Advanced Heroquest Dungeon Explorer
Welcome Hint
This site is a companion for Advanced Heroquest. You still need the full boardgame to play it. It is also under heavy construction and to be continued (last update: Feb. 2023).

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 1 D12/2 (rounded up), at 10/12 roll again. Monsters not affected by the room effects. Under construction.

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
9–10 Treasure chests are empty and trapped ◘
11–12 All Monster have +1 T
2: Quest Room: "Wizard's Study" 1 D12
1–2
3–4
5–6
7–8
9–10
11–12
3: Quest Room: "Mosaic Room" 1 D12
1–2
3–4
5–6
7–8
9–10
11–12
4: Quest Room "Fire Cave" 1 D12
1–2
3–4
5–6
7–8
9–10
11–12
5: Quest Room "Big Cave" 1 D12
1–2
3–4
5–6
7–8
9–10
11–12

References

  • Page 14 – Exploration > Rooms
  • Page 45 – Heroquest > Room Furnishings
  • TITD Page ?? – Find Quest Rooms
  • 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.

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
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

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

To open a trapped chest or move on a square (and adjacent ones) where the trap was spotted 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 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 expelles 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

Spike

Shock

Magic

Mindstealer

Guillotine

Alarm

Wandering Monsters appear.

References

  • Page 11 – Exploration Turns > Traps
  • Page 25 – Dungeon Counters
  • Page 33 – Traps
  • Page 48 – Solo Play

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

I will try to implement a possibility to change and save your custom matrices. Suggestions welcome.

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
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
* 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 Champions* 160 Gold
Skaven Specialists 1 D12
1–7 None
8 1 Nightrunner
9 2 Gutter runner
10 1 Poisoned Wind Globadier
11 1 Warfire Thrower Team
12 1 Jezzail Team

Enhanced Shattered Amulet matrices that came with the Terror in the Dark expansion. You may use the treasure column or use the 'New Monster Treasure' table (Terror in the Dark, page 17) below.

Wandering Monsters Treasure PV
1–2 2 Warriors 10 Gold 4
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, 1 Warrior 40 Gold 5
12 2 Warriors, 2 Champions 50 Gold 6
* Roll a D12, at a result of 9–12 roll on the Skaven Specialist table to add them.
Lairs Treasure PV
1 4 Warriors 30 Gold 4
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 Treasure PV
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 Champions* 160 Gold
Skaven Specialists 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
...
...
...
...

New Monster Treasure

If you like to add the new rules of Terror in the Dark, you can use this new loot table and roll for loot or just take the bold value. Otherwise you have to take the loot from the matrices above.

Monster 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
Palgue Censer Bearer 40 60 80 90 + Item
Clan Mors Warlord 70 100 120 + Item 150 + Item
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 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 8ß 110 140 + Item 170 + Item
Minotaur 60 90 120 + Item 150 + Item
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 Champion 40 60 70 90 + Item
Zombie - 10 10 20
Skeleton 10 10 10 20
Mummy - 20 40 100
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 &gle; Int).
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

References

  • Page 25 – The Gamemaster > Wandering Monsters
  • Page 26 – Hazards > Wandering Monsters
  • Page 47 – Heroquest > Maze Wandering Monsters
  • Page 48 – Solo Play
  • Page 61 – Shattered Amulet Monster Matrices
  • TitD page 10 – Treasure
  • TitD page 12 – New Skaven Matrices
  • TitD page 13 – Undead
  • TitD page 14 – Orcs
  • TitD page 15 – Beastmen
  • TitD page 16 – Mixed matrices

Each Expedition ends when you leave a dungeon. Note down your total amount of expeditions each time. Under construction

Play through the following sequence

Discard unused Dungeon Counter (except Character Monsters counters) Recover Fate Points and Wounds Gain Fate Points for recovered Quest Treasure Divide up other treasure Pay Henchmen and Cost of Living expenses Roll for random events Hire new Henchmen Embark on next expedition

Discard unused Dungeon Counter

(except Character Monsters counters)

Recover Fate Points and Wounds

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

Divide Treasure

Cost of Living

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.

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 immediatley
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

Spending Gold

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 Table
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
...

Work in progress...

References

  • Page 35 – Between Expeditions

Under construction

Place a Staircase connected to 2 Corridor Sections and a T-Junction on the table and place the Heroes on the staircase in order to start playing. Each Hero may perform an action, if you enter the junction the Exploration phase starts and so on.

Exploration Turns

1. Hero Player Phase

  • Each choose only 1 action:
    • 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.
  • If you enter an unexplored area the Exploration Phase starts.

2. Exploration Phase

  • Roll the Room or Passage Table. The GM will place the tiles.
  • In case of a monster encounter enter GM Phase and then combat.

3. Gamemaster Phase

  • Roll a D12; if 1 or 12 draw a DC.
  • Play a Dungeon Counter
  • 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. Ends when 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.

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.

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). If the Heroes have escaped all bodies disappear.
  • Choose new Leader
  • Continue with a new Exploration Phase

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

See 'Dam. Dice' on your character sheet if your Hit Roll was successful. Roll as many D6 - 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 one's Death Zone. Target has to be in the Heroes LoS.

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.

Further gameplay mechanics

Move equal to the Heroes/Monsters Speed value (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, movement stops

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 Pheonix.

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

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..

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.

A Henchman or Monster is killed when Wounds score 0 or below. Heroes are merely K.O. when the wounds score 0 and die when it falls any lower – When KO 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

Magic

Coming soon...

References

  • Page 10 – Exploration Turns
  • Page 16 – Combat
  • Page 18 – Combat > Death Zones
  • Page 21 – Combat > Fate Points
  • Page 22 – Combat > Death...
  • Page 25 – The Gamemaster > Dungeon Counters

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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