HEROQUEST:
HeroQuest II

Version 1.2

An Entirely Unofficial Expansion Rules For Milton Bradley's HeroQuest Game

By J.D. Frazer ([email protected])

Copyright (C) 1993, 1994, 1995



DISCLAIMER AND COPYRIGHT NOTICE

This entire body of work is mine. I am offering it to the public free of charge in an effort to add variety to Milton Bradley's HeroQuest game. I am not responsible for anything that may occur should you decide to use these rules, and I will not be held liable for anything related to these rules, HeroQuest, or Milton Bradley. Your use of these rules is an explicit agreement on your part to this disclaimer. If you don't like this disclaimer, don't use or read these rules. Additionally, at the time of this posting, I am not associated in any way with Milton Bradley.

I remind you that I retain all rights to these rules and that I own the copyright. I don't know if I'll ever offer these rules or a derivative of them to Milton Bradley for publication, but I just might. Therefore, I'm protecting my own interests.


VERSIONS

NOTE: This is version 1.2.

Version 1.1 was released in January of 1994.
Version 1.0 was released in May of 1993.
Additions and changes new to 1.2 are marked with an asterisk.


* 0.0 OVERVIEW

HeroQuest II is a set of rules and additions to the HeroQuest game published by Milton Bradley. These rules were created to provide greater variety for gamers who tend to play more complicated or more detailed games. These rules aren't by any means difficult or complex, but they do add to the overall richness of the game.


1.0 CHARACTERS

The four characters offered with HQ are fine for beginners, but lack the lustre and variety that many experienced players desire. In an attempt to correct this problem, HQ2 offers sixteen new characters. Each will be detailed in the same way that the HQ characters are on the character cards.

1.1 Point Values

Each HQ2 character is given a 'Point Value'. Players can now select a party of up to four characters and use the Point Values to retain play balance. A typical party consists of 400 points. Beginners should construct parties of 500 points to increase survivability. Expert players could take up the challenge and enter the dungeons with 300 or even 200 point parties.

1.2 Morality

Each character follows one of three moralities: Good, Neutral or Evil. When selecting a party, you may not mix Good and Evil characters together. Any other combination is allowed, however.

1.3 The Party

Parties can be made up of as few as one or as many as four characters, based on player choice and character combinations. For example, a 400 point party might include the Crusader, Royal Guardsman and Monk. Although there are only three characters, their powers and abilities are individually greater than four 100 point characters.

1.4 Character Types

There are four basic types of characters: Warriors, Rogues, Clergymen and Magicians. Each basic type has advantages and disadvantages universal to all of its members. Aside from this and organizational preference, character types have no direct bearing on the game.

1.41 Warriors

Warriors are the powerful weapon-wielding combatants of the party. They tend to have excellent combat abilities and plenty of Body Points. These guys belong in the thick of the fight, and are terrific barriers between monsters and the weaker party members.

Warriors: Barbarian, Dwarf, Crusader, Royal Guardsman, Squire, Scout, Bounty Hunter, Elf, Infernal Avenger.

1.42 Rogues

Rogues are the agile, light-footed members of the party, useful for scouting and sneaking around. Rogues make fair combatants, but generally can't stand up to the might of a Warrior. Rogues come into their own when they approach a problem indirectly.

Rogues: Assassin, Thief, Nightblade*.

1.43 Clergymen

Clergymen are devout followers of their religion, voices of their deities and leaders of the masses. Clergymen are not well suited for combat, but can command extraordinary powers with their prayers.

Clergymen: Priest, Monk.

1.44 Magicians

Magicians are the scholarly wielders of forces that most men do not understand. Magicians are very weak in combat, but have access to some of the most powerful effects in the game. Magic power is limited, however, so it should be used carefully.

Magicians: Wizard, Seer, Necromancer.

1.5 Selecting A Party

It's up to you to decide how many points worth of characters to take. If you're a total pansy, go ahead and take 600 or 700 points worth. Think you're pretty good at dungeon clearing? Try taking only 250 points worth.

1.51 Limitations to Party Mixes

The only limitation is that of alignment. Good aligned characters can not be in the same party as Evil aligned characters. Neutral characters can go along with pretty much any alignment.


2.0 PRAYERS

Prayers can be made once per turn by the Monk and Priest. The act of prayer takes up the character's action for that turn. When a prayer is made, the miracle wanted is first declared, then either one or two red dice are rolled by the Monk and Priest respectively.

The total rolled is then compared to the prayer table shown below. If the target number is rolled or exceeded, the miracle is granted. If the roll is less than the target number required, the prayer is unheard.

4+ Benediction
The recipient of the benediction (who must be specified and may not be yourself) is blessed, and may perform one extra action on his next turn only.

6+ Protection
The recipient (who must be specified) may roll one extra Defense Dice on his next turn only.

8+ Heal
The recipient (who must be specified and may not be yourself) has 1 to 6 Body Points restored.

10+ Smite the Unholy
All Undead within line of sight of the clergyman is struck with 1 to 6 points of damage each, rolled individually.

12+ Wrath of the Divine
One opponent (who must be specified) is struck dead by a bolt of fire.

3.0 MAGIC

Magic may only be utilized by the Magicians: Wizard, Seer or Necromancer (also the Elf, see below). Each magician begins with one dice worth of spells. Each additional dice costs 250 gold pieces. Once the magician has had a chance to purchase additional dice, all dice are rolled. The total rolled is the number of spells which the magician may select for the next quest.

If the magician wishes to select a spell more than once, he must have already selected all other spells available in the spell list.

3.01 Magic and the Elf (Special Case)

The Elf may pick two dice worth of spells from either the Elemental list or the Faerie list. He may not purchase more dice for more spells. If the Elf does choose to pick spells, he may not use his Elven Treasures. Instead, he is given a Crossbow and no armour, changing his Attack Dice to [3] and Defense Dice to [2]. He may use other weapons, but may not don any armour.

3.011 Magic and the Nightblade (Special Case)
The Nightblade may pick one die worth of spells from the Necromantic list. He may not purchase more dice for more spells. If the Nightblade does choose to pick spells, he may not use his Dark Treasures. Instead, he is given a Broadsword and no armour, changing his Attack Dice to [3] and Defense Dice to [2]. He may use other weapons, but may not don any armour.

3.02 Resisting Magic

Spells are, by and large, very powerful in their application. Some spells are resistable, in that a character (not a monster!) may roll a number of combat dice equivalent to their Mind Points - if a specified number of Black Skulls are rolled, the character is not affected by the spell.

Each spell that is resistable will be tagged with a (R) and a number in the spell title, such as (R2). The number (in this example, 2) indicates the required number of Black Skulls that must be rolled to resist the spell. Note that this renders some characters unable to resist many of the spells in the Lists.

3.1 Spell Lists

Each magician is associated with a type of magic. The Wizard picks from the Elemental Spell List. The Seer picks from the Faerie Spell List. The Necromancer picks from the Necromantic Spell List.

3.11 Elemental Spell List

Crown of Fire
Any and all targets (monsters and characters but not the caster) within two spaces of the caster suffer a blast of flame. Three white dice are rolled, and each skull that appears inflicts one Body Point of damage on all targets.

Firestream
A stream of liquid fire erupts from the caster's fingertips. This spell may be cast on any one target that the caster can see. Damage is affected by distance. 1 space away = 4 Body Points, 2 spaces = 3 Body Points, 3 spaces = 2 Body Points, 4 spaces = 1 Body Point, 5+ spaces = no effect.

Immolate
The caster envelops himself in a ball of flame. Any characters or monsters adjacent to him immediately suffer three Body Points of damage, and the caster is reduced to 1 Body Point. The caster must have at least 2 Body Points to cast this spell.

Fire of Wrath
As per the spell card.

Ball of Flame
As per the spell card.

Courage
As per the spell card.

Veil of Mist
As per the spell card.

Water of Healing
As per the spell card.

Sleep
As per the spell card.

Rainstorm
The caster summons a torrential fall of rain on four connected squares that he can see. Any monsters or characters caught under the rain roll 1 red dice. On a roll of 1-3, lose 1 turn, 4-5 lose 2 turns, 6 lose 3 turns.

Slick
The caster selects 1 to 6 (roll one red dice to determine) connected squares that he can see; these squares are covered in a slick of water, and are very slippery. A monster or character who walks through a square that is slicked must roll one red dice. On a 5 or a 6, the monster or character slips and must end its turn there. Slicked squares remain slicked for the remainder of the quest.

Pass Through Rock
As per the spell card.

Heal Body
As per the spell card.

Rock Skin
As per the spell card.

*Collapse
The caster selects 1 to 6 (roll one red dice to determine) connected squares that he can see; the roof over these squares collapses, and any monsters or characters underneath the collapsing rocks suffers 2 Body Points of damage. Those squares should be marked to show that they may not be collapsed again.

Tremble (R2)
The caster causes the walls of the dungeon to tremble, creating confusion and chaos. All creatures, monsters and characters, with the exception of the caster, miss one turn while they reorient themselves.

Tempest
As per the spell card.

Swift Wind
As per the spell card.

Genie
As per the spell card.

Float
The caster travels a foot above the dungeon floor, thereby avoiding any traps, sprung or unsprung. The caster must cast this spell before he rolls dice for movement. At the end of his move, the caster settles on the dungeon floor once again, and is subject to traps in the space he stops in.

3.12 Faerie Spell List

Glimmer
The caster summons a shimmering light that surrounds his body in the shape of a halo. This light cancels the effect of any darkness or darkness magic cast in the vicinity of the caster. The Glimmer lasts for 1 to 6 turns (roll one red die).

Tinkling Laugh (R2)
The caster causes musical laughter to erupt from any space within his sight. The monster closest to the laughter is diverted from his current path and is drawn to the space designated. When the monster arrives at this space, the spell is broken and the monster may behave as normal.

Faerie Dust
The caster releases a handful of sparkling magical sand that causes him to become invisible to all creatures for 1 to 6 turns (roll one red die). This invisibility is complete; not even the Wizard's Magic Sight will reveal the caster of this spell.

Gossamer Wind
The caster causes a soft fluttering wind to blow in one direction that he specifies. This wind will defeat any missile weapon fired against the direction of the wind (or within 45 degrees of it) for one turn.

Sunburst
The caster causes a brilliant flash to emanate from his hand. This flash causes all creatures facing the caster within four spaces to miss one turn while they regain their sight. The flash is also quite warm, and will cause one body point of damage to any creatures within one space of the caster.

Warp (R3)
The caster causes one creature's perceptions to become completely warped for 1 to 6 turns (roll one red die). The target must be within sight of the caster when the spell is cast. The target moves in a random direction each turn (roll one red die, 1=N,2=E,3=W,4=S, 5-6=Reroll) and does not attack until the spell is broken.

Flitting Shadows (R2)
The caster summons a horde of flitting shadows to appear in the peripheral vision of a target within the caster's sight. The target is thoroughly distracted, and makes all attacks with one die only, and defends with one die only. The spell lasts for 1 to 6 turns (roll one red die).

Eerie Song (R2)
The caster calls forth the mournful song of the Lost Faerie. All creatures (monsters and characters with the exception of the caster and the Undead) within sight of the caster will remain rooted to the spot for 1 to 6 turns (roll one red die).

3.13 Necromantic Spell List

Shroud of Darkness
The caster envelopes an area within his sight in a magical shroud of darkness. The area must be specified by the caster, and must cover a block 3 squares wide by 3 squares long. The Shroud stops any creature from using a missile weapon into and out of the area, and limits their movement to 2 squares per turn as the fumble in the darkness. The Shroud lasts for 1 to 6 turns.

Wither (R1)
The caster causes a target within his sight to wither. The creature loses all but 2 Body Points, and may not move next turn due to weakness.

Drain Life (R2)
The caster causes all creatures within two spaces of him to lose 1 to 6 Body Points each, although they may not be reduced to a total of less than one body point. In addition to expending this spell, the caster must expend 2 of his own Body Points to complete the incantation.

Chill Wind
The caster causes a bone-chilling wind to blow through the area. All creatures along a straight line originating from the caster lose 1 body point from the evil wind. The wind extends as far as the caster can see.

Summon Undead
The caster causes a Skeleton, Zombie or Mummy to appear from the reaches of Darkness. Roll one red die to determine the type of Undead that appears: 1-3 Skeleton, 4-5 Zombie, 6 Mummy. Regardless of the type of Undead that appears, you must surrender 2 of your own Body Points when this spell is cast.

Raise Dead
The caster brings one creature into the realm of the Undead as a personal servant. This spell must be cast on the turn immediately after a monster is slain. The monster is restored to full Body Points, and is considered an Undead creature. Additionally, the monster is now under the complete direction of the caster, and moves after the caster. The monster will remain a servant of the caster until the end of the Quest or until it is killed. The caster must surrender 3 Body Points to complete this spell.

Desecrate (R2)
The caster may select up to six squares that he can see, and cause them to be desecrated. All Good aligned characters standing on a desecrated square suffer two Body Points and one missed turn. The desecration only lasts during the turn it is cast.

Summon Plague (R1)
The caster calls forth a horrific plague on one target that he can see. The target loses one Body Point per turn until death occurs. There is no antidote.

Open Chasm
The caster summons all of his dark power and causes a chasm to open before him in a straight line, one square wide and seven squares long. The chasm may be opened anywhere within his sight. All creatures standing where the chasm opens are instantly swallowed up and killed. However, the caster is also slain, as he has made an unhealthy pact with the forces of Darkness to complete this spell.

4.0 MONSTERS

Monsters in HQ are patsies. Easy to evade, easier to kill. HQ2 provides an alternate way to handle monsters, a way that makes them much more worthy adversaries.

In the original rules, monsters are only capable of blocking hits when a black shield is rolled, which occurs 1 in 6 times. The characters, on the other hand, block with white shields, which occur 2 in 6 times. To balance things a little better, the following combat rules should be used in lieu of the original ones.

4.01 White Shields

When a defending character or monster rolls a white shield, one hit is blocked.

4.02 Black Shields

When a defending character or monster rolls a black shield, no hits are blocked.

4.03 Critical Hits

When an attacking character or monster rolls at least three dice, and at least three skulls appear, a Critical Hit has occurred. If the defending character or monster fails to block any hits, the Critical Hit instantly kills the defending character or monster.


5.0 SCENARIOS

Scenarios and Quests may be run in a variety of ways with the HQ2 rules. Two common ways of playing are with Traditional Scenarios and Adversarial Scenarios.

5.01 Traditional Scenarios

Traditional Scenarios are just that: scenarios run as specified by the Book of Quests included with HeroQuest.

5.02 Adversarial Scenarios

Adversarial Scenarios are run the same way as Traditional Scenarios, except that two opposing groups of characters enter the dungeon instead of one. The opposing groups should be roughly equal in point values; this type of scenario introduces the fascinating element of player-vs-player interaction. Perhaps both groups are questing for a lost Amulet, the forces of Light wishing to utilize it to protect their domains, and the forces of Darkness wishing to twist the Amulet's power to their purposes...

To start an Adversarial Scenario, the referee ("Zargon") must specify two entranceways to the dungeon. Each group may only exit through the way they came, or, if the referee wishes, each group may only exit through their adversaries' entrance. Mix it up! Change things!


APPENDIX OF WEAPONS

Weapon NameCost in GoldAttack DiceAdditional Comments
Dagger 25 1 may be thrown
Staff 100 1 diagonal attack
no shield
Shortsword 150 2 magicians may not use
Handaxe 150 2 magicians may not use
Mace 200 2 no restrictions
Broadsword 250 3 magicians may not use
Longsword 350 3 diagonal attack
magicians may not use
Crossbow 350 3 must see target
no adjacent attacks
Battle Axe 450 4 no shield, magicians may not use
Halberd 400 4 diagonal attack
range 2
no adjacent attacks
magicians may not use
no shield
Elven Bow *** 4 must see target
no adjacent attacks
Silver Arrows *** +1 may be used only with Elven Bow
Runeblade *** 3 grants one body pt to wielder per kill

APPENDIX OF ARMOUR

Armour NameCost in GoldDefense DiceAdditional Comments
Helmet 125 1 magicians may not use
Shield 150 1 magicians may not use
Leather 250 1 magicians may not use
Chain Mail 500 2 magicians may not use
Cloak of Darkness *** 3 nightblade only
invisibility
Elven Mithril *** 3 elf only
Plate Mail 850 3 movement reduced to 1 die
magicians may not use

APPENDIX OF CHARACTERS


BARBARIAN

Point Value: 125
[NEUTRAL]

You are the greatest swordsman known to the Continent. Travelling from your ancestral home in the mountains, you seek opponents to do battle with for glory and satisfaction.

Attack Dice 3
Defend Dice 2
Body Points 8
Mind Points 2
Movement Dice 2
Starting Weapon Broadsword
Starting Armour None
DEATH BLOW: You have the ability to put all of your skill into an attack. You may add two (and only two) defense dice to your attack dice to increase the number of dice rolled in an attack. Doing so, however, renders you effectively defenseless, and any attacks that are made against you until your next turn may not be defended against.

BERSERK: You have the blood of berserkers in you. During combat you may declare that you are going berserk, which grants you two additional attack dice. This effect remains in place until you cannot see at least one enemy. While you are berserk, you must move towards any enemies you see and engage them in combat. You may go berserk once per adventure. The DEATH BLOW may not be used while you are berserk.


DWARF

Point Value: 125
[GOOD]

You are a champion among your people and a stern reminder to the forces of Darkness that the Dwarves shall not cease battling Evil wherever it may rear its head. You are a fine warrior and an excellent miner, a great asset on any dungeon excursion.

Attack Dice 2
Defend Dice 3
Body Points 7
Mind Points 3
Movement Dice 2
Starting Weapon Handaxe
Starting Armour Helmet
DWARVEN VISION: You have the ability to see faults and flaws in the rock that surrounds you. You automatically detect any traps and secret doors within three spaces of you when you end your movement. You may not detect traps or secret doors while you are moving, or in mid-move.

TENACIOUS: Typical of your race, you exhibit an extraordinary degree of tenacity in the face of overwhelming odds. If you suffer body hits from a trap or attack that would normally kill you, your Body Points are instead set to a value of one. This may only be done once per game.


CRUSADER

Point Value: 150
[GOOD]

You are the Crusader, a heroic paragon of chivalry and justice. You are a defender of the Church of Light, and are a sworn enemy of Darkness. Your affiliation with the Church has given you an inner strength to combat the forces of evil in conjunction with your masterful swordsmanship.

Attack Dice 3
Defend Dice 2
Body Points 7
Mind Points 4
Movement Dice 2
Starting Weapon Broadsword
Starting Armour None
UNWAVERING FAITH: You are driven by the strength of the righteous when confronting the minions of Darkness. Roll an extra Attack Dice when attacking an Undead creature.

MIRACULOUS HEALING: You have the ability to restore 1D6 Body Points to a comrade. Due to your code of selflessness, you may not use this ability upon yourself.


ROYAL GUARDSMAN

Point Value: 125
[GOOD]

You are the Royal Guardsman, a loyal servant of the King and a trusted lieutenant. You are committed to defending the Realm and its rulers, and have volunteered to help stem the tide of Evil that is sweeping the land.

Attack Dice 3
Defend Dice 2
Body Points 6
Mind Points 3
Movement Dice 2
Starting Weapon Any
Starting Armour Any
KING'S CHAMPION: You act as the champion of the King. This allows you to equip yourself with any weapon from the King's armoury, as well as any armour you wish. You may only equip yourself, and may not 'lend' equipment to other characters.

FIERCE LOYALTY: Your loyalty to the King has instilled a sense of great purpose in you. When fighting against Goblins or Orcs, who are the greatest enemies of your land, you may roll an additional Attack Dice.


SQUIRE

Point Value: 100
[GOOD]

You are a knight-in-training of the Western kingdoms, and have been tasked to fight the minions of Evil wherever they may be found. Although you are young and not a skilled warrior, your health and determination will serve as advantages in combat.

Attack Dice 2
Defend Dice 2
Body Points 6
Mind Points 3
Movement Dice 3
Starting Weapon Shortsword
Starting Armour None
YOUTHFUL VIGOR: You enjoy the stamina of the young, and may roll three dice instead of two when moving.

WELL LOVED: Your kind demeanor and strong principles have earned you the steadfast friendship of your compatriots. If you are ever killed in combat, all other characters in the party are given an extra Attack Dice in combat until the end of the scenario.


SCOUT

Point Value: 175
[GOOD]

You are one of the finest scouts in the King's army. You have pledged your service to him in times of need, using your keen senses and strong intellect to locate the enemy and analyze their weaknesses. You have agreed to assist the King in his endeavour to rid the forces of Darkness from the dungeons and ruins by participating in raids.

Attack Dice 2
Defend Dice 2
Body Points 5
Mind Points 4
Movement Dice 2
Starting Weapon Shortsword
Starting Armour None
SHARP EYES: Your remarkable vision allows you to see any spear traps within five spaces of you when you end your move. You do not detect spear traps when moving, or in mid-move.

TACTICAL GENIUS: Your understanding of tactics enables you to maximize your party's chances of doing the most damage possible to the enemy. If you are the first to enter a room, no monsters may react until after your next turn.


BOUNTY HUNTER

Point Value: 150
[NEUTRAL]

You are the Kingdom's most notorious bounty hunter. You have served many masters, but ultimately you serve yourself. Your professionalism and great fighting ability precede you, and those who are hunted fear your name.

Attack Dice 3
Defend Dice 3
Body Points 7
Mind Points 2
Movement Dice 2
Starting Weapon Crossbow
Starting Armour Leather
BOUNTY PAID: You are paid a bounty for each monster or character you kill. The value of the bounty is equal to the point value of the monster or character that you kill. You must escape the dungeon to collect your bounties.

TRACKING: You have the ability to track others. You are always the last character to move during a turn. Additionally, instead of rolling movement dice, you may move up to the same number of spaces as the character who rolled the highest movement total this turn. The decision to track instead of rolling must be made by you before you roll.


ELF

Point Value: 200
[GOOD]

You are a Prince in your own land, yet you have surrendered your pleasant and bountiful existance to aid the forces of Light in purging the Darkness from the face of the world. Your magical relics and your deadly aim are well known throughout the Kingdoms as well as among your foes.

Attack Dice 5
Defend Dice 5
Body Points 6
Mind Points 4
Movement Dice 2
Starting Weapon Elven Bow
Starting Armour Elven Mithril
LEGENDARY AIM: You are the finest archer in all of the Kingdoms of Light. While using a bow of any kind, you may add one Attack Dice.

ELVEN TREASURES: You have brought your magical weapons with you to be used when confronting the forces of Darkness. The Elven Bow allows you to attack two targets per turn. The Elven Mithril gives you an additional three (3) defense dice in combat without slowing you down. You also have twelve (12) Silver Arrows, which automatically slay any Undead creatures that are struck by at least one point of damage.


INFERNAL AVENGER

Point Value: 150
[EVIL]

You are the champion of evil, a knight of darkness, more monster than man. Though wasted away from years of inflicting horror and cruelty, you are strong with the forces of Darkness. You wish nothing more than to utterly destroy the forces of Light so that you may sit as Lord of the Continent, and so plunge the world into a reign of terror that will last for eternity.

Attack Dice 4
Defend Dice 4
Body Points 7
Mind Points 3
Movement Dice 2
Starting Weapon Broadsword
Starting Armour Shield
EVIL RAGE: You are driven by a consuming hatred for everything living, as you yourself have passed into unlife. You may add one Attack Dice whenever you attack a living monster or character. This has no effect upon the Undead.

CHAOTIC SERVITUDE: Warriors of Chaos see you as their leader, and fear your abilities in battle. Once per game you may command one Chaos Warrior in your line of sight to swear fealty to you, regardless of his previous intentions. Once a Chaos Warrior has been selected, he acts as your servant.


ASSASSIN

Point Value: 125
[EVIL]

You are a creature of shadows and a bringer of death. Your mastery of the most potent toxins has rendered you into a deadly opponent. Although your real name is known by only a few, your reputation strikes fear in the hearts of all.

Attack Dice 2
Defend Dice 2
Body Points 5
Mind Points 3
Movement Dice 2
Starting Weapon Shortsword
Starting Armour None
COUP DE GRACE: Your instinct for killing has made you highly efficient. If you strike an opponent and do enough damage to bring them down to one Body Point, you may declare a Coup De Grace and finish him off immediately without rolling any dice. Your opponent has no defense against this.

SKULLDUGGERY: Your knowledge of poisons allows you to gain the upper hand in combat. Once per scenario you may declare your weapon as being poisoned. The next monster (except Undead) or character hurt by your weapon will automatically lose one Body Point per turn until death. There is no antidote.


THIEF

Point Value: 100
[NEUTRAL]

You are a master of sleight-of-hand and a con artist extraordinaire. Your abilities have caught the attention of all of your victims as you rob them blind right under their noses.

Attack Dice 2
Defend Dice 2
Body Points 5
Mind Points 4
Movement Dice 2
Starting Weapon Dagger
Starting Armour None
SNEAKY: Your profession requires that you learn a bag of tricks that could help you escape a nasty situation. Once per game you may either: a) triple your movement roll or b) cause one character or monster to lose two turns in a row.

LIGHT-FINGERED: You may take any one item that is being carried by a character that is next to you (diagonally or orthagonally); you may not take a weapon that is in hand or armour that is being worn. Instead of an item, you may instead take 10-60 gold pieces (roll one red dice and multiply by ten). The character you stole from may not attack you after you lift an item for 1 to 6 turns (roll one red dice).


*NIGHTBLADE

Point Value: 200
[EVIL]

You are the embodiment of shadows, a master of the blade and kin to Darkness. Once you were one of the High Elves, but hatred and evil have twisted you into a creature who hates the sun and loves only the cold touch of the night.

Attack Dice 4
Defend Dice 5
Body Points 5
Mind Points 5
Movement Dice 2
Starting Weapon Runeblade
Starting Armour Cloak of Shadows
EVIL SHADOW: You have the ability to create an evil, shifting shadow that causes fear in all who are touched by it. The shadow travels in a straight line (not diagonally, only orthogonally) in a channel one square wide up to a range of 12 squares. Any creatures or characters caught in the shadow must lose 1 red dice worth of Mind Points. If their mind point total reaches zero, the creature or character is frozen in fear for two turns. This ability may be used once per game.

DARK TREASURES: You possess treasures that were bathed in the blood of innocents and buried with the greatest Dark generals of the last century. The Runeblade is a keen-edged longknife that drains life from a dying victim. For every kill you make with the Runeblade, you gain one Body Point for the duration of the scenario. Your Body Point total may not exceed your original maximum. The Cloak of Shadows provides you with protection like armour, but also gives you the ability to become invisible twice per game. Each turn you remain invisible, roll a white die. If a White Shield appears, the invisibility has worn off. While you are invisible, no monster will attack you or follow you. However, if you attack a monster or character, your invisibility ceases immediately.


PRIEST

Point Value: 175
[GOOD]

You are a bastion of Light and act as the voice of your deity. Your quiet prayers and unquestioning faith in the Divine give you a strength that renders you into a formidable opponent.

Attack Dice 1
Defend Dice 2
Body Points 4
Mind Points 6
Movement Dice 2
Starting Weapon Staff
Starting Armour None
PRAYER: Once per turn as your Action you may pray. Praying involves asking for aid or a blessing from your deity. Once you have chosen the blessing you require, roll 2 red dice and compare the total with the target number required. If you roll the total number or greater, your prayer is heard and the blessing is bequeathed. If you fail, your prayer is made in vain.

DIVINE AURA: You are surrounded by the light of your deity, protecting you from the forces of Darkness. If you are attacked by any of the Undead, you roll 2 additional defense dice.


MONK

Point Value: 125
[GOOD]

You are a disciple of the Divine, a walker of pilgrimages and humble servant of the Deity of Light. Your humility and peaceful ways make even the worst scoundrels unlikely to attack you.

Attack Dice 1
Defend Dice 2
Body Points 6
Mind Points 4
Movement Dice 2
Starting Weapon Staff
Starting Armour None
PRAYER: Once per turn as your Action you may pray. Praying involves asking for aid or a blessing from your deity. Once you have chosen the blessing you require, roll 1 red dice and compare the total with the target number required. If you roll the total number or greater, your prayer is heard and the blessing is bequeathed. If you fail, your prayer is made in vain.

SERENITY: Your harmless appearance and peaceful nature make you a less likely target even for your enemies. Monsters (except the Undead) will not attack you unless a) you attack them first or b) you are blocking the path to other characters that the monsters do want to attack.


WIZARD

Point Value: 200
[NEUTRAL]

You are the master of Elemental Magic and Sorcery. Your command of the forces that surround you establishes you as a dangerous opponent and a valuable ally.

Attack Dice 1
Defend Dice 2
Body Points 4
Mind Points 6
Movement Dice 2
Starting Weapon Dagger
Starting Armour None
MAGICAL TOME: Your leatherbound tome of magic holds great power. The tome is capable of holding many spells, each which may be cast once until the end of the scenario.

MAGIC SIGHT: Your endless devotion to the magical arts has transformed you into a creature not entirely human. You automatically see secret doors within three spaces of you when you end your movement. You may not use your magic sight in mid-move or while you are moving.


SEER

Point Value: 200
[NEUTRAL]

You are the old and wizened master of Faerie magic. Life in your beloved forests has come to a halt now that the forces of Light and Darkness have clashed arms in a mighty battle. You realize you must do what you must to ensure the survival of all that you hold dear.

Attack Dice 1
Defend Dice 2
Body Points 3
Mind Points 8
Movement Dice 2
Starting Weapon Staff
Starting Armour None
MYSTIC AURA: You are surrounded by a halo of golden sparkles, the effect of several tiny faeries cloaking your being. Each faerie has within it a spell that you may cast once per scenario.

PREMONITION: Your affiliation with the Faerie has given you the ability to see into the future. Once per game you may have the contents of any room disclosed without activating the monsters within.


NECROMANCER

Point Value: 200
[EVIL]

You are the dark lord of the Undead and Prince of the Damned. You hold reign over the many thousands of lost souls that still lie buried under battlefield cairns and barrow mounds. Reaching forth from your black castle you have sworn to vanquish the forces of Light so that Darkness may reign supreme.

Attack Dice 1
Defend Dice 2
Body Points 5
Mind Points 6
Movement Dice 2
Starting Weapon Staff
Starting Armour None
BLACK GRIMOIRE: Your book of dark magic holds the incantations for your potent Necromantic spells, each of which may be cast once per scenario.

FEED OFF THE LIVING: Your powerful magic requires that you surrender much of your bodily strength to the spirits that fulfill your wishes. Since your own fountain of life is not bottomless, you have developed the power to feed off the living. If you are adjacent to a creature when it is slain, whether or not you delivered the killing blow, you receive one body point. At no time may your body point total exceed your original maximum.


AFTERWORD

These rules are in an everchanging state. I add things, remove things and change things pretty regularly. If you read the rules and liked them, disliked them, or are confused by them, I'd like to hear from you. If you have constructive suggestions, even better!

I can be reached at [email protected]. Hate mail is always welcome.


new email for JD
fixed really bad HTML error
Last Updates
1 December 1996
6 September 1996new email for JD
21 June 1996reorganized
24 April 1996reformatted
24 March 1995Attack/Defense dice corrections to Thief
Infernal Avenger from designer
This article is copyright 1993-6 by J.D. Frazer
([email protected])
Comments or corrections?