HIGH ADVENTURE IN
A WORLD OF MAGIC!
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Character Generation
Tables
Quests
Rules
These rule variants on the basic HeroQuest (HQ) game were designed to
remove the need of a wizard player to control the monsters and design
the dungeon. The rules are also aimed to enable fast set-up and play.
This developed using some components from Advanced HeroQuest (AHQ) and a
few additional models but these are not essential.
In particualr they uses the AHQ floor boards. Alternatively you can
download
floor board gifs from
/binaries/floors/
Set-up
- Take up to eight of the floor plans and arrange them into
connecting rooms by placing doors. Keep one of the large floor plans
for the quest room.
- Select a special treasure from the Treasure cards (“Treasure
Hoard” or “Nothing” tends to work well). Shuffle the rest of the cards
and take 7 random cards. Slip the card partly the under the floor plan
of the first (likely) three rooms that will be explored (cards reverse
side up). Add the special treasure card to the remaining selected
treasure cards and shuffle. Allocated one card per room as described
above.
- Put a piece of furniture next to each treasure card in each
room. You can also add further pieces of furniture to make the board
look more interesting.
Play
- Roll move of first hero.
- On entering a new room halt movement, roll on Room table and
set up monsters as required. Monsters are place on the wall opposite to
the entrance door.
- Hero completes move. If there are no monsters in the room, a
hero can search. To do so he needs to be adjacent to the associated
piece of furniture. If there are live monsters, they attack. Monsters
tend to attack the weakest or closest target. Death zone rules movement
rules apply as in AHQ.
- When all heroes and monsters have moved, roll on Turn table. If
a Monster is rolled, it will appear next to a randomly selected
character. If a Trap is rolled out of combat, apply trap to a randomly
selected character. Dwarves are immune to traps (both rolled and on
Treasure Card) . Other character defend from a trap as normal. If in
combat, ignore the trap results in an additional random Monster (from
the Random Monster Table). The random monster is placed as normal.
The Tables
On the right are two sets of table. The first uses only
figures from the original HeroQuest box. The latter
is an extended table using additional figures I've
puchased (mostly from AHQ). Amend these table according
to the figures available.
The Room table determines what creatures are contained
in a room. It is rooled once for each room the moment
a charcter enters. The rolled monsters are placed next
to the wall opposite to the door the character entered.
Once the monsters have been palced, the charter can finish
his move as normal.
The Turn table is consulted at the end of each turn
when all characters and monsters have moved. If the result
is 1 or 6 determine randomly which character gets
attacked by the random monster or triggers the trap.
If the party is in combat, trap results are treated
as random monster events.
The Random table is for random encounters. One monster
of the type rolled from the table is put into
play adjacent to one character and attacks immediately.
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Tables
Basic HeroQuest Tables
Random Turn Room
------------- -------------- ----------------
1 Skeleton 1 Rnd Monster 2-4 Humanoid
2 Skeleton 2 - 5,6 Humanoid
3 Zombie 3 - 7 Nothing
4 Goblin 4 - 8,9 Undead
5 Goblin 5 - 10-12 Undead
6 Orc 6 Trap [Doubles = +Boss]
Undead Humanoid Boss Monsters
----------------- ---------------- -----------------
1 Skeleton 1 Goblin 1 Chaos Champion
2 Zombie 2 Orc 2 Gargoyle
3 Skeleton (2) 3 Goblin (2) 3 Water Wizard
4 Zombie (2) 4 Orc (2) 4 Fire Wizard
5 Skel (2)+Zom 5 Fimir 5 Earth Wizard
6 Mummy 6 Chaos Warrior 6 Air Wizard
Extended HeroQuest Tables
Random Turn Room
------------- -------------- ----------------
1 Skeleton 1 Rnd Monster 2-4 Human
2 Zombie 2 - 5,6 Humanoid
3 Goblin 3 - 7 Nothing
4 Skaven 4 - 8,9 Undead
5 Merc 5 - 10-12 Beastmen
6 Orc 6 Trap [Doubles = +Boss]
Undead Humanoid
----------------- -----------------
1 Skeleton 1 Goblin
2 Zombie 2 Orc
3 Skeleton (2) 3 Goblin (2)
4 Zombie (2) 4 Orc (2)
5 Skel (2)+Zom 5 Fimir
6 Mummy 6 Fimir + Orc
Beastmen Humans Boss Monsters
----------------- ----------------- -----------------
1 Skaven 1 Mercenary 1 Orc Warlord
2 Lizardmen 2 Veteran 2 Chaos Champion
3 Skaven (2) 3 Mercenary (2) 3 Evil Wizard
4 Lizardmen (2) 4 Veteran 4 Evil Elf Queen
5 Chaos Beastman 5 Chaos Warrior 5 Gargoyle
6 Skav (2)+Beast 6 Merc (2)+Cwarr 6 Ogre
Common Monster Stats
Name | Attack |
Defence | Mind |
Move | Value |
UNDEAD |
Skeletons | 2 | 2 | 0 | 6 | 4 |
Zombies | 2 | 3 | 0 | 4 | 4 |
Mummies | 3 | 4 | 0 | 4 | 6 |
HUMANOIDS |
Goblins | 2 | 1 | 1 | 10 | 4 |
Orcs | 3 | 2 | 2 | 8 | 5 |
Fimirs | 3 | 3 | 3 | 6 | 6 |
BEASTMEN |
Skaven | 1 | 2 | 1 | 10 | 4 |
Lizardmen | 2 | 3 | 2 | 8 | 5 |
Chaos Beastmen | 4 | 2 | 2 | 8 | 6 |
HUMANS |
Mercenaries | 2 | 2 | 3 | 6 | 4 |
Veterans | 2 | 3 | 3 | 6 | 5 |
Chaos Warriors | 3 | 4 | 3 | 6 | 6 |
Boss Monster Stats
Name | Attack |
Defence | Mind |
Move | Special |
Orc Warlord | 4 | 5 | 3 | 10 | none |
Chaos Champion | 4 | 4 | 4 | 6 | Monster uses a crossbow |
Gargoyle | 4 | 4 | 4 | 6 | 1d4 Body |
Ogre | 5 | 5 | 1 | 6 | 1d4 Body |
Evil Wizard | 2 | 5 | 7 | 8 | 1 school of magic (ie Fire for Fire Mage) |
Evil Elf Queen | 3 | 5 | 7 | 8 | Bow (as crossbow)
with poisoned arrows. If wounded treat as Sleep Spell |
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