Advanced Heroquest Dungeon Explorer
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This site is a companion for Advanced Heroquest. You still need the boardgame to play it. Please write me if you miss something mail@janis-bauer.de. ©2024

When a Hero enters a junction.
When a Hero opens a door in a Room and rolls even.

Passage Length 1 D12
1–2 1 Section
3–8 2 Sections
9–12 3 Sections
Passage Features 2 D12
2–4 Wandering Monsters
5–15 nothing
16–19 1 door
20–21 2 doors
22–24 Wandering Monsters
Passage Ending 2 D12
2–3 T-Junction
4–8 Dead End
9–11 Right Turn
12–14 T-Junction
15–17 Left Turn
18–19 Stairs Down
20–22 Stairs Out
23–24 T-junction

References

  • Page 13 – Exploration > Passages

When a Hero opens a door in a Passage.
When a Hero opens a door in a Room and rolls odd.

Room Type1 D12

1–6 Normal
Empty
small tile
7–9 Hazard
Roll Hazards table
small tile
10–12 Lair
Roll Monster > Lair & Treasure tables
big tile
1–5 Normal
Empty
small tile
6–8 Hazard
Roll Hazards table
small tile
9–11 Lair
Roll Monster > Lair & Treasure tables
big tile
12 Quest Room
Roll Monster > Quest Room & Treasure tables
big tile
1–4 Normal
Empty
small tile
5–6 Hazard
Roll Hazards table
small tile
7–8 Lair
Roll Monster > Lair & Treasure tables
big tile
9–12 Quest Room
Roll Monster > Quest Room & Treasure tables
big tile
1–3 Normal
Empty
small tile
4–5 Hazard
Roll Hazards table
small tile
6–7 Lair
Roll Monster > Lair & Treasure tables
big tile
8–12 Quest Room
Roll Monster > Quest Room & Treasure tables
big tile
1–6 Normal
Empty
small tile
7–8 Hazard
Roll Hazards table
small tile
9–10 Lair
Roll Monster > Lair & Treasure tables
big tile
11–12 Quest Room
Roll Monster > Quest Room & Treasure tables
big tile

Use the table according on how many rooms you have explored yet. The altering tables came with the Terror In The Dark expansion to increase your chances finding the Quest Room the more you progress. 'Vanilla' is the standard table.

Room Doors1 D12

1–4 no doors i
5–8 1 door
9–12 2 doors

When opening a Room door, roll 1 D12 to see if there is a Passage (equal, place it lateral) or Room (odd).

Furniture – Optional1 D12

1–6 nothing
7

Weapon Rack
1–2 nothing
3–4 1 Spear
5 3 Spears
6–7 6 Arrows
8 12 Arrows
9–10 1 Sword
11 1 Axe
12 Roll again!
8

Cupboard
1 Rats!
One bites you: WS -1 for the rest of this excursion if not healed.
2–9 nothing
10–11 25 Gold
12 Healing Potion
9 Table
10

You may grab a burning log. The Hero may use it in combat like a Dagger. If used against a Mummy, the Mummy combusts into flames and dies.

11

Bookcase
1–10 nothing
11 Spellbook with 4 Spells
See Magic Wands table
12 Treasure Map
12 Rack

* Expand by clicking the Arrow Icon to see instructions. You may search Furniture once. There are no special rules for the table or rack.

Terror from the Dark Quest Room Tiles (optional)

If the Heroes found a Quest Room roll a D12, on a 10-12 use Quest Room from below instead of the standard big tile. Roll a D12 and divide the result by 2 (rounded up), to determine the room. At a result of 11 or 12 roll again. Monsters don't get penalties by the room effects.

1: Quest Room 1 D12
1–2 Fog: -2 BS to 3 fields distance
3–4 Slippery Floor: -2 Sp
5–6 Eyes from a skull shine at a 2 × 12 squares long area. All Heroes in this area suffer -1 T.
7–8 Pillar Square, each with a Blocks-Trap
See corresponding trap table
9–10 Treasure chests are empty and trapped
Roll for trap
11–12 All Monster have +1 T
2: Quest Room: "Wizard's Study" 1 D12
1–2 Smokey Heat: -1 to BS and WS
3–4 Fireball see Trap table
5–6 Random scroll spell attacks your Wizard
You may use the Magic Treasure > Scroll Spells table
7–8 All Wizards spells fail until a successful Int test
9–10 Circle on floor is a Magical Circle hazard
11–12 Desk counts as Treasure chest with Mindstealer trap
3: Quest Room: "Mosaic Room" 1 D12
1–2 All Undead have +1 WS and W
3–4 2 Magic eggs which counts as Jewel of Shattering Can be thrown up to 8 squares in LoS and causes 8 DD on that and any adjacent squares.
5–6 Gold in treasure has only half value
7–8 All Bravery tests incur -1 penalty
9–10 -2 Strength if you fail a Toughness test
11–12 Each barrel has a trap and contains a Zombie Roll for Trap, look up Zombie statistics in Monster section
4: Quest Room "Fire Cave" 1 D12
1–2 Fire spells cast at Heroes have +1 DD
3–4 -1 to Strength and Speed
5–6 Monsters gain +1 to Surprise and Speed
7–8 Treasure chests have 2 traps
9–10 Monsters are Berserk Monsters
See Monsters > Special Monster Rules
11–12 Add 1 Fire Ruby jewel to any treasure here
See Treasure > Magic Jewels
5: Quest Room "Big Cave" 1 D12
1–2 Throne hazard See Hazards
3–4 Move at quarter rate in step squares
5–6 Fireball at 1 random Hero each combat turn
See Trap table
7–8 Monsters with PV 8+ regenerate here
9–10 Killed models can't be resurrected
11–12 The chain in the room attacks any 1 model within 4 squares. It has WS 8, T 7, 4 Wounds and 4 DD. It can't be harmed by non-magical arrows or spells that don't do physical damage

References

  • Page 14 – Exploration > Rooms
  • Page 45 – Heroquest > Room Furnishings
  • TITD Page 05 – New Quest Rooms

When a Hero enters a Hazard Room.

Hazards 1 D12
1 Wandering Monsters
2 Non-Player Character
3 Chasm
4 Statue
5 Rats / Bats
6 Mould
7 Mushrooms
8 Grate
9 Pool
10 Magic Circle
11 Trapdoor
12 Throne

1: Wandering Monsters

Roll for Wandering Monsters. See 'Monster' tab in the main navigation for tables.

2: NPC

Each is a unique encounter. Treat as Wandering Monsters if you already met that Character in any Dungeon.
1–3

SP6 / T5 / W2 – Captured by Wandering Monsters guarding her. Upon defeating them you may escort her to a city and be rewarded with 100 gold.

4–6

WS7 / T3 / W2 – Defeat her or leave the Room and shut the door within 1 Combat Round or else she teleports away with half of the hero's gold.

7–9

Roll for Wandering Monsters which are guarding him. If the Heroes manage to release him he'll become a Henchman for the current Leader. See Man-at-Arms.

10–12

Wants to join the Leader. If accepted, the Rogue serves as a Sergeant and subtracts -1 from Heroes dice roll for disarming traps. The Heroes may not attack the rogue after joining them. If the Rogue is alive at the end of the Expedition roll a dice, the Rogue:

1–2 Steals all the Heroes' money.
3–4 Steals half the Heroes' money.
5–10 Fails at stealing the Heroes' money.
11–12 Stays in the group. Treated like a Sergeant Henchman from now on.

3: Chasm

Place a Chasm tile in the room then place Wandering Monsters, a door and treasure chest on the other side of the Chasm. You have to decide:

Succeeds if you roll 1 D12 ≤ Speed.

Requires 3m rope. One Hero gets secured by the others with a rope and performs a Heroic Leap (as above). If the Hero fails the others roll ≤ STR. If they succeed they pull the Hero back, if all fail the hero is lost. It counts as 1 Move for all Heroes involved.

Requires 6m rope & 10 Iron Spikes. The Heroes build a bridge. One Hero needs to perform a Sensible Leap (as above) to build it. It takes 1 Exploration Turn.

Shut the door and try your luck elsewhere.

4: Statue

The Statue has a gigantic ruby as one eye. If any Hero tries to remove it, roll a die:

1–2 Curse
The Hero's Fate Points are immediately reduced to 0.
3–6 Animated Statue
WS9 / T8 / SP6 / W8 / Dam. Dice 5
Attacks the Heroes. May not leave the room.
7–11 Transformation
It transforms into a Skaven Warlord. May not leave the room, but can open doors.
12 Nothing happens
The Hero removes the ruby without mishap.

The Ruby is worth 400 gold crowns. If the Statue came to life it must be defeated to get the jewel.

5: Rats or Bats

Roll a dice; if the score is even you encounter rats or bats if it is odd:

The Heroes have the following choices:

Rat Poison
If you carry a vial of Rat Poison use it to clear the room (1 Exploration Turn)
Greek Fire
If you carry 2 flasks, use both to clear the room (1 Exploration Turn)
Magic
Cast Flames of Death to clear the room
Fight it out
Choose which Heroes enter the room. With every Expl. Turn each fighting Hero kills D12 rats. If the roll is 1–4 the Hero suffers 1 Wound. The swarm holds 60 Rats. Fate Points may not be used.
Slam the door
The Heroes can leave.

The Heroes have the following choices:

Screech Bug
If you carry one use it to clear the room (1 Exploration Turn). Once used, the bug is discarded.
Greek Fire
If you carry 2 flasks, use both to clear the room (1 Exploration Turn)
Magic
Cast Flames of Death to clear the room
Fight it out
Choose which Heroes enter the room. They will suffer a D12/2 (round up) Wounds which must be divided equally among them (1 Exploration Turn). Fate Points may not be used.
Slam the door
The Heroes can leave.

6: Mould

The room is filled with mould, the Heroes have 3 options how to proceed:

1 flask burns all mould (1 Exploration Turn).

The Heroes tie wet cloth across their faces and attempt to cross the room. Each player has to roll:

1 Deadly Poison – Hero dies or spends a FP
2–6 Poison – Hero looses 1 Wound or spends a FP
7–10 Irritant – Hero's WS –2 for the next combat
11–12 No effect

The Heroes can leave.

7: Mushrooms

There are D12 magic mushrooms which can be picked. Each time one is eaten roll:

Editors comment: 11 seems to be missing in the rulebook. Also it seems the result counts for all mushrooms and not for each eaten. Corrections welcome.
1–2 Deadly Poison
Hero dies unless a FP or Healing Potion is spend. They may be used as Rat Poison.
3–4 Sleeping
The Hero will be KO'd for D12 rounds.
5–6 Polka Dots
No effect, except coloured dots in the Hero's face for some days.
7–8 Strength
+1 DD with Hand-to-Hand weapons for one entire combat.
9–10 Speed
Speed is doubled for one entire combat.
12 Healing
Restores all Wounds.

8: Grate

The GM places the Grate tile on any square in the room. If a Hero moved to it, the room beneath reveals by rolling the Room table. It won't have any doors, but if it is a Quest Room it will have stairs down. The Heroes may lift the Grate to enter the room.

If there are monsters they are prisoners: change any specials to normal ones. They won't have weapons and roll only 1 DD. The Heroes have +2 to their surprise roll – don't add the bonus for the Elf. Per combat turn only one Hero may enter or leave the room.

The Heroes need a rope to get back up. Monster DC may be played for the upper room.

9: Pool

Roll each time someone drinks from it:

Editors comment: I assume you can use a FP to negate the Deadly Poison like in Hazard 6 (Mould) or 7 (Mushrooms).
1 Deadly Poison
Hero dies unless a Healing Potion is consumed.
2–4 Sleeping Potion
The Hero will be KO'd for D12 rounds.
5–8 Luck
The Hero gains +1 FP but just for this Expedition.
9–12 Healing
Restores all Wounds.

10: Magic Circle

The GM places the Circle tile on any square in the room. If a Hero moves on it:

* Only once per expedition
1 Cursed
The Hero looses permanently 1 FP.
2 Summoning
Roll Wandering Monsters. They will be placed anywhere in LoS and surprise the Heroes.
3–6 Nothing happens
7–9 Magical Power
The next spell doesn't consume components*.
10–11 Healing
1 Wound is healed*
12 Fate
The Hero gains 1 FP during this expedition*

11: Trapdoor

The GM places the Trapdoor tile on any square in the room. This room may feature just 1 exit! If a Hero opens the Trapdoor:

1 Trap
Roll the Traps table using the chest column. It can not be spotted and disarmed.
2–3 Room
A room beneath – see table Hazard 8 (Grate).
4–6 Crypt
A Hero may search the crypt (1 Expl. Turn):
1–2 Mould spores affect the Hero (table Hazard 6: Mould) *
3–6 Empty
7–11 A skeleton wearing a gold ring worth 25 crowns.
12 A Undead Skaven surprises the Heroes, place it on the tile (WS8 / T12 / SP6 / 1W / 6DD)
7-9 The Maze
Go to page 45 if you have a copy of Heroquest otherwise the Heroes find nothing.
10-12 Stairs
Leading to the next level.

12: Throne

Place the Throne tile and roll Wandering Monsters. GM places one monster on the Throne which it may not leave. As long as it lives it allies gain +1 T and 1+ DD.

References / Glossar

  • Page 26–29 – Hazards
  • 3 Meter = 10 Inch

Roll to see what has been discovered. Expanded by Terror in the Dark expansion. Use 'Vanilla' tab for the base game tables.

Treasure Chests1 D12
1 Treasure map
2 6 Arrows, 20 Gold
3 10 feet of rope, 30 Gold
4 2 flasks of Greek Fire
5 50 Gold
6 100 Gold
7 150 Gold
8 Screech Bug, 50 Gold
9 Rat Poison, 5 Gold
10 200 Gold
11 1 Potion (roll table) and 50 Gold
12 Magic treasure (roll table)
Editors note: The 19 and 20 result are covered twice which seems to be an error.
Magic Treasure2 D12
2 Dawnstone
3–4 Magic Amulet
5–6 Magic Wand
7–8 Magic Ring
9–10 Magic Shield or Helm
11 Magic Weapon
12–13 Magic Scroll
14–16 Magic Potion
17 Magic Arrows or Bolts
18–20 Magic Bow
19–21 Magic Sword
22–24 Magic Armour
Can be used by the owner as normal Fate Points. Does not regenerate.
Dawnstone1 D12
Contains 1 D12 Fate Points
Only one Amulet can be worn at a time.
Magic Amulets1 D12
= Amulet of Iron
If a spell is aimed at the Hero, the spell has no affect if you roll ≥ 9 – also if you want to be affected by it!
≠ Amulet of Protection
+1 Toughness
Roll a dice, the wand has that many charges. May be only used by a wizard. No Spell components are needed. Editors Note: Full description of the Spell will be found under 'How To Play > Magic' soon.
Magic Wand2 D12
2–3 Inferno of Doom
4 Power of the Phoenix
5 Swift Wind
6 Still Air
7–8 Lightning Bolt (see Traps > Shock)
9–10 Choke
11 Flames of Death
12 Flames of the Phoenix
13 Open Window
14 Dragon Armour
15 Flaming Skull of Terror
16–17 Fireball
18–19 Courage
20–21 Flight
22 Flaming Hand of Destruction
23–24 The Bright Key
Only one Ring can be worn at a time.
Magic Rings1 D12
1–3 Ring of Protection +1
4–5 Ring of Protection +2
6 Ring of Protection +3
7–9 Ring of Magic Protection +1
10–11 Ring of Magic Protection +2
12 Ring of Magic Protection +3
Rings of Protection
Adds +1 / +2 / +3 Toughness
Rings of Magic Protection
Protects the wearer from spells. A +1 ring cancels the spell effects on a D12 roll of 11–12, +2 on ≥ 9, +3 on < Int.
Magic Shields & Helms1 D12 Sp BS T
1–6 Magical Shield 0 -1 +1
7–8 Magical Greatshield -1 -2 +2
9 Dwarven Shield 0 -2 +2
10–11 Magical Helm 0 0 +1
12 Dwarven Helm 0 -1 +2
Can only be used by a wizard. Can only be used once. No components are needed.
Magic Scrolls1 D12
1–6 1 spell
7–9 2 spells
10–11 3 spells
12 4 spells

Generate each spell with a roll on the Wand Table above.

Potions may be drunk at the start of any turn.
Magic Potions1 D12
= Strength Potion
Strength increases +2; +2 DD for hand-to-hand weapons. Lasts for 3 turns (combat or exploration).
≠ Healing Potion
Restore Wounds to the starting level from the beginning of the next turn. A Hero may also give it to a unconscious Hero if neither is in a Death Zone. They can be used to avoid certain Hazards. They won't restore dead Heroes.
Stats at page 32 in the rulebook. Normal weapon stats at page 44.
Magic Weapons1 D12
1–3 Dagger +1 DD
4–5 Spear +1 DD
6–8 Axe +1 DD
9 Axe +2 DD
10 Halberd +1 DD
11 Double-Handed Sword +1 DD
12 Double-Handed Axe +1 DD
Magic Arrows / Bolts1 D12 Qty.
1–4 Arrows of Death
+1 DD on hit
4
5 Bolts of Death
+1 DD on hit
2
6–7 Arrows of True Flight
Auto hit
2
8 Bolts of True Flight
Auto hit
1
9–11 Arrows of the Assassin
Critical Damage on any roll of ≥ 10
4
12 Bolts of the Assassin
Critical Damage on any roll of ≥ 10
2
Stats at page 32 in the rulebook. Normal weapon stats at page 44.
Magic Bows1 D12 Rng DD
1–4 Short Bow 28 4
5–7 Bow 40 4
8–9 Long Bow 48 5
10–11 Crossbow 48 5
12 Elven Power Bow 48 6
Stats at page 32 in the rulebook. Normal weapon stats at page 44.
Magic Swords1 D12 WS Str
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
12 Rune Sword Can be used by wizard +2 +2
May be worn by any Hero except a Wizard. Stats at page 32 in the rulebook. Normal stats at page 44.
Magic Armour2 D12 Sp BS T
2–6 Leather 0 -1 +1
7–10 Leather -1 -1 +2
11–13 Chain +2 -1 +3
14–15 Chain -1 -1 +2
16–17 Chain 0 0 +1
18–19 Plate -2 -2 +4
20 Mithril 0 0 +3
21 Enchanted 0 0 +5
22 Dwarven -2 -2 +5
23–24 Elven -1 0 +4
Jewels, Potions, Blade Venom and Magic Treasure need to be rolled in the corresponding tables
Treasure Chests2 D12
2–5 Treasure map
6 4 Bolts, 20 gold
7 6 Arrows, 20 gold
8 10 ft. of rope, 30 gold
9 2 flasks of Greek Fire, 1 Jewel
10 50 gold
11 100 gold
12 50 gold, 1 Jewel
13 100 gold, 1 Jewel
14 Bow, 6 arrows, 1 Jewel
15 Shield, 6 arrows, 50 gold
16 Screech Bug, 50 gold
17 Rat Poison, 50 gold
18–19 Blade Venom (1 dose), 50 gold, 1 Jewel
20–21 Magic treasure
22–23 Magic treasure, Magic Potion
24 2 Magic treasures, Magic Potion, 1 Jewel
Blade Venom 1 D12 Against
1–2 Graveroot Undead
3 Elfbane Elves, Dark Elves
4–5 Blackroot Orcs, Goblins
6–7 Stonebane Ogres, Trolls
8–9 Lawfoil Chaos Warriors
10–12 True Lawfoil Chaos creatures
Can be sold or kept as they a lighter than gold. Magic Jewels are worth 150 gold and if the magic is used up 50 gold.
Jewels 1 D12
1–3 50 gold
4–5 80 gold
6–7 100 gold
8–9 150 gold
10–12 Magic Jewel
Magic Treasure2 D12
2 Dawnstone
3 Magic Amulet
4 Magic Bag
5–6 Magic Wand
7 Magic Ring
8 Magic Shield or Helm
9 Magic Weapon
10–11 Magic Scroll
12 Magic Jewel
13–14 Magic Potion
15 Magic Arrows or Bolts
16–17 Magic Bow
18–19 Magic Sword
20–21 Magic Armour
22–23 Robe or Cloak
24 Talisman
Can be used by the owner as normal Fate Points. Does not regenerate.
Dawnstone1 D12
Contains 1 D12 Fate Points
Only one Amulet or Talisman can be worn at a time. Editors Note: The result of 10 is doubled I leave it to you how to handle it.
Magic Amulets1 D12
1–2 Amulet of Iron
If a spell is aimed at the Hero, the spell has no affect if you roll ≥ 9 – also if you want to be affected by it!
3–5 Amulet of Protection
+1 Toughness
6–7 Amulet of Courage
Immune to Fear
8–10

The rolled monster type causes -1 Wound and never gets a free attack i.e. from a fumble against the wearer.

Amulet of Warding1 D12
1 Chaos Warriors & Sorcerer
2–3 Chaos creatures
4–5 Orcs & Goblins
6–7 Ogres & Trolls
8–9 Skaven
10 Undead
11 Fimir
12 Daemons
10–12 Amulet of Health
Immune to any disease or poison. Also unaffected by Blade Venom, Poison Darts, Gas Traps, Deadly Poison Mould, Mushrooms and Pools.
Magic Bags1 D12
1–3 Bag of Lightness
Can hold up to 250 gold and eliminates it's weight.
4–6 Bag of Treasure
Can only be used once between expeditions. It will disgorge 5 D12 gold.
7–9 Bag of Wizardry
Produces the neccesary Spell Components for a Spell. Roll a D12 to determine the charges.
10–12 Rat Bag
You can trap one Skaven that magically shrinks into the bag instead of attacking if in DZ, making the Skaven harmless. Will be released if you exit the dungeon and must be fought normally then.
May be only used by a wizard. No Spell components are needed. Editors Note: Full description of the Spell will be found under 'How To Play > Magic' soon.
Magic Wands1 D12
1–6

Roll a dice, the wand has that many charges. If you rolled odd, add 1 charge. A Light Wizard uses two charges for casting a Bright spell.
1 Open Window
2 Inferno of Doom
3 Courage
4 Still Air
5 Power of the Phoenix
6 Swift Wind
7 Flight
8 Flaming Hands of Destruction
9 The Bright Key
10 Flames of the Phoenix
11 Flames of Death
12 Dragon Armour
7–12

Roll a dice, the wand has that many charges. If you rolled odd, add 1 charge. A Bright Wizard uses two charges for casting a Light spell.
1 Power of Life
2 Strength of Life
3 Cloak of Protection
4 Blinding Light
5 Escape
6 Restore Life
7 Regeneration
8 Remove of Venom
9 Dagger of Banishment
10 Sleep of Ages
11 Light of Learning
12 Banish Fear

Only one Ring can be worn at a time.
Magic Rings1 D12
1 Ring of Protection +1
Adds +1 Toughness
2 Ring of Protection +2
Adds +2 Toughness
3 Ring of Protection +3
Adds +3 Toughness
4 Ring of Magic Protection +1
Protects the wearer from spells and magical traps on a roll of 11–12 on a D12.
5 Ring of Magic Protection +2
Protects the wearer from spells and magical traps on a roll ≥ 9 on a D12.
6 Ring of Magic Protection +3
Protects the wearer from spells and magical traps on a roll < Int on a D12.
7 Ring of Fate
Roll a dice, if even the Rings holds 2 Fate Points, if odd it holds 3 Fate Points.
8–9 Ring of Speed +1
Adds +1 Speed.
10–11 Ring of Speed +2
Adds +1 Speed.
12 Ring of Greatness
The wearer ignores all special rules for 'invulnerable Monsters', is immune to fear caused by 'Fearsome Monsters' and gains +1 DD against 'Large Monsters'.
Magic Shields & Helms1 D12 BS T Sp
1–3 Simple Magic Shield -1 +1 0
4 Magical Greatshield -2 +2 -1
5 Simple Magic Helm 0 +1 0
6 Dwarven Magic Helm -1 +2 0
7–8 Shield of Spell Reflection
Reflects spells back to the caster if you roll ≤ Int on a D12. It does not protect against magical traps or area of effect spells.
9–11 Shield 'Arrow Catcher'
Automatically protects against non-magical missiles. It gives only normal protection against magical missiles.
12 Magic Helm 'Fearsome Rune'
Wearer counts as 'Fearsome Monster' to it's enemies
-1 +2 0
Basic weapon stats can be found at page 44. Weapons can never have more than 12 DD irrespective of magic or strength.
Magic Weapons2 D12
2 Dagger +1 DD
3–4 Dagger +2 DD
5 Dagger of Throwing
6 Spear +1 DD
7 Spear of Returning
8 Axe of Cleaving
9 Axe +1 DD
10 Warhammer +1 damage
11 Warhammer +2 damage
12 Flying Hammer
13 Halberd +1 DD
14 Halberd +2 DD
15 Halberd of Cleaving
16 Halberd of Skill
17 2-Handed Sword of Cleaving
18–19 2-Handed Sword of Skill
20 2-Handed Sword +1 damage
21–22 2-Handed Axe of Cleaving
23 2-Handed Axe of Skill
24 2-Handed Axe of +1 damage
Dagger of Throwing
May be used as ranged weapon (range 6 squares, 4 DD). In Hand-to-Hand combat it has normal Dagger stats.
Spear of Returning
May be used as ranged weapon (range 8 squares, 4 DD). It returns immediately and can be thrown again in the next round. In Hand-to-Hand combat it has normal Spear stats.
Flying Hammer
May be used as ranged weapon (range 10 squares, 6 DD). It returns immediately.
... of Cleaving
Critical Hit on 10–12.
... of Skill
Any fumble is simply a miss.
Magic Jewels are worth 150 gold and only 50 gold once used.
Magic Jewels1 D12
1–2 Cleargem
+1 to the result for spotting traps
3–4 Fate Jewel
Roll a dice. If the result is even it holds 2 Fate Points or 3 if it's odd. Can't be recharged.
5–6 Fire Ruby
1 D12 charges of 'Flaming Hand of Destruction'. Wizard only.
7–8 Jewel of Shattering
Can be thrown up to 8 squares in LoS and causes 8 DD on that and any adjacent squares.
9–10 Soul Jewel
1 charge of 'Power of the Phoenix'.
11–12 Spell Jewel
Behaves like a Magic Wand.

Can only be used by a wizard. Can only be used once. No components are needed.
Magic Scrolls1 D12
1–2 1 spell, Bright Wizard's Spellbook
3–4 2 spells, Bright Wizard's Spellbook
5 3 spells, Bright Wizard's Spellbook
6 4 spells, Bright Wizard's Spellbook
7–8 1 spell, Light Wizard's Spellbook
9–10 2 spells, Light Wizard's Spellbook
11 3 spells, Light Wizard's Spellbook
12 4 spells, Light Wizard's Spellbook

Generate each spell with a separate roll on the Spell Book:

Advanced Heroquest rulebook, page 23
1 Dragon Armour
2 Open Window
3 The Bright Key
4 Flaming Hands of Destruction
5 Flight
6 Swift Wind
7 Flames of Death
8 Flames of the Phoenix
9 Power of the Phoenix
10 Still Air
11 Inferno of Doom
12 Courage

Terror in the Dark rulebook, page 7
1 Power of Life
2 Strength of Life
3 Escape
4 Restore Life
5 Dagger of Banishment
6 Sleep of Ages
7 Cloak of Protection
8 Blinding Light
9 Regeneration
10 Remove Venom
11 Light of Learning
12 Banish Fear
Potions may be drunk at the start of any turn. Editors Note: the manual says Healing Potions on 1–2 which seems to be an error.
Magic Potions1 D12
1–4 Potion of Healing
Restore Wounds to the starting level from the beginning of the next turn. A Hero may also give it to an unconscious Hero if neither is in a Death Zone. They can be used to avoid certain Hazards. They won't restore dead Heroes.
5–7 Potion of Strength
Strength +2; gain 2 DD for hand-to-hand weapons for 3 turns (combat and exploration).
8 Potion of Prowess
WS, BS and Sp +1 for 3 turns (combat and exploration).
9 Potion of Invulnerability
You can be only hit if at least one 12 was rolled. This does not apply to damage rolled as the result of a free attack or any attack made with a magical weapon ('Invulnerable' rule book, p. 40). Lasts till the end of the next combat.
10 Potion of Regeneration
Recover 1 lost Wound at the beginning of each Hero phase every combat turn ('Regeneration' rule book, p. 40). Lasts till the end of the next combat.
11

The GM should tell the Heroes that it is a Potion of Healing until someone drinks it. It permanently subtracts 1 from the following drinkers attributes.The effect is permanent.

1–2 - 1 Weapon Skill
3–4 - 1 Bow Skill
5 - 1 Strength
6 - 1 Toughness
7–8 - 1 Speed
9–10 - 1 Bravery
11 - 1 Intelligence
12 - 1 Wound
12 Sublime Potion of the Supreme Alchemist
Heals all lost Wounds, cures any disease, increases one attribute (except for FP) of free choice permanently.
Magic Arrows & Bolts2 D12
2 Bolts of Death (3)
+1 DD on hit
3–4 Arrows of Death (6)
+1 DD on hit
5 Bolts of Sure Striking (1)
+2 BS
6–7 Arrow of Sure Striking (2)
+2 BS
8 Bolts of the Assassin (2)
Critical Damage on any dice roll of ≥ 10
9–11 Arrows of the Assassin (4)
Critical Damage on any dice roll of ≥ 10
12–14 Arrows of Flame (4)
+2 DD rolled. Mummies are killed instantly. Trolls can not regenerate Wounds inflicted by the hit.
15 Bolts of Flame (2)
+2 DD rolled. Mummies are killed instantly. Trolls can not regenerate Wounds inflicted by the hit.
16–19 Arrows of True Morr (4)
Undead are killed instantly.
20 Bolts of True Morr (2)
Undead are killed instantly.
21–22 Arrows of True Flight (2)
Auto hit
23–24 Bolts of True Flight (1)
Auto hit
Editors note: the rule book says Short Bow on a roll of 1–2 which seems to be an error.
Magic Bows1 D12 Rng DD
1–4 Short Bow 28 4
5–7 Bow 40 4
8–9 Long Bow 48 5
10–11 Crossbow 48 5
12 Elven Power Bow 48 6

Additionally roll the Bows Special Abilty:

Magic Bow Special Ability1 D12
1–7 No special ability
8 Deadly Aim
+1 to hit roll
9 Mighty Striking
+1 DD
10 Repeating
Fire 2 arrows in one combat turn
11 Swiftness
You can move and fire
12 Deadly Power
+1 DD and one shot per Adventure has 10 DD, this shot has to be declared before rolling.
Use the basic weapon stats at page 44 and add the magical effects. Wizards can only wield Rune Swords. No model can ever carry more than two swords.
Magic Swords2 D12 WS DD
2 Rune Sword +2 +2
3–4 Limp Lopper +2 +2
5–6 Rib Cleaver +1 +2
7–9 Skull Splitter +1 +1
10 Gut Ripper +2 +1
11–12 Death Bringer 0 +1
13 Soul Reaver +1 0
14–15 Sword of Smiting
Critical hit on 11–12
+1 +1
16 Sword of Skill
No fumbles at 1
+1 +1
17–18 Sword of Courage
Br +2 (cannot increase above 12)
+2 0
19 Sword of Defence
Auto deflects one attack per combat phase which has to be selected and announced before the hit roll.
20 Sword of the Flaming Heart
+1 DD, +1 to all Wound rolls. Mummies killed instantly on a hit, Trolls cannot regenerate Wounds inflicted by it.
20 Sword of Glory
+1 WS and 'Fearsome' (p. 40): any Monster in the DZ has to perform a Bravery check: if > Br it may not move (unless it runs) or attack. It may open doors.
21–23

The Bane Swords Death Rune adds +2 WS, +2 DD and +2 to all Wound rolls against a once specified type of monsters.Against any other type is simply has +1 WS.

1 Chaos Warriors & Sorcerer
2–3 Chaos creatures (includes Minotaur, Beastmen and all Daemons)
4–5 Orcs & Goblins
6–7 Ogres & Trolls
8–9 Skaven
10 Undead
11 Fimir
12 Daemons
24 Sword of Stealing (Rune Sword)
For every Wound inflicted by a critical hit, it restores Wounds to it's user up to the starting level.
May be worn by any Hero except a Wizard. Basic stats at page 32 in the rulebook. Normal stats at page 44.
Magic Armour2 D12 BS T Sp
2–3 Elven 0 +4 0
4 Dwarven -2 +5 0
5–6 Enchanted Mithril 0 +5 0
7–8 Plate -2 +4 -2
9–11 Chain -1 +3 -2
12–14 Leather -1 +2 0
15–17 Chain, Prot. from Missiles
All non magical missiles only hit on a 12
-1 +2 -2
18–19 Chain Mail of Speed -1 +2 0
20–21 Chain, Prot. from Fire
-2 W from Fireballs, Fire Missiles, etc.
-1 +2 -2
22–23 Leather of Enchantment
Can be worn by Wizards
0 +1 0
24 Plate Mail of Golden Light
Restores all Wounds once per expedition plus +1 WS for the next combat.
-2 +4 -2
Wizards only or characters wearing no armour or leather armour only.
Magic Robes & Cloak1 D12
1–2 Robe of Toughness Lv. 1
+1 Toughness
3–4 Robe of Toughness Lv. 2
+2 Toughness
5 Robe of Toughness Lv. 3
+3 Toughness
6–8 Cloak of Pockets
Can store 250 gold weightlessly, produces spell components for a known spell of choice once during each adventure, produces a blade venom once before each adventure.
9–10 Cloak of Invulnerability
You can be only hit if at least one 12 was rolled. This does not apply to damage rolled as the result of a free attack or any attack made with a magical weapon ('Invulnerable' rule book, p. 40).
11 Robe of Speed
+2 Speed
12 Robe of the Sagacious Sorcerer
+1 Int, +1 Br, +1 Sp. +1 FP (gets not regenerated between adventures). Spell costs 50 gold more.
You can wear only one Talisman at once and not in combination with a Magic Amulet.
Magic Talismans2 D12
1–4 Talisman of Toughness
+1 Toughness
5–8 Talisman of Wizardry
It has 1 D12 charges, each allows a Wizard to cast one known Spell without ingredients. Once empty it crumbles to dust.
9–12 Talisman of Fortune
It grants once when first found 1 FP to the wearer and subsequently +1 for spotting trap rolls.

References / Glossar

  • Page 30 – Treasure
  • Terror in the Dark, Page 17 – Treasure

A Hero can search a Wall for Secret Doors in Dead Ends or a Room that has no other doors. A wall may be searched only once and takes 1 Exploration Turn.

Hidden Treasure may be searched in any room. A room may be searched only once.

Secret Doors 1 D12
1 GM draws 1 Dungeon Counter / Solo: Wandering Monsters
2–6 Nothing
7–12 The Hero may place a door in the section that was searched
Hidden Treasure (not in Solo)2 D12
2–6 GM draws 1 Dungeon Counter
7–16 Nothing
17–23 Secret Stash: Gold worth 1 D12 × 5
24 Magic Treasure

References

  • Page 11 – Secret Doors, Hidden Treasures
  • Page 47 – Solo Play

The GM can play a Trap Counter whenever the Heroes enter a new Room, enters a square in a passage that hasn't been entered before or open a Chest (Exploration Phase only). In Solo-Play a trap gets triggered when you roll a 1 in the GM-Phase.

Room / Passage Trap Spot Chance Disarm Chance
1 Pit 5 –
2 Crossfire 8 6
3 Portcullis 6 11
4 Blocks 7 11
5 Gas 10 7
6 Mantrap 7 6
7 Magic 9 7
8 Fireball 8 9
9–12 Alarm 7 7
Chest Trap Spot Chance Disarm Chance
1 Crossfire 8 6
2 Poison Dart 9 8
3 Gas 10 7
4 Mantrap 7 6
5 Spike 6 7
6 Shock 8 11
7 Magic 9 7
8 Fireball 8 9
9 Mindstealer 6 10
10 Guillotine 6 8
11–12 Alarm 7 7

Spot & Disarm Rules

The Hero that triggered the trap has to roll D12 ≥ Spot Chance or it will set off. Spotted traps may be left alone. If a 12 was rolled, the Hero gets +1 to all disarm trap rolls in the future. If a 1 was rolled the Hero loses 1 extra Wound.

To open a trapped chest or move on a square where the trap was spotted (or adjacent ones) it needs to be disarmed first.

Pit Traps

If the trap was triggered roll a dice, if the result is D12 ≥ 9 take 1 Wound. The Hero must then score D12 ≤ Sp to climb out.

Other may leap over the pit with D12 ≤ Sp. If they fail repeat the routine.

Portcullis

A portcullis drops from the ceiling. The GM places the Portcullis tile in any doorway to this room (or across the room in any non-diagonal direction). All Heroes that attempt to lift it, add their Str to a D12 roll, the sum has to be ≥ 20. Each attempt takes 1 Exploration Turn. Heroes that are not lifting may roll underneath to the other side. These Heroes should then lift it for those left behind.

Poison Dart

A poison dart hits the Hero that triggered the trap. If 1 DD causes a Wound, Wounds are reduced to 0.

Fireball

Place the Fireball template on the square where the trap was set off. All models under the template suffer 5 DD of injury. For the next 3 turns (counting after GM Phase) the GM may move the template 8 squares in any direction and deal the effect again.

Crossfire

D12/4 (rounded up) crossbow bolts are hitting the Hero that triggered the trap with 3 DD for each bolt. Once triggered, the trap doesn't work anymore.

Gas

A cloud of Gas expels on the square where the trap was set off and 2 squares adjacent including diagonals in each direction. Heroes must roll: if D12 ≤ their starting Toughness the gas has no effect – subtract -1 for the inner and -2 for the outer ring from the roll. If anyone is affected roll for the gas' effect:

1–6 Mild poison: lose 1 W and for 3 turns you cannot move.
7–8 Nausea: For the rest of the expedition max. move is 8 squares (exploration), half Sp (combat), half WS & BS and -2 S.
9–10 Madness: The GM moves the Hero for 6 turns unless he can be restrained (see Mindstealer below). He may not attack other Heroes.
11 Strong Poison: The Hero takes 8 DD of injury.
12 Deadly Poison: The Hero dies unless a Healing Potion is spent.

Blocks

The Hero dodges if 1 D12 ≤ Sp was rolled and takes 3DD of injury from a glancing blow. If the result was any higher the Hero suffers full 12DD. If the trap is spotted but not disarmed the Heroes may bypass it moving half speed. It will be triggered if they ever pass this way again faster than half speed.

Mantrap

Roll 4 DD. If it causes any damage the victim will loose a limb. This may only be healed between expeditions.

Chest Trap: Loose a hand which reduces the WS by half and prohibits the Hero from using bows, two-handed weapons or spells that require more than one component.

Room/Floor Trap: Loose a leg which reduces Sp by half (round up) and prohibits the Hero from using shields or two-handed weapons. Move max. 8 squares in exploration turns.

Spike

Roll 3 DD for effect. Roll an additional D12 – if the result is ≥8 the spike is poisoned – See Poison Dart above.

Shock

A bolt of electricity causes 5 DD, if the Hero wears a metal armor (chain, plate, mithril) roll 10 DD instead.

Magic

Place magic circle template over the Hero who triggered the trap. Any model beneath it suffers the following Magic Spell.

Advanced Heroquest rulebook, page 23. Editor's Note: 'Choke' is a Dark Wizard spell described on page 55. Since there is no caster to kill to end the effect, the trap will kill the Hero if you don't spend a FP or cast Power of the Phones / Restore Life.
1–2 Inferno of Doom
3–4 Lightning Bolt (see Shock above)
5–8 Choke (Sp=1, after one turn roll, if D12 > T you die)
9–10 Flames of Death
11–12 Fireball

Mindstealer

The GM may move the victim and attack for 6 turns. Other Heroes/Henchmen may restrain the possessed one if the are in the DZ and their total Strength is 3 times higher than the victims.

Guillotine

Roll 2 DD. If it causes any damage the victim will loose a hand which reduces the WS by half and prohibits the Hero from using bows, two-handed weapons or spells that require more than one component.

Alarm

Roll on the Wandering Monsters Table.

References

  • Page 11 – Exploration Turns > Traps
  • Page 23 – Magic Spells
  • Page 25 – Dungeon Counters
  • Page 33 – Traps
  • Page 48 – Solo Play
  • Page 55 – Skaven Dark Magic

Always place in LoS, but as far away from the Heroes as possible.

You can't use monster equipment such as armour or weapons except for bows and arrows which have -1DD. Equipment from Humans, Dwarves and Elves may be used normally (Terror in the Dark, page 54).

Wandering Monsters 1 D12
1–2 2 Warriors
3–4 1 Sentry
5–6 3 Warriors
7–8 1 Warrior, 1 Champion
9 4 Warriors
10 2 Warriors, 1 Champion
11 3 Warriors, 1 Sentry
12 4 Warriors, 1 Champion
* Roll a D12, at a result of 9–12 roll on the Skaven Specialist table to add them.
Lairs 1 D12
1 4 Warriors 40 Gold
2 2 Warriors 40 Gold
3 5 Warriors 50 Gold
4 3 Warrior, 1 Sentry 50 Gold
5 6 Warriors 60 Gold
6 4 Warriors, 1 Champion 60 Gold
7 2 Warriors, 2 Champions 60 Gold
8 1 Warlord 60 Gold
9 6 Warriors, 1 Champion* 80 Gold
10 6 Warriors, 1 Champion* 80 Gold
11 2 Warriors, 1 Warlord* 80 Gold
12 4 Warriors, 1 Sentry, 2 Champions* 100 Gold
* Roll a D12, at a result of 9–12 roll on the Skaven Specialist table to add them.
Quest Room 1 D12
1 2 Champions, 1 Warlord 100 Gold
2 6 Warriors, 2 Champions 100 Gold
3 8 Warriors, 1 Champion 100 Gold
4 4 Warrior, 1 Sentry, 1 Warlord 120 Gold
5 3 Champions, 1 Warlord 120 Gold
6 8 Warriors, 2 Champions 120 Gold
7 2 Warriors, 2 Champions, 1 Warlord 120 Gold
8 8 Warriors, 2 Champions 140 Gold
9 4 Warriors, 2 Champions, 1 Warlord* 140 Gold
10 8 Warriors, 3 Champions* 140 Gold
11 4 Champions, 1 Warlord* 140 Gold
12 12 Warriors, 1 Sentry, 1 Champion* 160 Gold
Wandering Monsters 1 D12
1–2 2 Warriors 20 Gold
3–4 1 Sentry 20 Gold
5–6 3 Warriors 30 Gold
7–8 1 Warrior, 1 Champion 30 Gold
9 4 Warriors 40 Gold
10 2 Warriors, 1 Champion 40 Gold
11 3 Warriors, 1 Sentry 50 Gold
12 4 Warriors, 1 Champion 60 Gold
Skaven Specialists 1 D12
1–7 None
8 1 Nightrunner
9 2 Gutter runner
10 1 Poisoned Wind Globadier
11 1 Warpfire Thrower Team
12 1 Jezzail Team

You can use the treasure value given or roll on the New Monster Treasure table below.

* Also roll and add a monster from the Specialist Monster Matrix below.
Lairs Treasure PV
1 4 Warriors 30 Gold 4
2 2 Warriors, 1 Champion 40 Gold 4
3 3 Warriors, 1 Sentry 40 Gold 5
4 3 Warrior, 1 Champion 50 Gold 5
5 2 Warriors, 1 Sentry, 1 Champion 40 Gold 6
6 4 Warriors, 1 Champion 50 Gold 6
7 2 Gutter Runners, 1 Sentry 60 Gold 6
8 2 Gutter Runners, 1 Champion 70 Gold 6
9 4 Warriors, 1 Sentry, 1 Champion* 60 Gold 8
10 2 Night Runners, 2 Warriors* 80 Gold 8
11 1 Night Runner, 1 Sentry, 3 Warriors* 100 Gold 8
12 3 Champions, 4 Warriors* 100 Gold 10
* Also roll and add a monster from the Specialist Monster Matrix below.
Quest Room Treasure PV
1 4 Warriors, 2 Night Runners 80 Gold 10
2 5 Warriors, 2 Champions 100 Gold 10
3 2 Night Runners, 2 Champions 120 Gold 10
4 2 Night Runners, 3 Champions 100 Gold 10
5 Jezzailach, 4 Warriors, 1 Champion 120 Gold 12
6 3 Sentries, 3 Gutter Runners 130 Gold 12
7 1 Warlord, 1 Champion, 2 Warriors 140 Gold 12
8 Warpfire Team, 8 Warriors 100 Gold 14
9 6 Warriors, 4 Champions* 120 Gold 14
10 3 Night Runners, 5 Warriors* 140 Gold 14
11 Jezzailach, 4 Warriors, 2 Champions* 160 Gold 14
12 Warpfire Team, 6 Warriors* 160 Gold 16
Wandering Monsters Treasure PV
1–2 2 Warriors 10 Gold 2
3–4 1 Champion 20 Gold 2
5–6 1 Warrior, 1 Champion 20 Gold 3
7–8 1 Nightrunner 30 Gold 3
9 1 Gutter Runner, 2 Warriors 30 Gold 4
10 1 Night Runner, 1 Warrior 40 Gold 4
11 1 Night Runner, 2 Warriors 40 Gold 5
12 2 Warriors, 2 Champions 50 Gold 6
Specialist Monsters 1 D12
1–7 None
8 Plague Monk
9 Clan Skyre Wizard
10 Clan Eshin Assassin
11 Clan Mors Warlord
12 Clan Pestilence Plague Censer Bearer

You can use the treasure value given or roll on the New Monster Treasure table below.

* Also roll and add a monster from the Specialist Monster Matrix below.
Lairs Treasure PV
1 1 Skeleton, 2 Zombies 20 Gold 4
2 1 Ghoul, 2 Zombies 30 Gold 4
3 1 Skeleton, 3 Zombies 30 Gold 5
4 1 Ghoul, 3 Zombies 50 Gold 5
5 1 Ghoul, 2 Skeletons 40 Gold 6
6 1 Ghoul, 4 Zombies 50 Gold 6
7 2 Zombies, 2 Skeletons 60 Gold 6
8 3 Ghouls 70 Gold 6
9 1 Undead Champion, 2 Zombies* 60 Gold 8
10 4 Skeletons* 80 Gold 8
11 4 Ghouls* 100 Gold 8
12 1 Wight, 2 Zombies* 100 Gold 10
* Also roll and add a monster from the Specialist Monster Matrix below.
Quest Rooms Treasure PV
1 3 Skeleton, 4 Zombies 70 Gold 10
2 3 Ghoul, 4 Zombies 80 Gold 10
3 2 Skeleton, 4 Ghouls 100 Gold 10
4 1 Undead Champion, 3 Zombies 80 Gold 12
5 1 Undead Champion, 2 Skeletons, 2 Zombies 90 Gold 12
6 1 Wight, 4 Zombies 100 Gold 12
7 1 Wight, 2 Zombies, 1 Skeletons 120 Gold 12
8 1 Undead Champion, 4 Skeletons 100 Gold 14
9 1 Undead Champion, 4 Zombies, 2 Ghouls* 120 Gold 14
10 1 Wight, 3 Skeletons* 140 Gold 14
11 4 Skeletons, 6 Zombies* 150 Gold 14
12 3 Skeletons, 3 Ghouls, 4 Zombies* 160 Gold 16
Wandering Monsters Treasure PV
1–2 2 Zombies 10 Gold 2
3–4 1 Skeleton 20 Gold 2
5–6 1 Skeleton, 1 Zombie 20 Gold 3
7–8 1 Ghoul, 1 Zombie 30 Gold 3
9 2 Ghouls 30 Gold 4
10 2 Skeletons 40 Gold 4
11 1 Skeleton, 3 Zombies 40 Gold 5
12 2 Skeletons, 2 Zombies 50 Gold 6
Specialist Monster1 D12
1–7 None
8 Undead Champion
9 Wight
10 Wight
11 Liche
12 Vampire

You can use the treasure value given or roll on the New Monster Treasure table below.

* Also roll and add a monster from the Specialist Monster Matrix below.
Lairs Treasure PV
1 4 Orcs 30 Gold 4
2 2 Orcs, 4 Goblins 40 Gold 4
3 3 Orcs, 4 Goblins 40 Gold 5
4 3 Orcs, 2 Goblins, 2 Goblin Archers 50 Gold 5
5 1 Orc Champion, 4 Orcs 40 Gold 6
6 2 Orc Champions, 4 Goblins 50 Gold 6
7 6 Orcs 60 Gold 6
8 3 Orc Champions 70 Gold 6
9 4 Orc Champions* 60 Gold 8
10 2 Orc Champions, 4 Orcs* 80 Gold 8
11 8 Orcs* 100 Gold 8
12 1 Orc Warlord, 4 Orcs* 100 Gold 10
* Also roll and add a monster from the Specialist Monster Matrix below.
Quest Rooms Treasure PV
1 1 Orc Warlord, 4 Orcs 80 Gold 10
2 1 Orc Warlord, 2 Orc Champions 100 Gold 10
3 1 Orc Warlord, 1 Orc Champion, 3 Goblins 120 Gold 10
4 4 Orc Champions, 4 Orcs 100 Gold 12
5 1 Ogre, 4 Orcs 120 Gold 12
6 1 Ogre, 1 Orc Champion, 2 Orcs 140 Gold 12
7 3 Orc Champions, 6 Orcs 150 Gold 12
8 1 Orc Warlord, 4 Orc Champions 120 Gold 14
9 1 Orc Warlord, 2 Orc Champions, 4 Orcs* 120 Gold 14
10 1 Orc Warchief, 6 Orcs* 150 Gold 14
11 1 Orc Warchief, 2 Orc Champions, 2 Orcs* 160 Gold 14
12 1 Orc Warchief, 8 Orcs* 180 Gold 16
Wandering Monsters Treasure PV
1–2 2 Orcs 10 Gold 2
3–4 1 Orc, 2 Goblin Archers 20 Gold 2
5–6 2 Orcs, 2 Goblins 20 Gold 3
7–8 2 Orcs, 2 Goblin Archers 30 Gold 3
9 2 Orcs, 4 Goblins 30 Gold 4
10 1 Orc Champion, 1 Orc, 2 Goblins 40 Gold 4
11 1 Orc Champion, 1 Orc, 4 Goblins 40 Gold 5
12 2 Orc Champions, 2 Orcs 50 Gold 6
Specialist Monster1 D12
1–7 None
8 Orc Warlord
9 Orc Warchief
10 Ogre
11 Troll
12 Ogre Chieftain

You can use the treasure value given or roll on the New Monster Treasure table below.

* Also roll and add a monster from the Specialist Monster Matrix below.
Lairs Treasure PV
1 1 Chaos Warrior 20 Gold 4
2 2 Beastmen 30 Gold 4
3 1 Chaos Warrior, 1 Orc 40 Gold 4
4 1 Chaos Warrior, 1 Beastman 40 Gold 5
5 1 Chaos Warrior, 1 Beastmen 50 Gold 5
6 1 Chaos Warrior, 1 Beastman Sentry 40 Gold 6
7 1 Chaos Warrior, 2 Orcs 50 Gold 6
8 1 Chaos Warrior, 2 Orc Champions 60 Gold 6
9 1 Chaos Champion* 60 Gold 8
10 2 Chaos Warriors* 80 Gold 8
11 1 Chaos Warrior, 4 Orcs* 100 Gold 8
12 1 Chaos Champion, 1 Beastman* 100 Gold 10
* Also roll and add a monster from the Specialist Monster Matrix below.
Quest Rooms Treasure PV
1 2 Chaos Warriors, 1 Beastman 80 Gold 10
2 1 Chaos Warrior, 3 Beastmen 100 Gold 10
3 1 Chaos Champion, 1 Beastman 120 Gold 10
4 1 Chaos Champion, 1 Chaos Warrior 100 Gold 12
5 3 Chaos Warriors 120 Gold 12
6 2 Chaos Warriors, 2 Beastmen 120 Gold 12
7 2 Chaos Warriors, 4 Orcs 140 Gold 12
8 1 Chaos Champion, 3 Beastmen 100 Gold 14
9 2 Chaos Warriors, 3 Beastmen* 120 Gold 14
10 3 Chaos Warriors, 1 Beastman* 140 Gold 14
11 1 Chaos Champion, 1 Chaos Warrior, 1 Beastman* 160 Gold 14
12 4 Chaos Warriors* 160 Gold 16
Wandering Monsters Treasure PV
1–2 1 Beastman 10 Gold 2
3–4 1 Beastman Sentry 20 Gold 2
5–6 3 Orcs 20 Gold 3
7–8 1 Orc Champion, 1 Orc 30 Gold 3
9 1 Chaos Warrior 30 Gold 4
10 2 Beastmen 30 Gold 4
11 1 Chaos Warrior, 1 Orc 40 Gold 5
12 1 Chaos Warrior, 1 Beastman Sentry 50 Gold 6
Specialist Monster1 D12
1–7 None
8 Chaos Champion
9 Chaos Champion
10 Chaos Sorcerer
11 Chaos Sorcerer
12 Chaos Sorcerer

You can use the treasure value given or roll on the New Monster Treasure table below.

* Also roll and add a monster from the Specialist Monster Matrix below.
Lairs Treasure PV
1 2 Beastmen 30 Gold 4
2 2 Beastmen Sentries 40 Gold 4
3 1 Beastman Champion, 1 Orc 40 Gold 5
4 1 Beastman Champion, 2 Goblins 50 Gold 5
5 1 Beastman Champion, 2 Beastmen 40 Gold 6
6 1 Beastman Champion, 1 Beastman Sentry 50 Gold 6
7 3 Beastmen 60 Gold 6
8 2 Beastmen, 2 Orcs 70 Gold 6
9 1 Beastman Warlord, 1 Beastman* 60 Gold 8
10 1 Beastman Warlord, 2 Orcs* 70 Gold 8
11 4 Beastmen* 80 Gold 8
12 1 Beastman Warlord, 2 Beastmen* 100 Gold 10
* Also roll and add a monster from the Specialist Monster Matrix below.
Quest Rooms Treasure PV
1 5 Beastmen 80 Gold 10
2 2 Beastmen Champions, 1 Beastman 100 Gold 10
3 1 Beastman Warlord, 2 Beastmen 120 Gold 10
4 6 Beastmen 90 Gold 12
5 1 Beastman Warlord, 3 Beastmen 100 Gold 12
6 3 Beastmen Champion 120 Gold 12
7 2 Beastmen Warlords 140 Gold 12
8 7 Beastmen 120 Gold 14
9 1 Beastman Warlord, 4 Beastmen* 140 Gold 14
10 1 Beastman Warlord, 2 Beastmen Champions* 150 Gold 14
11 2 Beastmen Champions, 3 Beastmen* 160 Gold 14
12 2 Beastmen Warlords, 2 Beastmen* 160 Gold 16
Wandering Monsters Treasure PV
1–2 1 Beastman 10 Gold 2
3–4 1 Beastman Sentry 20 Gold 2
5–6 1 Beastman, 1 Orc 20 Gold 3
7–8 1 Beastman, 2 Goblins 30 Gold 3
9 2 Beastmen 30 Gold 4
10 1 Beastman Champion 40 Gold 4
11 2 Beastmen, 1 Orc 40 Gold 5
12 3 Beastmen 50 Gold 6
Specialist Monster1 D12
1–7 None
8 Beastman Warlord
9 Beastman Warlord
with Potion of Healing
10 Beastman Warlord
with +1DD Sword
11 Beastman Warlord
with Potion of Prowess (+1 WS, BS and Sp for 3 combat / exploration turns)
12 2 Beastmen Warlords

You can use the treasure value given or roll on the New Monster Treasure table below.

* Also roll and add a monster from the Specialist Monster Matrix below.
Lairs Treasure PV
1 2 Beastmen 30 Gold 4
2 3 Orcs, 2 Goblins 40 Gold 4
3 2 Skaven Champions, 1 Skaven Warrior 40 Gold 5
4 1 Beastman Champion, 2 Goblins 50 Gold 5
5 1 Chaos Champion, 2 Chaos Thugs 50 Gold 6
6 3 Skeletons 50 Gold 6
7 3 Beastmen 60 Gold 6
8 3 Skaven Gutter Runners 60 Gold 6
9 4 Ghouls* 60 Gold 8
10 1 Ogre* 80 Gold 8
11 1 Wight* 100 Gold 8
12 1 Ogre Chieftain* 100 Gold 10
* Also roll and add a monster from the Specialist Monster Matrix below.
Quest Rooms Treasure PV
1 1 Ogre Chieftain 80 Gold 10
2 1 Wight, 2 Zombies 100 Gold 10
3 1 Beastman Warlord, 2 Beastmen 120 Gold 10
4 1 Daemonette 90 Gold 12
5 1 Bloodthirster 100 Gold 12
6 1 Skaven Warlord, 3 Skaven Champions 120 Gold 12
7 1 Liche 140 Gold 12
8 1 Vampire 100 Gold 14
9 1 Minotaur Lord, 3 Orcs* 120 Gold 14
10 2 Chaos Champions* 150 Gold 16
11 1 Mummy, 3 Ghouls* 180 Gold 16
12 Greater Daemon of Tzeentch* 200 Gold 20
Wandering Monsters Treasure PV
1–2 1 Beastman 10 Gold 2
3–4 2 Goblins, 2 Goblin Archers 20 Gold 2
5–6 3 Zombies 10 Gold 3
7–8 3 Skaven Warriors 20 Gold 3
9 2 Skeletons 20 Gold 4
10 2 Ghouls 20 Gold 4
11 2 Skaven Night Runner, 2 Skaven Warriors 50 Gold 5
12 3 Orc Champions 60 Gold 6
Specialist Monster1 D12
1–7 None
8 Vampire
9 Chaos Sorcerer
10 Minotaur Lord
11 Chaos Lord
12 Daemonette

Reference Tables

Click button to open the sheet. Bonuses and penalties for armour and shields are included in all characteristics. If you prefer to have printed sheets you should use these great Monster Reference Sheets (PDF) done by Dieter de Geyter.

Alt + click for multi select


New Monster Treasure

If you like you can use the loot table Terror in the Dark and roll for loot or just take the default value in the highlighted column. Otherwise you have to take the loot from the matrices above.

Skaven Treasure 1–4 5–8 9–11 12
Skaven Warrior 5 10 15 20
Skaven Champion 10 20 30 40
Skaven Gutter Runner 10 20 25 35
Skaven Poisoned Globadier 15 30 50 60 + Item
Skaven Sentry 10 20 30 40 + Item
Skaven Warlord 40 60 80 + Item 100 + Item
Skaven Night Runner 10 30 40 50 + Item
Skaven Jezzailachies Team 40 60 80 100
Skaven Warpfire Team 80 100 120 + Item 150 + Item
White Skaven Wizard 60 100 + Item 110 + Item 120 + Item
Skaven Plague Monk 30 60 80 + Item 100 + Item
Clan Eshin Assassin 50 80 120 + Item 150 + Item
Clan Skyre Warpweaver 40 60 80 80 + Item
Plague Censer Bearer 40 60 80 90 + Item
Clan Mors Warlord 70 100 120 + Item 150 + Item
Orcs Treasure 1–4 5–8 9–11 12
Goblin - 5 5 10
Goblin Archer - 5 5 15
Orc Warlord 50 60 80 + Item 120 + Item
Orc Warchief 50 80 100 + Item 120 + Item
Orc Champion 10 20 25 30 + Item
Orc 5 10 15 20
Chaos Treasure 1–4 5–8 9–11 12
Chaos Thug - 10 20 30
Chaos Champion 50 80 80 + Item 100 + Item
Chaos Warrior 30 40 50 60 + Item
Chaos Lord 90 120 150 + Item 180 + Item
Chaos Sorcerer 80 100 + Item 140 + Item 170 + Item
Greater Demon 150 200 250 300
Demonette 90 120 150 200
Blood­thirster 100 120 150 200
Minotaur Lord 80 110 140 + Item 170 + Item
Minotaur 60 90 120 + Item 150 + Item
Ogre / Troll / Fimir Treasure 1–4 5–8 9–11 12
Ogre Chieftain 70 100 120 + Item 150 + Item
Ogre 50 80 100 120 + Item
Troll 60 90 120 + Item 150 + Item
Fimir 50 70 100 + Item 120 + Item
Undead Treasure 1–4 5–8 9–11 12
Undead Champion 40 60 70 90 + Item
Zombie - 10 10 20
Skeleton 10 10 10 20
Mummy - 20 40 100
Ghoul 10 20 25 30
Wight 60 80 + Item 100 + Item 120 + Item
Liche 90 120 + Item 150 + Item 200 + Item
Vampire 100 140 + Item 170 + Item 200 + Item
Beastmen Treasure 1–4 5–8 9–11 12
Beastman 10 20 25 30
Beastman Sentry 10 20 30 40
Beastman Champion 20 40 60 60 + Item
Beastman Warlord 50 80 100 120 + Item
The Monster that carries the item also uses it! For consumable items make an intelligence test to see if the monster uses it 1 D12 ≤ Int (TITD page 17).
Monster Items 1 D12
1 Amulet of Courage
2 Ring of Speed +1
3–4 Healing Potion
5 Potion of Prowess
6 Amulet of Protection
7 Scroll with 2 Spells (roll)
8 Magic Shield "Arrow Catcher"
9–10 Magic Ring of Protection +1
11 Magic Sword +1 WS
12 Regeneration Potion

Special Monster Rules

Taken from page 40

A berserker may choose to go berserk at the start of any combat phase and finishes when every enemy in sight is killed.

  • Gain 1 free attack per turn
  • Substract -2 WS
  • Always move towards the closest enemy and engage hand-to-hand
  • Ends at the end of combat
  • Able to use spells
  • Limited number of spells
  • Must use spell components to cast
  • If demanded need to make Intelligence tests
  • Type and number of spells are listed on the monster reference tables

Recovers 1 lost Wound at the beginning of each GM phase of every combat turn.

When rolling Damage Dice results ≥ T only count when you rolled at least one natural 12.

This does not apply to damage rolled as the result of a free attack or any attack made with a magical weapon.

Makes 2 hand-to-hand attacks. 2 separate DD entries show how many DD are to be rolled whenever the 1st or 2nd attack hits.

The target has to pass a Toughness test if hit. If it rolls ≥ it's Toughness, it is diseased. Every time the victim embarks on a expedition Str and T get reduced by 1. When one of these attributes reaches 0, the victim dies.

Disease may be cured between expeditions at the Healer for 100 gold.

Monsters that fly ignore Death Zones when they move.

Standing in a Fearsome Monsters DZ at the start of any combat phase the character has to make a Bravery test. If rolled ≥ Br the character may not move (unless he/she is running) or attack.

Fearsome Monsters don't affect other Fearsome Monster.

  • Large Monster bases measure 4 squares.
  • Their movement counts per square, not base-wise.
  • They can move through doors but may not stand partially in them.
  • DZ covers adjacent squares but as usual not diagonally.
  • They block LoS which passes the base completely.
  • LoS to and from a Large Monster is not blocked be normal models.

References

  • Page 25 – The Gamemaster > Wandering Monsters
  • Page 26 – Hazards > Wandering Monsters
  • Page 40 – Alternative Monsters
  • Page 47 – Heroquest > Maze Wandering Monsters
  • Page 48 – Solo Play
  • Page 61 – Shattered Amulet Monster Matrices
  • Terror in the Dark page 10 – Treasure
  • Terror in the Dark page 11 – Skaven Matrices
  • Terror in the Dark page 12 – Undead
  • Terror in the Dark page 13 – Orcs
  • Terror in the Dark page 14 – Chaos
  • Terror in the Dark page 15 – Beastmen
  • Terror in the Dark page 16 – Mixed matrices
  • Terror in the Dark page 17/18 – Monster Treasure
  • Terror in the Dark page 53 – Rules Clarifications > Invulnerable Monsters

Each Expedition ends when you leave a dungeon. Note down your total amount of expeditions each time. The Quest for the Lichemaster campaign uses 'Between Adventures' with special rules (page 61).

(except Character Monsters counters)


Recover all lost W and FP. Increase FP if a Quest Treasure was recovered during the expedition. The number depends on how many expeditions each Hero needed for that quest.

Heroes and Henchmen recover any FP and W lost or spent during the expedition.

Increase Fate Points

Increase FP if a Quest Treasure was recovered during the expedition. The number depends on how many expeditions each Hero needed for that quest.

Number of Expeditions Heroes have made to the dungeon
1 2–3 ≥ 4
Fate Points +2 +1 0

Gold must be divided equally, and may be spend or loaned or gifted to others afterwards.

Other treasures my be allocated as as the players see fit.


This has priority to al other transactions. If you can not afford to pay, record the amount as debts and pay them off as soon as you can. Unpaid Henchmen will leave.

Heroes can only carry 250 gold with them. So they need to store it either on their lodging (for free) or bank it. Money on the lodge of a dead Hero can be shared among the others, if banked they can only access it if the Hero made a will. A will can name one or more companions.

Quest for the Lichemaster has own Cost of Living rules.
Cost of Living 10 Gold plus 5 Gold per Fate Point
Man-at-Arms 35 Gold
Sergeant 75 Gold
Fee to Moneylender 5 Gold
To make or alter will 25 Gold
To transfer money in accordance with a will 20 Gold

Effects must be resolved immediately. Don't roll if playing Quest for the Lichemaster.
Random Events 2 D12
2–4 No event
5 Illness
A random Hero misses the next expedition or pays 100 gold to a healer.
6 Injury
A random Hero loses 3 DD Wounds rolled against starting Toughness.
7 Trouble with the law
Any Hero that carries Greek Fire is fined by 30 gold per flask.
8 Gratitude
The group receives 50 gold from the locals.
9 Tithe
Pay 10% (rounded up) of all money banked with a moneylender.
10 Replace weapons
A random Hero's most expansive non-magical weapon is damaged and has to be payed to replace it.
11 Robbery!
All money left in lodgings is stolen.
12–13 No event
14 Pickpocket
A random Hero loses 25% (rounded down) of the money carried.
15 Henchmen Retires
A random Henchmen takes his pay and retires.
16 Man-at-Arms
A Man-at-Arms offers his service to a random Hero for free for one expedition.
17 Jealous ruler
A random Hero has to gift a random magic item to the ruler.
18 Preparedness
The GM starts the next expedition with 2 Dungeon Counters.
19 Risk money
All employed Henchmen demand a risk bonus equal to their pay for every Henchmen that has died on the last expedition. You must pay this or lose them.
20 It doesn't pay to be famous
From now on, all cost of living expenses are doubled.
21 Map for sale
The GM offers a treasure map for 400 gold.
22–24 No event

Spend remaining gold on equipment, spells, spell components and training.

Training
A Hero may only train one attribute point after each expedition.
Weapon and Bow Skill's maximum is 12. After the first two points increase costs are doubled (3rd point costs 400 gold, 4th point costs 800 gold, and so on).
Strength, Toughness, Speed, Bravery, Intelligence and Wounds may only be increased by two points. They may be increased higher by magic items, potions and so forth, but never above 12.
FP can be icreased to any level by the cost of 1000 gold per point.
New equipment
Armour and Weapons modifies the attribute points of a Hero but never the starting level of it. Modify these values on your character sheet accordingly. A hero may carry 3 Weapons but only use one at a time. It can be changes at the start of any exploration turn. Removing armour takes one exploration turn.
Spells
A wizard can only learn one new spell after each expedition.
Healing
Healing potions will restore the Hero's Wounds to the starting level at the beginning of the next turn. They can not restore a dead Hero.

Cost Tables

Training
Increase attribute by 1 point 200 Gold
Increase Fate Points by 1 point 1000 Gold
Armour
Shield 10 Gold
Leather armour 25 Gold
Chain armour 50 Gold
Plate armour 200 Gold
Mithril armour 400 Gold
Terror in the Dark: You can buy Bows / Crossbow without ammunition – just subtract the ammo price (p. 53).
Weapons
Dagger, Spear 10 Gold
Sword, Axe, Warhammer 25 Gold
Two-handed Sword, Two-handed Axe, Halberd 50 Gold
Short Bow & 6 Arrows 20 Gold
Bow & 6 Arrows 25 Gold
Long Bow & 6 Arrows 50 Gold
6 Arrows 10 Gold
Crossbow & 6 Bolts 40 Gold
6 Bolts 10 Gold
Equipment
10" Rope 5 Gold
10 Iron Spikes 10 Gold
Greek Fire 25 Gold
Rat Poison 25 Gold
Screech Bug 25 Gold
Bright Wizard Spells
Courage 100 Gold
Flaming Hand of Destruction 175 Gold
Flight! 100 Gold
Inferno of Doom 200 Gold
Power of the Phoenix 200 Gold
Still Air 150 Gold
Swift Wind 150 Gold
The Bright Key 25 Gold
Spell Component 25 Gold
Light Wizard Spells (Terror in the Dark)
Escape 100 Gold
Restore Life 200 Gold
Regeneration 150 Gold
Remove Venom 100 Gold
Dagger of Banishment 250 Gold
Light of Learning 200 Gold
Sleep of Ages 175 Gold
Banish Fear 100 Gold
Healer
Remove Disease 100 Gold
Restore Lost Limb 500 Gold
Resurrect Dead Hero (need body) 1000 Gold
Healing Potion 50 Gold

Equipment can not be sold (Terror in the Dark, page 54).


If a Hero was able to increase FP for completing a quest, the Hero is allowed to hire a new Henchman for free.

Regardless of earned FP a Hero can hire one or more Men-at-Arms for 50 gold or Sergeants for 100 gold each.

It is possible to swap 2 Men-at-Arms for 1 Sergeant.

Once hired, Henchmen must be paid by the hero (see 'Cost of Living' above) or they leave.

Terror in the Dark changes:
Men-at-Arms are armed with Halberds and cannot be trained. Sergeants will only serve a Hero who has gained at least 1 Fate Point through completing Quests. It is no longer possible to "swap" Men-at-Arms / Sergeants.

Man-at-Arms

WS BS S T Sp Br Int FP W
7 6 6 6 7 7 7 0 3
Hand-to-Hand Combat
Target WS 123456789101112
Hit Roll 223456789101010

Equipment / Notes

Sword, Leather Armour‚ Shield – change Start attributes accordingly in the 'Current' column.

Sergeant

WS BS S T Sp Br Int FP W
8 7 6 7 8 7 7 1 3
Hand-to-Hand Combat
Target WS 123456789101112
Hit Roll 22234567891010

Equipment / Notes

Sword, Chainmail‚ Shield – change Start attributes accordingly in the 'Current' column.


Embark on next Expedition!

If you return to a previously entered dungeon, you may start on any stairs that lead out of the dungeon.

If any hero died you can start a new one from scratch.

References

  • Page 35 – Between Expeditions
  • Page 35 – Between Expeditions > Fate Points
  • Page 35 – Between Expeditions > Treasure
  • Page 36 – Between Expeditions > Cost of Living
  • Page 36 – Between Expeditions > Random Events
  • Page 37 – Between Expeditions > Spending Gold
  • Page 38 – Between Expeditions > Henchmen
  • Page 38 – Between Expeditions > Embark on Next Trip
  • Page 6 Terror in the Dark – Magic > Spell Costs
  • Page 53 Terror in the Dark – Rules Clarification > Purchasing Equipment
  • Page 54 Terror in the Dark – Rules Clarification > Selling and Using Equipment

Under construction

Embark

Setting up

Create your party:

  • Pick the default Heroes (page 8)
  • create new characters (page 42–44)
  • or use your existing Heroes.

You start only with the items your Heroes have in their possession.

Choose Quest

You can choose to...
  • play a premade or own campaign
    Rulebook page 39 and 51, Terror in the Dark page 51 or a White Dwarf Campaign found in the issues #121, #122, #125, #134, #138, #139, #145, #150, #159.
  • play a "Quick Dungeon"
    Terror in the Dark, page 54
  • or generate a quest goal
    Rulebook, page 41 or Terror in the Dark, page 40

Once these preparations are complete you are ready to embark to your expedition.

I recommend to use the (slightly modified) campaign book by Dieter De Geyter featuring all official campaigns in one document: Book of Adventures.

Starting Play

Place 1 Staircase connected to 2 Corridor Sections and 1 T-Junction on the table and place the Heroes on the staircase. All dungeons start like this.

Each Hero may perform an action (see Hero Player Phase below), when you enter the junction the Exploration phase starts.

The rulebook suggests that one player is the group leader who decides what to do if the others can't agree (optional) and one does the mapping, which will become important when you drop loot or run out of tiles and doors.

Exploration Turns

1. Hero Player Phase

Each Hero can do only 1 of the following actions each turn:
  • Move up to 12 squares (not diagonally)
  • Search for secret doors OR treasure
  • Remove OR equip armor

Opening a door or treasure chest does not count as an action but ends the Hero Phase and starts Exploration.

The GM may play Traps Dungeon Counter if a Hero opens a chest or enters an untrod square in a passage.

If you enter an unexplored area the Exploration Phase starts.

2. Exploration Phase

  • Roll the Room or Passage Table. The GM should place the tiles.
  • In case of a monster encounter switch to the GM Phase and then Combat Turn.

3. Gamemaster Phase

  • Roll a D12; if 1 or 12 was rolled draw a DC.
  • Play a Wandering Monsters DC.
Solo:

Roll a D12:

  • 12: Wandering Monsters
  • 1: Trap (choose a random Hero, roll for Traps and use the Room Table. As always: if the traps was spotted it has no effect).

Combat

Starts as soon as Monster enter the table. Start with the Surprise Roll, then Hero Phase and then the GM Phase until all Monsters are slayed or the Heroes escaped. To escape all Heroes need to be out of the LoS at the end of the GM Phase. If the LoS was blocked by closing a door there will be one more combat turn. If the Heroes kill all Monsters, they may loot their bodies according to the Monsters table.

The GM may play an Ambush DC.

Surprise Roll / Initiative

GM and 1 Hero rolls a D12; the higher roll wins

An Elven/Sentry adds +1 to the roll if they are in LoS. The winner may place the monsters as wanted, the other one may move them 1 square afterwards.

Solo Game

if the Monsters are surprised, they may be moved one square.

Hand-To-Hand Combat

Choose an adjacent target. You can't attack diagonally, except with certain long reach weapons.

1. Hit Roll

See 'Target WPN Skill' on your character sheet and determine your required 'Hit Roll'.

  • Critical hit; grants a free additional attack
  • Fumble; grants the target a free attack

2. Wound Roll

If the Hit Roll was successful roll as many D12 Dam. Dice as your weapon allows. Every dice ≥ T of the enemy inflicts a Wound.

  • 12: Critical Damage: inflicts 1 Wound and you may roll one additional Damage Dice.

Ranged Combat

Not possible while standing in a Death Zone. Target has to be in Line of Sight.

1. Hit Roll

See 'Range' on your character sheet and determine your required 'Hit Roll'. Range may not be counted diagonally.

  • Critical hit; Target has ½T (rounded down).
  • Fumble; If an ally is within 2 squares of the target, you hit your ally.

Collect arrows: in the End-Phase you may roll for every projectile fired: ≥ 10 arrow retrieved, ≥7 every other projectile.

1. Hero Phase

  • Players may decide which Hero starts
  • Move equal to the Speed & then attack or open a door or run.
  • If an unexplored area is entered the new sections are generated at the end of the hero phase.

2. Gamemaster Phase

  • Move equal to the Speed & attack or run.
  • Instead of attacking Sentries may open doors adjacent to them to generate new sections at the end of the GM Phase.
  • Fate Point and Escape Dungeon Counter may be played any time during a combat turn, Ambush only at the start (page 25)
Solo Game

Roll a D12; if it's a 1 roll for Wandering Monsters. All Monsters perform a move & attack in this round.

3. End Phase

Upon victory or defeat.

  • Bodies may be looted (gold + magic items, see 'Monster' tab). If the Heroes have escaped all bodies disappear.
  • Collect arrows (see Ranged Combat above)
  • Choose new Leader (optional)
  • Continue with a new Exploration Phase

Gameplay mechanics & FAQ

Move as many squares as defined by the Heroes/Monsters Speed attribute (not diagonally, not through another model).

Run: Move equal to the Speed value + D12 (1 = you stumble and may not move extra squares). You may not open or close doors while running

If you enter a Death Zone of a monster that is not already engaged, movement stops. You may leave the DZ at the beginning of the next move.

Squares adjacent to a model (not diagonally, except for certain long reach weapons)

  • Passing through an enemies DZ stops movement and can only be continued in the next round.
  • If one square of a models death zone is already focused, the other squares can be passed.
  • Being in a DZ you cannot open or close doors and chests or cast Flames of the Phoenix.

A model may run instead of making an attack. First move, as usual, as many squares as the number of your Speed attribute. Then add 1 D12 squares to your move. If you rolled a 1 you stumble and your move stops.

When running you cannot open/close doors.

Editors Note: Normally entering an unoccupied DZ stops movement. This is not mentioned in the running rule though.

See page 18

Monsters may pursue escaping Heroes.

  • They should be Running until they can reach the Heroes with a normal move and attack.
  • Instead of making an attack they may open doors.
  • When all monsters can reach the Heroes and attack Pursuit ends, switch back to normal turns.

To Escape all Heroes need to be out of the LoS at the end of the GM Phase. If the LoS was blocked by closing a door there will be one more combat turn.

If the Heroes escaped, the remaining monsters will return to their their place wich should be noted on the map. If the Heroes return on a later expedition, the monsters grow back to full number.

See page 18

Each part of a quest is accomplished over one or more Expeditions. It begins as soon as the Heroes are placed on the first stairway section and end when the last surviving one ascends a stairway that leads out of the dungeon.

Keep track of how many expeditions each hero has been on during a quest, as it decides how many Fate Points you will gain after a Quest Treasure was recovered (see Between Expeditions tab).

See page 35

May be played only by the Gamemaster. See page 25 in the rulebook for more.

  • Wandering Monsters – Play at the end of the Exploration Phase
  • Ambush – Play at the start of any combat turn
  • Fate Point, Escape – Play any time during a combat turn
  • Character Counter – Play any time when placing monsters
  • Trap – If a Hero opens a chest or steps on a square that has not been entered before

Fate Points may not be passed. Can be used to:

  • Negate all damage suffered in a turn,
  • convert a failed dice roll into a successful one (i.e. hit rolls, ability checks, ...),
  • to negate the effects of poison.
  • Monster and Henchmen are killed when Wounds score 0 or below.
  • Heroes are K.O. when the wounds score 0 and die when it falls any lower
    • When K.O. place the model on it's side. It is unable to act but can defend with a WS 1 if attacked.
    • An adjacent Hero can drag the vicim 3 squares instead of moving normally.
    • A KO'd Hero can be healed by a Heal Spell or with a Healing Potion given by any Hero or Henchman adjacent - as long as neither character is in an opponents Death Zone
    • It can be also carried in the Exploration Phase for 6 squares per turn.

See page 21

You have Line of Sight (LoS) when you can draw a straight line from the middle of the viewers square to the middle of the targets square. It may be blocked though.

  • Blocked by walls and doors
  • Blocked by open doors unless the target or attacker stands on an adjacent square of the doorway
  • Blocked by other models unless it's a friendly character adjacent to the target

Special Rule: Partially obscured

If it is hard to determine if the target is in LoS, it's probably harder to hit: Treat range as if it is 4 squares greater.

See page 20

Each part of a quest is accomplished over one or more Expeditions. It begins as soon as the Heroes are placed on the first stairway section and end when the last surviving one ascends a stairway that leads out of the dungeon.

Keep track of how many expeditions each hero has been on during a quest, as it decides how many Fate Points you will gain after a Quest Treasure was recovered (see Between Expeditions tab).

See page 35

Unofficial FAQ by Drugar Oakenhammer on Boardgamegeek.com:
Unofficial FAQ part 1
Unofficial FAQ part 2 – Terror in the Dark


Magic

Wizards

Wizards cannot wear any armor or weapon other than a dagger. They are the only ones though that can use Scrolls, Wands or equip a Rune Sword. Terror in the Dark also adds certain Jewels, Cloaks, Robes and more Rune Swords for the Wizard.

When you start a new game pick 4 spells from the Spell Book (see Magic tab) and enough spell components for 4 spells.

Casting a Spell

A spellcaster may cast 1 spell per combat or exploration turn. Components are required to cast a spell and instantly consumed once the spell is cast. Components may be bought between Expeditions.

If the spell requires 1 component, the wizard can move and cast a spell, if it requires 2 components though, the wizard can only cast.

Intelligence Test

Once required roll a dice: D12 ≤ Int = success. If failed a Fate Point may be used to convert the result into success.

References

  • Page 10 – Exploration Turns
  • Page 16 – Combat
  • Page 18 – Combat > Movement in Combat Phases > Death Zones
  • Page 18 – Combat > Movement in Combat Phases > Running
  • Page 18 – Combat > Movement in Combat Phases > Pursuit
  • Page 19 – Combat > Hand-to-Hand Combat
  • Page 19 – Combat > Hand-to-Hand Combat > Hit Rolls
  • Page 19 – Combat > Hand-to-Hand Combat > Critical Hits
  • Page 19 – Combat > Hand-to-Hand Combat > Fumbles
  • Page 19 – Combat > Hand-to-Hand Combat > Free Attacks
  • Page 19 – Combat > Hand-to-Hand Combat > Wound Rolls
  • Page 20 – Combat > Ranged Combat
  • Page 20 – Combat > Ranged Combat > Line of Sight
  • Page 21 – Combat > Ranged Combat > Hit and Wound Rolls
  • Page 21 – Combat > Ranged Combat > Recovering Missiles
  • Page 21 – Combat > Ranged Combat > Critical Hits & Fumbles
  • Page 21 – Combat > Fate Points
  • Page 21 – Combat > Death...
  • Page 22 – Magic
  • Page 25 – The Gamemaster > Dungeon Counters

Fluff text mostly removed to gain quick access to the spell's effects.

Wizards

Wizards cannot wear any armor or weapon other than a dagger. They are the only ones though that can use Scrolls, Wands or equip a Rune Sword. Terror in the Dark also adds certain Jewels, Cloaks, Robes and more Rune Swords for the Wizard.

When you start a new game pick 4 spells from the Spell Book (see Magic tab) and enough spell components for 4 spells.

Casting a Spell

A spellcaster may cast 1 spell per combat or exploration turn. Components are required to cast a spell and instantly consumed once the spell is cast. Components may be bought between Expeditions.

If the spell requires 1 component, the wizard can move and cast a spell, if it requires 2 components though, the wizard can only cast.

Intelligence Test

Once required roll a dice: D12 ≤ Int = success. If failed a Fate Point may be used to convert the result into success.


Bright Wizard's Spellbook

You need to choose if you want to play a Bright Wizard or Light Wizard (added by the Terror in the Dark expansion). You are not allowed to mix these spells.

Dragon Armour *

A model in the casters Death Zone gains +1 T until the next exploration turn.

Component: Red Dragon Dust

Open Window *

Pick an unexplored section (i.e. behind a junction or a door) and generate it by rolling the tables. If the Heroes enter an area with monsters that have been spied upon add +3 to the leaders surprise roll.

Component: Silver Key

Flames of Death *

Place the fireball template anywhere within 12 squares and in LoS of the caster. Friend and foe under the template are automatically hit by 5 Damage Dice.

Component: Fire Dust

Flames of the Phoenix *

Heals all wounds of a character in the caster's Death Zone, himself included. There must be no model other than the wounded comrade in the casters Death Zone.

Component: Phoenix Feather

* If you choose a Bright Wizard you already know the first 4 spells above at the start of the game. The following spells may be bought between expeditions:

The Bright Key

The Wizard places a door in any wall of the section in which he stands. If it leads into an unexplored part roll a dice when you open it, if you roll < 4 there is just solid wall.

Component: Silver Key

Flaming Hand of Destruction

In any following combat turn if the wizard hits a target in combat, it loses 1 D12 Wounds. Ends when the Exploration turn begins.

Component: Red Dragon Dust

Flight

The caster makes a target in LoS flee and have it run in any direction he chooses.

Component: Red Dragon Dust

Swift Wind

The caster and ½ D12 (round up) other characters may be moved either up to 18 squares (exploration) or double their Speed (combat).

Component: Fire Dust

Power of the Phoenix

The caster may resurrect a dead character. The spell can only be cast in the turn after the character was killed. You need to pass an Intelligence test to return the character at full strength, if it fails the soul of the dead person is cast into oblivion.

Components: Phoenix Feather, Dragon Teeth

Still Air

For 1 turn no monster in the dungeon section selected by the caster may move or attack. The section needs to be in LoS.

Component: Phoenix Feather

Inferno of Doom

Place the fireball template anywhere within 12 squares and in LoS of the caster. Friend and foe under the template are automatically hit by 7 DD. Intelligence Test necessary, if failed roll only 5 DD.

Components: Fire Dust, Dragon Tooth

Courage

The Wizard or any model in the DZ gets 12 Bravery until the next exploration turn.

Component: Silver Key

Light Wizard's Spellbook

You need to choose if you want to play a Bright Wizard or Light Wizard (added by the Terror in the Dark expansion). You are not allowed to mix these spells.

Power of Life *

Heals all wounds of a character in the caster's Death Zone, himself included. There must be no enemy in the caster's and the wounded character's Death Zones.

Component: Silver Hand

Strength of Life *

A model in the caster's Death Zone gains +1 Str and +1 WS until the next exploration turn.

Component: Powdered bones of a Large Monster

Cloak of Protection *

The caster gains +1 T (+2 T against Undead and Daemons) until the next exploration turn.

Component: Cloth of Gold

Blinding Light *

All enemy models on the caster's tile suffer –1 to Hit Rolls until the next exploration turn.

Components: A Glass Prism, Grave Dust

* If you choose a Light Wizard you already know the first 4 spells above at the start of the game. The following spells may be bought between expeditions:

Escape

All Heroes escape from an encounter and cannot be pursued (see How to Play tab > Further Mechanics > Pursuit)

Component: A Lizard's Tail

Restore Life

The caster may resurrect a dead character. The spell can only be cast after the combat where the victim was killed and before the Wizard does anything else (or right after a deadly trap, etc.).

You need to pass an Intelligence test to return the character at full strength.

Component: Fossil Leaf

Regeneration

The target recovers 1 lost Wound at the beginning of each GM phase of every combat turn until the next exploration turn.

Component: Troll Bone Marrow

Remove Venom

All poison on the casters tile is instantly rendered harmless. This applies for poisoned weapons, discovered/triggered traps/hazards and even Rat Poison or Blade Venom carried by a character!

Component: Snake Tooth

Dagger of Banishment

One Undead or Daemon within 8 squares in LoS is instantly killed. Lesser and greater Daemons suffer as many DD equal to their Toughness. Lesser Daemons may be also instantly killed if the caster passes an Intelligence test.

Component: Miniature Silver Dagger

Sleep of Ages

A target in LoS falls asleep until woken by an attack or an adjacent comrade which needs to spend 1 combat turn. Attacks against a sleeping target get a +4 Hit Roll bonus, +2 DD and +2 to the roll of each DD.

Component: A Piece of Duck Down

Light of Learning

Forces the GM to reveal what may be seen behind a door: room/passage, monsters, chests, magic circles, etc. But not what can't bee seen, i.e. concealed traps.

Component: A lit Lamp

Banish Fear

All friendly models in the casters DZ become immune to fear (effects of Fearsome Monster or spells causing fear like Flight!) until the next exploration turn.

Component: The Heart of a Lion

Skaven Dark Magic

White Skaven Sorcerer

The Sorcerer has components for 1 Choke, 1 Flaming Skull of Terror and 2 Fireballs.

He also carries a Ring of Magic Protection. If he can roll under his Intelligence when a spell is cast on him, the spell fails, others around him will suffer the effect though.

Choke

Select a target in LoS. The Target may only stagger 1 square for the next 3 turns. Unless the caster has been killed until then, the victim dies at the end of the third turn from asphyxiation.

Component: Vial of Swamp Gas

Fireball

Place the fireball template anywhere within 12 squares and in LoS of the caster. Friend and foe under the template are automatically hit by 5 Damage Dice.

Component: Pinch of Warpstone

Flaming Skull of Terror

The caster is treated like a Fearsome Monster until the next exploration turn.

Component: Silver Daemon Statue

Undead Magic

Liche

Liches can cast Strengthen Undead and Flesh Flaying.

Liches can also hypnotize an enemy in it's DZ. The victim has to pass a Bravery test or it is paralyzed and unable to do anything. If the Liche engaged the victim in hand-to-hand combat, it gains +2 on all hit rolls against the victim.

Strengthen Undead

All undead (including the caster) on the casters tile gain +1 Str, +1 T and +1DD for 1 combat turn. The spell sustains each round the caster succeeds an Intelligence test.

Component: A Handful of Grave Dust

Flesh Flaying

A target in LoS loses 1 Wound and 1 Str. This happens every turn afterwards in which the victim fails an Intelligence test. If one attribute reaches 0 the victim dies.

Component: A Sharp-bladed Miniature Dagger

References

  • Page 22 – Magic
  • Page 22 – Magic > Weapons and Armour
  • Page 22 – Magic > Spell Components
  • Page 22 – Magic > Casting Spells
  • Page 22 – Magic > The Intelligence Test
  • Page 23 – Magic > Bright Wizard's Spell Book
  • Page 23 – Skaven > Skaven Dark Magic
  • Terror in the Dark, Page 6 – Magic > The College of Light
  • Terror in the Dark, Page 7 – Magic > Light Wizard's Spell Book
  • Terror in the Dark, Page 9 – New Monsters > The Undead > Liche

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WS = Weapon Skill
BS = Bow Skill
S = Strenght
T = Toughness

Sp = Speed
Br = Bravery
Int = Intelligence
W = Wounds
FP = Fate Points

DD = Damage Dice
DZ = Death Zone
DC = Dungeon Counter
GM = Game Master