BARBARIAN QUEST BOOK - HeroScribe

2y ago
28 Views
2 Downloads
8.14 MB
20 Pages
Last View : 20d ago
Last Download : 3m ago
Upload by : Mika Lloyd
Transcription

BARBARIAN QUEST BOOK

These potions may be purchased only between Quests.Potion of Battle RagePotion of Icy StrengthCost: 400 Gold CoinsOnly the Barbarian can drink this purple-redconcoction. It grants him 2 attacks per turnas long as there are monsters in sight. As soonas there are no monsters in the Barbarian’sline of sight, this potion’s effect wears off.Cost: 200 Gold CoinsThis bubbling, orange mixture grants theBarbarian superhuman strength for one turn.After the Barbarian drinks this potion, his nextattack causes twice as many Body Points ofdamage as are rolled on the combat dice. Noother Hero can use this potion.Potion of RejuvenationPotion of Frost SkinCost: 500 Gold CoinsAny Hero who drinks this bright yellow liquidregains up to 6 lost Body Points. Roll 1 red dieto see how many Body Points the Hero getsback. This potion cannot give the Hero morethan his starting number of Body Points.Cost: 300 Gold CoinsOnly the Barbarian is affected by this slushydrink. It enables the Barbarian to roll 2 extracombat dice when defending against attacks. Assoon as there are no monsters in the Barbarian’sline of sight, this potion’s effect wears off.Three of the above potions can be used onlyby the Barbarian. Different potions may alsobe purchased from the Alchemist’s Shop inother Quest Packs.The Barbarian Quest Pack The adventure continues! The Barbarian Quest Pack is an expansionset used with your original Hero Quest Game System. You must havethe Game System in order to play the adventures in this booklet.Contents: Plastic Figures: 1 Female Barbarian, 6 Mercenaries,3 Ice Gremlins, 2 Polar Warbears, 2 Yeti, 1 Frozen Horror;30 Game Cards, Cardboard Tile Sheet.New Components:Monster AssemblyThe Frozen Horror, Polar Warbear and Yeti require assembly beforethey can be used. Assemble these monsters as shown below. There arealso 6 Mercenaries that sometimes serve as monsters. See page 9 formore about Mercenaries and how to assemble them.Cardboard tile sheet includes:1 Iron Door1 Wooden Door11 Slippery Ice Tiles (4 sizes)1 Bottomless Chasm Tile6 Ice Tunnel Tiles1 Ice Cave Entrance Tile6 Blocked Square Tiles2 Ice Vault Tiles (2 sizes)2 Icy River Tiles (2 sizes)1 Ice Slide Tile6 Magic Ice Tiles1 Living Fog Room Tile1 Ice Ledge Tile1 Cage Room Tile1 Scepter Room Tile1 Frozen Crypt Tile1 Crystal Key Tile1 Seat of Power Tile1 Ice Gremlin Treasure Room Tile8 Skull TilesAll cardboard components should be carefully removed from thecardboard sheet. The plastic figures and weapons should be removedfrom their runners. Discard waste cardboard and plastic. New gamecomponents are described at right and on the following pages.Note: The cardboard tiles listed above are two-sided. The front andback of many tiles are different.Frozen HorrorPolar WarbearYetiNew MonstersTo learn more about the new monster figures, see the monstercards that come with this Quest Pack, as well as the Monster Charton the back cover of this book.1

Note: The new cardboard components are shown below. Next to mostcomponents is a matching Quest map symbol. These symbols appear oneach map to show you where to place components on the gameboard.For example, the iron entrance door shown below is represented on theQuest map by the symbol shown to the right of the door.These symbols are also the exact size needed for the blank, “create yourown” Quest map provided in the Game System Quest Book. All youhave to do is photocopy the symbols and cut them out.Door AssemblyTake 2 plastic door stands fromthe Game System. The 2 newdoors in this Quest Pack shouldbe fitted into the door bases asshown at right. These doors aredescribed below.Iron Entrance DoorThis iron door is placed on theedge of the gameboard in manyof the Quests. Heroes line upoutside the iron door to beginthese Quests.Wooden Exit DoorSlippery IceDo not place a slippery ice tileon the gameboard until a Herosteps on the appropriate square.Whenever a Hero moves onto aslippery ice square, the Herorolls 1 combat die. If a whiteshield is rolled, the Hero fallsand his turn ends immediately.Any other roll means the Herocan continue moving (if he hasmoves left). The Hero must rollfor each slippery ice squaremoved onto. A fallen Herocannot take any actions ordefend against attacks until hisnext turn. Monsters are notaffected by slippery ice.A slippery ice square cannot befound by searching, nor can itbe disarmed. Once it is placedon the gameboard, it can bejumped over as a pit.2Four sizes:1 square1x2 squares1x3 squares2x3 squaresMagic IceThese tiles are used with the IceBridge spell scroll and the IceWall Chaos spell.In many Quests, this specialwooden door is used to exit thegameboard at the end of a Quest.Ice LedgeIce TunnelsThis slippery ledge surround a deep crevasse in the icy mountain.The Heroes must walk around the crevasse on the ledge, inches froma fall to the death.A pair of tunnel entrancesconnect two apparentlyunconnected rooms via anunseen tunnel. Any Hero ormonster landing on one ofthese entrances immediatelymoves to the other entrance.After moving from onetunnel entrance to the other,the Hero’s or monster’s turnis over.Ice SlideIce VaultThis frigid room drains heat from Heroes. For each turn in which aHero enters or remains in this room, the Hero rolls 1 combat die. Heloses 1 Body Point if he rolls a skull. Monsters are not affected by theheat-draining property of this room.Two sizes:2x3 squares3x4 squaresDo not place the ice slide tile on the gameboard until a Hero steps onthe first square of the slide. Any Hero who does step onto this slipperychute of ice is whisked away in the direction indicated by the arrow.The Hero immediately moves to the last square of the slide. (More thanone Hero may occupy the exit square.) This ends the Hero’s turn.The slide is hidden and it cannot be searched fro as a trap, nor can it bedisarmed. When a Hero slips down an ice slide, he rolls 1 combat die.He loses 1 Body Point if he rolls a white shield. Monsters cannot moveonto ice slide squares. Heroes cannot climb up an ice slide in thedirection opposite to that indicated by the arrow.3

Ice Cave EntranceThis special tile is used as an entrance or exit.4Living Fog RoomThis room is filled with an eerie, swirling fog. Monsters seem toappear on all sides of the Heroes, only to disappear into the fog whenattacked.Scepter RoomThe Frozen Horror has hidden the Scepter of Glacial Majesty, anartifact of great power, in this room.Cage RoomThis room serves as a prison for servants who have displeased theFrozen Horror.Crystal Key TileUse this magical key to open the door of the Seat of PowerRoom, where the Frozen Horror awaits.Bottomless Chasm RoomThe crevasse that divides this room can be jumped over as a pit, butany Hero who falls into it is lost “forever.”The Seat of Power RoomThe Frozen Horror rules from this room, devising evil plans for theconquest of the Empire.Frozen Crypt RoomMonstrous servants of the Frozen Horror are encased in thick icewithin this room. These monsters are freed when a Hero opens theappropriate door.Icy RiverEach square of these underground streams counts as 2 squares formovement purposes. Each time a Hero enters an icy river square, herolls 1 combat die. He loses 1 Body Point to the cold if he rolls awhite shield. Monsters suffer neither movement penalties nordamage from the icy river.Ice Gremlin Treasure RoomIce Gremlins steal anything they can get their cold hands on. Theirbooty is all stored in this room.Two sizes:1x3 squares1x8 squares5

Playing the Barbarian Quest PackThese ten new Quests are generally played the same way as theQuests in the Game System. As in the Game System, Heroes arereturned to full strength between Quests. (All Body and Mind Pointsare restored.)There are a few gameplay differences in the Barbarian Quest Pack.1. The Ques tsThe first three Quests are solo adventures, designed for play by aBarbarian alone. These can be used as an introduction to HeroQuestfor a new player or as fun Quests to play when only two playersare available. Also, if a new Barbarian is to join a party ofexperienced characters, these three Quests will enable the Barbarianto catch up with the other Heroes by gaining gold, equipment andmagical items.The next five Quests are all group Quests. The last two Quests arealso group Quests, but they are played as a single, double-sizedQuest, as the Heroes must cross between the two Quests to achieveultimate victory.2. Female BarbarianThis Quest Pack includes a figure for a femaleBarbarian. Her statistics are the same as the maleBarbarian in the Game System. She can be used toreplace the male Barbarian figure, if the playerprefers to play a female character. Any reference to“Barbarian” in Quest Packs also applies to thefemale Barbarian. A group of Heroes can containonly one Barbarian at a time.5. Rule ClarificationsPassing Items: A Hero can pass a potion, artifact, weapon, or anyother item to another Hero only if the 2 Heroes are in adjacentsquares and neither Hero is adjacent to a monster.Spiral Stairway: During a Quest, if a Hero stands on a spiralstairway and attacks monsters, the monsters can attack back onZargon’s turn. When a spiral stairway is used as the exit at the endof a Quest, any Hero who moves onto that spiral stairway isimmediately removed from the gameboard.Multiple Attacks: A Hero rolls defend dice once for each attackingmonster. For example, a Hero attacked by 3 Zombies gets 3 separatedefend rolls. A Hero attacked by a monster with multiple attacks(such as the Polar Warbear), however, gets only 1 defend roll againstthat monster per turn, no matter how many of the monster’s attacksare directed at the Hero.6. Wandering MonstersSeveral Quests in this Quest Pack have multiple wanderingmonsters. These monsters may appear if a Hero draws a WanderingMonster card from the Treasure card deck or if a Hero moves ontoa Wandering Monster trap as described above right. For example,when the Quest notes say, “Wandering monsters in this Quest:3 Goblins,” place 3 Goblins adjacent to the Hero who initiated thewandering monster encounter. If fewer than 3 adjacent squares areavailable, place the remaining monsters as close to the Hero aspossible.Note: If you run out of the monsters called for, substitute othermonsters of similar strength.63. Starting and Ending a QuestThe Heroes do not always start and end their Quests on the spiralstairway. The message from Mentor at the beginning of each Questtells where the Heroes start and end the Quest. When there is aniron entry or wooden exit door, it is indicated on the Quest map byan arrow (pointing into the gameboard for the entry door, and outof the gameboard for the exit door). When there is an entry door, itis always placed on the gameboard in its specified location beforeeach Quest begins. At the start of an adventure, the Heroes line upoutside the door and ask Zargon to open it.Note: As with a regular door, an exit door is not placed on thegameboard by Zargon until a Hero looks down the appropriatecorridor.4. Mind PointsWhen a Hero reaches zero Mind Points, he is not dead but inshock. (A Hero cannot go below zero Mind Points.) He rolls only 1red die to move, attacks with only 1 combat die, and defend withonly 2 combat dice. (Armor, weapons and most artifacts do notincrease the attack or defend dice when a Hero is in shock.) TheHero’s attack and defend dice can be temporarily increased by somespells and spell scrolls.The extra Mind Points gained from certain artifacts (such as theTalisman of Lore), can be lost in battle. For example, a Barbarianwith the Talisman of Lore (for a total of 3 Mind Points) goes intoshock after he accumulates 3 Mind Points of damage.In this and other Quest Packs, it is important to keep track ofHeroes’ current Mind Points. Tell the players to use the bottom rowof “Body Point” boxes on their Character Sheets to record MindPoint damage.7. New TrapsThe Wandering Monster trap, the Stalactite trap and the Swinging Axetrap do not have tiles.Wandering Monster Trap: When a Hero moves onto a squarewith the trap symbol shown at left, tell the player that theHero must stop on that square. The monster or monsterslisted as wandering monsters for that Quest appear on anysquare or squares adjacent to the Hero or as close aspossible. The monsters immediately attack and the Herodefends. (If the Hero has not already taken an action thatturn, he may do so after he defends.) Otherwise the turnpasses to the next player (or to Zargon). Each WanderingMonster trap can be activated only once. Monsters cannotactivate it. Ignore the trap after the first rime a Hero springsit. Wandering Monster traps are so well concealed that theyare not detected when a Hero searches for traps.Stalactite Trap: This deadly spear of ice clings to the ceilingof ice caverns. Unless searched for and disarmed, thestalactite falls upon the first Hero to move onto the trapsquare, causing 1 Body Point of damage. Monsters do notspring Stalactite traps.Swinging Axe Trap: When a Hero moves onto this square,a huge axe swings out from a hidden alcove in the ceiling.The Hero then rolls 2 combat dice and loses 1 Body Pointfor each skull rolled. The Hero does not get to roll defenddice. A Swinging Axe trap can be searched for and disarmed.Until it is disarmed, a Swinging Axe trap affects every Herowho steps onto the square. Monsters do not springSwinging Axe traps.7

8. Large MonstersWhen a monster takes up more than one square (the Frozen Horrorin this Quest Pack, for instance), that monster can attack anyone onany adjacent square (including diagonally), even if the monster’sfigure is facing away from the target.9. Selling Excess ItemsAs the Heroes gain better equipment, they can sell some of their olditems to the Armory. Only items that are listed for sale in theArmory (on the cardboard platform in the Game System) can be soldback to the Armory. The Hero receives gold coins equal to half of theArmory’s price when selling items to the Armory. Thus a Hero whosells a longsword (which costs 350 gold coins) back to the Armoryreceives 175 gold coins. Items sold at the Armory for odd sums (thedagger at 25 gold coins, for example) can be sold back for half price,rounded down (12 gold coins for the dagger).812. New Artifact CardsAmulet of the North, Ring of Warmth and Snowshoes of Speed:These artifacts are similar to the artifacts in the Game System. Whena Hero finds one of these artifacts, he should record it on hisCharacter Sheet.Spell Scrolls: Six of the artifact cards in this Quest Pack are spellscrolls. These are used just like the spell cards in the Game System.However, a spell scroll can be used by ANY Hero (not just the Wizardand Elf) who finds one. Note that spell scrolls can be used only once.When a Hero finds an unnamed spell scroll, Zargon should turn allof the spell scroll cards in this Quest Pack facedown, mix them up,and let the Hero draw one at random. The Hero should then recordthe spell scroll on his Character Sheet and return the scroll card tothe scroll deck. After a spell scroll has been used, it must be crossedoff the Hero’s Character Sheet.10. TreasureTo eliminate conflicts among the Heroes, large gold coin treasuresfound in treasure chests should be divided among all survivingHeroes.11. New Treasure CardsThe 6 new treasure cards should be mixed into the Game System’sdeck of treasure cards before play begins. Draw from this deck whena Hero searches for treasure.13. MercenariesThis Quest Pack contains 6 Mercenary figures, with 12interchangeable weapons that enable you to put together the 4different types of Mercenaries (the Scout, the Swordsman, theCrossbowman and the Halberdier).ScoutIn some Quests, Mercenaries serve as evil monsters who opposethe Heroes. Whenever a Mercenary is shown on a Quest map, itshould be considered a monster controlled by Zargon.Mercenaries are also soldiers who can be hired by a Hero before aQuest begins. They will accompany any Hero on a Quest, if theHero pays their fee. The fee for each type of Mercenary is given onthe Mercenary’s card, as well as on the Mercenaries Chart on page33 of this book. The gold must be paid before the Quest begins.Mercenaries may be hired for any group Quest in this Quest Pack,but not for the solo Quests.A Mercenary is controlled by the Hero who hired him. TheMercenary moves and attacks immediately after that Hero’s turn.A Hero can control as many Mercenaries as he can afford to hire.A Mercenary can move, open doors, attack and defend as a Hero, buthe can take no other actions (except for the Scout, who can searchfor and disarm traps). A Mercenary does not receive any treasure. Ifa Hero dies on a Quest, any Mercenary hired by that Hero continueson the Quest, controlled by the fallen Hero’s player.The Scout, Swordsman, Crossbowman and Halberdier each havedifferent statistics and abilities. These are detailed on the cardsthat come in this Quest Pack, as well as on the Mercenaries Charton page 33 of this book.If a Quest map calls for a type of Mercenary that is not availablebecause they’ve all been hired by Heroes, Zargon may substitutea different type of Mercenary, or another monster altogether.SwordsmanCrossbowmanHalberdierAttach one of the plastic weapons to each Mercenary as shown.Zargon, study this book carefully! Although it is yourguide to running these adventures, it may not answerevery question you have during play. When in doubt, useyour experience and imagination to make the best choice.Remember that you are the ultimate authority in yourH E R OQ U E ST world!9

A Message From MentorWelcome, mighty Barbarian, to the land ofyour youth! It seems only yesterday that thetribal elders gave you leave to explore themany wonders of the warm lands to the south. Youreturn now as a renowned warrior, tall and strong, wellversed in the skills of battle.Happy though your homecoming is, bitter tidings are onthe minds of the tribal elders. They wearily tell you whyyou have been summoned back to aid your people intheir time of need.An ancient evil, long thought banished, has arisen tothreaten the Northlands once more. The Frozen Horrorhas burst forth from the icy tomb where it has restedthese last centuries, recovering its strength and awaitingZargon’s signal. At last, its master has called it, and theFrozen Horror has returned to its ancient Seat of Powerdeep within Ice Mountain. It has regained the Scepter ofGlacial Majesty, an evil artifact of vast power. As wespeak, the Frozen Horror is reviving its minions andenacting its plans to cover the Northlands and theEmpire in a shroud of deadly ice.10Your people seek a champion to oppose the evil of theFrozen Horror. You have been called in hopes that youmight prove to be that champion. To determine yourworthiness, the elders have set before you threedangerous Quests. These must be undertaken by youalone. If you survive this test, lead your companions intothe depths of Ice Mountain. There you must find anddestroy the Scepter of Glacial Majesty before it achievesits full power. Only when the Scepter is no more can youconfront the Frozen Horror and destroy it forever.You must call upon all your courage and skill, Barbarian!The greatest perils you have ever faced await within IceMountain. Great, too, is the treasure that will be yours ifyou succeed. Among the many riches to be found is theAmulet of the North, an ancient artifact that is said togrant its wearer marvelous powers. Good luck, mightywarrior. The fates of many depend on you!Quest Map GuideThe Quest map symbols are color-coded to help you guide the Heroes through these Quests. Here’swhat the various map symbol colors mean.Gold: This color is used to highlight traps that the Heroes can detect by searching.Light Green: This color is used to highlight traps and other hazards that the Heroescan neither see nor detect by searching.Dark Green: This color is used to highlight monster symbols. See the Monster Charton the back cover for actual symbols.In each Quest, notes prefaced with a capital letter correspond to a matching letter location onthe Quest map. Remember that Mercenaries cannot be hired in Quests 1-3.Turn Page for Quest 111

12At the beginning of each Quest, read aloud the parchment messagefrom Mentor. The Quest notes that follow the message are forZargon’s eyes only!QUEST 1 — SOLO QUESTXanon Pass“Good luck, Barbarian, on this, your first of threetrials! Servants of the Frozen Horror have overrunthe fortress that guards Xanon Pass. This is theonly pass over the Cyberian Range, which youmust cross to reach Ice Mountain. An iron door isyour entry intro the fortress. You must find thewooden exit door that leads out to the far side ofthe pass.”NOTES:If the Barbarian searches for treasure in this room, 75 goldcoins are found in the chest.The evil Crossbowman does not move but fires his crossbowat the Barbarian once during each of Zargon’s turns until theBarbarian reaches him. If the Barbarian moves next to theCrossbowman and attacks, the Crossbowman surrendersimmediately, offering his crossbow in exchange for his life.The Crossbowman then runs away. The Barbarian should addthe crossbow to his Character Sheet. (See the Armory on thecardboard platform in the Game System for this weapon.)If the Barbarian searches for treasure in this room, a shield isfound in the tomb. (See the Armory on the cardboard platform in the Game System for this item.)If the Barbarian searches for treasure in this room, a longsword is found in the weapons rack. (See the Armory on thecardboard platform in the Game System for this weapon.)Wandering Monsters in this Quest: 2 Skeletons13

14NOTES:QUEST 2 — SOLO QUESTTrial by Ice“Xanon Pass leads to an underground outpost onthe slopes of the Cyberian Range. This outpost is abase of operations for minions of the FrozenHorror. It threatens several nearby villages. Youmust enter the outpost and slay one of the FrozenHorror’s lieutenants, a Chaos Warrior named Krag.The only way in or out is through the ice cave entrance. Your Quest begins and ends there.”This ice tunnel is connected to the ice tunnel in the otherroom “A.” The Barbarian or any monster landing on one ofthese squares immediately moves to the other ice tunnelsquare.This treasure chest is empty.If the Barbarian searches for treasure in this room, a Potionof Warmth is discovered atop the sorcerer’s table. (See thematching treasure card in this Quest Pack.)If the Barbarian searches for treasure in this room, 120 goldcoins are found in the chest.The Chaos Warrior Krag is in this room. His stats are ng Monsters in this Quest: 2 Goblins15

14QUEST 3 — SOLO QUESTThe Rescue“The minions of the Frozen Horror have capturedGothar, the Barbarian tribe’s Great Elder. He hasbeen taken to an evil Chaos stronghold near IceMountain. Gothar has great wisdom, but he is oldand frail. He cannot survive long in the cruelhands of the creatures of Chaos. Your final solotest is to enter the stronghold, find Gothar, andbring him out safely. Begin on the spiral stairwayand return to it to end your Quest.”NOTES:If the Barbarian searches for treasure in this room, the weapons rack holds a battle axe. (See the Armory on the cardboardplatform in the Game System for this weapon.)If the Barbarian searches for treasure in this room, 70 goldcoins are found in the chest.If the Barbarian searches for treasure in this room, a helmet isfound in the chest. (See the Armory on the cardboard platformin the Game System for this item.)This chest has a poison needle trap on it. If the Barbariansearches for treasure before the trap is disarmed, he loses1 Body Point. One hundred and fifty gold coins are found inthe chest.As the Barbarian enters this room, the two Chaos Warriorshave just tied Gothar down on the rack. They ignore Gotharand concentrate on attacking the Barbarian. If the Barbariankills the Chaos Warriors, Gothar is freed. Use any availableHero figure for Gothar; place him next to the Barbarian.Gothar is under the Barbarian’s control and moves afterhim. Gothar’s stats are as follows:MOVEMENT6ATTACK1DEFEND2BODY2MIND4The Barbarian must bring Gothar to the spiral stairway tofulfill this final solo Quest. Any monsters encountered attackonly the Barbarian, as they are under orders to capture Gotharalive. If the Barbarian dies, Gothar is automatically captured.Wandering Monsters in this Quest: 2 Orcs15

18QUEST 4 — GROUP QUESTThe Glacial Gate“You have done well, Barbarian! The tribal eldershave appointed you their champion to oppose theFrozen Horror and its minions. Now you and yourcompanions-the Dwarf, the Elf and the Wizardare ready to assault Ice Mountain. An iron door isyour entry into the outer chambers of the FrozenHorror’s subterranean fortress. Find the woodenexit door to enter the deeper recesses of themountain.”NOTES:The first Hero to search for treasure in this room finds theSnowshoes of Speed lying atop the tomb. (See the new artifactcard.)The Heroes see a locked cage in the center of this room. Thereis an Ice Gremlin inside. It pleads with the Heroes to free it,saying that the Frozen Horror has left it there to die and itwants revenge. If a Hero announces that he’s freeing the IceGremlin and moves adjacent to the cage, the cage opens. TheIce Gremlin leaps out and steals one item from the Hero whofreed it. The Ice Gremlin decides which item to steal, but itcannot be the armor or shield a Hero is using, nor the weaponhe is wielding. The item stolen should be crossed off the Hero’sCharacter Sheet. The Ice Gremlin immediately disappearsthrough a hole in the floor. (Remove the Ice Gremlin figurefrom the gameboard.)The first Hero to search for treasure in this room finds a spellscroll hidden in the bookcase. The Hero draws a spell scrollcard at random and lists it on his Character Sheet.This chest has a trap with an explosive device. If a Herosearches for treasure before the trap is disarmed, all Heroesin the room lose 2 Body Points. The chest contains 600 goldcoins.The ice ledge that surrounds the crevasse is very slippery. Whena Hero steps through a door and moves onto his first square inthis room, he must roll 1 combat die. The Hero is safe and cancontinue moving if a skull or white shield is rolled. If a blackshield is rolled, however, the Hero begins slipping into thecrevasse, suffering 1 Body Point of damage. The Hero mustimmediately roll another combat die. If another black shield isrolled, the Hero plummets into the crevasse, never to be seenagain. Any other roll means the Hero returns to the square inwhich he entered the room, ending his turn. At the beginningof any turn in which a Hero is in this room, he must first roll tosee if he slips into the crevasse.Wandering Monsters in this Quest: 2 Fimir19

20QUEST 5 — GROUP QUESTThe Deadly Depths“Throughout Ice Mountain, alarms are surroundingand the evil servants of the Frozen Horror areawakening. Your way into the stronghold becomesharder after this. the Chaos Warlock known asVilor awaits you in this Quest. Enter through theiron door and search for the wooden exit door.You have far to go before you confront the FrozenHorror itself. Consider hiring Mercenaries on therest of the Quests, for the dangers may be toogreat for you to survive without help.”This door does not appear until the doors marked “B” havedisappeared. Leave it off the gameboard until then, even if theHeroes walk right past it. When a Hero opens this door, the iceencasing the monsters cracks and they leap out to attack onZargon’s turn. The tile squares with monster images on themare considered empty spaces once the monsters move off thosesquares.The first Hero to search for treasure in this room finds 400gold coins and a spell scroll. The Hero draws a spell scroll cardat random and lists it on his Character Sheet.The first Hero to search for treasure in this room finds theRing of Warmth. (See the new artifact card.)The first Hero to search for treasure in this room finds 2Potions of Healing. Each potion restores up to 4 lost BodyPoints.The Chaos Warlock, Vilor, guards this room. Vilor’s stats are asfollows:NOTES:This ice tunnel is connected to the ice tunnel in the other room“A.” Any Hero or monster landing on one of these squaresimmediately moves to the other ice tunnel square.As soon as all the Heroes enter this room, the 2 doors marked“B” close and disappear. Remove the doors from the gameboard.MOVEMENTATTACKDEFENDBODYMIND84345Vilor knows the following Chaos spells: Chill, Ice Storm,Lightning Bolt, Sleep and Tempest.Wandering Monsters in this Quest: 2 Mummies21

22QUEST 6 — GROUP QUESTThe Frosted Path“The iron door leads you into hallways that havelain empty for many centuries. Now the hallwaysare inhabited once again with the foul creatures ofChaos. The Frozen Horror’s minions are gatheringto stop you from finding the wooden exit door. Butfind it you must if you are to venture deeper intothe heart of Ice Mountain.”The first Hero to search for treasure in this room finds 250gold coins and a Potion of Healing in the chest. The potionrestores up to 4 lost Body Points.The first Hero to search for treasure in this room finds acrossbow and a gem worth 300 gold coins. (See the Armoryon the cardboard platform in the Game System for thisweapon.)The first Hero to search for treasure in this room finds 2 spellscrolls. For each spell scroll, the Hero draws a spell scroll cardat random and lists it on his Character Sheet.The chest in this ice vault room has a poison gas trap on it.If a Hero searches for treasure before the trap is disarmed, allHeroes in the room lose 2 Body Points. The chest is empty.See room E of Quest 4 for information on moving along theice ledge.NOTES:The first Hero to search for treasure in this room finds 120gold coins, a longsword and a spell scroll. (See the Armory onthe cardboard platform in the Game System for the longsword.) For the spell scroll, the Hero draws a spell scroll cardat random and lists it on his Character Sheet. This Hero

other Quest Packs. The Barbarian Quest Pack . own” Quest map provided in the Game System Quest Book. All you have to do is photocopy the symbols and cut them out. 3. . These can be used as an introduction to HeroQuest for a new player or as fun Quests to play when only two players are available. Also, if a new Barbarian is to join a .

Related Documents:

Dell/Quest Change Auditor(s) Dell/Quest ChangeBASE(s) Dell/Quest Coexistence Manager for GroupWise(s) Dell/Quest Coexistence Manager for Notes(s) Dell/Quest Collaboration Services(s) Dell/Quest Compliance Suite for Windows(s) Dell/Quest Content Migrator for SharePoint(s) De

6. Daily Quest Each day you can do 10 Single Player Quest and 5 Alliance Quest by doing these quests daily, you gain 100 gems for all 10 single player quest and another 100 gems for the 5-alliance quest. 7. Bounty Quest There are 8 bounty quest that you c

Quest Software, Inc. Attn: Legal Department 5 Polaris Way Aliso Viejo, CA 92656 www.quest.com E-mail: legal@quest.com Refer to our Web site for regional and international office information. Trademarks Quest, Quest Software, the Quest Software logo, Acc

Quest Software World Headquarters LEGAL Dept 5 Polaris Way Aliso Viejo, CA 92656 www.quest.com Email: legal@quest.com Refer to our Web site for regional and international office information. Trademarks Quest, Quest Software, the Quest So

Directory with Quest Solutions. Technical Brief: Protecting and Auditing Active Directory with Quest Solutions 1 . Quest, Quest Software, the Quest Software logo, AccessManager, ActiveRoles, Aelita, Akonix, AppAssure, Benchmark Factory, Big Brother, BridgeAccess, BridgeAutoEscalate, BridgeSearch, .

Quest Software, Inc. Attn: Legal Department 5 Polaris Way Aliso Viejo, CA 92656 www.quest.com email: legal@quest.com Refer to our Web site for regional and international office information. Trademarks Quest, Quest Software, the Quest Software logo, Acc

Quest Book Companion’s Quest . Companion’s Quest Pack The adventure continues! The Companion’s Quest Pack is a mini expansion set used with the original HeroQuest Game System by Milton-Bradley, and is designed as a follow-up to the adventures of the Companion characters from The Destruction of the Tomes Campaign

Additif alimentaire : substance qui n’est habituellement pas consommée comme un aliment ou utilisée comme un ingrédient dans l’alimentation. Ils sont ajoutés aux denrées dans un but technologique au stade de la fabrication, de la transformation, de la préparation, du traitement, du conditionnement, du transport ou de l’entreposage des denrées et se retrouvent donc dans la .