a huge choice of
armour and weaponry so that there's always a model that suits
your Hero.

In fact, there's never been a game set against such a richly-


detailed world background, with such a vast range of models
to bring the game alive: from Warriors, Wizards, Dwarfs and
Elves m Goblins and Orcs, Giants and Dragons. The 36 plastic
Citadel Miniatures in this box scarcely scratch the surface of
the world that's waiting to be explored.

If you're playing the Gamesmaster, you control all the


monsters and traps in the dungeon and you have to do your
best with the forces at your disposal to defeat the Heroes. You
also lay out the dungeon as the Heroes explore it, explaining to
them what they see as they enter rooms filled with strange
glowing mould, or crossed by bottomless chasms, or filled with
spine-chilling creatures that have risen from the dead.

As Gamesmaster, before you begin to play Advanced


Heroquest you should quickly read through the rules at least
once to give yourself a good idea of what the game's all about.
Read the sections on exploration, combat and the role of the
Gamesmaster more carefully - these sections cover things that
will crop up most often during play. You'll probably have to
refer to the rulebook quite a bit at first, but don't worry - you'll
soon get to know your way around the game. And it doesn't
matter if you make a few mistakes while you're just practicing.

We've provided a four-part quest with everything you need to


play, so you can get straight into the game. The Quest for the
Shattered Amulet pits the Heroes against the dark forces of the
Skaven - mutant Ratmen who burrow beneath the Warhammer
world, bringing disease and destruction in their wake. In this
quest, the Heroes have to recover the four parts of the Shattered
Amulet, a great treasure lost by mighty Solkan and now
guarded by the Skaven.

The Quest for the Shattered Amulet is only the beginning. We'll
be publishing more quests and other material for Advanced
Heroquest as supplements to the game and in White Dwarf
magazine. And one of the most exciting parts of Advanced
Heroquest is creating your own quests. Using your imagination,
and the hints and ideas that we've provided, you can create vast
dungeons, fill them with deadly monsters, and think up
challenging quests that will test the Heroes to the full. Each
quest builds into an epic tale of heroism, a continuing story that
takes the Heroes from dungeon to dungeon as they try to rid the
world of the foul creatures that threaten Mankind.

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Components
The following is a brief summary of the Advanced Heroquest
components; rules for their use are covered later.

HEROES AND MONSTERS

The miniatures in the box represent Heroes, Henchmcn, and


monsters. There are 4 Heroes (a Warrior, a Wizard, a Dwarf
and an Elf), 12 Henchmen, and 20 Skaven - mutant Ratmen
whose winding tunnels form an cinder Empire beneath the
ground.

The models should be slotted into the bases provided, and


the moulded shields should be attached to the arm studs
(note the Wizard and Elf don't have shields).

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One of the most enjoyable parts of Advanced Heroquest is


painting your models. There is a guide to painting the models
with Citadel Paints on the side of the box - you can get a more
detailed free guide if you send a large stamped addressed
envelope to Citadel Miniatures Painting Guide, Games
Workshop Ltd, Chewton Street, Hilltop, Eastwood, Notts
NG16 3HY.

The models in this box are just a few of the vast range of plastic
and metal models manufactured by Citadel Miniatures. There is
an enormous range of models for Heroes and monsters,
including metal Skaven models for all of the specialist types in
the game. The address of your nearest Citadel stockist can be
found each month in White Dwarf magazine, along with details
of all the latest game and miniature releases and new rules and
adventures for all the Games Workshop hobby games.

Alternatively, the three different colours of bases can be used to


show which model is which type of monster. For example, you
could have Skaven Warriors with one colour of base, Sentries
with another, and Champions with a third. These can be
changed from game to game, provided everyone knows what
they represent.

DUNGEON SECTIONS

Advanced Heroquest is played on interlocking card dungeon


floorplans. The system of interlocking passages, junctions and
rooms can be used again and again to create an infinite variety
of dungeons. You won't run out of floorplans because you can
take up the sections you've already explored to lay out the
dungeon before you.

Rooms aren't cut to interlock, so you can place them anywhere


against a passage. The large paving slabs that form the dungeon
floor are also the grid on which you move the models.

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Other sections are placed on the floorplans to show the


position of features such as chasms, thrones, treasure chests
and so forth.

DOORS

The 6 plastic doors show where entrances to rooms and


passages are placed. When the Heroes open a door, you can
change thc position of the plastic door in its frame to show that
it's open.

COUNTERS AND TEMPLATES

Character Monster Counters

Leading the monsters in a dungeon are more powerful


characters - Champions, Warlords, Sorcerers and Daemons.
The GM takes some of these counters at the start of a dungeon,
and can add them to groups of monsters encountered by the
Heroes.

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These counters show the metal Citadel Miniatures for the


character monsters. They can also be used as a painting guide -
all the models were painted with Citadel Paints and Inks.

Dungeon Counters

These are put into a cup and draw at random by the GM who
can then play them at various times during the game.

Trap Counters: The GM can play these as the Heroes explore


rooms and passages, or when they open treasure chests.

Wandering Monster Counters: When one of these is played


the GM can create a group of monsters to attack the Heroes.

Ambush Counters: If the Heroes are fighting monsters,


the GM can play this counter to sneak some more monsters
into battle.

Escape Counters: These allow character monsters to


escape from combat if things aren't going too well for them.

Character Counters: If a character monster has previously


escaped, the GM can bring it back to fight again with this
counter

Fate Counters: Playing one of these allows a monster to avoid


a killing blow or to change a dice roll to get a good result.

Monster Wound Counters

When a monster is wounded, the GM places one


of these counters beside the monster to show how
many Wounds it has taken. The counters are
numbered 1 to 8. If a monster has more than 8

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Wounds (such as large monsters like Ogres or


Trolls), you can keep a note of the number of
Wounds taken on a piece of scrap paper.
The sample quest in this book, the Quest for the Shattered
Amulet, centres around the Heroes' attempts to recover the four
parts of Solkan's Amulet. Each piece is a Quest Treasure, and
recovering a part improves the Heroes' chances of success in
future dungeons.

The Shattered Amulet

The Amulet comes in four pieces which


join together. Keep the pieces hidden from
the players, and only hand one over when
they have completed one of the quest
dungeons. This way they'll build up the
Amulet as they go, with each piece
revealing more of the secret message
inscribed around the outer edge.
Spine

The Advanced Heroquest strip goes into the spine of a Games


Workshop folder The best way to store this rulebook is to
remove the staples, cut the pages along the spine fold and
punch holes into the pages. When future supplements are
published, and when Advanced Heroquest articles appear in
White Dwarf, you can add them to the appropriate section of
your file.

TREASURE MAPS

There are four treasure maps to accompany the Quest for the
Shattered Amulet. These can be found by the Heroes as they
explore - the maps should be given out in the same order as the
dungeons they show. If the players find more than four maps,
you can draw some yourself - perhaps for a future quest.

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Note that there is no map for the final part of the quest, the
Prison of Ice, which should come as a complete surprise to the
players. Even if they find a fifth map, don't give them a map to
this location.

DICE

The dice used in Advanced Heroquest are twelve-sided. When


you're told to roll a dice, it means a twelve-sided dice - often
referred to as a D12. You roll these dice just like a normal six-
sided dice, reading the uppermost number.

Some tables require you to roll two dice and add the results to
get a score between 2 and 24 - this is referred to as 2D12. You
can also roll a dice and add a fixed number; for example, roll
a dice and add three to get 4 to 15 - this is expressed as
D12+3.

REFERENCE SHEETS

The central eight pages of this rulebook should be removed


and used as reference sheets. The character sheets give you
eight ready-to-play Heroes. The first four are the starting
Advanced Heroquest Heroes and represent the miniatures you
get in this box; the other four are based on the models from the
MB's Heroquest game. Either cut these up and hand them to
the appropriate players, or have the players copy the
information onto blank character sheets.

There is a dungeon exploration reference sheet which


includes all the most commonly-used tables for ease of use
during play.

The other five pages are monster reference sheets covering the
most common Warhammer monsters, including all the
specialist and character Skaven from the Quest for the
Shattered Amulet. All of these creatures are available as
Citadel Miniatures.

At the end of the book are two pages which you are permitted
to photocopy for personal use. There is a blank Hero character
sheet on which you can record characteristics, equipment and
so forth, and a blank dungeon mapping sheet. There are also
two sheets for the GM: a blank monster reference table for you
to fill in with details of new monsters, or to make quick
reference sheets for specific dungeons, and a blank set of
Monster Matrices to create new encounter tables for your own
quests.

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"By Sigmar, these mountains are sore on thc feet:" thundered


the warrior Heinrich Lowen, red-faced from the exertion of
making his way up the steep, mossy path.

Sven Hammerhelm gave him a flinty stare, "Marling, the Grey


Mountains are but gentle hillocks compared to the peaks of the
World's Edge. When you have gazed down from the snowline
of Karaz-A-Karak and seen all the lands of the eastern Empire
spread out beneath you then you will have climbed a
mountain."

Heinrich looked at the Dwarf and shook his head. "I was joking
Sven. Sigmar knows our position is precarious enough. Stuck
halfway up a gentle hillock, pursuing murderous Ratmen to
avenge a halfcrazed mage. We could use a little humour."

"My Master was a great and wise man," said Magnus seriously.
He stroked his beard and looked grim. "We seek not only to
avenge Jervais but to prevent the Amulet of Solkan falling into
the claws of the Sorcerers of Clan Skryre. If our quest fails the
world will be in peril."

His tone brought home the gravity of their position. Heinrich


had never seen his friend so obsessed. Finding his teacher dead
amid a deserted battlefield of butchered retainers and
slaughtered Skaven had changed him. Magnus was no longer
the carefree young wizard he had met in Parravon: he was a
driven man, possessed by a need for vengeance worthy of
angry Solkan himself.

Heinrich envied Magnus his certainty. The fear that gnawed at


him increased with every laborious step. Every pace carried
him nearer to deadly danger. As the shadows lengthened under
the brooding peaks he wondered why he had ever exchanged
the safe life of a fisherman on the mighty Reik for the perils of
adventuring.

The Elf Torallion returned from scouting ahead. "The Skaven's


trail leads onto a Breat valley," he said softly. "I found traces
of blood on the rocks. Some of them must be wounded."

"You don't say, oh mighty hunter," said Sven sourly.

Torallion ignored him. "At the end of the vale is an entrance.


It must lead down to their lair."

Over the shoulder of the mountain was a deep hollow. In its


centre brooded a mist-covered tarn. Around it claws of rock
groped skyward.

"I do not like the look of that water," said Sven, tugging at his
beard.

"You feel that way about all water, bathwater included," said

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Torallion airily. The Dwarf gave him an angry look.

"Enough bickering." said Magnus. "We must all work together


if we are to survive. The servants of the Horned Rat lurk
below. Warriors of Clan Mors have already killed twelve men
to aquire my master's piece of the Amulet. They will show us
no mercy if they discover us."

The Elf bowed to the Dwarf then turned his gaze to the lake.
"You are correct, child of Grugni. I have travelled far since
leaving Athel-Loren's fair glades. From the Chaos-tainted
woods of the Empire to the salt marshes beyond Sith
Rionnasc'namishathir, which men call Marienburg. Never have
I seen a more gloomy place."

"You've never stood on the Northernmost peak of the World's


Edge Mountains and watched the dark aurora dance over the
blighted Chaos Wastes then," said Sven.

Heinrich felt a crawling between his shoulder-blades as they


advanced. Blotched and unhealthy trees loomed out of the
mist. As they approached the stone arch of the entrance he
thought he heard chinering voices and the scrape of claw
against stone.

"What was that?" he asked aloud. Torallion laid a steadying


hand on his shoulder.

"I heard it too," he said. "We are being watched."

"It doesn't matter," Magnus said. "We must go on."

They exchanged fearful glances. Even Magnus was pale a


nervous tick pulsed far back on his jaw. They stood immobile.
Heinrich felt an urge to run from this haunted place. The
prospect of wandering through the dark. Skaven-infested
tunnels below the mountain filled him with dread. His
companions looked no more keen than he was.

Eventually Sven hawked and spat. "Doubtless the Ratmen will


hunt us down on the mountainside if we turn back."

Torallion nodded. "We swore to recover the Amulet against the


day of Praznagar's return."

"My master must be avenged," said Magnus. Heinrich realised


that they were waiting for his response. He screwed his courage
to the sticking point.

"We must go on," he said, trying to keep his voice from


shaking. "For if we do not, who will?"

As one they turned and made their way through the entrance.
They passed beneath the rune of the Horned Rat and descended
into the waiting darkness.

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How to Play Advanced Heroquest


Before you start, the Gamesmaster (GM) should read this
booklet through at least once so that he has a rough map of
the game in his head and knows where to look for
particular rules.

The Gamesmaster has a number of vital tasks to perform


during the game. When the Heroes are exploring, he lays out
the dungeon sections, revealing the new passages and rooms as
they occur. Most of the time, the layout is created according to
a series of dungeon generation tables, with the GM choosing
how to place many of the sections. In the quest areas, the GM
works from a prepared map, informing the players of the
contents of each section as they enter it.

The GM controls the monsters - the fearsome creatures that


make their lairs in the dark underworld and threaten the
civilised peoples above. The Hetoes will be trying to destroy
the monsters and loot their treasure, and it is the GM's job to
fight back, using the monsters to try and kill the Heroes or
drive them from the dungeon.

The GM also controls the traps that have been set around the
dungeon, choosing when to play traps upon the Heroes and
checking the effects when he does play them.

Finally, the GM looks up the results of the Heroes' dice rolls,


describes the type of room or treasure that has been discovered,
and generally makes sure everything runs smoothly and
according to the rules. A special section of the rules, called The
Gamesmaster, fully explains the GM's role and the GM should
read and understand this before playing the game.

The other players each control one Hero and, as the fame of
their Hero spreads, a number of Henchmen. The Heroes
explore the dungeon, moving through the labyrinthine
passages and echoing chambers, and fight the monsters they
encounter there, hoping to defeat them and recover their
treasure. Each player decides what his Hero and Henchmen do:
where they move, who they fight, what weapons to use,
whether to cast magic if the Hero is a Wizard, and so forth.

The ultimate aim of the players is to develop a mighty Hero, a


warrior or sorcerer whose exploits are known throughout the
land. The successful Hero becomes more powerful as he learns
new skills, gains magical items to help him, and attracts
followers to aid him in his quests. With his ever-increasing
power, the Hero is able to fight even greater foes and face the
most terrible enemies, until his adventures truly become the
stuff of which legends are made.

The immediate goal of the Heroes is to complete a quest - a


mission they have chosen which links together the many

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expeditions they will make into the underworld. A quest may


take place in more than one dungeon as the Heroes attempt to
conquer different enemies or find a number of Quest Treasures.
And it will probably take more than one expedition for the
Heroes to fully explore each dungeon. In this way, each
individual game - each expedition to a dungeon - is part of a
greater exploration of the Warhammer world. And as the
Heroes explore, and fight, and find great treasures, so they will
improve their skills, be able to buy better equipment, and
attract a retinue of Henchmen willing to serve such renowned
adventurers.

We've included a quest in this rulebook so that you can start


playing straight away. The Quest for the Shattered Amulet is an
epic adventure that takes place in four separate dungeons, each
of which contains a fragment of the lost Amulet. The Heroes'
quest is to find the four parts of the Amulet and defeat the
Skaven guardians.

In the rules that follow there are examples of play and dungeon
layout drawn from the Quest for the Shattered Amulet. These
are a helpful guide in explaining how to play Advanced
Heroquest, but remember that they are only examples - there
are many other types of quest, designs of dungeon layout, and
varieties of monstrous opponent for the Heroes to face.

THE HEROES

In Advanced Heroquest, you keep the same Heroes from


game to game, developing their skills and building up their
retinue of Henchmen. You only need to start again if your Hero
is killed - and, even then, there are arcane magics powerful
enough to raise the dead.

For the first game, however, each player will need to choose
the Hero he is going to play. Later, you'll learn how to create
Heroes from scratch, but to start with it's a good idea to use the
four Heroes that we've already created (you'll find the filled-in
character sheets in the reference section). These are the
Warrior Heinrich Lowen, the Dwarf Sven Hammerhelm, the
Elf Torallion Leafstar, and the Wizard Magnus the Bright.

Each player should toll a dice, with the highest scorer having
first choice of Hero. All four Heroes have their own strengths,
so it doesn't matter too much which one you get. Take the
prepared charxter for your Hero - ff you want, you can copy the
information onto a blank sheet so that you can change it during
the game.

If there are only three players, one of the Heroes is keft out. If
there are two players, each one gets one Hero plus one
Henchmen. If there's only one player, he gets a Hero and two
Henchmen. Make out a character sheet for each Henchman by
copying the standard abilities of a Man-at-Arms onto a blank

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sheet (Henchmen are fully explained in the Before Expeditfons


section).

FILLING IN A CHARACTER SHEET

The character sheets detail the Heroes' abilities. The ready-


made ones have all of the starting information about your Hero
on, though these scores will change as the game progresses.
For your first characters, we've used the four Heroes from the
examples in this rulebook - Heinrich, Torallion, Sven and
Magnus. When you design your own Heroes, you'll have to
think up names for them - use your imagination to come up
with some good heroic fantasy names.

Here is what the information means:

Each character sheet has a space for an illustration of your


Hero and a blank shield on which you can draw your Hero's
heraldic emblem. You should make a sketch of your Hero
showing what weapons he's carrying and what armour he's
wearing. If he finds or buys new weapons or gains a magical
item, you can add these to the sketch. The blank shield allows
you to show your Hero's emblem - this can also be painted onto
the shield of the Hero's model. Pick an emblem tbat suits your
hero - there are some good examples on the side of the box, and
many more shield designs can be seen in White Dwarf
magazine.

Your Hero's Weapon Skill, Bow Skill, Strength, Toughness,


Speed, Bravery and Intelligence are ranked out of 12, with 12
showing complete expertise in that characteristic.

Weapon Skill (WS) measures how effective the Hero is with


cutting and bashing weapons like swords and maces. Bow Skill

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(BS) measures his skill with a bow, or any other weapon he can
throw or fire. Strength (S) and Toughness (T) are measures of
his physical fitness. Speed (Sp) shows how quickly he can
move, Bravery (Br) measures his courage when faced with the
unknown and Intelligence (Int) puts a value on his brains!

Fate Points are a reflection of the legendary qualities of luck, a


place in destiny, and those other indefinable qualities that mark
the epic Hero. By spending a Fate Point (FP), you can change
anything that just happened - you can even avoid being killed.

The Wounds (W) score measures how healthy the Hero is.
When you suffer damage in combat or from traps you will lose
Wounds. If your Wounds score falls to 0, you are knocked out.
If it falls any lower than 0, that Hero dies, and must be removed
from the game.

Notice that there are two columns for all these characteristics.
The first is the Hero's starting level. This shows the Hero as he
begins his life of adventure, without weapons, armour or
injury. The next column is current level. Any changes to the
starting level of a Hero should be recorded here, in pencil,
since these scores can change numerous times. On the ready-
made character sheets, you will see that some of the current
level boxes already contain numbers; these are the
characteristics that are different at the start of the game because
of the Hero's armour. For example, you'll notice from
Heinrich's character sheet that Bow Skill has fallen from 7 to 6,
his Toughness has improved from 6 to 8, and his Speed has
fallen from 8 to 6.
This is all due to his armour, which makes him slower and
clumsier, but much harder to damage.

The next section is headed Hand-to-Hand Combat and is used


when your Hero is fighting a monster. To hit an opponent, you
make a hit roll using a 12-sided dice - the number you need to
roll gets higher the greater the Weapon Skill of your opponent.
The GM tells you the Weapon Skill, and you look for this
number in the top row. The number underneath is the hit roll;
you've got to roll equal to or greater than this - if you succeed,
you've hit your target.

Next comes the Ranged Combat section, which works in much


the same way Count the number of squares to your target, and
match it to the number in the top row. The number undemeath
is what you have to roll to hit the target.

Under that, the Hero's weapons are described. Each is listed


separately, with four additional pieces of information. Range
indicates the maximum range of the weapon - for example a
short bow has a maximum range of 24 squares and can't be shot
at anything further away. If there's no number for range, the
weapon can't be used in ranged combat. Damage Dice gives the
number of dice you roll in order to measure the damage a hit
causes. If you roll the number shown in the Fumble space,

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something has gone wrong with your attack. If you roll the
number in the Critical space, you have done much better (hit
rolls, fumbles, criticals, and so forth are all fully explained in
the Combat section).

Next, there is Armour, with three pieces of information about


each item. These measure what effect the armour has on Bow
Skill, roughness and Speed. Each separate piece of armour
should be listed, and their effects totalled. The overall effects
on each characteristic should be added/subtracted from its
current level. As we have seen, this has already been done on
Heinrich's character sheet for the armour he starts with.

The last section is Equipment which lists the various additional


tems the Hero carries, for example, gold crowns, rope, magic
potions and so forth. If the Hero is a Wizard, this space also
lists his spell components, the special ingredients that are used
up whenever he casts a spell.

The player controlling the Wizard should also take the Spell
Book.

THE GAMESMASTER

While the Hero players are filling in their character sheets, the
GM should prepare for his part in the game. He must:

1. Place all the dungeon counters (see The


Gamesmaster section) in a cup or mug.

2. Sort out all the dungeon sections and place them in


a convenient place near the playing surface.

3. Place all the monsters, doors, etc., in the box, ready for use.

STARTING PLAY

Once these preparations are complete, the game can begin. The
GM should place a stairway section at the centre of the table.
Running away from the stairs are two passage sections leading
to a t-junction section. All dungeons start like this.

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Each Hero player now rolls a dice. Whoever scores the highest
(roll again to break a tie) becomes the Leader. The Leader rolls
the dice as the dungeon is explored to see if a room has any
doors, etc. He is also allowed to decide in what order the
Heroes move, if they cannot decide for themselves. A new
Leader is chosen after each combat, so each Hero player should
get a chance to be the Leader at some time during an
expedition.

The other Hero players should then roll the dice again. The
player rolling highest becomes the Expedition Mapper. A
complete record needs to be kept of the dungeon as it is
discovered during each trip and a map drawn on a copy of the
mapping sheet provided at the end of this booklet. You'll find
some guidance about this in the next few sections.

The players then place their Heroes on the stairway. No more


than one model maybe placed per square. If the Hero players
can't agree who will start where, the Leader chooses for
them.

Play then proceeds to the first exploration turn of the garne.

TURNS

In Advanced Heroquest, there are two types of tum:


exploratfon turns and combat turns. Most turns are exploration
turns - these are the periods when the Heroes are exploring the
dungeon, moving into new areas, opening doors, searching
rooms and passages, and so on.

You only start a combat turn if a previous expkoration turn


revealed monsters. Then you keep playing combat turns until
you have defeated them - or they have defeated you!

Exploration Turns
Exploration turns are those in which the Heroes move around
the dungeon looking for monsters to fight and treasure to
loot.
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There will never be any monsters in sight during an exploration


turn - if there are, you should be playing a combat turn instead.
During exploration, the Heroes will sometimes go back along a
passage or through a room they have already explored, but the
most exciting moments are when they enter a new part of the
dungeon for the first time.

Exploration turns consist of three distinct stages - or phases.


You play through each phase before moving onto the next.

Hero Player Phase

The Heroes move. You may move your Hero (and Henchmen,
if you have any) up to 12 squares, or have him search for secret
doors or have him search for hidden treasure. A Hero who ends
his move next to a doorway or chest may open or close it. A
Hero may also spend one whole Hero player phase removing or
putting on armour (or two whole phases doing both).

Exploration Phase

If the Heroes move to a point where they can see into a new
section of the dungeon, the GM places new room and passage
sections, using the rules you will find later. The exploration
turn ends immediately if any of these sections contain
monsters. Actions during this phase are explained in the
Exploration section.

Gamesmaster Phase

The GM rolls a dice. On a roll of 1 or 12, he may draw a


dungeon counter from the cup. The use of dungeon counters is
explained in The Gamesmaster section.

HERO PLAYER PHASE

During the Hero player phase, Heroes and Henchmen move


around the dungeon and explore. Heroes may also open doors,
search for treasure and so forth (Henchmen only move during
this phase - they are armed guards, not adventurers, whose
purpose is to help fight the monsters the Heroes discover).

The Heroes and Henchmen move one at a time. The players


take it in turns to move their models, with each player moving
all of his models before the next player moves any of his. Once
a player removes his hand, the move cannot be altered (like
chess). Only the player who controls the Hero may move him.
If the Hero players cannot agree in which order they are going
to move, the Leader must make that decision for them. Only
the player who controls the Hero or Henchman may move him.

The following actions are available to a Hero during the Hero


player phase.

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1. A Hero or Henchman may move up to 12 squares. He may


move vertically or horizontally, but not diagonally. Any
move that takes a Hero into an unexplored part of the
dungeon (e.g., round a corner or through a door) must stop
before it reaches the unexplored part. In the case of a door,
this means at the door; in all other cases, it means somewhere
on the junction. The new dungeon sections will be generated
during the exploration phase of the turn.

2. If a Hero ends his move next to a closed door, the player


may choose to have him open it. The Hero must stop before
opening the door and cannot both open and move through a
door during a single exploration turn. If the door opens into an
area of previously-unexplored dungeon, the new dungeon
sections will be generated during the exploration nhase of the
turn.

3. If a Hero ends his move next to a closed chest, the player


may choose to have him open it. The contents of the chest are
revealed by the GM and may be picked up by any of the
Heroes or their Henchmen. If there are any disagreements over
who gets what, each player rolls a dice with the highest scorer
getting first choice.

4. A Hero may spend the phase searching for secret doors.


The player specifies which wall the Hero is searching - the
Hero must be in the same dungeon section as the chosen wall,
and the wall should not have been previously searched. The
player rolls a dice and consults the Secret Doors Table (see
below). A Hero searching for secret doors can't move as well.

5. If in a room that hasn't already been searched, a Hero may


search for hidden treasure. The player rolls 2 dice and consults
the Hidden Treasure Table (see opposite). A Hero searching
for hidden treasure can't move as well.

6. A Hero may spend the phase removing or putting on


armour. If armour is removed, the Expedition Mapper should
record that the room or passage now contains the discarded
armour - cross this out if anyone puts the armour on again. A
Hero donning or removing armour can't move as well.

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Secret Doors

Heroes may only search for secret doors in dead ends, or rooms
which have no doors except the one they entered by. A Hero
may search one wall in a room or dead end per exploration
turn, provided he starts the exploration turn in that room or
corridor section. Searches may only be made for secret doors
on the side walls of dead ends (i.e., the 5 square long wall).
The player must state which wall his Hero is searching before
he rolls on the Secret Doors Table.

Each wall may be searched once only - if the search is


unsuccessful, there's nothing to be found there. The Expedition
Mapper records any secret doors that are found there, and any
walls which have been unsuccessfully searched.

If a Hero searches for secret doors, roll a dice and consult the
Secret Doors Table.

Secret Doors Table


D12Result
1The GM may draw 1 dungeon counter (see The Gamemaster section)
2-6 There is no secret door in this wall section.
7-The Hero finds a secret door and may place it wherever
12he likes in the section of wall he was searching.

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Hidden Treasure

Heroes may search for bidden treasure in any room. Each room
may only be searched once - if the search is unsuccessful,
there's no treasure to be found. The Expedition Mapper should
record rooms which have been searched for hidden treasure,
successfully or not.

If a Hero searches for hidden treasure, roll two dice and consult
the Hidden Treasure Table.

Hidden Treasure Table


2D12Result
2-6The GM may draw 1 dungeon counter (see The Gamemaster section).
7-16 There is no hidden treasure in this room.
17-The Hero finds a cache of hidden treasure - roll a die
and multiply the score by five to find the value of the treasure in gold crowns.
The Hero finds a hidden magical treasure - roll two dice and consult the Magic Treasure Tabel

Searching for hidden treasure and secret doors does have a


negative side. To reflect the time wasted, the Secret Door
Table and the Hidden Treasure Table have entries which read
The GM may draw one dungeon counter. If this is one of your
first few games, and you are still trying to keep the powers of
the GM secret, you may not wish to reveal exactly what this
means to the Hero players. The use of dungeon counters is
explained in The Gamesmaster section. For the Heroes, suffice
it to say that the dme you spend in searches of this type allows
the GM to group his defences, making life more difficult for
you later on.

Traps

Traps are introduced into the game by the use of dungeon


counters. The GM can play one of these either during the
normal course of exploration when a Hero moves onto a square
that has not been entered before, or when a Hero opens a chest
for the first time. The GM plays the counter, and then rolls on
the Traps Table to see what type it is (see the Traps section).

Spotting and Disarming Traps

The chance that a trap is spotted and the chance of disarming it


are shown in the Traps Table. The Hero that triggered the trap
must roll to see if he spots it. To do this the player rolls a dice
and compares the result to the spot trap chance for the trap. If
the dice roll is equal to or higher than the spot trap chance, the
Hero sees the trap before it can take effect. If not, the trap goes

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off. Trap effects are detailed in the Traps section.

If a trap is spotted, any of the Heroes can try to disarm it (not


just the Hero who spotted it). If the Hero is not in a square
adjacent to the trap, he must move up to the trap before trying
to disarm it. The Hero should roll a dice and compare the score
to the relevant disarm trap chance If the dice score is equal to
or higher than the disarm chance then the trap is disarmed and
can be ignored. If the result is lower, the trap goes off.

In any case, if the Hero rolls a 12 he may add + 1 to all disarm


trap rolls in the future. (He should make a note of this on his
character sheet). On the other hand, if he rolls a 1, he loses 1
extra Wound above and beyond the stated effects for the trap.

If you prefer, traps that have been spotted may simply be left
alone. If the trap was in a chest, the chest cannot be opened. If
the trap was in a square, that square and any adjacent squares
may not be moved through; if any Heroes are already in this
area of effect they must be moved back until they are no longer
within the area.

Exploration
When you start a new game of Advanced Heroquest, only a
very small part of the dungeon is revealed - the stairs leading
down, and a double length of passage leading to a junction.
Part of the mystery is exploring - you have no idea where your
quest will lead. Each expedition to the dungeon will reveal
more of its dark secrets.

As you explore, you build up the dungeon plan with the


sections provided. At the same time, the Expedition Mapper
should keep a full record of the dungeon on the mapping sheets
- including any special features such as undefeated monsters
and unopened treasure chests.

There are many possible layouts for dungeons. You can have a
dungeon that is only one level, with no stairs going down. You
can have a dungeon that has many levels, descending deep into
the earth, with the Heroes' opponents becoming ever more
powerful the deeper they go. You can decide to limit the size of
a dungeon in advance, or just let it go on for as long as it can.
Different styles of dungeon are discussed in the Campaigns
section, with hints on how to choose what sort of dungeon
you're going to create.

Each dungeon, whatever the overall layout, is made up of


rooms and passages. For most areas of the dungeon, these are
randomly chosen using the dungeon generation tables. The
passages link the rooms together, and may also contain
wandering monsters to threaten the Heroes. Rooms fall into
four categories: Normal Rooms which are small empty
chambers; Hazard Rooms which contain some kind of special

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feature; Lairs which are the homes of groups of monsters; and


Quest Rooms which are the key locations in a dungeon.

Quest Rooms contain features that are vital to the Heroes'


successful completion of their adventure. They might, for
example, be the arcane laboratories of mad Alchemists; they
could be the heavily guarded chambers of powerful Warlords;
or they might contain strange puzzles that have to be solved
before the Heroes can descend to the next level and continue
their quest.

At certain points in the dungeon there will also be areas known


as Quest Locations. A Quest Location is a pre-generated
section of dungeon for which the GM has a map that details
the monsters, traps and treasures to be found therein. Quest
Locations are usually the Heroes' ultimate objective within a
dungeon - the one area that they must enter to achieve their
goals. Quest Locations are designed by the GM before the
quest begins, either using the dungeon generation tables as a
guide, or purely from his own imagination. They should be the
most exciting and dangerous parts of the dungeon. Here will
be usually found the greatest treasure that the Heroes seek,
guarded by the most powerful monsters they've yet to face.
Many dungeons have only one Quest Location, often in the
deepest level of the dungeon, but there's no reason why you
can't design your dungeons with two or more Quest Locations.

Quest Locations contain Quest Treasures. A Quest Treasure is


usually a specific item of value for which the Heroes are
searching. Sometimes it is valuable only to the Heroes as it is
part of their quest; at other times a Quest Treasure will be
worth hundreds or thousands of gold crowns. A Quest
Treasure may even be a person on occasion, if, for example,
the Heroes' quest is to rescue a prisoner. Whatever their nature,
it is the recovery of Quest Treasures that determines when the
Heroes have completed a quest.

The Quest for the Shattered Amulet shows how individual


quests may be linked together into a larger quest, or campaign.
The approach used is a good example of one possible dungeon
layout. It provides plenty of potential for exploration, but is
simple enough to be suitable for beginning Hero players and
GMs. There are four dungeons in the Quest for the Shattered
Amulet, all of which follow the same principles for layout.
Each dungeon has three levels. The Heroes enter on the first
level underground and explore until they find a Quest Room -
here there is a stairway going down to the next level (all other
stairways lead out of the dungeon). On the second level they
again search through the dungeon, killing the Skaven that live
there, until they find a Quest Room; again there is a stairway
down. The entire third level is a Quest Location and each
dungeon has a different ready-drawn map that the GM follows
to lay out the dungeon sections and stock the rooms with
monsters. The Quest Treasures are the four parts of the

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Shattered Amulet which the Heroes seek to recover from the


Skaven. For the purposes of gaining Fate Points, etc., each
dungeon and each piece of the Amulet counts as a separate
quest. The overall quest, however, is only complete when all
four parts of the Amulet are in their hands.

As you can see, the basic system is simple and easy to follow -
but the four dungeons will all be very different because the
upper two levels are created using the dungeon generation
tables. There is no way to predict what the dungeon will look
like because it is being designed as the Heroes explore. They
know that somewhere in the dungeon there's a way down to the
next level, but they can't tell where.

When you design your own dungeons you can follow the
pattern set in the Quest for the Shattered Amulet, or choose a
different layout pattern. You only need to decide how the Quest
Rooms work to link the levels together - everything else is
created by the dungeon generation tables.

GENERATING THE DUNGEON

The rooms and passages of the dungeon come to life as the


Heroes explore. They are randomly generated using the passage
and room generation tables, so the Heroes won't know what
they're going to find until they get there.

You should only place a new dungeon section during an


exploration phase if:

1. A Hero is standing at a junction that leads to passages


that have not already been placed.

2. A Hero is opening a door that has not been opened before.

The following rules show how to place new dungeon sections.

PASSAGES

Passages can be found leading off junctions and behind some


doors.

Junctions: if the Heroes are exploring from a junction, they


will find passages leading from each unexplored exit.

Room Doors: if the Heroes open a previously-unopened door


in a room, there is an even chance that there will be a passage
or a room beyond it. Roll a dice - evens mean it's a passage,
odds a room.

Passage Doors: all doors from passages lead into rooms.

Whenever the Heroes explore a new passage, whether it starts


from a junction or a door, the Leader rolls on the following

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three tables. First he rolls a dice to determine the passage


length; then two dice to see if there are any passage features;
and finally another two dice to discover what lies at the end of
the passage.

Passage Length Table D12 Passage Length 1-2 1 section


3-8 2 sections
9-12 3 sections

See Placing New Sections below for the rules about placement
of passage sections.

Passage Features Table


2D12Feature 2D12 Feature
2-4Wandering 20- 2 doors
Monsters 21
22-
5-15 Nothing 24 Wandering Monsters
16-
19 1 door

Doors: The Leader decides in which section of the passage the


door is to be placed, and on which side of the passage. The GM
then decides exactly where to put the door in the chosen wall
section

Wandering Monsters: The GM rolls on the Wandering


Monsters Table.

Passage End Table


2D12 Passage End 2D12 Passage End
15-
2-3 T-Junction Left Turn
17
18-
4-8Dead End 19 Stairs Down
20-
9-11 Right Turn 22 Stairs Out
23-
12- 24 T-Junction
T-Junction
14

Junctions and Turns: Place the appropriate junction or


corner place.

Dead End: The passage ends in a pile of fallen rocks where the
ceiling has caved in - there is no way for the Heroes to pass this
obstruction.

Stairs: Stairs out always lead up to the surface - if the Heroes

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go any further this way the expedition is over. Stairs down lead
to the next dungeon level.

JUNCTIONS AND CORNERS

Junctions may be placed as a result of a roll on the Passage


Ends Table. Passages lead off from all exits from a junction,
and only when a Hero is actually standing on the junction will
he be able to see what leads off it. Corner sections count as
junctions, so you can't see round a corner until you are standing
on it.

DOORS

Doors can be discovered in the walls of passages, and in


rooms. They are always closed when first encountered, and
you only generate what lies behind them when a Hero opens a
door. The Leader decides in which wall the doorway will be
placed, and the GM then places the door wherever he likes in
the nominated wall or passage section. Only one door may be
placed per wall or passage section.

Doors can be placed so that they lead to dungeon sections that

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have already been explored, in which case they are assumed to


be secret doors the Heroes did not spot from the other side.
When this happens, you don't need to roll to find out what is on
the other side of the door.

Obviously, the door models are used to show whether doors are
left open or closed. If a door model is removed from the table
for any reason, the door will be closed if encountered again.

SECRET DOORS

When a secret door is found, the Hero player who discovered it


places it wherever he likes in the wall he was searching.

OPENING DOORS

When a Hero opens a previously-unopened door at the end of a


Hero player phase, generate what lies behind it using the
following procedure:

Room Doors: If the Heroes are opening the door from inside a
room, roll a dice. On an even numbeS the door opens into a
passage (roll on the passage generation tables). On an odd
number it leads to another room (roll on the room generation
tables).

Passage Doors: Doors opened from a passage section always


lead to a room.

STAIRS

Stairs either lead down to the next level of the dungeon, or up


and out of the dungeon. When a Hero enters a stairway section
that leads out of the dungeon, he can complete that expedition
and be removed from the table. When all the surviving Heroes
have left the dungeon, that expedition is over.

The stairway sections are also used to show stairs down to the
next level, and as the beginning point of the new level. Just as
in the original set-up beyond the entrance, the new level will
begin with a stairway and two lengths of passage leading from
it.

ROOMS

Rooms will be discovered behind many of the doorways. They


may contain monsters, traps and treasure, and some have
special features.

When a room result is generated during exploration, the Leader


rolls a dice and consults the Room Type Table to find out what
type of room it is.

The table also tells the GM whether he should place a large or

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small room section.

Room Type Table


D12 Room Type Room Section
1-6Normal Hazard Lair Small Small Large
7-8 Quest Large
9-10
11-12

Normal Rooms: These are small, empty chambers,


longabandoned by their original occupants.

Hazard Rooms: These rooms contain some type of special


feature, such as a magic fountain, an ancient sarcophagus, or a
gaping chasm. The GM should consult the Hazards section to
discover what feature is in the room.

Lairs: Lairs are the homes of groups of monsters who have


colonised the dungeon and live in its darkened chambers. The
GM should roll on the Lairs Matrix for this dungeon to find out
what sort of monsters are here and how many of them there
are. Lairs also always contain a treasure chest; if the Heroes
open this, the GM should consult the Treasure section to see
what's in it.

Quest Rooms: The key locations in a dungeon level, Quest


Rooms usually contain something vital to the Heroes' chances
of success. Quest Rooms always have monsters in them,
guarding whatever it is the Heroes are after The GM should roll
on the Quest Rooms Matrix for this dungeon to see what
monsters are here. Like Lairs, Quest Rooms also contain a
treasure chest and the GM should consult the Treasure section
for its contents if the Heroes open it.

ROOM DOORS

Immediately after generating the room type and its contents, the
Leader should roll a dice and consult the Room Doors Table to
find out if there are any other exits. If there are doors, the
Leader decides which wall or walls they are in, and the GM
decides where to place them in the chosen walls.

Room Doors Table D12 Number of Doors 1-4None


5-81 door
9-122 doors

Note that if the room contains a Sentry (this type of monster is


explained later), there will always be at least one door, even if
None is rolled on the table.

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If the room contains a feature such as a statue or a stairway,


doors should always be placed so that the feature is not
blocking the way through them.

PLACING NEW SECTIONS

The GM places all newly-discovered dungeon sections. He has


a fairly free choice, so long as he follows these simple
guidelines:

1. Passages are always straight, unless a corner junction is


placed.

2. Rooms must always share a wall with the passage or


room from which they were entered.

3. Passages discovered beyond rooms run alongside the room,


not away from it. At least one passage section must share a
wall with the room, but any others may be placed to the left or
right. Obviously, such a passage will have two ends which
must be generated.

Overlap

The GM should not place new sections so that they overlap


existing ones. If a room is too large, use the smaller size. If this
doesn't fit, the door is clearly a false one that doesn't lead
anywhere! If there isn't space for the number of passages
generated, use as many as you can fit in. If a junction has an
exit that leads straight into a wall, replace it with one that
doesn't. If all possible exits are blocked, add extra lengths of
passage until one isn't.

In all cases, where overlap causes a problem, the GM has the


discretion to use a suitable alternative to the result rolled.

Re-using Dungeon Sections

As the dungeon grows, it is inevitable that the GM will find


that he occasionally runs out of a certain sort of dungeon
section. In this case, he can remove previously-placed sections
for use as the newly-discovered sections. These should be
taken from a part of the dungeon as far away as possible from
wherever the Heroes are at the time. When (or if) they return to
that part of the dungeon, the expedition map can be used to
replace explored sections and any relevant features back in
their correct position.

When you start a new level, it's best to clear away all the
previous level's sections to leave the table clear for new
discoveries.

Dead End Dungeons

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It is possible (although highly unlikely) for a dungeon to be


generated which has no new areas for the Heroes to explore.
This can only occur if all corridors end in dead ends or stairs,
all the doors that can be opened have been opened, and all
possible areas that may have a secret door have been searched.
In such circumstances, the Heroes are allowed to search for
secret doors in locations that have already heen searched, and
may keep on doing so until they find a secret door that will
allow them to carry on exploring the dungeon.

Mapping

Choose a new Mapper for each expedition into a dungeon, the


map as it exists thus far will show you how to set up the
dungeon, which is why the notes should be so precise.

The Expedition Mapper keeps a complete record of the


dungeon as it is explored. An example map is shown below,
with recommended symbols for things like doors and chests.
Record every feature, like a trap, and any situations the Heroes
leave unresolved, like a room full of monsters or unopened
chests.

Combat
Combat turns start whenever monsters are found in the
dungeon, and continue until either the monsters or the Heroes
have been killed, or the Heroes have run far enough away so
that the monsters give up the chase. Normally, monsters are
found when a new dungeon section is explored, but the Heroes
may come across wandering monsters, and the GM can spring

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some nasty surprises.

To decide whether you should be playing combat turns or


exploration turns, try to visualise what the monsters can see - if
there aren't any monsters, then it definitely isn't a combat turn!.
Obviously, if they are in the same dungeon section as the
Heroes, they can see them and will attack. If the Heroes are in
an open doorway and there are monsters in the next section, the
monsters can see the Heroes. However, if the Heroes are a little
way down from the doorway, they are out of sight and could
evade the monsters.

Basically, if the monsters can see the Heroes, they attack. Of


course, this is always the case when you first encounter them
by opening a door Monsters never retreat (although Sentries
may go for help, and character monsters can be removed by the
GM; more of these later). If the Heroes attempt to leave the
dungeon section in which they have been fighting, the GM
may decide to let the monsters pursue.

PLACING MONSTERS

Before the monsters are placed on the table, both the Leader
and the GM roll a dice. This is called a surprise roll. Some
Heroes are particularly fast-witted and keen-eyed and give a
bonus to the Heroes' surprise roll. For example, if an Elf is
looking into the room or passage where the monsters have been
found, the Leader adds +1 to the dice when he rolls for
surprise.

If the Leader scores equal to or higher than the GM, the


monsters have been surprised. The Leader places the monsters
in the dungeon section in which they were found, anywhere he
likes, but only one monster per square. The GM can then move
each monster one square. Now start a combat turn.

If the GM scores higher, the monsters surprise the Heroes. In


this case, the GM places the monsters in the dungeon section
where they were discovered, one monster per square and the
Leader may move each one square. Play then proceeds to the
GM phase of the first combat turn (in other words, the Heroes
miss their first turn!).

Monsters may only be placed on the room or passage section


where they are encountered when they are first set up.

Sentries

There is a special rule for a certain type of monster, these are


called Sentries. Sentries add +1 to the GM's surprise roll.

The dungeon section the Sentry appears in always contains a


door (even if one was not rolled on the Room Doors Table),
which may be placed by the GM. He can choose to have the
Sentry open this door instead of making an attack (provided the

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Sentry is in an adjacent square).

If a Sentry opens a door into an unexplored part of the


dungeon, generate the new section at the end of the GM phase,
using the same system as in an exploration phase, and then
continue with the next combat turn.

Distinguishing Special Monsters

If the monsters encountered include Sentries, or any of the


other types of special monster that can appear (more of this
later), you'll need to be able to tell which monster is which.
The easiest way to do this is to use the appropriate Citadel
Miniatures for the different monster types. The fantasy range
of Citadel Miniatures includes models suitable for every type
of monster met in Advanced Heroquest.

If you haven't got a suitable miniature, you should use one of


the special coloured bases provided. These don't need to
represent the same type of monster every time they're used, as
long as everyone knows what monster is being represented this
time. Of course, sometimes when the Heroes meet a special
monster type they won't know what sort it is until it acts - in
such cases, the GM only has to reveal the monster's type (e.g.,
he tells the players it's a Sentry) once it has performed one of
its special functions (e.g., it opens a door).

Having nearly completed their Quest, the Heroes discover a


group of Skaven (including a Sentry) behind a door. The
Leader and the GM each roll a dice and add +1 (the Elf can
see into the room, and there is a Sentry present); the Leader
gets 4 and the GM 3, so the Skaven are surprised.

The Leader now chooses where each Skauen model is placed.

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Obviously, he will look to set them out in such a way that gives
the Heroes an advantage. The GM may then move each
Skaven model one square. A normal combat turn will now
begin.

Note the door on the far side. If the GM chooses to have the
Skaven Sentry open this door during the GM phase, whatever
lies beyond must be generated at the end of the phase. If this is
a Lair or Quest Room, with more Skaven, heavy reinforcements
could soon be forthcoming...

SEQUENCE OF PLAY

Just like an exploration turn, a combat turn is played as a


sequence of phases, and you must complete each one before
going on to the next.

Hero Player Phase

Each Hero player has several options during the Hero player
phase. The Hero players decide amongst themselves who
moves first - if they can't decide, the Leader decides for them.
Any of the actions listed below can be performed by Heroes or
Henchmen.

1. A model can move and then attack, or it can attack and


then move. If a Hero has several Henchmen, they don't all
have to follow the same sequence - some can attack first,
while others move first.

2. A model may run instead of making an attack (this


is explained later).

3. A model that is beside a door may open or close it instead of


making an attack. This can be done either before or after
moving, but not in the middle of a move. If the door leads into
an unexplored part of the dungeon, the new dungeon sections
must be generated just as if this was an exploration turn. This is
done at the end of the Hero player phase, after all the Hero
players have moved their models. This means that a model
can't move through a door that opens onto unexplored dungeon
in the same phase as the door is opened, even if it is opened
before moving. The same goes for models moving off junctions
into unexplored areas.

Gamemaster Phase

The GM has a similar range of options during his phase.

1. The GM decides if his monsters are going to move and


attack orattack and move. Whichever he chooses, all the
monsters must follow the same routine. Each monster's
actions must be completed before the GM starts to
move/attack with the next monster.

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2. A monster may run instead of making an attack (this


is explained later).

3. Sentries may open doors instead of making attacks. This can


be done either before or after moving, but not in the middle of
a move. If the door leads into an unexplored part of the
dungeon, the new dungeon sections must be generated just as if
this was an exploration turn. This is done at the end of the GM
phase, after all the monsters have moved. This means that a
monster can't move through a door onto unexplored dungeon in
the same phase as the door is opened, even if it is opened
before the model moves. The same goes for monsters moving
off junctions into unexplored areas.

4. If the monsters are able to pursue (explained later),


any monster may open a door instead of making an
attack.

5. If any special monsters, such as Sorcerors or Champions,


fulfill their particular 'role' during this phase, the GM must
reveal to the Hero players what type of monster they are. If a
Champion attacks, or a Wizard casts a spell, or a Sentry opens
a door, the GM reveals that model's identity. It should, of
course, be a distinctive model or have an identifying coloured
base.

End Phase

This phase only takes place if no monsters are leff in play, or


the Heroes escape.

Heroes are considered to have escaped if there are no monsters


within sight at the end of the GM phase. The only exception is
if this was solely achieved by closing a door, in which case the
next turn is also played as a combat turn; if there are still no
monsters in sight at the end of the next GM phase, the Heroes
have escaped.

If the Heroes kill all the monsters, they may loot the bodies.
The monster tables show how many gold crowns the Heroes
find. If any of the monsters carried a magic item (as, for
example, many character monsters do), that may also be taken.
The GM must reveal what it is.

If the Heroes escape before killing all the monsters, they don't
get to loot any of the bodies. Even if they later return to the
place of the fight, they find that the dead monsters and their
weapons have already been removed.

Finally the Hero players elect a new Leader, using the same
procedure as at the start of the game. This keeps the job
rotating round the players. Play now resumes with an
exploration turn.

MOVEMENT IN COMBAT PHASES

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The GM decides in what order the monsters move. The Hero


players decide amongst themselves in what order they move - if
they cannot agree, the Leader decides for them.

A monster or Hero can be moved forwards, backwards, left or


right a number of squares equal to its Speed. Models may not
move diagonally, through another model or through an
impassable obstacle (e.g., a wall or closed door). If a model is
moved into a death zone (see below), it finishes moving at
once.

Attacks may only be made on opponents in vertically or


horizontally adjacent squares. A model may be turned to face
any direction, so it doesn't matter if an opponent is moved in
front of or behind the model: the model can still turn to face it
and make an attack. Attacks may not be made diagonally
unless the attacker has a long reach weapon (such as a spear).
The rules for making an attack are found in the Hand-to-Hand
Combat section below.

Death Zones

Each model exerts a death zone onto any square it can attack.
The area that a combatant can threaten with a hand-to-hand
weapon. Any model moved into an opposing creature's death
zone stops moving there; you cannot continue to move a model
after it has entered an enemy death zone. However, you may
move it out of a death zone at the beginning of its move.

Certain long reach weapons, such as spears, halberds or two-


handed swords, allow combatants to attack diagonally. Any
model equipped with such a weapon exerts a death zone on all
the diagonal squares around it as well as the ones vertically and
horizontally adjacent.

A model's death zone is immediately focused when an


opponent enters it. This means that the death zone is now
concentrated onto the square the first opponent occupies, and
all the other squares around the model can be moved through
as normal. This doesn't mean the model has to attack an
opponent in the focused square - if other opponents also move
into adjacent squares, the model can choose which it attacks.

A model in an opponent's death zone cannot open or close


doors, or open treasure chests. Being in an opponent's death
zone also stops a Wizard from casting certain spells, such as
Flames of the Phoenix - this is explained in the relevant spell
descriptions.

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Torallion exerts a death zone on all the shaded spaces.


However, if a Skaven is moved into square "A," all the
remaining death zone squares are fgnored by other Skaven.
Note too that if the Skaven moves from A to B next turn, it
would have to halt movement there and it remains the focus of
Torallions's death zone until it leaves the zone altogether.

If Torallion is later equipped with a long reach weapon, such


as a two-handed sword, he also exerts a death zone fnto the
diagonal spaces about him.

Doors

Heroes, Henchmen and Sentries (see above) may open or close


a door instead of making an attack, provided the model is
beside the door at the time. A model may open or close a door
before or after moving, according to the order originally
chosen for movement and attack. The opening or closing of a
door replaces the attack.

If a door is opened onto an unexplored section of dungeon


during a combat turn, the new dungeon sections must be
generated just as if this was an exploration turn. This is done at
the end of the phase in which the door was opened - this means
that a model can't open a door and move into an unexplored
area during the same phase. The same goes for models moving
off junctions that lead to unexplored dungeon.

Running

A model can run instead of making an attack. First, as usual,


the model is moved as many squares as its Speed
characteristic. Then the player rolls a dice. If he rolls 2 to 12,
the model may move up to that many extra squares. If he rolls
a 1, however, the model stumbles and cannot move any extra
squares.

A model that runs cannot open or close any doors.

Pursuit

If the Heroes attempt to escape from an encounter, the GM may


choose to have the monsters pursue them. A monster that
pursues must run, unless it can end its normal move next to an

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opponent and attack. A monster that is in pursuit may open a


door instead of making an attack.

Pursuit ends if all the monsters are able to make a normal move
and attack, in which case the next turn is a normal combat turn,
or if the Heroes escape, in which case the next turn is an
exploration turn. The Heroes escape if they are out of sight of
any monsters at the end of the GM phase. If this was achieved
by closing a door, the monsters are allowed one more turn of
pursuit - if the Heroes are still out of sight, they have escaped.

If the Heroes escape, the monsters return to the place they came
from. This should be recorded on the map, along with the
number that are left. If the Heroes return during this expedition
they face the remaining monsters. If they return during a later
expedition, the monsters have been restocked and the original
number are present.

HAND-TO -HAND COMBAT

A model may only make a hand-to-hand attack when it is


adjacent to an enemy model (i.e., the target is in the attacker's
death zone). Hand-to-hand attacks are the only type of attack
that can be made when a model is adjacent to an enemy.
Attacks may not be made diagonally unless the model is
equipped with a long reach weapon. If a model is in contact
with more than one enemy, the controlling player decides
which one to attack before rolling any dice.

Each attack consists of one or two dice rolls. First the attacker
makes a hit roll to see if the blow lands. If this hits, the attacker
rolls for Wounds to see what damage it causes.

Hit Rolls

When a model makes an attack, look up the Weapon Skill of its


target on the Hand-to-Hand Combat section of the attacker's
character sheet or monster reference table. In the row
underneath the Weapon Skill is the number the attacker must
roll to hit. Roll a dice; if the score is higher than or equal to
required hit roll, the attack is successful and the model scores a
hit.

Critical Hits

If the hit roll is a 12, the attack has caused a critical hit. This
allows the attacker to make a free attack.

Some large weapons, like halberds and double-handed


weapons, can cause a critical on a hit roll of 11 or 12. The
Weapons section of the attacker's character sheet or monster
reference table gives the number needed for a critical.

Fumbles

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On the other hand, if the hit roll is a 1, the attack is fumbled.


This means the model makes such a hash of the attack, his
opponent is presented with a golden opportunity to crack him
over the head instead. The model being attacked makes an
immediatefree attack on the attacker.

Just as larger weapons cause critical hits more often, so they


cause more fumbles - although they're heavier and batter easily
through armour, they're also clumsier to use. These weapons
cause a fumble on a hit roll of 1 or 2. The Weapons section of
the attacker's character sheet or monster reference table gives
the number needed for a fumble.

Free Attacks

Free attacks are brought about by critical hits or fumbles. A


free attack is made immediately in addition to any normal
attacks. Work out what happens with a free attack just like a
normal one, including the chance that the free attack may score
a critical hit or fumble of its own!

Wound Rolls

If the attack hits, roll again to see what damage is caused. The
number of damage dice depends upon the weapon being used -
the Weapons section of the attacker's character sheet or monster
reference table gives this figure.

Roll the right number of dice, and compare each to the


Toughness of the target. The target will suffer one Wound for
each dice that scores a number equal to or greater than its
Toughness.

A dice roll of 12 causes critical damage which means that it


causes a Wound and it may be rolled again (and again if
another 12 is rolled).

Each player keeps track of the number of wounds his models


have suffered. Hero players keep track on their character
sheets. The GM should use the Wound counters, placing these
beside monsters as they are wounded until they have been
killed. Alternatively, the GM can keep track of all monster
Wounds on scrap paper.

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On encounteringa band of Skaven fn a room, the Heroes


prepare for combat.

In tbe first Hero player phase, Heinrich and Sven move and
attack; Torallion and Magnus attack and move. The Hero
players briefly discuss who will do what, but the Leader
eventually sorts things out.

Torallion's archery and the arcane magick of Magnus are


covered in later sections. The effect is that five of the seven
Skaven are taken out of the fight. Heinrich and Sven move as
indicated; halting in the death zones of the Skaven they have
chosen to attack.

The GM announces the Skavens' Weapon Skill: both targets


have a Weapon Skill of 6. Heinrich's player checks his
character sheet which shows that he needs a 5 or better to hit
an opponent with a Weapons Skill of 6. Sven has the same
chance to hit. The two players roll; Heinrich gets 4 and misses,
but Sven gets a 12. This is a critical hit, and he gains a free
attack and rolls 9. The Dwarven Hero has hit his target twice.

He now checks the damage dice for the axe he carries. He is


entitled to roll five dice for each hit. Each die roll needs to beat
the Skaven's Toughness 6 to score a Wound. He rolls 2, 10, 11,
12, 1, 5, 6, 5, 3 and 8. A total of five Wounds - more than
enough to kill the Skaven (who started with 3). Note that the
critical damage roll has no effect because the target has already
heen killed.

RANGED COMBAT

Ranged attacks are made against opponents outside normal


hand-to-hand weapon reach; in other words, they are attacks

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with bows, crossbows and thrown missiles. To make a ranged


attack, a model must qualify through five rules:

1. The model must be carrying a ranged weapon (as shown on


a Hero's character sheet or monster reference table).

2. The model must not be in a square adjacent to its target.

3. The model must not be in an enemy death zone.

4. The target must be within range of the model's weapon.


Range is counted as the number of squares from the attacking
model (not counting the square the model is on) to the target
(counting the target's square). Do not count diagonally. The
maximum range of weapons is given on the model's
character sheet or monster reference table.

5. The model must have line of sight to the target.

Characters may only move and make ranged attacks with


thrown weapons (e.g., daggers, spears and axes). You can only
attack with a bow or crossbow if you don't move.

Line of Sight

To attack with a ranged weapon, there must be line of sight


between the two models. The attacker must be able to clearly
see his opponent in order to accurately shoot or throw a missile.

Individual players will always be the best judge of when an


attacker has line of sight to a target. It's normally a matter for
common sense. Obviously, all walls block line of sight, and so
do doors, even open ones, unless either the target or the
attacker is in the square immediately behind a door. Also, a
model between the attacker and the target blocks line of sight,
unless it is a friendly character in a square adjacent to the
attacker.

To allow for those grey areas, you can also judge line of sight
to be partf ally obscured. Be guided by the principle that if it is
hard to judge whether the attacker has a clear sight of the
target, then he probably doesn't and should have a reduced
chance of hitting it. When firing at a partially obscured target,
treat the range as if it were 4 squares greater than it actually is.
When there is disagreement, be sensible about the outcome. It
isn't worth spoiling the game over a disagreement about who
can see what - a single arrow never changed the course of
anything...

Look at the following example:

Assume Torallion is one of the three positions, A, B, or C. From


position A, although he is behind the door, Torallion is in the
adjacent square to the opening and can thus fire through it. By

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the same token, the Skaven would be able to shoot him.


However, it is fair to say that Skavens 2 and 3 are at least
partially obscured; Skaven 2 by the wall and Skaven 3 by
Skaven 1.

From position B, Torallion would have a clear shot at Skavens


3 and 2, and a partial view of Skaven 1. Heinrich doesn't
block a shot at Skaven 2 as he is in an adjacent square to
Torallion.

If Torallion was in position C, Heinrich would no longer be


adjacent to him, and would partially obscure Skaven 2, leaving
Torallion with partial views of Skavens 1 and 2, and a clear
shot at Skaven 3.

Hit Rolls and Wound Rolls

Ranged attacks are resolved in a similar way to hand-to-hand


attacks. First a hit roll is made and then, if the attacks hits, a
wound roll is made.

Count the distance in squares to the target, excluding the square


the attacker is on, but counting the target's. Do not count
diagonally. Look up the total on the Ranged Combat section of
the attacker's character sheet or monster reference table to find
the score needed to hit. The target's Weapon Skill has no effect
on an attack by a ranged weapon. If a hit is scored, resolve the
damage in the same way as for a hand-to-hand attack.

Recovering Missiles

Daggers and throwing axes may only be thrown once. Each


shot from a bow uses up one arrow, and the archer should keep
a record of the arrows he has used.

Ranged weapons may be recovered once the combat is over


and all the monsters have been killed (but not if the Heroes
escape). Roll a dice for each arrow, dagger or throwing axe
used.
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Arrows are can be recovered intact on a roll of 10 or more,


other weapons on a roll of 7 or more.

Critical Hits and Fumbles

Critical hits and fumbles occur on rolls of 12 and 1


respectively, just as with hand-to-hand attacks.

Critical hits with a ranged weapon are assumed to have found a


chink in the target's armour or hit a vital spot. The target's
Toughness is halved (rounding fractions down) when rolling
for damage.

A fumble causes the attack to hit an ally instead of the target. If


there is a friendly model within two squares of the target, it will
have been struck instead. The player controlling the original
target chooses which if more than one is available. If there is no
such friendly model, the missile misses.

FATE POINTS

Fate Points change things which have just happened (i.e.,


incidents in that turn). For example, if a model was hit by an
attack, he could spend a Fate Point after he had found out the
number of Wounds he has suffered and thus negate all the
damage. A model may not spend a Fate Point to change
somahing that happened in a previous turn.

Although Fate Points can be used during exploration turns,


they are most commonly used in combat. Each Hero starts the
game with a number of Fate Points. A Hero may spend any
number of Fate Points in the same combat turn. Fate Points
cannot be lent to other Heroes or to Henchmen.

Fate Points can be spent to negate (i.e., to reduce to 0) any and


all damage a Hero suffered in a turn. This is the single, most
important function of Fate Points and can be used in any
circumstance. It can be used to negate the damage from an
attack, the damage from a trap or whatever.

Fate Points can also be spent to convert a failed dice roll into a
successful dice roll. Again, this ability can be used under any
circumstances. It could be used to convert a missed attack into
a hit, a failed Intelligence test into a successful one and so on.

Gaining more Fate Points is covered in the Between


Expeditions section. A player should be careful that he doesn't
waste his Fate Points. Once they have all been used, a Hero is
vulnerable. and could die at any time.

DEATH...

It happens to all in the end and to monsters more often than not.
A monster or Henchman is killed when its Wounds score is

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reduced to 0 or below. Remove the model from the table. Its


slayer may be moved into the vacated square if its player so
wishes.

Heroes are merely knocked out (KO'd) if their Wounds score is


reduced to 0, and die only when it falls any lower than this.
Place the model on its side while it is KO'd. A Hero may do
nothing while in this condition, and counts as having a Weapon
Skill of 1 if attacked. Another Hero can drag the victim 3
spaces instead of making a normal move, provided he starts his
move in an adjacent square.

A KO'd Hero can be given a Healing Potion by any Hero or


Henchman in an adjacent square who has one, as long as
neither character is in an opponent's death zone. A KO'd Hero
can also be restored to action by a healing spell (magic potions
and spells are explained later).

A KO'd Hero may be carried by a comrade during


exploration turns. However, the KO'd Hero and whoever
carries him may move only up to six squares.

Magic
Magic is the most powerful force in the Warhammer world.
There are many practitioners of this mysterious art, from the
simplest magician who can mend broken pots and heal coughs
and colds to the greatest arch-mage who can call men back
from the dead, raze cities with firestorms, and summon
Daemons to do his bidding.

Magic draws its energy from the roiling mass of Chaos that
enters the world through two vast breaches in reality at the
north and south poles. A trained magician is able to see this
raw magic as seething clouds of colour When he casts a spell,
the magician taps into this source of power, focusing and
controlling the untamed magical energy to achieve the desired
effect.

Every spellcaster belongs to one of the ten Colleges of Magic.


Each College teaches the same fundamentals of magic, but
specialises in drawing its energy from only one of the colours
of magic. A jade Wizard, for example, draws on magic that is
green in hue, while a Celestial Wizard has blue as his colour.
The magicians of the ten Colleges are distinguished by their
magical symbols, by the colour of their clothes, and by their
different philosophies.

Each of the Colleges has its own spells. Some of the spells are
very similar in effect, with only their casting rituals and
incantations different - others are specific to one College. In
this rulebook, we've only covered the spells of the Bright
Wizards; other spells will be covered in supplements and in
White Dwarf magazine.

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The Bright Wizards have red and orange as their colours. Their
symbols are the key and the lock - the magical Key of Secrets
and the Lock upon the Unknown. Bright Wizards are
traditionally always animated by some idea or plan, never able
to sit still for long without looking uncomfortable. They are
hot-blooded and warlike, gaining vigour from the clash of
battle. They are masters of fire magic, and are popularly
assumed to be obsessed with fire and heat; their houses are
often uncomfortably hot and stuffy, and they forever complain
of the cold during the winter

As they learn their craft, all spellcasters compile a SpeUBook.


This contains those spells for which the Wizard knows the
correct formulae and signs, as taught to them by tutors, fellow
magicians, or as taken from other Wizard's Spell Books.

At the beginning of a game, the player controlling the Wizard


Hero should take the Bright Wizard's Spell Book. He begins the
game with four spells, but can learn more after each expedition
(see Between Expeditions).

Weapons and Armour

Wizards cannot wear any sort of armour or carry any weapon


other than a dagger, with the exception of a magical Rune
Sword. Weapons and armour disrupt a Wizard's aura and make
it impossible for him to draw on the magical energies around
him.

Spell Components

Spell components are material objects which the Wizard must


have available to cast the spell. As the spell is cast, the spell
component is consumed - in some cases, more than one
component is required. The Wizard starts the game with the
components for four spells - he may choose which, after
studying his Spell Book, noting which components he selects
on his character sheet. Any mix is permissible, from four
different components to four the same.

CASTING SPELLS

A spellcaster may cast one spell per turn. Spells may be cast in
exploration and combat turns. Casting a spell uses up the
relevant spell components - the Wizard player should cross off
used components from his character sheet. The Spell Book
shows what effect the spell has.

If a spell has one component, the caster can move and cast the
spell. If it has two components, the Wizard is not allowed to
move during the turn in which he casts the spell.

The Intelligence Test

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The rules for certain spells say that a Wizard must make an
Intelligence test to cast the spell. Roll a dice and compare the
result to the Wizard's Intelligence. If the roll is less than or
equal to his Intelligence, he has passed the test. If the roll is
greater than his Intelligence, he has failed. The Wizard may
spend a Fate Point to convert a failed Intelligence test to a
success.

BRIGHT WIZARD'S SPELL BOOK


DRAGON ARMOUR

Component: Red Dragon Dust

Casting the dust into the air, The Wizard's gestures pull it into a
tightening band of glistening red scales. The segments expand,
fuse and encase the target. This spell may be cast on any model
in the Wizard's death zone. Until the next exploration turn, add
+1 to the model's Toughness.

OPEN WINDOW

Component: Silver Key

Shedding only a little blood, an eye opens in the flesh of the


spellcaster's forehead, an eye with no white or iris - just a
glittering green light. With this eye, the Wizard may see into a
dungeon section that has not already been explored. Pick any
potential area that has not been explored (behind a door or past
a junction, for example) and generate what is there by the
normal means. If there are monsters, they will have no idea that
they have been spied upon. If the Heroes enter an area with
monsters that have been spied upon, add +3 to the Leader's
surprise roll.

FLAMES OF DEATH

Component: Fire Dust

The Wizard casts a sizzling fireball at the enemy, which


engulfs them in white flame. Place a fireball template
anywhere within 12 squares of the caster within his line of
sight (treat this just like ranged attacks - see the Combat
section). Any models, friendly or enemy, which fall under the
fireball template are automatically hit. Roll 5 damage dice to
see what effect a hit has.

FLAMES OF THE PHOENIX

Component: Phoenix Feather

The Wizard lays his hands upon the bare wounds of a fallen
comrade, and takes the pain into himself, to be consumed by

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the strength of his magic. By means of this spell, the Wizard


may heal any Wounds lost by any one model, himself included.
There must be no model other than the wounded comrade in the
Wizard's death zone when he casts the spell.

You know only the above spells at the start of the game.
Check off the following as you learn the spells below.

THE BRIGHT KEY

Component: Silver Key

The Wizard clenches his fist tightly, surrounding it with a


nimbus of hot light. He then opens his hand, which will take an
enormous effort, as if it were encased in rock. When it is finally
opened, the Wizard will have created a door where there was
none. The Wizard player may place a door in any wall of the
section in which the Wizard stands. If this would lead into an
unexplored part of the dungeon, and the Heroes choose to open
it, first roll a dice. If the result is 4 or less, there is only solid
rock behind the door. Otherwise, create the dungeon behind the
door as normal.

FLAMING HAND OF DESTRUCTION

Component: Red Dragon Dust

This spell transforms the Wizard's hands, so that they burn with
an intense magical flame, a grim energy that does not consume
the flesh, though it seems to blacken all the while the spell is
engaged. In any following combat turn, if the Wizard
successfully hits a target in combat, the target automatically
loses as many Wounds as are shown by the roll of one dice. Do
not roll conventional damage dice. The spell dies down at the
beginning of the next exploration turn.

FLIGHT

Component: Red Dragon Dust

Strange tendrils of magic leave the palms and fingertips of the


Wizard as he casts this spell, which weave to the target like the
lash of a whip. As they strike, they cause a brief, blinding
agony - and then a desperate desire to run, to be anywhere but
this painful place. The Wizard may cast this spell on any one
model to which he has whole or partial line of sight before it
has moved. The Wizard player may then have the model run in
any direction he chooses.

SWIFT WIND

Component: Fire Dust

As the last words are spoken, the air around the Wizard seems

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to chill, and become slightly opaque. Beyond this glass, all


moves very slowly The aura travels with the Wizard as he
begins to move. For one turn, the Wizard and a number of
others may move at a very rapid rate. Roll a dice, and halve the
result (round up). That many characters may be moved either a
maximum of 18 squares (exploration turn) or may double their
Speed (combat turn).

POWER OF THE PHOENIX

Components: Phoenix Feather and a Dragon Tooth

From deep within himself, the Wizard utters a shout which


carries into the void, to be heard only by the soul of a fallen
comrade, beckoning it back to the body it has left. In this
fashion, the Wizard may resurrect a dead character The spell
can only be cast the turn after the character was killed. If the
Wizard passes an Intelligence test, the character is returned to
life at full strength. If he fails, he will actually cast the soul of
the dead person into tortured oblivion.

STILL AIR

Component: Phoenix Feather

The complicated words and gestures of this spell are spoken


swiftly, as if racing to beat some desperate fate. But the
formula also demands that they be broken off at a critical
moment, and for an instant the Wizard will freeze, even his
heart pausing as the energy courses through his hands. Then,
for one turn, no monster in the dungeon section selected by the
Wizard may move or attack. The Wizard must have line of
sight to the dungeon senion to cast this spell.

INFERNO OF DOOM

Components: Fire Dust and a Dragon Tooth

A firestorm leaps out from the Wizard's outstretched hands.


which can render a man to ashes in a few seconds. Place a
fireball template anywhere within 12 squares of the caster
within his line of sight (treat this just like range attacks - see the
Combat section). Any models, friendly or enemy, which fall
under the fireball template are automatically hit. Roll 7 damage
dice to see what effect a hit has. Before casting the spell, the
Wizard must make an Intelligence test; if it is failed, only 5
damage dice can be rolled.

COURAGE

Component: Silver Key

The magic that powers this spell is drawn from very dangerous
sources indeed, such that the Wizard will aaually see ghastly,

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fell creatures from the corners of his eyes, slavering for his
body and soul, reaching talons for his flesh... Then, in an
instant, all fear is gone. The Wizard may cast this spell on
himself or any model in his death zone. The model's Bravery is
automatically 12 until the beginning of the next exploration
turn.

The Gamemaster
WARNING! Unless you're about to act as GM in a game,
don't read any further! This information is for the
Gamesmaster only! Heroes who read the pages beyond this
point will be turned into frogs and aged 100 years. You
have been warned!

The Gamesmaster has a very special job to do in Advanced


Heroquest. He does not control a Hero, instead he tries to
defeat them. It is he who controls the monsters that appear,
reveals hidden parts of the dungeon to the exploring Heroes,
and generally seeks ways to outwit them.

As the Gamesmaster, it's your job to make life for the Heroes as
difficult as possible, and to use the forces at your disposal with
cunning, intelligence and courage. But don't use the critical
advantage you have over the other players - the fact that only
you know when you're bending the rules. Be fair in the game -
but fight hard with what you have.

This section summarises the GM's role, and offers some advice
on how you should act.

DUTIES OF THE GAMESMASTER

The following list outlines the GM's duties during the different
stages of the game. All of these actions are fully explained
elsewhere in the appropriate section of the rules.

Before the Game

1. Place all the dungeon counters in an opaque mug or cup.

2. Sort all the dungeon sections and have them close at hand.

3. Set up the box with the other components.

4. Place on the playing surface a stairway section and


two passage sections leading to a junction.

Exploration Turns - Exploration Phase

1. Look up the results of the Hero players' exploration dice rolls


on the various passage and room generation tables, and place
the new dungeon sections as they are discovered.

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2. Place discovered doors in the walls of passages and


rooms. The Heroes' Leader chooses in which wall section the
door appears, but you choose precisely where it appears in
that section.

3. Roll on the monster tables to discover what types of


monster have been discovered in Lairs and Quest Rooms.

4. Make sure the Expedition Mapper records all details


accurately for future reference, including any undefeated
monsters left in rooms the Heroes have visited, walls that
have been searched for secret doors, rooms searched for
hidden treasure, and so on.

Exploration Turns - GM Phase

1. Roll a dice, and on a roll of 1 or 12, draw a dungeon counter.

Combat Turns

1. Place or move monsters encountered in a dungeon


according to who has won the surprise roll.

2. Move and attack or attack and move with monsters. Roll


for hits and damage according to the information on the
monster tables.

In Quest Rooms

1. If the Heroes descend the stairs from a Quest Room, set up


the new level below. If this is the first time they have visited
this level, set up a stairway, two passage and one junction
section; as with the original set-up. Otherwise, follow the
expedition map.

DUNGEON COUNTERS

The hardest thing for the novice GM is dealing with the


opportunities presented by the dungeon counters. These are
drawn in one of three ways:

1. During the GM phase of an exploration turn, if you throw a


1 or 12 on the dice.

2. As the Heroes begin exploring new dungeons (see


Character Monsters below).

3. As a result of the Heroes rolling on the Secret Doors


or Hidden Treasure Tables.

There are six types of normal dungeon counter, plus the special
character monster counters. Each has restrictions as to when it
can be played - these are listed with the explanations of the
counters below. So, for example, the wandering monsters

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counters can only be played at the end of an exploration phase,


after all the new dungeon sections, doors and so forth have
been placed.

Dungeon counters can be played at the earliest appropriate


moment after they are drawn, or held for later use. You always
keep your counters secret - until you play them. At the right
moment, simply reveal the counter to the Hero players and
announce that yt>u are playing the counter

Choosing the right moment to play a counter is the art of the


canny GM. Playing counters as they are drawn places the
Heroes under rapid pressure, but doesn't always hit them when
they are at their weakest. Saving them up for a barrage at a
time when they are low on Wounds and Fate Points creates the
greatest threat, but by then they may have found some magical
items to offset this. Most important to remember is that
dungeon counters are not saved between trips, so you can
waste counters if you wait too long.

The following is a summary of the dungeon counters, their


effects, and when they can be played.

Wandering Monsters

Play at the end of any exploration phase.

This counter allows you to create a group of wandering


monsters from the Wandering Monster Matrix and place them
in the dungeon near the Heroes. The first monster must be set
up so that it can be seen by at least one Hero (ie it must be in
his line of sight), but as far away from the Hero as possible.
Any remaining monsters can be set up in squares that are
adjacent to ones which already contain a monster, and that are
no closer to the Heroes than the square where the original
monster was placed. Monsters that are set up after the first do
not have to be in the Heroes' line of sight.

Naturally, next turn will be a combat turn.

Ambush

Play at the start of any combat turn.

Create a group of monsters by rolling on the Wandering


Monster Matrix. You may add these to the monsters currently
in combat with the Heroes. If this is the first turn of combat,
they must be set up in the same way as the monsters created for
the room. If this is a later turn, treat them as wandering
monsters (see above) and set them up as far away as possible
along a line of sight. If a Sentry is rolled on the Wandering
Monster Matrix, treat this as an ordinary monster.

Only one ambush counter can be played per combat turn.

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Fate Point

Play any time during a combat turn.

A monster selected by the GM can use a Fate Point, in the same


way as the Heroes can.

Escape

Play any time during a combat turn.

Any one character monster may escape. Simply remove the


character monster model from play. It will be available to
attack the Heroes again at a later time through the use of a
character counter. Obviously, the character monster must be
alive at the time.

Character Counter

Play any time when placing monsters.

You may return to play a character monster who has previously


escaped. Add it to those monsters the Heroes have just
discovered. If there are no previously-escaped character
monsters, use the next one you are due to receive (even if you
wouldn't normally get to use it until a later dungeon).

Trap

This counter can be played during exploration turns in the


following circumstances:

1. When a Hero opens a chest.

2. When a Hero steps on a square in a passage that has not


been entered before.

To discover the exact nature of a trap, roll on the Traps Table.


This table and the rules for traps are in the Traps section. The
rules for spotting and disarming traps are in the Exploration
section.

CHARACTER MONSTERS

These special counters do not work in the same fashion as the


normal dungeon counters. Do not place them in a cup with the
others - keep them separate. The character monsters may be
brought into play by more random means, but they will
normally be made available to you each time the Heroes
commence exploring a new dungeon.

Each dungeon has its own set of character monsters, depending


on the type of monsters that are to be found there. For
example, in the Quest for the Shattered Amulet there are six
character

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Skaven which may be encountered during the quest: an


Assassin, a Plague Monk, a Plague Censer Bearer, a Warlord
with Rune Sword, a Warpweaver and a White Skaven Sorcerer
In the first dungeon there are no character Skaven; in the
second, you take the first character Skaven; in the third, the
next two; and in the last dungeon, the remaining three. This
means that if these monsters have survived, by the time the
Heroes reach the last part of the quest there may be six
character Skaven to face them. In other quests, the distribution
and type of character monsters may be different, of course.

You can play these counters at any time when placing


monsters. However, each has one use only, and is put aside
after being played. The only way you can re-use a character
monster is if it first escapes, and then returns for revenge - i.e.,
you use the appropriate dungeon counters to keep it alive.
Character monsters are unique -once they are dead they cannot
be encountered again, under any circumstances.

Character monsters fight to the best of their ability, using any


magical items and spells they have available. These items can
be recovered by the Heroes if the character monster is defeated,
although spell components used by the monster will be gone.

As well as the six Skaven character monster counters for use in


the Quest for the Shattered Amulet, we've provided eight more
character monster counters for use in your own quests. You
should decide when these become available as you're plotting
the quest - choose which character monsters you'll get (if any)
at the start of each dungeon. You should try to make sure that
the chosen monsters suit the other monsters found in the
dungeon. For example, in an Orc lair you might choose to have
the Orc Warchief and the Ogre Chieftain; in a Chaos
stronghold, you might pick the Chaos Lord, the Chaos Sorcerer
and the Greater Daemon of Tzeentch, And, of course, there's
nothing to stop you making up your own character monster
counters to suit the models in your collection.

Hazards
If the Heroes have entered a Hazard Room, roll a dice to
discover what lies in it.

Many rooms in a dungeon are empty; others are full of


monsters just waiting to get their hands, claws and teeth into
the Heroes. A third type of room are known as Hazard Rooms
- these contain interesting features that have survived since the
construction of the dungeon, like statues and fountains, or have
been infested by small creatures such as bats.

Hazard Rooms are often the most interesting rooms in a


dungeon as the Heroes never know quite what to expect. They
are also some of the most fun to invent when you're designing
your own dungeons. Once you've played through the hazards

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listed below, it's time to start creating your own. You can add
new effects to the features we've used, and you can come up
with lots of new features yourself. Let your imagination really
get to work. You can make these as simple or as complex as
you like - just keep them interesting, exciting or even puzzling
for the players.

There are floorplan pieces in the box for the Chasm, Grate,
Pool and Throne. The non-Player Characters, Statue and
Wandering Monsters should be represented by appropriate
metal Citadel Miniatures, or the plastic miniatures in the box.
You don't need any models for Rats, Bats or Mould.

Hazard Table
D12 Hazard D12Hazard
1 Wandering Monster
7Mushrooms
Non-Player Character
Chasm Statue
2 Rats or Bats 8 Grate
3 Mould 9 Pool
4 10 Magic Circle Trapdoor Throne
5 11
6 12

Rats or Bats: Roll a dice. If the score is even, the room


contains Rats; if it is odd, the room contains Bats.

WANDERING MONSTERS

Roll on the Wandering Monsters Matrix to determine the


number and type of monsters present.

NON-PLAYER CHARACTER

This Hazard Room contains a special Human character. Each is


a unique encounter, and once the character has been met in any
of the dungeons, treat the encounter as a Wandering Monsters
result if you roll the same character again.

D12CharacterD12Character
1-3Maiden7-9Man-at-Arms
4-6Witch10-12 Rogue

Suitable Citadel Miniatures exist for all these types, or you can
use one of the Henchman models with a special coloured base.

The Maiden is a captive in this room, guarded by a group of


monsters. Generate the defenders on the Wandering Monsters
Table. If the Heroes defeat the Maiden's captors and escort her
back to the surface, her grateful father will reward them with

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100 gold crowns. She has a Speed of 6, Toughness 3 and


2 Wounds. The monsters in this room will not harm her,
but others might.

The Witch is brewing dark potions down here. She should be


placed in the room according to the normal combat rules. The
Heroes have 1 combat round to either cut her down or close the
door between them. If she is still alive after that round she will
teleport herself and half the Hero's gold crowns to some distant
place... She has a Weapon Skill of 7, Toughness 3 and 2
Wounds.

The Man-at-Arms is in here guarded by monsters. Roll on the


Wandering Monsters Table to generate them. If the Heroes
defeat the Man-at-Arms' guards and release him, he will
become a Henchman for the current Leader. See the Between
Expeditions section for the Man-at Arms' characteristics.

The Rogue is in here alone. He will ask to stay with the


Heroes until they leave the dungeon. They may refuse, but if
they accept him they may not attack him later. The Rogue has
the same characteristics as a Sergeant (see the Between
Expeditions section). He will serve the current Leader as
Henchman. If he is present at any time when the Heroes try to
spot or disarm a trap, subtract -1 from the Heroes' dice roll.

If the Rogue is still alive at the end of the expedition, roll a


dice:

D12Result
1-2The Rogue steals all the Heroe's money. 3-4The Rogue steals half their money.
5-10 The Rogue attempts to steal their money, but fails.
The Rogue decides he likes his new-found friends and 11-12 remains as his current employer's
him as a normal Sergeant Henchman from now on.

CHASM

Use the special Chasm section as indicated below. Refer to the


Wandering Monsters Matrix to create a group of monsters, who
are on the opposite side of the Chasm. Also place a door and a
treasure chest on the far side of the Chasm.

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The Heroes now have four choices:

Heroic Leap: They may attempt to leap across the Chasm. Roll
a dice for each Hero that attempts this, and if the result is equal
to or less than the Hero's Speed, he will succeed. If the roll is
more, the Hero will fall into the Chasm, never to be seen again.
The Hero may spend a Fate Point to convert a failed attempt
into a success. A leap counts as a move.

Sensible Leap: If the Heroes have at least 10 feet of rope, one


of them may leap across the Chasm with one end tied to his
waist, and the other end held by one or more of the other
Heroes. Obviously, all those holding the Hero making the leap
must be on the same side of the Chasm, although it doesn't
matter if the leaper is on the other side. Treat this as a heroic
leap, but if the leap is failed, the Heroes holding the rope may
be able to save him. Roll a dice for each Hero holding the rope.
If anyone manages to roll equal to or under his Strength, the
leaping Hero is saved and can be hauled back to the same side
of the Chasm as his saviours. Only if all of them fail is he lost.

A sensible leap counts as a move for all the Heroes involved.

Rope Ladder: If the Heroes have 20 feet of rope and 10 iron


spikes, they may make a rope ladder. One player must manage
to make a sensible leap across the Chasm (as above), but all the
remaining Heroes will be able to cross safely via the ladder. It
takes one exploration turn to build the rope ladder, and one
exploration turn for any number of Heroes to cross the bridge.
Of course, this cannot take place as long as there are monsters
in this room...

Forget It: The Heroes can just cut their losses, close the door
on the jeering monsters, and look for easier pickings elsewhere.

STATUE

Standing in the room is a Statue, with a single gigantic ruby as

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one eye. Any Hero may attempt to remove the ruby. If a Hero
tries, roll a dice:

D12Result
1-2Curse: The Hero immediately has his Fate Points reduced to 0.
Animated Statue: The Statue comes to life and
3-6attacks. The Statue may not leave this room. It has a Weapon Skill 9, Toughness 8, Speed 6
rolls 5 damage dice.
Transformation: The Statue transforms into a Skaven 7-11 Warlord Sentry. See the monster r
details. The Warlord may not leave this room, but he
may open any other door to seek help.
12Nothing Happens: The Hero removes the jewel without mishap.

The Heroes must defeat the Statue to get the jewel. It is worth
400 gold crowns.

RATS

The floor of this room is covered with a living carpet of vicious


Rats. The Heroes have five choices:

Rat Poison: If the Heroes have any Rat Poison, they may use it
to kill the Rats. This will take one exploration turn, during
which they may not do anything else.

Greek Fire: If the Heroes have two flasks of Greek Fire, they
can use them to flame the room and kill all the Rats. This will
take one exploration turn, during which they may not do
anything else. One flask doesn't kill enough Rats to have any
effect.

Magic: A Wizard can cast the Flames of Death spell to clear


the room.

Fight It Out: The Heroes can wade into the Rats. There are 60
of them. Each Hero who enters should roll a dice each turn
(treat these as exploration turns), the result being the number of
Rats killed. If the dice roll is a 1-4, the Hero suffers one Wound
from Rat bites. Wounds inflicted by Rats may not be cancelled
by spending a Fate Point.

Slam The Door: The Heroes can slam the door and leave
the Rats to it. The Expedition Mapper should record the fact
that there are undefeated Rats in here.

BATS

Hanging from the ceiling are a flock of blood-sucking Bats.

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The Heroes have five choices:

Screech Bug: If the Heroes have a Screech Bug, they may use
it to kill the Bats. This will take one exploration turn, during
which they may not do anything else. Once used, the Screech
Bug must be discarded.

Greek Fire: If the Heroes have two flasks of Greek Fire, they
can use them to flame the room and kill the Bats. This takes
one exploration turn, during which they may not do anything
else. One flask doesn't kill enough Bats to have any effect.

Magic: A Wizard can cast the Flames of Death spell to clear


the room.

Fight It Out: The Heroes can wade into hand-to-hand combat


with the Bats. This will take one exploration turn, during which
they may not do anything else. If the Heroes choose this option,
they must decide who will enter The GM then rolls a dice,
divides the score by 2 (rounding up). The result is the total
number of Wounds inflicted on those Heroes who entered the
room, which must be divided as evenly as possible amongst
them. The GM decides what to do with any 'odd' points. Fate
Points may not be used to stop these Wounds.

Slam The Door: The Heroes can slam the door. The
Expedition Mapper must record that the room contains
undefeated Bats.

MOULD

This room is covered with Mould. The Heroes have three


choices:

Greek Fire: If the Heroes have any Greek Fire, they may use
one flask to burn the Mould. This will take one exploration
turn, during which they may not do anything else.

Wet Hankies: The Heroes may tie wet cloth across their faces
and attempt to cross the room. Each player should roll a dice:

D12Result
1Deadly Poison: The Hero must spend a Fate Point or die horribly.
2-6 Poison: The Hero loses one Wound unless he spends a Fate Point.
Irritant: The Hero's Weapon Skill is reduced by -2 7-10 points for the next combat, after wh
normal.
11-

No Effect: The Hero crosses the room safely.


12

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Slam the Door: The Heroes can leave.

MUSHROOMS

This room contains magic Mushrooms (roll a dice to discover


how many). The Heroes may pick some if they wish, but
each time one is eaten roll a dice to see what it does:

D12 Result
Deadly Poison: The Hero will die horribly unless he spends a Fate Point or drinks a He
1-2 Whatever happens, the Mushrooms may be used as Rat Poison.
Sleeping Mushrooms: The Hero falls asleep. Roll a dice. The Hero will be KO'd for the
Polka Dots: The Hero's skin breaks out in a rash of red, green and yellow polka dots tha
3-4 Strength: Eat one of these Mushrooms at the startof any combat tyurn and, for the rema
Speed: Eat one of these Mushrooms at the start of any
5-6

7-8

9-10 combat turn and, for the remainder of that combat (i.e.,
until exploration turn are restarted), the Hero's Speed is doubled.
Healing: This Mushroom may be eaten at any time. It restores all lost Wounds.

12

GRATE

There is a Grate in the floor of this room. The GM can place it


on any square. If a Hero is moved to that square, he can see that
beneath the Grate there is a room. This should be rolled up on
the Room Type Table in the normal way. The room is between
the dungeon levels. It has no other exits (unless the quest
specifies this - e.g., in the Shattered Amulet, if it was a Quest
Room it would automatically have stairs leading down to the
next level).

If there are monsters in the lower room, they are prisoners of


the powers holding the dungeon - they are accused of
cowardice. There are no special types among the prisoners (use
the total number of monsters generated but change any special
types to normal monsters). Despite being prisoners, the
monsters are not traitors to their race - they fight just as fiercely
as the other monsters in the dungeon. However, having no
weapons they roll only 1 damage dice.

If they lift the grate to enter the room below, the Heroes add +2
to their surprise roll (but don't add the modifier for an Elf).
Only one Hero or Henchman may enter or leave the lower

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room per combat turn.

The Heroes need a rope to get back out of the lower room - if
they all enter without a rope, they're stuck down there and will
no doubt die a horrible death when the guards come to check on
their prisoners!

The GM can play a wandering monsters or character monster


counter to bring more monsters into the hazard room, even if all
the Heroes are in the lower room, effectively cutting them off if
there's no-one to guard the opening. They can still climb out
with a rope at one per turn, but this means the first one out has
to face all the monsters in the room above.

POOL

Any Hero may drink from a Pool. Magic Pools affect people in
different ways each time they take a drink, so a separate roll
must be made on the table each time. Roll a dice:

D12 Result
1 Deadly Poison: The Hero must now drink a Healing Potion or die!
Sleeping Potion: The Hero falls asleep. Roll a die. The Hero will be KO'd for that many
2-4 Luck: The Hero receives a temporary Fate Point, which may be spent at any time on thi

5-8

9-Healing: All the Hero's lost Wounds points are restored. 12

MAGIC CIRCLE

A large Magic Circle representing the Great Wheel of Magic is


drawn on the floor - the GM may place it anywhere in the
room. If a Hero or Henchman moves onto the circle, roll a
dice:

D12 Effect
Cursed: The model immediately loses 1 Fate Point. This
1 is permanent and the Fate Point cannot be regained
between expeditions.
Summoning: A group of wandering monsters is
summoned by the Magic Circle. The monsters are rolled
2 up on the Wandering Monsters Matrix as normal, but
the GM may place them in any unoccupied squares
within
line of sight of the Heroes. The Heroes are automatically
surprised during the first round of combat.
3-6 Nothing Happens.

Magical Power: If a Wizard stands in the Circle, he is


7-9 filled with magical power. This allows him to cast his
next spell without using any components. The power of

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the Circle is temporarily drained by this and may only be drawnb on once per expedition. T
10- Healing: A model that stands in the Circle has 1 Wound

healed. The power of the Circle is temporarily drained by this and may only be drawn
11
Fate: A model that stands in the Circle receives an extra Fate Point to use during this e

12 permanent increase. The power of the Circle is temporarily drained by this and may onl

TRAPDOOR

There is a Trapdoor in the floor of this room. The GM can


place it on any square. The room only has one door - the one
the Heroes entered by. Do not roll for extra doors on the Room
Doors Table.

If a Hero opens the Trapdoor, roll a dice:

D12Result
Trap: The
The Maze:
TrapdooeIf you have a copy
is trapped. of Heroquest,
Roll on the to see what sort of trap has been set -
the Traps Table
Trapdoor opens onto a set of stairs that lead to a maze-
1column of the table. The table cannot be spotted or disarmed and automatically goes off when
2-3 Room: There is a room beneath the Trapdoor. It is the same as the room beneath a Grate (
Crypt: A small Crypt is located beneath the trapdoor. A 4-6 Hero may search the crypt as his
exploration turn. If he does so, roll a dice:
D12Crypt Contents
Mould Spores: The Hero disturbs the Spores, which immediately fill the Crypt. Roll up the ty
1-2 of Mould on the Moulds Table (above). The Mould automatically affects the Hero - there i
3-6 Empty.
7-Gold Ring: The Crypt contains a Skeleton wearing
a gold ring worth 25 gold crowns.
Undead Skaven: As the Hero peers into the Crypt, an Undead Skaven leaps out and attacks. S
combat turn. The Skaven surprises the Heroes. The Undead Skaven has Weapon Skill 8, Toug
Speed 6, 1 Wound and rolls 6 damage dice. It starts on the square occupied by the Trapdoor.

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like sub-level. Use the Heroquest board for this (see the 7-9 Heroquest section for rules on h
don't have a copy of Heroquest, the Heroes find nothing.
Stairs: The Trapdoor opens onto stairsleading down to 10-the next level (if the quest calls fo
12stairs down, as the Quest for the Shattered Amulet does, treat this result as a Room (see ab

THRONE

There is a large, ornate Throne on the far side of the room, in


which sits a figure with a commanding demeanour. Roll up a
group of wandering monsters on the Wandering Monsters
Matrix - the GM selects one to sit on the Throne. As long as the
chosen monster is still alive, he radiates power to the others:
add +1 to their Toughness and roll 1 extra damage dice. The
monster on the Throne may not move but he can attack; if
killed, the remaining monsters lose their bonuses, even if
another monster sits in the Throne. There is no effect upon
Heroes or Henchmen who sit in the Throne.

Treasure
Second only to fame and glory, the thing closest to any Hero's
heart is the discovery of vast hoards of treasure. The dungeons
and hallways burrowed out beneath the surface of the
Warhammer world are filled with ancient relics, hidden chests
filled with gold, and magical treasures of awesome power As a
just reward for their brave expeditions against the monstrous
denizens of the underworld, the Heroes can acquire magical
weapons, scrolls and potions to help them in future battles, and
gold to pay for Henchmen or buy equipment.

Treasure may be found concealed in long-forgotten hiding


places if the Heroes successfully search for hidden treasure (see
the rules in the Exploration Turns section).

Treasure is also possessed by monsters. Most monsters carry


gold crowns with them and these may be looted if the monsters
are killed (provided the Heroes don't run away before the
combat is over). Character monsters may have magical
weapons or other magical items which they will use against the
Heroes - these may also be looted if the character monsters are
killed in battle. The monster reference tables tell you how
much gold and what magic items are carried by each monster
the Heroes can encounter.

The other places that monsters store treasure is in their Lairs -


here, in huge iron-bound chests, they keep the communal
treasure of their band. If the Heroes find a Quest Room or kill
the monsters defending the chest, they can open it and take the
treasure stored inside - roll a dice on the Treasure Chests Table
to see what the chest contains.

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Treasure Chests Table


D12 Result
1 Treasure map
2 6 arrows and 20 gold crowns
3 10 feet of rope and 30 gold crowns 2 flasks of Greeks Fire
4 50 gold crowns
5 100 gold crowns
6 150 gold crowns
7 Screech Bug and 50 gold crowns Rat Poison and 50 gold crowns 200 gold crowns
8 1 potion (see below) and 50 gold crowns
9 Magic treasure (roll two dice and consult the Magic Treasure Table)
10
11
12

Remember that Heroes and Henchmen can only carry 250 gold
crowns each - they may have to leave some of the treasure
behind. If this is so, the Expedition Mapper should mark down
how much treasure has been left. If the Heroes come back to
this area of the dungeon when they are not already burdened,
they can take the rest of the treasure. Of course, they'll have to
kill the new group of monsters that have taken over the Lair

MAGIC TREASURE

Magic items are the most valuable type of treasure the Heroes
can find. Unlike gold crowns, they can't be exchanged for
Heroes or Henchmen, but they make the Heroes more powerful
- far more useful in the long run.

There are limits to the number of certain types of item that a


Hero or Henchman can carry. For example, he can only wear
one type of armour, only carry up to three weapons, have on no
more than one ring or amulet at a time, and so forth. This
means that the Heroes may have to leave behind non-magical
equipment, or even magic items that are less powerful than
those they have just found - anything left behind should be
marked on the expedition map in case the Heroes wish to
return for it later.

Magic Treasure Table


2D12 Result 2D12 Result
2 Dawnstone 12-13 Scroll
3-4 Amulet 14-16 Potion
5-6 Wand 17 Arrows or Bolts
7-8 Ring 18-20 Bow

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9-10 Shield or
19-21 Sword
Helm
22-24 Armour
11Weapon

The Heroes should agree among themselves who is the best


person to use the magic item. If they cannot, the Leader
decides. Treasure can be re-allocated during or after the
expedition anyway, and Heroes can always make swaps and
deals between themselves.

Dawnstone

A Dawnstone is a potent magical talisman. It contains 1D12


Fate Points that can be used by the owner in the same way as
normal Fate Points. The Dawnstone does not regenerate Fate
Points between trips - once used, they are lost.

Magic Amulets

There are two kinds of amulets. Roll a dice: an even number


means an Amulet of Iron, an odd number an Amulet of
Protection.

Amulet of Iron: If a spell is aimed at a Hero wearing this


amulet, or he is in the area of effect of a spell, roll a dice. On a
roll of 9 or more, the spell has no effect on the Hero. Note that
the amulet works even if the player wants to be affected by the
spell.

Amulet of Protection: Anybody wearing an amulet of this


type has their Toughness increased by +1 point, in addition to
any benefits for armour, etc.

Only one amulet can be worn at a time.

Magic Wand

A magic wand may only be used by a Wizard. Each magic


wand contains one spell, chosen at random from the table
below. Roll a dice; the wand has that many charges. Each time
it is used to cast the spell, a charge is used up. Keep a record of
the wand's charges. Note that the Wizard does not need to use
spell components to cast a spell stored in a wand.

2D12 Spell 2D12 Spell


Inferno of
2-3 Doom 13 Open Window
Power of the
4 14 Dragon Armour
Phoenix
5 Swift Wind 15 Flaming Skull of Terror
6 Still Air 16- Fireball

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17
7-8Lightning Bolt 18-
Courage
19
20-
9-10 Choke 21 Flight
11Flames of Death
22 Flaming Hand of Destruction
Flames of the Phoenix
23-
12 24 The Bright Key

Magic Rings

There are two kinds of rings. If you find one, roll a dice:

D12Ring
1-3Ring of Protection (Level 1)
4-5Ring of Protection (Level 2)
6Ring of Protection (Level 3)
7-9Ring of Magic Protection (Level 1) 10-11 Ring of Magic Protection (Level 2)
12Ring of Magic Protection (Level 3)

Rings of Protection: These add to the wearer's Toughness. A


level 1 ring adds +1 point, a level 2 adds +2 points, etc.

Rings of Magic Protection: These protect the wearer from


spells. A level 1 ring cancels the effects of a spell if the wearer
can roll an 11 or 12. A level 2 cancels the effects if the wearer
can roll 9 or higher. The level 3 rings work if the wearer can
roll under his Intelligence score.

Only one ring can be worn at a time.

Magic Shields and Helms

Roll on the following table to see what has been discovered.

D12 Shield or Helm Sp BS T


1-6 Magical Shield 0 -1 +1
Magical Greatshield
7-8 Dwarven Shield -1 -2 +2
9 0 -2 +2

10- Magical Helm


00 +1
11
0-1 +2
12 Dwarven Helm

The effect of the shield or helm on the wearer's Speed, Bow

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Skill and Toughness are noted, and you must amend your
character sheet accordingly.

A character may only have 1 shield and 1 helm.

Magic Scrolls

Scrolls can only be used by a Wizard. A scroll will hold


spells each of which can be cast once, affer which the writing
on the scroll will fade. Roll a dice.

D12 SpellsD12 Spells


1-6 1 Spell 10-11 3 Spells
7-9
2 Spells12 4 Spells

Generate each spell with a separate roll on the table given


above for wands. Note that the Wizard does not need to use
components to cast a spell stored on a scroll.

Magic Potions

There are two types of potion. Roll a dice: an even number


means a Strength Potion, an odd number a Healing Potion.

Strength Potions: These may be drunk by a Hero at the start of


any turn. His Strength is then increased by +2 points, and the
number of damage dice he rolls for any hand-to-hand weapon is
increased by +2. The effects of the potion last for three turns
(combat or exploration) and then wear off.

Healing Potions: A Healing Potion may be drunk by a Hero at


the start of any turn. It may be given to an unconscious Hero by
another as long as neither is in an enemy death zone. Healing
potions restore a Hero's Wounds to their starting level from the
beginning of the next turn. Healing Potions will not restore
Heroes who have died. Note that some hazards require a Hero
to drink a Healing Potion or die.

Magic Weapons

The table shows the damage dice rolled for each combination
of weapon and Strength. Normal rules and restrictions for the
different types of weapons apply. Roll on the following table
to see the weapon type.

Strength
D12Weapon Type1-2 3-4 5 6 7 8 9 10 11 12
1-3 Dagger 1 1 2 3456 7 8 9
4-5 Spear n/a 2 3 4 5 6 7 8 9 10
6-8 Axe n/a 3 4 5 6 7 8 9 10 11
9 Axe n/a 4 5 6 7 8 9 10 11 12

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10 Halbred
n/a 45678 9 10 11

3
Double-Handed
1 Sword n/a n/a n/a 6 7 8 9 10 11 12
Double-Handed
12 Axe n/a n/a n/a 6 7 8 9 10 11 12

Magic Arrows or Bolts

There are several types of arrow and crossbow bolt. Roll on the
following table:

D12 Arrow Arrows of Death Number Found


Bolts of Death
1-4 Arrows of True Flight 4
5 Bolts of True Flight 2

6-7 2
8 1

9-11 Arrows of the


4
Assassin
2
12Bolts of the Assassin

Arrows/Bolts of Death: Add +1 to the number of damage dice


rolled for a successful hit.

Arrows/Bolts of True Flight: These always hit their tarBet; no


roll is required.

Arrows/Bolts of the Assassins: A hit by one of these causes


critical damage on any damage dice roll of 10 or more.

Magical arrows and crossbow bolts obey all the normal rules
for ranged attacks.

Magic Bows

There are several types of magical bow. Roll on the following


table:

D12 Bow Range Damage Dice


1-4 Short Bow 28 4
5-7 Bow 40 4
8-9 Long Bow 48 5
10-
Crossbow 48 5
11
12 Elven Power Bow
48 6

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The weapon's range and damage dice are given. Normal rules

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and restrictions apply.

Magic Swords

Magic swords are rated for their additions to Weapon Skill and
Strength (in other words, to the accuracy of their use and the
damage they cause).

First roll a dice to find out what type of sword has been gained:

D12 Sword + to WS + to Strength


1-3 Sword +1 0
4-6 Sword 0 +1
7-8 Sword +1 +1
9 Sword +2 +1
10 Sword +1 +2
11 Sword +2 +2
Rune Sword
12 +2 +2

Use the Hand-to-Hand Weapon Table in the Campaign section


to adjust the Hand-to-Hand Combat figures on your character
sheet and the weapon profile.

A Wizard may not use a sword unless it is a Rune Sword.

Magic Armour

Magic armour may be worn by any Hero except a Wizard. Roll


two dice on the table below to discover the type:

Bo
D12 Type Speed Toughness
w
2-6 Leather 0 Skill +1
7-10 Leather -1 -1 +2
11- -1
13 Chai -2 +3
14- -1
15 n -1 +2
16- -1
17 Chai 0 +1
18- 0
19 n -2 +4
20 -2
0 +3
21 Chai
0 0 +5
22 0
n -2 +5
-2
Plate

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Mithril
Enchanted
Dwarven
23- Elven -1 0 +4

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24

Modifiers to Speed, Bow Skill and Toughness are noted.

Traps
The ancient halls and tunnels of the underworld are often
trapped; they prevent entry to old tombs, stop thieves looting
treasure chests, and secure Lairs against invaders. Usually traps
will be encountered when the GM plays a trap counter - this is
one of the most useful of the dungeon counters as a trap can
dissuade the Heroes from opening a treasure chest or entering
into a new part of the dungeon.

The other way to encounter traps is if they are pre-determined


as part of a Quest Location. In this case they are marked on the
GM's map and the type of trap may already be decided. When
designing your own Quest Locations, don't over-use traps - just
put in a couple here and there to give the Heroes a surprise and
keep them on their toes. You can either choose the traps when
drawing the map, or roll on the Traps Table to see what sort of
trap has been set.

The GM can play a trap counter during exploration turns, either


when the Heroes enter a room or passage they have not been
entered before, or when a Hero opens a chest.

If the GM plays a trap counter, the Heroes are allowed a chance


to spot the trap, and if they're successful they can try to disarm
it. If they fail to spot or disarm the trap, it will be sprung with
the effects listed below.

Whenever a trap counter is played, roll on the following table


to determine the trap type. Use the first column when rolling
for traps found in rooms or passages, and the second column
when rolling for chest traps.

Traps Table
Room
or Spot
Chest Trap Disarm Chance
Passage Chance
1 Pit Trap 5 None
2 1 Crossfire 8 6
3
Portcullis 6 11
Poison
2 9 8
Dart
4
Blocks 7 11
5
3 Gas 10 7
6
4 Mantrap 7 6
5 Spike 6 7

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6 Shock 8 11
7 7 Magic 9 7
8 8 Fireball 8 9
9 Mindstealer 6 10
10 Guillotine 6 8
11-
9-12 Alarm 7 7
12

To spot a trap, a Hero must roll equal to or higher than the spot
trap chance. If he spots it, the Hero may try to disarm the trap
by rolling equal to or higher than the disarm trap chance - if he
rolls lower, the trap goes off.

Pit Traps: These traps can be spotted, but not avoided. The
Hero who sets off the trap falls down a deep pit. Roll a dice, if
the result is 9 or more, the Hero loses I Wound. The Hero must
score less than or equal to his Speed on another dice roll to
climb out. Other Heroes may leap over the trap if they can roll
less than or equal to their Speed . If they fail, they fall in, and
must follow the routine already described.

Portcullis: A portcullis has dropped from the ceiling. The GM


may place a portcullis in any doorway to this room, or across
the room in any non-diagonal direction. The portcullis can be
lifted, but each attempt takes one complete exploration turn,
during which none of the Heroes involved can do anything else.
Roll a dice, adding the Strength scores of the Heroes lifting the
portcullis. If this comes to 20 or more, the portcullis is lifted
long enough for any Heroes who did not take part in lifting it to
roll underneath to the other side. It should follow from this that
these Heroes must then lift the portcullis for the others to get
out...

Poison Dart: A poison dart hits the Hero who activated this
trap. Roll one damage dice for the dart. If it causes a Wound,
the Hero's Wounds are reduced to 0 from whatever score they
currently are (i.e., he is KO'd).

Fireball: A magical fireball will gather in the same square as


the Hero who set off the trap. Place the fireball template on this
square, and all models under the template suffer 5 damage dice
of injury. For the next 3 turns after this (ie not starting with the
GM phase about to come, but the one after), the GM may move
the template squares in any direction he chooses, and measure
the effect again. At the end of the third turn, the fireball
disappears.

Crossfire: The Hero who set off the trap is hit by a number of
crossbow bolts. Roll a dice, and divide the result by 4
(rounding fractions up) to discover how many hit the Hero,
and roll 3 damage dice for each bolt that does. Once triggered,
the trap has no further effect.

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Gas: A cloud of gas is expelled from this trap. The Hero who
set this off will be at the centre of the cloud. Anyone in the
adjacent squares (including diagonals) or the squares adjacent
to those will be in the area of effect. Heroes caught in the area
of effect must roll a dice. If this is equal to or less than their
starting Toughness, the gas has no effect (those in the adjacent
squares subtract -1 from the roll; those in the outer ring of
squares subtract -2). If anyone is affected by the gas, roll on the
following table for the gas type.

D12Effect
1-6 Mild Poison: The Hero loses 1 Wound and may not move for 3 turns.
Nausea: The Hero suffers long bouts of vomitting and 7-8 dizziness. For the rest of the expedi
maximum move of 8 squares (exploration) or half Speed
(combat), half Weapon and Bow Skills and -2 Strength.
Madness: The Hero loses control of his mind for 6
9-turns. The GM takes control of the Hero, moving him as
he sees fit. He may not attack the other Heroes, but can
be moved in any direction the GM chooses, unless he
can be restrained (see under Mindstealer, below)
Strong Poison: The Hero takes 8 damage dice of injury.
Deadly Poison: The Hero must be given a Healing Potion or he dies.

Blocks: A large block of masonry descends from the ceiling


onto the Hero who tripped the trap. Roll a dice. If the roll is
equal to or less than the Hero's Speed, he dodges the block and
takes only 3 damage dice of injury from a glancing blow. If the
the dice roll is more than the Hero's Speed, he suffers the full
effects of 12 damage dice. If this trap is spotted but not
disarmed, the Heroes can bypass it, moving at just half speed.
The Expedition Mapper should record its presence in this
dungeon section. It will be set off if the Heroes ever pass this
way at anything greater than half speed.

Mantrap: The brutal jaws of a mantrap close on the victim's


hand (chest trap) or leg (room or passage trap). Roll 4 damage
dice for injury. If any damage is caused, the victim will suffer a
traumatic loss of the limb. Heroes who lose a hand suffer an
immediate loss of half their Weapon Skill. They may not use
any kind of bow, nor any two -handed weapon. Wizards may
not cast any spell which requires 2 or more spell components.
Heroes who lose a leg are even worse off as they lose half their
Speed (round up), may only move 8 squares in exploration
turns, may not use a shield, and may not use two-handed
weapons.

These injuries may only be healed between expeditions.

Spike: A vicious spike jabs out at the Hero who set off the trap.

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Roll 3 damage dice for effect. Roll an additional dice; if


this scores 8 or above the spike is poisoned in the same way
as a poison dart (see above).

Shock: The trap discharges a powerful bolt of electricity into


the Hero who set off the trap. Roll 5 damage dice for effect. If
the Hero is wearing any metal armour (for example, chain,
plate or mithril), roll 10 damage dice.

Magic: Place the magic circle template over the Hero who set
off the trap. Any model under the template is in the trap's area
of effect and suffers the effects of the trap's spell. Roll a dice to
see which spell has been set off:

D12 Spell Inferno of Doom Lightning Bolt Choke


1-2 Flames of Death
3-4 Fireball
5-8
9-10
11-
12

The spell takes effect as normal.

Mindstealer: The Hero is driven mad by powerful magic. For


the next 6 turns, he is controlled by the GM. The GM may have
him move and attack exactly as he chooses. At the end of the
sixth turn, the effects wear off and the Hero is returned to the
control of his player. In the meantime, if other Heroes and
Henchmen with totalled Strength scores which are at least three
times that of the afflicted Hero can move so that he is in their
death zones, he can be restrained. Restrained Heroes do not
move or attack, so the others will be safe just as long as they
can hold him.

Guillotine: A blade snaps onto the Hero's hand. This causes 2


damage dice of injury. If this leads to any loss of wounds, the
Hero loses the hand, and suffers the effects described under
Mantrap, above.

Alarm: The GM may place a group of wandering monsters


along a line of sight at the furthest distance possible from the
Heroes. Roll on the Wandering Monsters Table to see what sort
of monsters are encountered.

Between Expeditions
Each part of a quest is accomplished over one or more
expeditions. An expedition begins when the Heroes are placed
on the first stairway section, and ends when the last surviving
one of them ascends a stairway that leads out of the dungeon

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(though individual Heroes can have left the dungeon and the
expedition before that).

You should keep a running record of how many expeditions


each Hero has been on during a quest.

If the gods smiled on them during their last expedition, the


Heroes may have found treasure, and maybe even a magic item
or two. They will have a chance to rest and recuperate before
the next expedition.

To represent the time spent between expeditions, play through


the following sequence:

1. Discard unused dungeon counters (except character


monster counters).

2. Recover Fate Points and Wounds.

3. Gain Fate Points for recovered Quest Treasures.

4. Divide up other treasure.

5. Pay Henchmen and cost of living expenses.

6. Roll for random events.

7. Spend gold on training, equipment, spells and


spell components.

8. Attract or hire new Henchmen.

9. Embark on next expedition.

FATE POINTS & WOUNDS

Heroes and Henchmen recover any Fate Points and Wounds


lost or spent during the expedition.

Each Hero will increase his Fate Point characteristic if a


Quest Treasure was recovered on that expedition - a reward
from the gods for their victory.

The number of Fate Points received depends on how long it


took to recover the treasure. Check how many expeditions each
individual Hero has been on during the quest, consult the table
below, and award the indicated number of Fate Points.

Fate Points Table


(Number of Expeditions Heroes have made to the dungeon)

1 2-3 4 or more

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Fate points 2 1 0

TREASURE

The players can now divide up the other treasure recovered


from the dungeon. Gold crowns must be divided equally. Other
treasures may be allocated as the players see fit - if they cannot
agree who should get what, they should each roll a dice, with
the highest having first choice.

Note that once the gold crowns are shared out, each Hero can
do with his share as he pleases, including loaning or gifting it
to other players.

COST OF LIVING

Next the players must pay their Henchmen and their cost of
living expenses, as detailed on the Cost of Living Table.

Cost of living has priority over all other transactions. Players


who cannot afford to pay their cost of living must record the
amount they haven't paid on their character sheet, and pay off
any debts as soon as they possibly can, before making any kind
of purchase.

Henchmen who are not paid will leave the Heroes' employ.

Moneylenders and Wills

Heroes cannot carry large amounts of money with them (no


more than 250 gold crowns per Hero and Henchman), so they'll
have to find somewhere safe to store any money they don't
spend between expeditions. They can leave their money in their
lodgings - this is free and the money won't be subject to tithes,
but there is a chance that the money might be stolen.
Alternatively, they can take the money to a moneylender who
will bank their spare cash for a small fee of 5 gold crowns paid
after every expedition; the drawbacks are the tithes and the fact
that the money isn't so easy to get to if a Hero dies.

Money belonging to a dead Hero that is kept at his lodgings


may simply be shared out among the other Heroes. If it's
banked with a moneylender, other Heroes can only have access
to it if the Hero has made a will. A will names one or more of
the Hero's companions who will receive any money he has
banked with a moneylender upon his death - if the other Heroes
are dead too, the fortunate moneylender gas to keep the Hero's
cash. A fee of 20 gold crowns is levied upon executing a will,
so if the Hero had less than 20 crowns his companions get
nothing.

Cost of Living Table


ItemCost

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Cost of Living
10 GCs plus 5 GCs per Fate Point
Maintain Henchman:
Man-at-Arms
35 GCs
Sergeant
75 GCs
Fee to Moneylender
5 GCs
To make or alter will
25 GCs
To transfer money in
accordance with a will 20 GCs

RANDOM EVENTS

The GM rolls two dice and refers to the Random Events Table.
If a random event is rolled, its effects must be resolved
immediately.

Random Events Table


Roll Random Event
2-4 No event.
Illness. One of the Heroes (decide randomly) is struck
5 by an illness. Unless he visits the Healer and pays 100
GCs, he has to miss the next expedition.
Injury. A nagging reminder of the previous expedition
6 is causing a random Hero pain. Roll 3 damage dice
against starting Toughness, and that many Wounds are
lost before the expedition starts.
Trouble With the Law. If any Hero is carrying Greek
7 Fire, the local Watch takes exception to the fire risk.
Each Hero with Greek Fire is fined 30 GCs per
flask.
8 Gratitude: The locals have collected 50 GCs in
thanks for the monsters you have killed so far.
9 Tithe: Pay 10% (round up) of all money banked with a
moneylender as a tithe to the City Fathers.
Replace Weapons: A randomly-selected Hero has
10 found one of his non-magical weapons to be
damaged. He must pay to replace the most expensive
weapon he
owns (or lose that weapon).
11 Robbery!: All money left in lodgings is stolen.
12-
No event.
13
14 Pickpocket: A random Hero loses 25% (round down)
of the GCs he carries (i.e., not in lodgings or banked).
15 Henchman Retires: A random Henchman takes his
pay and retires.
16 Man-at-Arms: A Man-at-Arms offers his services to a
random Hero free of charge for one expedition.

17 Jealous Ruler: The city's ruler demands the "gift" of a


random magic item from a random Hero. The chosen

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Hero cannot refuse.


Preparedness: Your last visit cost the monsters dear. They determine to be better pre
18 Risk Money: For each Henchman who died on the last expedition, all Henchmen cur
It Doesn't Pay to Be Famous: From now on, all cost of living expenses are doubled.
Map For Sale: The GM must offer you a treasure map for 400 GCs.
19

20

21
22-
24

No event.

SPENDING GOLD

The players may spend any remaining gold crowns on


equipment, spells, spell components and training. The cost of
these is shown on the Costs Table.

As you buy new equipment and increase characteristics,


remember to modify your character sheet appropriately. The
Campaigns section contains all the information you need to
modify character sheets, but a few notes are included here.

Training

Increasing Weapon Skill improves the Hero's hand-to-hand hit


roll. Refer to the Hand-to-Hand Hit Roll Table and modify the
character sheet accordingly.

Increasing Bow Skill improves the Hero's ranged weapon hit


roll. Refer to the Ranged Weapon Hit Roll Table and modify
the charaaer sheet accordingly. Note that armour reduces a
Hero's current Bow Skill, and will thus also change his ranged
weapon hit roll.

Increasing Strength mod)fies the number of damage dice the


Hero rolls for a hit with a hand-to-hand weapon. Refer to the
Damage Dice Table and modify the character sheet
accordingly.

A Hero may only train to increase one characteristic point


after each expedition.

Weapon Skill and Bow Skill may be increased to a maximum


of 12. After the first two points increase, the cost doubles for
each point (eg the third point costs 400 GCs, the fourth costs
800 GCs, and so on). Strength, Toughness, Speed, Bravery,
Intelligence and Wounds may only be increased by two points.
These characteristics may be taken beyond the two -point

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increase by magic weapons, armour, potions and so forth or by


the use of spells. None of them may ever be increased beyond
12, whatever the cause.

Fate Points can be increased to any level at a cost of 1000 GCs


per point. Rather than training, this represents the Hero making
an offering to the Gods - they reward his proven sanctity by
gifting him with a Fate Point.

New Equipment

Armour modifies the characters current Toughness, Bow Skill


and Speed. It does not change his starting level, as this
represents natural ability without armour. A Hero may remove
armour during the game, which will take one exploration turn.
If a Hero removes his armour, modify his current Toughness,
Bow Skill and Speed as appropriate.

New weapons may have different effects to old ones. Magic


weapons discovered in the dungeon certainly will - the GM will
tell the Hero players the effects of any magic weapons they
find. Modify the character sheet accordingly. A Hero can have
up to three weapons, but may only use one at a time. He may
change weapons at the start of any exploration turn.

Other items of equipment may be purchased for use in the


Heroes' explorations. These include such generally useful
adventuring items as rope and iron spikes, as well as items with
a more specific use such as Greek Fire and Rat Poison.

Spells and Spell Components

A Wizard Hero may pay a tuition fee to another Wizard of his


College in order to master a new spell. The learned magician
trains the Wizard in the right incantations, the correct ritual
movements and gestures, and the appropriate use of arcane
components.

The Wizard should mark in his Spell Book that he is now


capable of casting the new spell and he can use it in any future
expeditions, provided he has the relevant spell components.

A Wizard may only learn one new spell after each expedition.

Although all spell components cost the same amount, the type
of components required differ from spell to spell. At the start of
an expedition, the Wizard must mark down on his character
sheet which components he is carrying so that it is clear which
of his spells he is able to cast.

Healing

A Hero can visit a Healer between expeditions and have his


ailments cured by magic Healers aren't cheap, but they do have

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some very powerful spells: a Healer is able to remove diseases,


restore limbs that have been cut off, and even resurrect the dead
(provided the corpse is supplied). The effea of the healing
magic will restore the injured Hero to how he was before the
damage was caused.

A Hero may also buy one or more Healing Potions from a


Healer. These curative brews are specially prepared with the
help of an Alchemist, storing some of the Healer's power in a
magical liquid. When a Healing Potion is drunk it will restore
the Hero's Wounds to their starting level at the beginning of the
next turn. A Healing Potion will not restore a dead Hero.

Costs Table
Item Cost
Training
Increase a characteristic by 1 point
Increase Fate Points by 1 point200 GCs
Armour
Shield 1000 GCs
Leather armour Chain armour Plate armour Mithril armour Weapons Dagger, sp
Sword, axe or warhammer
10 GCs
Two-handed sword or axe, halberd
Short bow and 6 arrows Bow 25and
GCs6 arrows Long bow and 6 arrows 6 arrows
50 GCs
Crossbow and 6 bolts 6 crossbow bolts Equipment
200
10 feet of rope 10 iron spikes GCsFire flasks Rat Poison Screech Bug Spells
Greek
Courage 400 GCs

10 GCs
25 GCs
50 GCs
20 GCs
25 GCs
50 GCs
10 GCs
40 GCs
10 GCs

5 GCs
10 GCs
25 GCs each
25 GCs each
25 GCs each

100 GCs

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Flaming Hand of Destruction


175 GCs
Flight!
100 GCs
Inferno of Doom Power of the Phoenix Still Air
200 GCs
Swift Wind The Bright Key
200 GCs
Spell Component
150 GCs
Healer
150 GCs
Remove disease Restore lost limb
250 GCs
Resurrect dead Hero (need body)
25 GCs
Healing Potion

100 GCs
500 GCs
1000 GCs
50 GCs

HENCHMEN

When a Hero returns to a town after an expedition, the fame of


his exploits begins to spread. If he has been particularly
successful, his name is heard far and wide, and tales of his
adventures are related in taverns and around camp-fires across
the land. Some of those who hear these tales are so impressed
by the adventurer's heroic qualities that they seek to join him,
hoping to share in his glory. These followers are Henchmen.

There are different types of Henchmen: some are eager young


warriors, seeking to make their fortune in the Hero's employ;
some are old hands, skilled in the arts of war; others are
specialists with unusual skills. In this book, we've given rules
for Men-at-Arms, who are trained footsoldiers, and Sergeants,
who are more experienced fighters.

There are two ways to get Henchmen: some will automatically


join the Hero as he becomes more powerful and his fame
spreads; others may be hired to fight in the dungeons for gold.

Attracing Henchmen

Each time the Hero gains a Fate Point, he also attracts a Man-
at-Arms. Fate Points are gained if the Hero completes part of a
quest in a small number of expeditions, so a Hero who earns
Fate Points is obviously successful and heroic - exactly the
qualities that attract followers.

A Hero doesn't have to accept a Henchman when he earns a


Fate Point. If he turns a Henchman down, however, he doesn't
get another chance until he earns another Fate Point.

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Even though the Hero attracts the Henchmen for nothing, he


must still pay them 35 gold crowns between expeditions or they
will leave.

Hiring Henchmen

Henchmen may also be hired by a Hero between expeditions.


Any Hero with enough gold crowns may hire one or more
Henchmen, regardless of any Fate Points he has earned. A Hero
may hire Men-at-Arms for 50 gold crowns each and Sergeants
for 100 gold crowns each - the only restriction is the amount of
gold he wishes to spend.

A Hero who has attracted a Man-at-Arms through earning a


Fate Point can still hire additional Henchmen.

Once hired, Henchmen must be paid by the Hero between


expeditions or they will leave.

EMBARK ON NEXT TRIP

The Heroes are now ready for their next expedition. If they
return to a previously-entered dungeon, they may start from the
bottom of any of the stairs they found leading out.

Should any of the Heroes have been killed on the last trip,
players can bring in new ones. Obviously, these new Heroes
have none of the treasure, weapons or armour of the lost Hero.
They start from scratch (unless loaned cash or equipment by
other players). You can use a direct replacement for the lost
Hero, or use the campaign rules to generate a new one.

Sergeants

A Hero can hire a Sergeant at a cost of 100 gold crowns. He


may also swap two Men-at-Arms for a Sergeant. These Men-at-
Arms can be hired or attracted followers and there is no extra
Cost to make the swap in either case.

The swap may be made between any expeditions: the Hero can
change two Men-at-Arms for a Sergeant as soon as he gets
them, or he can wait a couple of expeditions before swapping
them.

As well as costing more to hire, Sergeants cost more to


maintain and must be paid 75 gold crowns between
expeditions, but they are better and more experienced warriors.

To avoid confusion, it is best to use a different type of model to


represent Sergeants. Any of the models from the Citadel
Miniatures range of Fighters are appropriate. These can be
painted with the heraldry of the Hero they follow to show their
allegiance.

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Men-at-Arms

A Man-at-Arms costs 50 gold crowns to hire and must be paid


35 gold crows between expeditions.

Campaigns
One of the most important aspects of Advanced Heroquest is
the campaign. The basic idea of a campaign is that the players
keep using the same Heroes in different quests, making their
Heroes more and more powerful as they go from adventure to
adventure. So, when you've finished your first quest, you're

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really only just beginning.

When you start playing a new quest, it is a good idea to have


someone else be the Gamesmaster. This prevents it becoming
one player against the rest all the time, and allows different
people to throw in their ideas. If players want to use their
Heroes again, either two players should be prepared to share a
Hero, or the other three Heroes will have to go onto the next
quest with a new comrade (creating new Heroes is explained
later).

Of course, you don't have to use the same Heroes if you don't
want to. You can retire a Hero at any time - he drops out of the
campaign, taking all his gold, equipment and magical treasures
with him. And if you want to bring him back after a while, then
you can simply get out your old character sheet and start
playing again.

Each player can have more than one Hero if he wants, though
it's not a good idea to use more than one at a time - you should
keep playing the same Hero for the whole of a quest, but you
can swap to another Hero between quests.

HEROIC LEGENDS

When you're playing a campaign, it's a good idea to keep a


record of the quests that your Hero has undertaken. You can
even write this up as a continuous legend, adding new
adventures each time your Hero finishes another quest: write
down his most spectacular fights, his closest escapes, the great
treasures he's found, the terrible monsters he's slain.

Using your Hero's legend, you can give him additional names.
Your Warrior might begin life as Albrecht; if he kills a Troll,
you could rename him Albrecht Trollbane. If in a later
adventure he kills a Daemon he could become Albrecht
Daemonslayer or Albrecht the Mighty All great Heroes have
heroic nicknames to remind the world of their exploits and to
throw fear into the hearts of their enemies.

All great Heroes also have a heraldic emblem which they paint
on their shields and cloaks, and which is often painted onto the
shields of their Henchmen. This is to show that the Hero is
proud of his renown, not scared to announce who he is, and lets
his enemies know who they're fighting. Again, you can use the
Hero's adventures to give you ideas for his heraldic emblem.
Perhaps he has found a Rune Axe which he now wields to great
effect - his emblem could be an axe, possibly with runes drawn
around the outside. Perhaps he destroyed a Skeleton King - his
emblem could be a skull or two crossed bones. The Heroes'
character sheets have a space for you to draw in the Hero's
emblem, which should then be painted onto the Hero model's
shield, cloak or tunic to show who the model represents. And if
your Hero gets new armour or weapons, you can pick the

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Citadel Miniature that most closely resembles your Hero and


paint it up in the correct colours.

NUTS AND BOLTS

If you understand how Advanced Heroquest works, you will


find it much easier to design your own adventures. At the heart
of it the game has a system that allows you to generate
dungeons as you play. This is the function of the exploration
turns. The combat system allows for quick, exciting battles
between the Heroes and the Monsters.

The first thing to think about when designing an adventure is


the nature of the Heroes' quest. This is the story that explains
why they are fighting down a particular dungeon and links
separate dungeons together. In the Quest for the Shattered
Amulet, for example, the story is that the Heroes are searching
for the four lost parts of Solkan's Amulet which are being held
by the Skaven. From this you can decide what monsters should
be living in the dungeons and what the Quest Treasures are
going to be. In the Quest for the Shattered Amulet the monsters
are obviously going to be Skaven and the Quest Treasures are
going to be the four fragments of the Amulet itself.

Once you've decided what your Quest is going to be, you can
choose what dungeon layout you'll use. How may levels will
the dungeon have? Perhaps it is a small dungeon on one level
with only a single Quest Room and no stairs down. Perhaps it
is a huge dungeon with a dozen levels where the monsters get
more powerful as the Heroes delve deeper beneath the surface.

There is no limit to the number of rooms, Hazards or Lairs that


can be created for a dungeon (although occasionally the
dungeon generation tables will close off a dungeon by
providing no more unopened doors or unexplored junctions).
Nor is there any limit to the number of Quest Rooms that could
appear, though you may decide that not all of them have a
special purpose. For example, in the Quest for the Shattered
Amulet, the first Quest Room found on each level leads down
to the next level, and the Third level is already designed and
mapped; other Quest Rooms that are found don't contain stairs
down.

You can change things around for any adventure you design so
that events can happen in a different order. For example, you
could have a game in which three hostages were being held in a
dungeon. The adventure you invent around this may rule that
one hostage will be found in each of the first three Lairs
encountered, and that the Quest Rooms will contain Wizard's
Laboratories, centres of diabolical research. You can choose to
arrange things so that few or no rooms are empty, by creating a
monster table for the ordinary rooms, or you can space
everything out, creating the possibility of long chases through
empty passages and rooms.

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Naturally, you can also change the treasures that can be found.
Use the existing treasure tables as a guide, then invent your
own magical items. Perhaps one of these could be the focus of
a new quest, where the Heroes have to search through a huge
dungeon complex to find it.

You can add ready-designed areas, like the Quest Locations


from the Shattered Amulet, but these should not be too
powerful. Remember, you will have great tactical flexibility in
the alreadymapped areas. The best starting point might be to
generate the area with the tables you have invented for your
new adventure, and then move things around for your own
purposes.

If you're designing a large dungeon, you should modify the


Fate Points Table so that the Heroes gain Fate Points even
after gping on quite a lot of expeditions - it will obviously take
them longer to complete a quest if the dungeons are very large.
Alternatively, you could have more than one Quest Treasure in
the dungeon so that they can recover each after a few
expeditions.

Once you're thoroughly familiar with designing dungeons,


there's no reason why you can't sometimes have a dungeon that
has been entirely planned out in advance - in effect, the whole
dungeon is a Quest Location. And if you play with more than
one group of players, you can always use the expedition map
that one group have drawn as the basis of a dungeon for another
group.

ALTERNATIVE MONSTERS

The Quest for the Shattered Amulet features Skaven, but there
are many other monsters you could introduce into the game.
Perhaps the focus of the adventure is that there is one powerful
monster who must be defeated by the Heroes so they can
succeed. A mighty Minotaur, ruling over a Goblin clan, striking
fear into defenders and Heroes alike. Or, perhaps, the final
encounter could be with evil counterparts of the Heroes
themselves!

Models for these creatures and many others are all available as
part of the extensive Citadel Miniatures range of plastic and
metal models. Future supplements for Ad vanced Heroquest
and the new quests in White Dwarf will feature these different
monsters. The following is just a sample of the monsters you
can use. Each is listed with the statistical information you
need; the special rules are explained below.

When you design a new quest, use the existing monster tables
as your starting point for the monsters you introduce. For each
monster, we've worked out a modifier that shows the relative
strength of the different types; this is known as the
monster'spoints value (PV). For example, Goblins are worth a

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1/2-point, Skaven are worth 1 point. This means you can


replace Skaven with Goblins on a 1:2 basis when you draw up
your own monster tables. Look at the various monster tables,
then replace each line with a broadly equivalent points value in
the monsters you have chosen. There's a blank set of Monster
Matrices at the back of the book for you to use when you create
your own quests.

However, bear in mind that the Heroes get stronger with each
quest - this means you'll need more or more powerful monsters
to give them a suitable challenge. When you create your new
tables after completing a quest, add 1-2 points to each line in
the tables, so now 3 Skaven will end up being replaced by 8
Goblins... or an Ogre, or an Orc Warlord and 2 Orc Warriors.

Some of the monsters have special rules - these are explained


below.

Berserker

Berserkers have the ability to transform themselves into


superhuman fighters with great skill and strength. The player
controlling a berserker decides when and if he goes berserk.
The advantages and disadvantages will soon be plain: he is an
awesome killing machine, attacking twice as often, but is also
be more vulnerable to being hit.

A berserker may choose to go berserk at the start of any combat


phase. He will remain berserk until every enemy in sight has
been killed.

A berserker receives one free attack per turn, which must be


made at the same time as its normal attack. Treat the berserker
as having a Weapon Skill two lower than normal when
opponents work out their hit roll. A berserker must always
move towards the closest enemy and engage him in hand-to-
hand combat. Berserkers recover from being berserk at the end
of combat.

Spellcaster

Spellcasters are able to use magic. They have a limited number


of spells and must use spell components to cast them, just like
Wizards. They must take an Intelligence test if a spell demands
it, with the usual results for success and failure. The type and
number of spells known by spellcasters are listed on the
relevant monster reference tables.

Regeneration

A monster which can regenerate recovers 1 lost Wound at the


beginning of each GM phase of every combat turn.

Invulnerable

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Some monsters are magically invulnerable and require a


powerful, well-aimed blow to damage them at all. When rolling
damage dice, even those dice which score equal to or greater
than the monster's Toughness can only be counted if there is at
least one 12 rolled. This does not apply to damage rolled as the
result of a free attack or to any attack made with a magical
weapon.

Two Attacks

A monster with two attacks may make two hand-to-hand attack


rolls instead of one. Two separate damage dice entries show
how many damage dice are to be rolled whenever the first or
second attacks hit.

Cause Disease

A monster which can cause disease will reduce the Strength


and Toughness of anything it can hit. If such a monster hits a
Hero, you must roll a dice and compare it to the Hero's starting
Toughness. If the roll is under this score, all is well and nothing
happens. If it is equal to or over this score, the disease will take
root. Make a note on the character sheet that the Hero is
diseased.

Between expeditions, the Hero must visit a Healer to have the


disease cured. If disease is not removed for any reason, the
Hero must have his Strength and Toughness reduced by one.
This will happen each time between expeditions until the
disease is cured, or until one of these scores has fallen to zero.
If this happens, the Hero dies.

Flight

Monsters who can fly ignore all death zones when they move.

Fearsome Monster

Some monsters are so scary they cause fear in other creatures -


even Heroes. If a fearsome monster has a Hero or Henchmen
in its death zone at the start of any combat phase, that model
must be checked for Bravery. Roll a dice. If the roll is greater
than his Bravery, the character will cower; if the roll is less
than or equal to his Bravery, he is unaffected. A model that
cowers may not move (unless he runs) or attack, but he may
open doors.

Fearsome monsters are not themselves affected by this rule and


do not have to make a Bravery roll when they are fighting
other fearsome monsters.

Large Monsters

Large monsters are so big that they have special rules for

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movement, death zones, etc.

These monsters come with bases which are four times the size
of normal ones. When moving them, use one corner (the right
forward), and move this corner the required number of squares.
Although they appear to be too small to go through doors, they
can be moved through as normal. However, never leave a large
monster part-way through a door, or across a wall.

Large monsters have death zones that occupy eight spaces, as


shown in the diagram.

The shaded spaces are the Ogre's death zone.

Large monsters completely block any line of sight which


passes over their bases. Line of sight to and from a large
monster is not blocked by normal-sized creatures.

Quest Ideas
The most important thing you'll need to come up with as you
design your own quest is a good story. Heroes need something
epic, dangerous and risky to drag them from the comfort of an
inn's hearth. Be creative when you design a quest. Think of all
the great fantasy stories you've read, or films you've seen, and
use them as a source of inspiration. Use your imagination -
anything is possible with this game. Here are a few ideas for
quests to get you started.

D12 Result D12Result


1 Hostages!
The Necromander
2 The Flooded Caves
The Wager Chase!
3 TheBreak
The War Band Jail Explorer
4 Earthquake The Crown Jewels
5 The Mirror Rooms
6 The Orc Warload

You should also keep your eyes open for new quests from
Games Workshop. Each month, White Dwarf magazine will

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keep you up to date with all the latest releases - and it will
feature some great quests of its own!

THE NECROMANCER

"There have been so many attacks on our village by Undead -


there must be a Necromancer in the Caves!"

The monsters in the dungeon are Undead; create a powerful


Human Wizard as the sole character monster. The Heroes must
hunt him down and destroy him, but he can appear at any time
to harrass them with his creations. You need a Quest Location
from which the Necromancer cannot escape, and which he has
to defend or lose all his powers - his Laboratory, a heavily-
guarded complex of rooms and passages.

THE WAGER

"I don't think you 've got the guts to go down there. In fact, I've
got 500 gold crowns right here that says you won't stay down
therefor an hour."

The GM can seal the entrance for 40 turns. The Heroes will
need to find another way out, because the GM should also have
some powerful wandering monsters and character monsters
available to chase them away from the entrance or any other
exit they find.

CHASE!

"He's getting away!"

An important prisoner escapes, and must be hunted down by


the Heroes. But he enters the dungeon ahead of them, and tries
to keep one step ahead. The GM controls the prisoner, secretly
generating the rooms and passages he finds as he runs. Can the
Heroes keep up, or must they find him the hard way, exploring
the dungeon piece by piece.

THE WAR BAND

"They're gathering strength in those caves up beyond the forest.


If we don't kill 'em now, they'll destroy every farm in this
valley!"

The GM should set a total limit on the defenders. This can be


reinforced between expeditions, but otherwise those killed are
not replaced. Are the Heroes bold enough to defeat them?

JAIL BREAK

"There has to be some way out of here!''

This quest starts from inside the dungeon, and involves the

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Heroes trying to get out! Quest Rooms should have stairs


leading up; there should be no other stairs in the dungeon.
Naturally, the Heroes start from a room on the third or fourth
level, having just managed to strangle the warder and open the
door to their cell with his keys. Can they get out? Oh, and did
we mention that their equipment has been stashed somewhere
else in the dungeon?

EARTHQUAKE

"Hey, Magnus - was that you.?!"

Add this to a normal exploration dungeon. Create a table which


allows you to start destroying the dungeon once the Heroes
have recovered the object of their quest. Rubble will block the
passages, chasms will open in the rooms. Can they get back
out?

HOSTAGES!

"My daughter.. please find my daughter!"

The object of the quest is to recover a prisoner, or a group of


hostages. The defenders in the Quest Location can be
programmed to kill the prisoner(s) if the Heroes aren't
aggressive enough. More importantly, the prisoner(s) aren't fit
enough to get out under their own steam, so the journey back
will be a slow-moving nightmare, as they stagger out, trying to
keep the enemy from killing the sick prisoners.

THE FLOODED CAVES

"Has anyone seen the Dwarf in the fast few minutes.?!"

A normal exploration dungeon, but with only one level, and


that partially underwater. Halve all movement rates. Reduce all
damage dice by -1. Then add a few hazards and traps which
bring the water level up a few feet...

THE EXPLORER

"Leave now, are you crazy? I must find out what's beyond that
door."

An explorer hires the Heroes to map a dungeon. Heavily


reduce the amount of gold crowns on offer, but tell the players
that the explorer will pay them 5 gold crowns per room
discovered.
Make sure that he wants to keep going until he has met a
fearsome monster or lost a few Wounds. Keeping him alive
so the Heroes can get paid should be a fraught business...

THE CROWN JEWELS

"Bring them back to me and I'll make you wealthy men. But if

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you tell a soul, I'll have you hanged!"

A bunch of Goblinoids got lucky and stole a fabulous treasure


- a bride's dowry, perhaps, or the regalia of a prince. The
Heroes have to get it back. Each piece is valuable, but the real
value comes if it is returned to the owner as a set. Of course,
the Goblinoids don't recognise its value as a set, and the jewels
are scattered amongst the toughest Orcs... If you reduce all the
other treasure, the confidence the Heroes have at the beginning
can become quiet desperation as they realise their only
alternative to starving would be to - ulp! - sell one of the
treasures... ("Maybe we can buy it back, later.. .").

THE MIRROR ROOMS

"We've faced everything else - but how do we deal with this?"

The Quest Rooms should be defended by mirror images of the


Heroes, just as well-armed and armoured as they are. The threat
will grow as they grow stronger. The final encounter can then
be with the most powerful images to date - and the mad, evil
Wizard who created them.

THE ORC WARLORD

"They say the Orc armies we have heard of were led by a


great Warlord, but that he was gravely hurt in battle with the
Imperial host. If he could be killed, there would be a
handsome reward. "

Create a Quest Location where an Orc Warlord lies wounded.


He has been badly injured, and neither he or his guards can
pursue the Heroes, which is just as well - they should be much
too strong for the Heroes to defeat at first. But they might
succeed with some help, perhaps discovered in another Quest
Location - a magical item, or some prisoners who could be
released.

CREATING HEROES
As your Heroes adventure beneath the Warhammer world,
they face constant danger. Sometimes a Hero is unincky and
suffers a fatal blow when he has no remaining Fate Points. The
result is inevitable: death. If his companions are unable to take
his corpse to a Healer and pay to have him resurrected, the
party will have to look for another Hero. For your first few
games, it is easiest to simply start again with one of the ready-
to-play Heroes. Once you've been playing for a while,
however, you're going to want to create your own Hero.

To create a new Hero you need to work through the tables


below, filling in your character sheet as you go. You first roll
on the Hero's Race Table to find out what race the Hero

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belongs to: this can be Human, Dwarf or Elf. You then roll on
the Hero Creation Table to discover the Hero's characteristics;
the column you use on this table depends on your Hero's race.
At this point, you should choose whether he's going to be a
Warrior or a Wizard.

Once you've found out what sort of characteristics your Hero


has, you can consult the remaining tables to fill in the combat
sections of the character sheet. You'll need to know what
weapons and armour the Hero has, so each Hero has a starting
purse of around 65 gold crowns to buy equipment.

By the time you get to the end of the tables, you'll have a Hero
ready to begin play. All you need to do before you start is
choose a name for your Hero, draw a sketch of him on your
character sheet and design his shield emblem.

Training

When your Hero comes back from an expedition and spends


some of his gold on training, these tables tell you the effects of
increasing his Weapon Skill, Bow Skill or Strength. Check the
Hero's new .urrent level and make any changes required to your
character sheet.

The Hand-to-Hand Weapons, Ranged Weapons and Armour


tables tell you any changes to make if you buy new weapons
and armour.

Monsters

These tables also allow you to create reference cards for


monsters from the information provided on the monster
reference tables. You obviously won't need to roll for race and
characteristics, so you simply check the monster's hit rolls,
weapon statistics and so forth.

RACE

Your Hero can be one of three races: Human, Dwarf or Elf. If


your Hero is replacing a dead Hero, your GM may allow you to
choose what race you are so that the party remains balanced. Of
course, you don't have to have include all of the races or Hero
types in a party -there's no reason why you shouldn't have a
party consisting entirely of Dwarfs, for example.

Hero's Race Table


D12Race
1-6Human
7-9Dwarf
10-12Elf

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Dwarfs

Dwarfs are expert miners and craftsmen, which gives them a


greater ability to notice unusual rock formations and understand
strange mechanical devices. Therefore, all Dwarfs have a bonus
of +2 on all rolls to spot and disarm traps.

Elves

Elves are quick-witted and eagle-eyed, used to reacting swiftly


to the constant movement around them in their natural
woodland environment. Therefore, all Elves add +1 to any
surprise rolls made by the Leader if they can see the
encountered group of monsters.

CHARACTERISTICS

Once you know the Hero's race, you can roll his characteristics.
These are the figures that determine how good or bad a fighter
he is, what chance he has of casting certain spells and so forth.

To create these characteristics, the table asks you to roll a dice


and add a number to the score; for example, roll D6 +4 means
roll a six-sided dice and add four to the result. You can either
use the appropriate dice (e.g., a six-sided dice for D6, an eight-
sided dice for D8 and so on) or you can roll the twelve-sided
dice you get with the game and reroll it if the number is higher
than the maximum. For example, to simulate a D8, you can roll
the twelvesided dice and reroll scores of 9 to 12.

For each characteristic, roll the dice shown in the column for
the Hero's race.

Hero Creation Table


Characteristic Weapon
HumanSkill Bow Skill Strength Toughness Speed
DwarfElf
Bravery Intelligence
D6Wounds
+4 D6 +5 D6 +4
Fate Points D6 +4 D6 +4 D6 +5
D4 +3 D4 +3 D4 +3
D4 +3 D4 +4 D4 +2
D6 +4 D6 +3 D6 +5
D8 +3 D8 +3 D8 +3
D8 +3 D8 +2 D8 +3
D4 +1 D4 +1 D4 +1
2

2 2

WIZARDS

You can choose to make any Hero you create a Wizard. This
means that your Hero can cast spells. There are drawbacks to
being a Wizard, however It means that you can't wear
armour

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and that the largest weapon you can carry is a dagger Provided
your comrades protect you, you'll be able to use powerful
magic - if they let the monsters through, you'll have a very
hard time defending yourself.

Dwarf Wizards

Dwarfs are not as magically inclined as Humans and suffer


restrictions in their spellcasting. Every time that a Dwarf casts a
spell, whether or not it normally needs an Intelligence test, the
Dwarf must roll equal to or under his Intelligence or the spell
fails and the components are wasted. If the spell does normally
require an Intelligence test, the Dwarf Wizard must take two
tests and pass both successfully to be able to cast the spell.

Dwarfs are also slow learners of magic and need more tuition
than Human Wizards. The cost for learning any spell is doubled
for a Dwarf Wizard.

A Dwarf Wizard starts off knowing two spells: you can pick
any two from the four known by a Human Wizard.

Elf Wizards

An Elf Wizard's profile is slightly different to that of a normal


Elf, to reflect the large amount of time he has spent studying
the arcane arts. An Elf Wizard's roll for his Intelligence is
mod) fied by +1, and his roll for Strength
by -1, over and above the modifiers on the Hero Creation
Table.

An Elf Wizard starts off knowing the same four spells as


known by a Human Wizard.

Cost of Starting Spells

The four starting spells all cost 100 gold crowns to learn, or
200 gold crowns to a Dwarf Wizard.

HAND-TO -HAND COMBAT

Use this table to work out the scores required to hit an opponent
in hand-to-hand combat. Look up your Hero's Weapon Skill in
the left-hand column, then copy down the row of figures to the
right into the Hand-to-Hand Combat section of your character
sheet.

Hand-to-Hand Hit Rolls Table


Attacker's WS Defender's Weapon Skill
1 2 3 4 5 6 7 8 9 10 11 12
1 7 8 9 10 10 10 10 10 10 10 10 10
2 6 7 8 9 10 10 10 10 10 10 10 10

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3 5 6 7 8 9 10 10 10 10 10 10 10
44 5 6 7 8 9 10 10 10 10 10 10
53 4 5 6 7 8 9 10 10 10 10 10
62 3 4 5 6 7 8 9 10 10 10 10
72 2 3 4 5 6 7 8 9 10 10 10
82 2 2 3 4 5 6 7 8 9 10 10
92 2 2 2 3 4 5 6 7 8 9 10
10 2 2 2 2 2 3 4 5 6 7 8 9
11 2 2 2 2 2 2 3 4 5 6 7 8
12 2 2 2 2 2 2 2 3 4 5 6 7

RANGED COMBAT

Use this table to work out the scores required to hit an opponent
with a ranged weapon. Look up your Hero's Bow Skill in the
lefthand column, then copy down the row of figures to the right
into the Ranged Combat section of your character sheet.

Ranged Hit Rolls Table


Range
Attacker's
1-3 4-12 13-24 25-36 37 or more
BS
1 11* 12* Miss Miss Miss
2 10 11* 12* Miss Miss
3 9 10 11* 12* Miss
4 8 9 10 11* 12*
5 7 8 9 10 11*
6 6789 10
7 5 6 7 8 9
8 4 5 6 7 8
9 3 4 5 6 7
10 3 3 4 5 6
11 3 3 3 4 5
12 3 3 3 3 4
*When you need an 11 or 12 to score a normal hit, there's no
chance of getting a critical hit - you're lucky enough to hit
the target at all!

WEAPONS AND ARMOUR

Before you can fill in the Weapons and Armour sections of


your character sheet, you'll need to know what equipment the
Hero possesses. Every Hero starts off with 50 to 80 gold
crowns. Roll D4 +4 and multiply the result by 10 to calculate
the number of gold crowns you start with.

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This gold may be spent on any of the items on the Costs Table
with the following exceptions:

Training: you cannot start to train until you've been on at least


one expedition.

Spells: If you have a Wizard Hero, you don't need to pay for
your starting spells. You can't learn any more spells until
you've been on at least one expedition.

Spell Components: If you have a Wizard, you automatically


get one spell component per starting spell - so Human Wizards
get four free components, Elf Wizards three and Dwarf
Wizards two. You can't buy any extra components until you've
been on at least one expedition.

Once you've bought your equipment, you can fill in the


Weapons and Armour sections of your character sheet.

HAND-TO -HAND WEAPONS

For hand-to-hand weapons, cross-reference your Hero's


Strength against the type of weapon to find out how many
damage dice you roll when you hit. The table also lists the
score needed for a critical hit and a fumble.

Certain weapons have a minimum Strength - a Hero with less


than the minimum is too weak to wield the weapon with any
effect.

Large weapons are heavier and scorecritical hits on 11 or 12


rather than just 12, but they are clumsier and cause fumbles on
a 1 or 2. They still only cause critical damage on a 12.

If your Hero has a weapon not listed below, choose the nearest
weapon type.

Hand-to-hand weapons don't have any range.

Hand-to-Hand Weapons

Table Strength
Weapon 1-2 3-4 5 6 7 8 9 10 11 12 Fumble Critical
Fists - 1 1 1 2 3 4 5 6 7 - -
Dagger 1 1 1 2 3 4 5 6 7 8 1 12
Spear - 1 2 3 4 5 6 7 8 9 1 12
Sword - 2 3 4 5 6 7 8 9 10 1 12
Axe or
- 2 3 4 5 6 7 8 9 10 1 12
Warhammer
Halberd - 2 3 4 5 6 7 8 9 10 1-2 11-12
Double-Handed

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Sword - - - 5 6 7 8 9 10 11 1-2 11-12


Double-Handed Axe
Claws and Fangs Huge
- Club
- - 5 6 7 8 9 10 11 1-2 11-12

1 2 3 4 5 6 7 8 9 10 - -
- - - - 7 8 9 10 11 12 1-2 11-12

Fists: This covers all forms of unarmed attacks by Heroes and


Henchmen.

Spears: Spears can attack diagonally adjacent squares.

Halberd: Halberds can attack diagonally adjacent squares.

Claws and Fangs: Monsters only - this covers all forms of


attacks with natural weapons, including horns, spiked tails and
so forth.

Huge Club: Monsters only - this covers any attack made by


a monster with a large weapon, including large axes, maces
and so on.

RANGED WEAPONS

The Ranged Weapons Table gives you the maximum range and
damage dice for each missile and thrown weapon.

All ranged weapons cause a fumble on a hit roll of 1 and a


critical hit on a roll of 12 (except where an 11 or 12 is needed
to hit).

Ranged Weapons Table


Max Damage RangeDice
Weapon Notes
Thrown
3 2 Move and throw
Dagger
Thrown Axe 3 3 Move and throw
Thrown 6 3 Move and throw
Spear
Short Bow 24 3
Bow 36 3
Long Bow 48 4 Min 6 Strength
Crossbow 48 4 Turn to reload

Move and Throw: The Hero can throw the weapon even if he
moves that turn. Bows can only be fired if the Hero doesn't
move.

Minimum 6 Strength: Your Hero needs a Strength of at least


6 to use a long bow.

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Turn to Reload: After firing a crossbow. the Hero must spend


a turn without moving to reload it.

ARMOUR

Armour adds to the Toughness of your Hero, but restricts his


ease of movement and therefore reduces his Bow Skill and
Speed.

Monsters always have their characteristics listed with armour


taken into account. You only need to consult this table if the
monster is wearing a different sort of armour from usual. You
can work out a monster's starting levels easily by adding the
numbers you'd normally subtract and subtracting those you'd
normally add.

Armour Table
BowToughness Speed
Armour
Skill
Shield -1 +1 -
Leather Armour
Chain Armour -1 +1 -1
Plate Armour
Mithril Armour -1 +2 -2

-2 +3 -2

-1 +3 -1

HEROQUEST
If you own a copy of MB's Heroquest game, the following rules
tell you how to use the Heroquest components in Adoanced
Heroquest. These rules are optional, and all the players must
agree that the rules will be used before the game starts.

HEROQUEST CHARACTERS

If you've played all the Heroquest adventures, you can continue


your explorations with the same characters in Advanced
Heroquest. The four Heroes from Heroquest are a Barbarian, a
Dwarf, a High Elf and a Wizard. They follow the normal rules
for Aduanced Heroquest (but see the High Elf notes below) and
the Wizard uses the same Spell Book.

We've provided filled-in character sheets for the four Heroes,


though you'll need to write in any Quest Treasures or magic
items that you found in Heroquest.

High Elf

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The High Elf is able to cast spells, though not as well as a


Wizard - this is offset by his better fighting abilities. He starts
off with a Spell Book that only contains the Dragon Armour
and Open Window spells. He can learn more spells by paying
for tuition between expeditions just like a Wizard.

When the High Elf tries to cast a spell, he must pass an


Intelligence test, even if the spell doesn't normally require a
test. If he passes, he casts the spell as normal. If he fails, the
spell does not work and the components are wasted.

If the spell does normally require an Intelligence test, the High


Elf must pass two tests. If he fails either test, the spell doesn't
work and the components are wasted.

Heroquest Monsters

It is simplicity itself to add the monsters from Heroquest to


your games of Adoanced Heroquest. )ust use the rules for
generating new Monster Matrices and include the Heroquest
monsters on any or all of the Matrices for a dungeon.

The characteristics for all of the Heroquest monsters are given


in the Campaigns section.

You can, of course, use the Citadel Miniatures from Heroquest


in normal games of Adoanced Heroquest, even if you're not
using any of the other rules given in this section.

ROOM FURNISHINGS

The room furnishings (table, bookcase, etc.) for Heroquest can


be used to make rooms in Ad vanced Heroquest more
interesting. They also provide interesting tactical problems for
the Heroes. If you decide to use the furnishings, the GM should
roll once on the Room Furnishings Table whenever he places a
new room, and then place the appropriate piece of furniture in
the room.

Furniture is always placed by the GM. He may place the


furniture anywhere in the room, so long as it does not block any
entrances. The fireplace, cupboard, weapons rack and bookcase
must be placed against one of the walls of the room

A model may never enter a square that also contains a piece of


furniture, and furniture obscures line of sight for any missile
weapons.

Room Furnishings Table


D12 Furnishing D12 Furnishing
1-6 Nothing 10 Fireplace
Weapons
7 11 Bookcase
Rack

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8 Cupboard 12Rack
9 Table

Fireplace

Any model may grab a burning log from the fireplace instead
of making an attack. The log may be used in combat with the
same effect as a dagger. If it is used against a Mummy, any hit
causes the Mummy's ancient bandages to burst into flame,
automatically killing the monster.

Cupboard

A Hero may search the cupboard during the Hero player phase
of the exploration turn. Roll on the table below to find out what
the cupboard contains. A cupboard may only be searched once.

D12 Cupboard Contents


A rat is lurking in the cupboard. It viciously bites the Hero's hand before he is able to ki
1 The cupboard is bare.

2-9
10-
11
12 The player finds 25 gold crowns.
The player finds a Healing Potion.

Weapons Rack

Any model may take a weapon from the rack. Roll on the table
below to see what the rack contains.

D12 Weapons D12 Weapons


1-2 Nothing 8 12 Arrows
3-4 1 Spear 9-10 1 Sword
5 3 Spears 11 1 Axe
6-7 6 Arrows 12 Roll twice

Bookcase

A Hero may search the bookcase during the Hero player phase
of the exploration turn. Roll on the table below to find out what
the player finds. A bookcase may only be searched once.

D12 Bookcase Contents


1-10 The player finds nothing of interest.

11 Spell Book: the book contains 4 spells. Roll on the


table for magic wands to determine which spells are in

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the book.
12Treasure Map: the Gm must five the Hero a treasure map.

There are no special rules for the table or rack.

MAGIC ITEMS

The Heroquest Quest Treasures and magic items have the


following effects in Advanced Heroquest.

Potion of Healing and Potion of Strength: These work the


same way as the Advanced Heroquest potions of the same
name.

Potion of Speed: May be drunk at the start of any combat turn,


as long as the Hero is not in an enemy death zone. It doubles
the Hero's Speed for the duration of the combat (ie until play
returns to exploration turns).

Potion of Resilience: May be drunk at the start of any combat


turn, as long as the Hero is not in an enemy death zone. It
increase the Hero's Toughness by + I for the duration of the
combat (ie until play returns to exploration turns).

Heroic Brew: May be drunk at the start of any combat turn, as


long as the Hero is not in an enemy death zone. It gives the
Hero one free attack for that round of combat only.

Holy Water: May be sprinkled on any undead creature instead


of making an attack, killing the creature instantly.

Borin's Armour: Counts as Mithril Armour, but does not


effect the Hero's Speed in any way.

Talisman of Lore: When wearing this a Hero's Intelligence


counts as being two points higher than normal when he casts a
spell.

Orcs Bane: Gives its user one free attack per combat turn
when fighting Orcs.

Spirit Blade: Adds +1 to Weapon Skill and +1 to Strength. It


automatically kills any undead creature that it hits.

Wand of Recall: Stores up to three spells. The spells that are


stored in the wand must be written down on the Wizard's
character sheet, and the correct components 'sacrificed' to the
wand before the expedition begins. One of the spells can be
cast at any time in the Wizard's turn, even if he would not
normally be allowed to cast a spell. Thus the wand could be
used to cast a spell if the Wizard was running or engaged in
combat, or could be used to cast a second spell after the
Wizard

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had cast a normal spell in the same turn. Only the Wizard who
stored the spells in the wand may use it to cast any spells,
although another Wizard could take the wand and later store his
own spells in it.

HEROQUEST REVISITED

You can play any of the Heroquest adventures using the


Advanced Heroquest rules. Replace the Heroquest rules for
movement, combat and magic with the Advanced Heroquest
rules. Use the Heroquest rules for placing monsters, searching,
treasure cards and so on. Whenever a Hero is directed to lose a
Body Point, he must lose I Wound or I Fate Point instead. All
monsters that are encountered are assumed to be of the standard
type (not Champions or Warlords) unless stated otherwise
below.

Special Rules

Sir Ragnar counts as having a Weapon Skill and Toughness of


7 and a Speed of 6. He has 2 Wounds remaining and is not
allowed to attack or run.

Ulag has the characteristics of an Orc Warlord.

Grak has the characteristics of an Orc Champion. (By the way,


Grak is the Orc in the room with the torture rack).

In the Stone Hunter adventure, the Chaos Warriors have their


Toughness increased by +1.

Balur and the Witch Lord have the same characteristics and
spells as an Evil Sorcerer. Remember that the Witch Lord
can only be harmed by the Spirit Blade.

USING THE HEROQUEST BOARD

You can use the large Heroquest map-board in your Advanced


Heroquest games to add a maze-like level to a dungeon. You
can decide in advance which stairs are going to lead to this
maze; for example, the first set of stairs going down from the
second level. Or you can roll for it each time stairs down are
found, with a roll of 1 or 2 on a dice indicating that the stairs
lead to a maze level.

Exploring the Maze

If the Heroes decide to go down the stairs to the maze, clear the
table of any already-placed rooms and corridors, and replace
them with the Heroquest map-board. Place a set of stairs on the
board, as shown in the diagram below:

The Heroquest board is split into rooms, passages andjunctions.


Junctions are the shaded squares marked on the diagram. A

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passage is a set of squares joining two junctions.

Some passages start off always blocked by rubble, as shown on


the diagram.

PASSAGES

Roll on the Maze Passage Features Table the first time that a
Hero stands on a junction square that allows him to see down a
previously-unexplored passage. Then roll on the Maze
Junctions Table to see if the junction at the end of each passage
is open or blocked. Only roll for the passages that actually join
the junction on which the Hero is standing. Of course, you
don't have to roll on the Maze Junction Table if the end of the
passage is already blocked with rubble.

Maze Passage Features Table


D12Feature D12 Feature
1-2 Wandering 2 Doors
Monsters 3-6 Nothing 3 Doors
7-

1 Door
10

Wandering Monsters: Roll on the Wandering Monsters


Matrix for the dungeon. An alternative Matrix for the maze is
given at the end of this section.

Doors: A door may only be placed on a wall that leads to a


room. It may not be placed on the outside edge of the board, or
on a square that is blocked by rubble. The Leader decides
which wall it is placed in and the GM chooses exactly where to

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place it. As in the normal dungeon, each wall of a room


may only have one door. If it is not possible to place all the
doors due to these restrictions, any excess doors are lost.

Maze Junctions Table D12Junction is...


1-6 Open
7-12 Blocked by rubble

Blocked: If a junction is blocked, the GM must place a


Heroquest blocked square marker on the first square of the
passage. Squares that are blocked by rubble cannot be entered
and block line of sight.

ROOMS

Roll on the Maze Rooms Table and the Maze Room Doors
Table the first time a Hero can see into a room.

Maze Rooms Table D12 Room Features 1-4 Empty


5-6 Hazard Room
7-11 Wandering Monsters
12 Stairs down to next level

Hazard Room: Roll on the Hazards Table as usual.

Wandering Monsters: Roll on the Wandering Monsters


Matrix for the dungeon. An alternative Matrix for the maze is
given at the end of this section.

Maze Room Doors Table


D12 Room Doors 1-6 No extra doors 7-12 1 extra door

Extra Door: The Leader may place a door in a wall that


doesn't already have a door. If all four walls have doors, the
extra one is lost. If the door opens onto an area that has already
been explored, it is obviously a secret door from the other side.

SECRET DOORS

A Hero may search for secret doors in a room which has no


doors except the one he entered by. He may search one wall
section per exploration turn, provided he started the turn in the
room. He can't search the wall that already has a door. The
player must state which waH the Hero is searching before he

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rolls on the Secret Doors Table.

Secret Doors Table


D12 Result
The
1 GM may draw 1 dungeon counter Nothing
The
2-6 Hero finds a secret door
7-12

The player places the secret door in the chosen wall.

Each wall may only be searched once. The Expedition


Mapper should record the results of any unsuccessful
searches. Heroes cannot search for secret doors in passages.

HIDDEN TREASURE

A Hero who starts an exploration turn in a room may search for


hidden treasure instead of secret doors. Roll two dice on the
Hidden Treasure Table.

Hidden Treasure Table


2D12Result
2-6The GM may draw 1 dungeon counter 7-16 Nothing
17-23 The Hero finds 5D12 gold crowns
24The Hero finds a hidden magic treasure - roll on the Magic Treasure Table in the Treasures

Each room may only be searched once - if the Hero is


unsuccessful, it means there's no hidden treasure to be found in
that room. The Expedition Mapper should record which rooms
have been searched.

WANDERING MONSTERS

For the maze level, you can use the same Wandering Monster
Matrix you're using for the rest of the dungeon. You can even
design a special Matrix just for this maze. Or you can use the
Maze Wandering Monster Matrix below - this is based on some
of the Citadel Miniatures from the Heroquest box. The
characteristics for these monsters are given in the Campaigns
section.

Maze Wandering Monsters Matrix D12MonstersTreasure


1 Goblin5 GCs
2 Goblins10 GCs
1 Orc10 GCs
4 Goblins20 GCs

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5 Zombies 20 GCs
6 Orcs 30 GCs
7 2 Orc Champions 40 GCs
4 Goblins and 1 Orc Champion
8 1 Chaos Warrior 40 GCs
3 Skeletons
9 1 Fimir 60 GCs
10 1 Mummy 60 GCs
11 60 GCs
12 100 GCs

Monster Reference Table: Heroquest35.jpg

Advanced Heroquest Map and Statistic Sheet: Heroquest36.jpg


Advanced Heroquest, Heroquest, 3-D Roleplay Hobby Game, and the Games Workshop and Citadel
Miniatures logos are all Trademarks owned by Games Workshop Ltd. Advanced Heroquest and all
its associated imagery are copyright c1989 Games Workshop Ltd. All Rights Reserved.

http://www.gamesters.org/Rules/ 2001-10-

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