Tool Kit (250gc): Enables bearer to remove any trap found. Roll a D6 on a roll of 5+ you loose
one wound. Once you have rolled the die the trap is removed.
HERO MAGIC SPELLS (To be used by the Wizard and the Elf)
Fire Elemental Spells
Ball of Flame: The spell may be cast at any one monster/player. It will inflict 2 wounds. The
victim may roll two defence D6, for each 4+ rolled a wound is saved. The spell is then
exhausted.
Courage: The spell may be cast on one player. The player has an extra 2D6 close assault bonus
the next time he attacks. The spell is then exhausted.
Fire of Wrath: The spell may be cast on any one monster/player anywhere on the board. It will
seek out and inflict 1 wound The target saves on a 4+ roll on a D6..The spell is then exhausted.
Earth Elemental Spells
Heal Body: The spell may be cast on any one player. It will restore up to 4 wounds that have
been lost. The spell is then exhausted.
Rock Skin: The spell may be cast on any one player. The player gains an extra -1 to armour
rating for the following turn. The spell is then exhausted.
Pass through Rock: The spell may be cast on any one player. That player may then move
through walls when he next moves. The player may move through as many walls as his APs will
allow. The spell is then exhausted.
Water Elemental Spells
Sleep: The spell will put any one monster/player to sleep. They may roll one saving dice per AP expended. The spell fails if a 4+ is rolled. Once put to sleep they must roll a six at the start of their turn before they can move again. This spell can only
be cast once per game.
Veil of Mist: The spell may be cast on any one player. That player may be then move unseen
through spaces that are occupied by other monsters/players the next time he moves. The spell is then
exhausted.
Water of Healing: The spell may be cast on any one player. It will restore up to four body
points that have been lost. The spell is then exhausted.
Air Elemental Spells
Wraith: The spell conjures up a wraith who will do one of the following: open any door on the
board (the rooms contents should be put out) or attack anyone on the board with (5APs, 2D8+2D6
attack dice, 2D8+3 wound dice). The spell is then exhausted.
Swift Wind: The spell may be cast on any one player. That player may then move 4
squares/hexes per AP expended the next time he moves. The spell is then exhausted.
Tempest: A small tempest is created which envelops one monster/player of your choice. That
monster/player will then miss his next turn (AP0). The spell is then exhausted.
DUNGEON DWELLERS
For creatures, please see the Bestiary
Chaos Magic Spells
Ball of Flame: The spell can be cast on any one hero, it will inflict 2 wounds, the hero rolls
2D6s and saves a point of damage for eack 5+ rolled (per dice, scores do not add).
Cloud of Chaos: The spell paralyses all heroes located in the same room/corridor. A paralysed
hero is unable to move, attack or defend himself. The spell can be broken at once or on a future turn
by each victim rolling a die for each AP expended. On a 6 the hero frees himself and may act normally. (per dice, scores do not add).
Command: This spell puts one hero under the caster's control. The spell can be broken
immediately or on a future turn by the hero rolling a die for each AP expended. If a 6 is rolled the spell
is broken. (per dice, scores do not add).Until the spell is broken the caster may move and attack with the hero as if he
was another model under his control.
Escape: This spell enables the caster to vanish and reappear to a secret destination shown on
the quest map.
Firestorm: This spell creates a roomful of fire that inflicts 3 wounds of damage on all
heroes/monsters in the same room with the caster. The caster is unaffected. All victims roll 2D6
and save a point of damage for eack 5+ rolled (per dice, scores do not add).
Lightning Bolt: The bolt will travel in a straight line
until it strikes a wall or closed door, inflicting 2 wounds on all heroes/monsters in its path.
Rust: This spell causes any one metal weapon to rust and become useless (not effective against
magical artifacts)
Sleep: The spell will put any one monster/player to sleep. They may roll one saving dice per AP expended. The spell fails if a 4+ is rolled. Once put to sleep they must roll a six at the start of their turn before they can move again. This spell can only
be cast once per game.
Summon Orcs: The spell conjures up a group of orcs to surround and protect the caster. Roll 1D6:
1-3: 4 orcs, 4-5: 5 orcs and 6: 6 orcs.
Summon Undead: The spell conjures up a group of undead to surround and protect the caster.
Roll 1D6:l 1-2: 2 skeletons, 3-4: 3 skeletons & 2 zombies and 5-6: 2 zombies & 2 mummies.
Tempest: A small tempest is created which envelops one monster/player of your choice. That
monster/player will then miss his next turn (AP0). The spell is then exhausted.
MAGICAL ITEMS OR QUEST ITEMS
These quest items are for specific locations (for the heroes to discover) in the dungeon
Mithril Armour: -3 Armour, no movement penalties
Wand of Recall: Costs 3APs to cast a spell instead of 5AP.
Orc's Bane: +4 wound modifier when fighting Orcs/Goblins.
Frost Blade: +4 wound modifier against undead creatures and can kill the following (Vampires,
skeletons, zombies or mummies)
Ring of Return: When invoked, this magical ring will return all Heroes that the ring wearer can
see to the starting point of the quest, it can be only used once per adventure.
Elixir of Life: Will bring a dead hero back to life, restoring all of his wounds. This potion may
only be used once.
DUNGEON TRAPS
Place wherever you feel like increasing the heroes tension (and pain!)
Pit trap: Remains on the board, player looses 1 wound, players may attack and defend but with
only basic attack dice. Pit traps can be jumped, roll a D6 a 1-2 youit fall in, lose 1 wound
and finish your turn.
Falling block: Roll 3D6, lose 1 wound for each 1-2 rolled.
Spear trap: Roll 1D6, lose 1 wound if a 1-2 is rolled. Trap is automatically removed.
Treasure chest trap: Set as desired.
TREASURE
To be found (possibly) whenever a hero searches for Treasure/secret doors, some monsters may also
have valuables hidden on their dead bodies.
Gold Coins/Jewels: Value as desired
Holy Water: You may use holy water instead of attacking it will kill any undead creature: vampire,
Skeleton, zombie, or mummy. Discard after use.
Potion of Healing: Will restore up to four wounds that have been lost. Discard after use.
Potion of Resilience: When taken the player has a Toughness of +2. The card is then discarded.
QUESTS
It is suggested that each adventure be broken down into a series of quests. Each quest should be of
a manageable size and have a definite goal: Slay the orc warlord, rescue the prince or
damsel etc, etc.
At then end of each quest the heroes should be able to heal their wounds (unless you are feeling very
nasty), and buy new equipment with their hard earned treasure, that they have found (swiped).
Notes:
The rules are inspired by several sources such as MB Games Heroquest and the Gauntlet computer
game (very old school).
While these rules have been play tested (once), it has not been done so extensively. Care should be
taken especially with the very powerful monsters and bosses.
Good luck, and go and give those orcs a bloody nose!