Advanced Heroquest - Rules
Advanced Heroquest - Rules
Advanced Heroquest - Rules
Rules to...
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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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.
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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.
DUNGEON SECTIONS
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DOORS
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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.
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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
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 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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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."
"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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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."
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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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.
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.
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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
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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(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!
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.
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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).
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:
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.
TURNS
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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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
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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.
If a Hero searches for secret doors, roll a dice and consult the
Secret Doors Table.
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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.
Traps
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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.
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.
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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.
PASSAGES
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See Placing New Sections below for the rules about placement
of passage sections.
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.
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go any further this way the expedition is over. Stairs down lead
to the next dungeon level.
DOORS
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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
OPENING DOORS
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).
STAIRS
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
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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.
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Overlap
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.
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Mapping
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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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.
Sentries
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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
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.
Gamemaster Phase
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End Phase
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.
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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.
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Doors
Running
Pursuit
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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.
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
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.
Fumbles
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Free Attacks
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.
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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.
RANGED COMBAT
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Line of Sight
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...
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Recovering Missiles
FATE POINTS
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.
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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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.
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
Spell Components
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.
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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.
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
FLAMES OF DEATH
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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You know only the above spells at the start of the game.
Check off the following as you learn the spells below.
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
SWIFT WIND
As the last words are spoken, the air around the Wizard seems
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STILL AIR
INFERNO OF DOOM
COURAGE
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!
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.
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.
2. Sort all the dungeon sections and have them close at hand.
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Combat Turns
In Quest Rooms
DUNGEON COUNTERS
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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Wandering Monsters
Ambush
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Fate Point
Escape
Character Counter
Trap
CHARACTER MONSTERS
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Hazards
If the Heroes have entered a Hazard Room, roll a dice to
discover what lies in it.
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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
WANDERING MONSTERS
NON-PLAYER CHARACTER
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.
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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
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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.
Forget It: The Heroes can just cut their losses, close the door
on the jeering monsters, and look for easier pickings elsewhere.
STATUE
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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
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.
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
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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.
Slam The Door: The Heroes can slam the door. The
Expedition Mapper must record that the room contains
undefeated Bats.
MOULD
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-
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MUSHROOMS
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
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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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!
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
MAGIC CIRCLE
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.
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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
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
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.
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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.
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9-10 Shield or
19-21 Sword
Helm
22-24 Armour
11Weapon
Dawnstone
Magic Amulets
Magic Wand
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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)
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Skill and Toughness are noted, and you must amend your
character sheet accordingly.
Magic Scrolls
Magic Potions
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
There are several types of arrow and crossbow bolt. Roll on the
following table:
6-7 2
8 1
Magical arrows and crossbow bolts obey all the normal rules
for ranged attacks.
Magic Bows
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The weapon's range and damage dice are given. Normal rules
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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:
Magic Armour
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
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.
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.
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).
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.
Spike: A vicious spike jabs out at the Hero who set off the trap.
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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:
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).
1 2-3 4 or more
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Fate points 2 1 0
TREASURE
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.
Henchmen who are not paid will leave the Heroes' employ.
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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.
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20
21
22-
24
No event.
SPENDING GOLD
Training
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New Equipment
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
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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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100 GCs
500 GCs
1000 GCs
50 GCs
HENCHMEN
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.
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Hiring Henchmen
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
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.
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Men-at-Arms
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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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
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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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.
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.
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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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.
Berserker
Spellcaster
Regeneration
Invulnerable
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Two Attacks
Cause Disease
Flight
Monsters who can fly ignore all death zones when they move.
Fearsome Monster
Large Monsters
Large monsters are so big that they have special rules for
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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.
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.
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
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!
JAIL BREAK
This quest starts from inside the dungeon, and involves the
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EARTHQUAKE
HOSTAGES!
THE EXPLORER
"Leave now, are you crazy? I must find out what's beyond that
door."
"Bring them back to me and I'll make you wealthy men. But if
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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.
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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.
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
Monsters
RACE
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Dwarfs
Elves
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.
For each characteristic, roll the dice shown in the column for
the Hero's race.
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 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
The four starting spells all cost 100 gold crowns to learn, or
200 gold crowns to a Dwarf Wizard.
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.
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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.
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This gold may be spent on any of the items on the Costs Table
with the following exceptions:
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.
If your Hero has a weapon not listed below, choose the nearest
weapon type.
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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1 2 3 4 5 6 7 8 9 10 - -
- - - - 7 8 9 10 11 12 1-2 11-12
RANGED WEAPONS
The Ranged Weapons Table gives you the maximum range and
damage dice for each missile and thrown weapon.
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.
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ARMOUR
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
High Elf
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Heroquest Monsters
ROOM FURNISHINGS
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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.
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.
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.
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the book.
12Treasure Map: the Gm must five the Hero a treasure map.
MAGIC ITEMS
Orcs Bane: Gives its user one free attack per combat turn
when fighting Orcs.
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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
Special Rules
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.
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:
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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.
1 Door
10
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ROOMS
Roll on the Maze Rooms Table and the Maze Room Doors
Table the first time a Hero can see into a room.
SECRET DOORS
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HIDDEN TREASURE
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.
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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
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