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Quest BookCompanion’s Quest

Companion’s Quest PackThe adventure continues! The Companion’s Quest Pack is a miniexpansion set used with the original HeroQuest Game System byMilton-Bradley, and is designed as a follow-up to the adventures of theCompanion characters from The Destruction of the Tomes CampaignPack.The Companion’s Quest Pack requires the following figures:6 Henchmen / Men-at-Arms, with sufficient weapons to createthe desired number of Scouts, Swordsmen, Crossbowmen, and/orHalberdiers.1 Black Orc figure(Black Orcs are available from Games Workshop, the smallestpackages contain 2, although, these may be substituted withnormal Orc figures if none are available.)Additional Tiles Needed:Return of the Witch Lord Expansion PackKellar’s Keep Expansion PackBarbarian Quest PackElf Quest PackAgainst the Ogre Hoard Quest PackFigures from the Elf Quest Pack, Barbarian’s Quest Pack, as wellas the Necromancer figure from the Wizard’s of Morcar.Black Orc65/5342Armed Orc83212Unarmed Orc81212Warrior ofThe Covenant of Chaos64534Black Orc – Black Orcs attack twice, once with each weapon theywield. Two attacks can be made against one opponent or one attackcan be made against each of two different opponents.Armed Half-Orc – A Clansman of the Half-Orc Companion character,who is under player-control when encountered. This unit will notattack Heroes, Companions, or other friendly units. May not search fortraps, treasure or secret doors.Unarmed Half-Orc – A Clansman of the Half-Orc Companioncharacter, who is under player-control when encountered. This unitwill not attack Heroes, Companions, or other friendly units. May notsearch for traps, treasure or secret doors.Warrior of the Covenant of Chaos – These battle-hardenedwarriors are members of the newly-formed “Covenant of Chaos”.They are powerful opponents, but their power may be derivedfrom an as-yet unknown source.

ComponentsIce Gremlin Treasure Room / Treasure RoomIce Gremlins steal anything they can get theircold hands on. Booty is often found in this room.Trap DoorsTwo trap doors are used to link 2 visually unconnected rooms viaan unseen tunnel. When landing on 1 trap door, a Hero or Monsterimmediately moves to the other trap door.Throne RoomThis large tile usually signified somesignificance to the room in which it is found.PortcullisHeroes and Monsters can “see” through a portcullis even before itis opened. Unless otherwise stated, portcullises may be forcedopen by Heroes or Henchmen. To do this the unit must roll lessthan his current number of Body Points on two red dice. Each unitmay try once per turn to open a portcullis.Magma Pit / Pit of ChaosThis large chamber contains a pit in thecentre, which drops steeply into a partiallycooled pool of magma. Any unit to fall inthe pit is lost forever.StairwayThere are two lengths of stairways, a short stairway and a longstairway. There are 3 movement squares on the short, and 5movement squares on the long stairway. These tiles are used tocreate the effect of walking up or down stairs.Cage RoomThis room serves as a prison. Prisoners withinthe cage can not be freed without the Cage Key.Bottomless Pit BridgeThis bridge may be crossed safely, however, ifany Hero or Monster somehow falls into thepit they are lost forever.Covenant of Chaos Necromancer’s LairThis tile is placed without the Inner SanctumWall component usually associated with it.Carpeted RoomThere are no special rules or effects for thistile.

Playing the Companion’s Quest PackThese new Quests are generally played the same way as the Questsin the Main System. Although the Heroes are not used, theCompanion characters are returned to full strength between Quests.(All Body Points, Mind Points, and Spells restored, unlessotherwise noted in the Quest text).There are a few game play differences in the Companion’s QuestPack.1. The CompanionsThe main difference in this short pack is that the regular Herocharacters are not used. Instead the Companion characters,introduced in “The Destruction of the Tomes” campaign are used.Refer to the Companion’s cards for their stats. The Companionsmay use items, equipment, and Artifacts the same way Heroeswould. Additional details are listed below:Adventurer – An adventurer and treasure hunter. At the beginningof each Quest the Adventurer may draw 6 Combat Cards atrandom, except Luck, Careful Aim, or Capture & Disarm.Starting Weapon: Longsword, Starting Armour: Shield, ChainmailArcher – An Elf archer who may use a Longbow to fight. He maynever wear Plate Mail or a Shield. The Archer can cast only thefollowing Elf Spells: Luck, Bolt, and Fleet Foot.Starting Weapon: Longbow, Starting Armour: Elven Chainmail,HelmetHalf-Orc – Versed in the combat tactics of both the Orcs and BlackOrcs, he was once the leader of a neutral Orc tribe. The Half-Orchas the ability to summon friendly Orcs from his tribe, as well as anOrc Shaman. May only use Chaos Spell scrolls, and no otherSpells.Starting Weapon: Broadsword, Starting Armour: Shield,Chainmail, HelmetNecromancer – Skilled in the realm of magics used to animate thedead, as well as the workings of Chaos magic, the Necromancernow battles the forces of Chaos. The Necromancer can cast thefollowing Necromancer Spells: Call Skeleton, Raise the Dead,Death Bolt, and Reanimation. May only use Chaos Spell scrolls,and no other Spells.Starting Weapon: Staff, Starting Armour: Bracers2. Starting and Ending a QuestThe Companions start and end their Quests on the spiral stairway.These are indicated on the Quest maps.3. Mind PointsWhen a Companion reaches zero Mind Points, he is not dead but inshock. (A Companion can not go below zero Mind Points) He rolls1 red die for movement, attacks with 1 combat die, and rolls twocombat dice for defence regardless of what weapons or armour iscarried. The Companion’s attack and defend dice can be increasedby some spells and spell scrolls. A Companion with zero MindPoints, however, may not cast spells or use spell scrolls.4. Equipment and Potions PurchasingThe Companions may purchase equipment, potions, and other itemsbefore any of the Quests begin.5. Starting Equipment, Artifacts, Items, and Gold.The Companions may only start these Quests with the items theyhad upon the completion of The Destruction of the Tomes. Anyitems which were in the possession of a Hero at the end of TheDestruction of the Tomes must remain with them and may not betransferred. If in doubt, refer to the list of starting weapons andarmour for the Companion’s in section 1. The Companions.Note: The only exception to the starting items is the Longsword ofGalamar, which should be in the possession of the Adventurer if hewas in possession of it upon completing The Destruction of theTomes campaign; otherwise he will begin with the Longsword, asabove.6. Trap DoorsTrap doors are used to link two rooms. The Companion only needsto move onto the necessary tile and he will be re-located to thecorresponding room. A Companion may travel through such aroute only once per turn – therefore he must wait until his next turnto travel back to the previous room.7. SpellsThe spells available to the Archer and Necromancer are limited totheir specific spells only. Specifically, the Archer may only use theSpells: Fleet Foot, Luck, and Bolt; the Necromancer may only usethe Spells: Call Skeleton, Death Blow, Fear, Raise the Dead, Skullsof Doom, and Summon Mummy.8. TreasureThe random treasure deck may be compiled with any and/or allother Quest Pack treasure cards, at the Game Controller’sdiscretion. Note: Very special items such as the Cloak of Passage,may be best left for other Campaigns, although the inclusion of anyof the HeroQuest treasures will not unbalance game play.9. Special Artifact (The Longsword of Galamar)The Longsword of Galamar is a powerful Legendary Artifact whichmay be in the possession of the Adventurer. It is the gamecontroller’s discretion whether to allow th

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