Heroquest Extras
Heroquest Extras
Initiative Roll – When a hero encounters an enemy, the turn ends. Each side will roll 1d12 for initiative. The higher roll moves
first in each turn, until combat ends.
Attack Zones – The Attack Zones are the 4 to 8 spaces surrounding each piece on the board where they can attack. When an
opposing piece enters an attack zone of another character, they must stop their movement and engage that enemy (unless
special rules prevent this). An attack zone space taken up by a character can be passed through by another as long as that
character can continue their move, and is not crossing two perpendicular overlapping attack zones to the direction he is
heading (e.g. east and west overlapping zones when heading north or south). It is assumed that the character is passing behind
the engaged attacker. The character must stop in an open attack zone, should he cross one.
Proficiency – Heroes can raise their base proficiency 2 levels with certain types of weapons. This will affect all types of weapons
in that class. Each level will add 1 att die when using that specific class. Heroes can also train to raise their body and mind
points. Feel free to house rule the limit for this. Recommended limit would probably be around 5 each.
Moving monsters into unexplored areas – With the ability to flee, the DM can move a monster down a hallway. and remove
them from board. Then at a later time, replay them when a new area is discovered. All stats or ailments will still affect the
piece. Place it next to the board for all to see, until replayed. When it comes back in play, move it to its new spot on the board.
Fleeing and searching – If characters are fleeing, they must declare this. Each roll they may add +3 to movement, never to
exceed 12 in one turn. If they flee into a new area, initiative must be rolled (but they may continue fleeing if they win initiative),
and the characters cannot search for traps or treasure, until all monsters are eliminated. Fleeing ends when the character
fleeing is engaged. Monsters fleeing have specific bonuses for movement, as listed. Undead will never flee, except vampires.
(Possible variants to fleeing: heroes wearing plate armor can’t flee, the fleeing character gets a +2 on initiative rolls, or those
fleeing roll ½ their defend dice when hit by a range attack from behind or the side.)
Large Monster Movement – Large monsters, dragons, hydras, giant ants, spiders, and scorpions can only move forward. They
must sacrifice 1 of their movements for every time they must turn 90 degrees. Also their attack zones are modified to only the
6-8 spaces in front and to the sides. They have no attack zone behind them. When moving through corridors, their base will be
½ off the board, and their attack zones will be modified to only the spaces around them on the board (still never behind). LOS
will be drawn from the middle of space they take on the board. Also, all movement will be cut in ½ (rounding up when
necessary). When moving through a door to another room or corridor, the move costs 3 points to complete, and their base
must move through the doorway completely. They block LOS for ALL spaces their base takes up. When they cross a pit trap,
they will trip and need to roll 1 skull die to see if they take damage, then their turn ends. They will never fall in the pit, and can
continue movement on their next turn.
No dagger throwing – Because of the Rogue’s and Assassin’s special ability to throw daggers, it is best to remove that ability for
all other characters. The only exception to this rule may be the Thief, but he would need to roll to hit much like the Rogue’s roll
for 9-12 spaces. However, the Thief cannot throw a dagger over 6 spaces away.
Instant Kill attacks – Anything that does instant death or some form of status ailments will never affect “boss type” monsters.
Bare Handed Combat – Characters engaging in bard handed combat roll only one combat die for their attack, and damage on a
white shield (unless otherwise specified).
Selling Weapons – Weapons and armor can be sold back to the armory at 33% of the listed cost.
New Monsters:
Orc Races:
*Can cast Escape once, and Fireball (2 att dice) multiple times. Fireball can only be cast if there are no adjacent enemies to him.
Undead:
*Anyone it kills will rise up against the party for one turn. Can only be turned by Monk.
*Regenerates 1 body point per turn on a 1 or 6 on 1d6. Anyone killed by a vampire will rise up and attack party as a new
vampire. Cannot be turned, except by the Cleric.
Animals:
*Poisonous Bite
*Attacks with claws (2 att dice), and tail (3 att dice) per turn.
Chaos:
*Immune to fear.
*Can go berserk when 2 or more damage is done in 1 turn. Roll 1d6, and on a 6 he goes berserk. He must move to the closest
enemy to attack, friend or foe, with +2 att die. After turn roll 1d6, on a 4-6 he returns to normal.
*Bites with poison. If affected, roll one att die per turn before performing actions.
*Per turn he can breathe fire (5 att), attack with lion head (4 att), and attack with goad head (2 att), on multiple targets.
*Line shape lighting attack. Hits with +4 additional att dice for those carrying metal.
*Cloud shape acid attack, 3x3 space in front of dragon’s facing. All in the cloud must roll 3 att dice. If 2 skulls are rolled they
instantly die. Any other combination does 3 att dice. Cloud dissipates after turn used.
New Characters:
Gladiator
The Gladiator can use any weapons except katanas, blowpipes, or bows, and will never attack diagonal (except with Halberd).
He cannot attack diagonal with the Longblade, but he can use it to make a thrusting attack from one square away. However, if
he misses he must move forward into the attack zone of the monster to regain his balance (misses only count as rolling all
shields, not blocked damage). This attack cannot be used through any friends or enemies. He will not use potions or let them be
used on him. Healing spells from others still affect him. The Gladiator will never flee.
Swordmaster
The Swordmaster can use 2 shortswords, 1 shortsword and 1 dagger, 2 daggers, or 1 broadsword and 1 shortsword or dagger
together in combat, adding the attack together or attacking 2 separate targets with each weapon. He can never use any armor,
but can use a shield with 1 weapon.
Thief
The Thief can draw an extra card when searching for treasure. He can sneak up on enemies when their back is turned giving
them a -1 def die. He is able to peek through key hole of a door to check for and disarm trap in the space behind it. The Thief is
only able to use daggers and can only wear ring mail. The Thief gets a +1 att die when using 2 daggers together.
Paladin
The Paladin is able to cast the following once per quest if he has cross: Heal Body, Courage, Swift Wind, and Veil of Mist. He
cannot use any 2 handed weapons or shield so he has a free hand to cast.
Chaos Warrior
Chaos Warriors will not attack him unless he chooses to attack. He may cast bones instead of attacking. Regular healing spells
have no effect on him, and healing potions have ½ effect on a 1-3 on 1d6 when used.
Ninja
*He may evade attacks by rolling 1 skull dice and getting white shield. If failed, then roll for defense like normal. If a room has
furniture, he may use it to hide if the enemies do not have LOS or they roll above their mind score on 1d6 (does not work on
undead). If he is attacking from a hiding position the defender gets a -1 def die. He may use a focus strike rather than normal
attacking. A focused strike will automatically kill any normal sized enemy on a black shield. If it is failed then he loses his evade
roll on the enemy’s next turn. He may only use katana like weapons, a blowpipe, and cannot use armor.
Chaos Dwarf
All that affect the Dwarf apply to the Chaos Dwarf (e.g. armor, trap disarming). He may perform a mad rush; roll 3d6 for
movement and ignore attack zones up to the target. Double his attack dice for this round but miss the next round to recover.
He can cast bones instead of attacking. Regular healing spells have no effect on him, and healing potions have ½ effect on a 1-3
on 1d6 when used.
Summoner
The Summoner can cast specific spells once per quest. He can spend one turn meditating to change Heal Body and Heal Mind to
Chaotic Heal Body and Chaotic Heal Mind. The Summoner can summon each creature listed once per quest. They cannot use
any weapon on armor of any sort, including those for wizards. *Because of lack of fighting skills, instead of inflicting damage on
a skull, you hit only on a black shield.
Knight
The Knight will always have a +1 damage die regardless of weapon. He is able to bring up to 2 royal guards per quest with his
king’s approval. Roll one damage die: skull = king does not approve, white shield = King sends one guard, black shield = king
sends two guards. All guards have same stats: Att:2, Def: 2, Body: 3, Mind:2, Movement:8. He will never join a party with
chaotic characters. He will not search for treasure, and must split his wages with his kingdom (30%), and 10% per surviving royal
guard (5 gold minimum).
Valkyrie
Att: 2 Def: 3 Body: 7 Mind: 4 Start: Shortsword, Helmet Movement: 2d6 + difference
You move swiftly; roll 2 dice for movement and add the difference to the die roll (e.g. a roll of 2 and 5 would be 11. 2 + 5 + (5-
2)). Undead will not attack you unless you attack them. You may attempt to turn the undead once per quest, instead of
attacking. On a roll of a white shield on each monster, they are destroyed. However those not turned will develop hatred, and
direct all attacks on Valkyrie, moving through attack zones and over characters. All attacks will be at a +1 attack die. If there is a
character that blocks their attack on the Valkyrie, the monster will attack them to get through with the +1 attack die. To keep
your swiftness, armor must be lighter. Thus to get the full effect you must use a shield. (e.g. Plate and shield is +2 def dice. Plate
alone is +1 def, and shield is 0 def)
Dark Elf
The Dark Elf can use 1 class of Chaos Spells. Once per quest you may pray for a gift from the dark gods; roll 1d6-3. The # that
appears is equal to the # of Chaos Warriors that appear to assist in combat for as long as enemies are present. A score of 0
means you were ignored and the prayer was wasted. You may cast bones instead of attacking. Regular healing spells have no
effect on him, and healing potions have ½ effect on a 1-3 on 1d6 when used. If a fire spell, lightning bolt or escape are cast in
your LOS, the light is so bright it temporarily blinds you (same effect as sleep minus immediate dispel).
Archer
The archer can attack with bow weapons similar to crossbow rules. He can create fire and poison arrows with the proper items.
It takes one turn to make 5 poisoned arrows and 1 flaming arrow. He cannot attack with any other weapons but ranged. All
close combat must be bare handed. He cannot use a shield or any armor, but ring mail.
Bard
The Bard can turn his experiences into poetic form after each quest. Roll 1d6x10+1d10. For the total gold obtained from
entertaining villagers. He can use bows, but cannot make poison or flaming arrows. However he cannot use any armor heavier
than ring mail.
Berserker
When 2 or more points are inflicted at once roll 1d6. On a roll of a 6 the Berserker goes berserk. His att and def are raised by 2
dice. Each round he must move to the closest character (friend or enemy) and attack. If 2 are equal distance, than roll one die
to determine where he goes (unless one is friend and one is enemy. He will always move to the enemy in this case). After each
attack roll 1d6. On a 4-6 he returns to normal, but on a 1-3 he stays in this condition. Berserk is automatically removed when
there are no enemies present. He cannot use armor due to his tough skin. He can use a helmet and shield.
Chaos Sorcerer
All that affects the Wizard apply to the Chaos Sorcerer. He can use 3 classes of chaos spells per quest, and he can cast bones
instead of attacking. Escape can be used once per quest no matter what chaos spells are taken. When cast, he will move to the
starting point of the quest. Regular healing spells have no effect on him, and healing potions have ½ effect on a 1-3 on 1d6
when used.
States Wizard
All that affect the Wizard apply to the States Wizard. The States Wizard may morph into the following states once per quest
each: Solid (Earth), Liquid (Water), Gas (Air), and Flame (Fire). Lose one turn for each morph, and take the spells of the related
state. He chooses his first state at the start of the quest, but cannot morph back to it after changing again. He can morph at any
time, but any unused spells of the previous state are lost for the rest of the quest.
Soldier
You may parry an attack once per turn, but you must forfeit your next attacking turn. After the attack roll, you may declare this
and roll one attack die. On any shield you parry, and no damage is taken. If failed, then roll for defense like normal. You are
entitled to a 15% discount at the armory for anything you buy for yourself. You cannot use plate armor.
Samurai
The Samurai can use all bladed (sword) weapons, as well as a bow. He also gets a +1 def dice with all armor in place of a shield
(wears an iron gauntlet to block attacks so he never needs a shield). He can parry an attack once per turn without having to
forfeit his next attack. After the attack roll, you may declare this and roll one attack die. On any shield you parry, and no
damage is taken. However on a failed roll, 2 additional attack dice are rolled, and his next attack is lost. A Samurai honor will
never allow him to flee battle, even if he is dying. If there is a woman present, he will always defend them rather than rushing
into battle. If any women are hurt, then he will forfeit his current actions and move close to and protect them.
Dancer
Att: 1 Def: 1* Body: 4 Mind: 4 Start: Dagger Movement: 2d6 but never less than 6
The Dancer can move, attack, and then finish out their move. They do not have to move and attack or attack and move. *The
Dancer cannot wear armor, but because they are agile when hit roll 1 def die. On anything but a black shield no damage is
done; however a black shield will do full damage. The Dancer always gets at least a movement of 6 per turn. A roll less than this
is treated as 6. The Dancer has better jumping skills, and only springs traps when jumping on a black shield. Sprung spear traps
may be dodged with the same roll as jumping, but the trap will continue to the next in it’s path (determined by DM). They can
only use daggers and shortswords. Note: Heroic brow lets them move-attack-move-attack, or attack-move-attack-move as well.
Alchemist
All that affect the Wizard apply to the Alchemist. The Alchemist is able to create potions, or mix two potions between quests.
When mixing potions, he can mix two different potions together to give both effects, or mix two like potions to give double
effects. He is also able to turn items into gold. After drawing a card when searching for treasure, roll 1 attack die. On a black
shield he finds junk he can turn to gold at the end of the quest. Each piece of just can be turned into 1d10 gold. The Alchemist
must pay for ingredients to make and mix potions. He can only use a dagger, and may not wear armor.
Ranger
The Ranger is able to use bows, and can poison tip arrows, but only for sleep. He can listen to closed doors to decipher what
monster types are behind it. DM will roll 1d6-# of types of monsters present. If the score is equal to or less than 0, the Ranger
cannot make out any of the monster types, due to too much commotion. Anything over 0, he can tell the amounts and races of
the monsters, but not how many of each (Note: undead make no sound). Fleeing monsters can be tracked. The DM must always
reveal where a fleeing monster has gone. He cannot wear anything over chain mail or ring mail, and will not wear a helmet.
Rogue
The Rogue gets an automatic +1 attack die with any dagger when attacking an adjacent monster. He can throw daggers up to 8
squares with exceptional accuracy and automatically hit, or up to 12 squares but an attack die must be rolled with a skull to hit.
The attack is done like normal, but he does not get the +1 attack die when throwing a dagger. He has a 25% chance to recover
the dagger at the end of combat, if it hit the enemy (whether damage was done or not). Before the quest he may try to steal
from the armory. Roll 1d12: 1-7: no chance, 8-9: stole 1 dagger, 10: stole 2 daggers, 11: stole stiletto, 12: Caught! Pay double for
the dagger, or go to jail for the duration of the quest. He can only use ring mail, and cannot wear a helmet. He will never join a
team with a Knight, Paladin, or Bounty Hunter.
Monk
The Monk adds +2 to initiative roll when starting combat. He can meditate once per quest to heal up to 4 lost body points.
*Whenever making martial arts more proficient instead of gaining 1 attack die, he gains one extra attack on the same
opponent. Each attack is handled separately on one target only, however he can make a Power Strike instead of separate
attacks. A Power Strike will add his attack dice together into one attack, but for the 2 nd and 3rd die rolls, only add 1 attack dice
each instead of 2 to the total. This attack can be split at 2nd level proficiency from one Power Strike doing 4 attack dice, to 1
Power Strike at 3 attack dice (equal to a lvl 1 proficiency Power Strike) and one regular attack after with 2 attack dice. A Monk
can jump like a Dancer, and disarm traps like a Dwarf, but he fails both on a white shield. A Monk cannot have any possessions,
cannot search for treasure, and cannot use potions. 35% of his treasure is given to his monastery. He cannot use weapons or
armor, apart from a Bo to attack diagonal. A Bo cannot be used to Power Strike, and costs 1 turn to unequip to attack with bare
hands. It does not take a turn to reequip, so he may continue to attack when switching from bare hands to the Bo. The Monk
may use Prayer Beads to turn the undead, instead of attacking. On a roll of a white shield on each monster, they are destroyed.
However those not turned will develop hatred, and direct all attacks on the Monk, moving through attack zones and over
characters. All attacks will be at a +1 attack die. If there is a character that blocks their attack on the Monk, the monster will
attack them to get through with the +1 attack die.
Bounty Hunter
The Bounty Hunter can use any weapons with a +1 attack die, and can use bows. He is paid per kill during quest, and cannot
search for treasure. He will not join a party with a Knight, Paladin, Cleric, or Soldier.
Cleric
A Cleric may cast each of his spells once, or may chant them in reverse for the opposite effect. The Cleric may attempt to turn
the undead once per quest, instead of attacking. On a roll of a skull for less than 3 body point monsters, and a white shield for 3
or greater for each monster, they are destroyed. However those not turned will develop hatred, and direct all attacks on the
Cleric, moving through attack zones and over characters. All attacks will be at a +1 attack die. If there is a character that blocks
the attack on the Cleric, the monster will attack them to get through with the +1 attack die. He may never use armor, or used
any edged weapons. The only weapons he can use are the staff, or anything out of his specific armory. The Cleric will not travel
with any chaotic characters, Rogue, Bounty Hunter, or Assassin.
Assassin
Att: 3 Def: 3* Body: 6 Mind: 4 Start: Dagger Bonus Proficiency: Daggers +2, Projectiles +1
The Assassin can use all daggers, a blowpipe, and wakizashies, but no other types of weapons. The Assassin can throw 2 daggers
at once, either at the same target, or throw one at two separate targets, up to 12 spaces away with no to hit roll needed. If he
can sneak up on an enemy – the model must be facing away from the Assassin, and he must not travel through any squares in
their attack zone – he can perform an assassination attack that hits without the enemy being able to block. However a failed
assassination will enrage the enemy, and their next attack must be directed at the assassin with a +1 attack die for that turn
only. *Due to his dexterity, the Assassin gets a +1 def die. He cannot use any armor, or use a helmet or shield. The Assassin will
never quest with a Knight, Cleric, Paladin, Bounty Hunter, or Soldier.
Armory
Ball and Chain (600gp) - 4 attack dice. This weapon is 1-handed. May only be used by the Gladiator or Berserker.
Chaos Axe (750gp) – This weapon is just like a battle axe, except there is a slot to load chaos spheres. When loaded, spells from
the Chaos magic can be cast, but only on the target being attacked (friend or enemy) - must be one space away. The spell cast
will ONLY affect that target (e.g. Quadra-Flame will hit the targeted enemy 4 times). With Flames of Restoration, roll for attack,
and any skulls will heal the target. May only be used by the Chaos Dwarf.
Silver Dagger (175gp) – Behaves like a normal dagger, except gives a +1 attack die vs undead.
Wakizashi (350gp) - 3 attack dice. May only be used by Ninja, Samurai, and Assassin.
Katana (600gp) - 4 attack dice. May only be used by Ninja and Samurai.
Blowpipe (25gp) – Ranged weapon like crossbow, however it cannot damage a target. Roll 1 skull die, and on a skull it hits. The
needle may be poisoned much like arrows at the same cost. May only be used by the Thief, Ninja, and Assassin.
Bow (300gp) – Ranged attack. 3 attack dice. May only be used by the Elf races, Archer, Bard, Ranger, and Samurai. May not use
a shield with the Bow.
Long Bow (475gp) – Ranged weapon. 4 attack dice. May only be used by the Archer.
Poison for Arrows (75gp per flask) – Two types: harsh poison or sleeping. For harsh, the initial attack will do ½ attack dice, but
every turn after (if it caused at least 1 point of damage) the target will be attacked by the poison, for 1 attack die. Sleeping
arrows will only do up to 1 body point of damage, but when hit the target will fall asleep with no immediate recovery. Each flask
makes 5 arrows and takes 1 turn.
Oil and Wrapping (125gp per flask) – With this and a tinderbox, flaming arrows can be made. Each oil flask makes 5 arrows at
the cost of 1 turn per arrow. The arrow will only burn to the start of your next turn, and must be used or lost. Each flaming
arrow does an additional +2 attack dice, or +3 attack dice against undead. May only be made and used by the Archer.
Ring Mail (350gp) - +1 defense die. Can only be used by specific classes that cannot use any other armor.
Chaos Spheres (5gp each) – Essential for casting chaos spells through a chaos axe.
Holy Cross (50gp) – Necessary for the Valkyrie to turn undead, Paladin to cast spells, and the Summoner to summon Priestess.
Smoke Bomb (20gp) – Used for the party to flee battle. May only be used by the Ninja. When used the heroes have a bonus turn
to flee.
Tree Branch Scroll (100gp) – This scroll can be used when hit, instead of defending. A log will appear in your place that the
enemy will cut in half, and you will disappear. On your next turn you will appear at the doorway you came in through. May only
be used by the Ninja.
Chaos Bones (100gp) – Can be used once per adventure to summon skeletons to help in battle. Will produce 1d6/2 (round up)
skeletons to help attack, until combat is over.
Sling (100gp) - 1 attack die. Hurls rocks at enemies up to 6 squares away. Attacker cannot move when using the sling to attack.
War Hammer (600gp) - 4 attack dice. Heavy weapon. Before attacking roll 1d12. On a 1 the attacker fumbles, and the target is
able to attack on their turn, without the attacker being able to roll for defense.
Gladiator Weapons
Fist Spike (650gp) – This rests in the Gladiators gauntlet, so he can carry a weapon in the other hand. However, he can only
attack with one weapon a turn, and cannot use if covered by a shield. When attacking with the fist spike, roll one attack die. On
a skull, it does 2 unblockable body points of damage. This attack cannot be made more proficient, and cannot be used with 2-
handed weapons. If he is carrying a shield, he can mount it on his weapon hand, but 1 full turn must me missed to sheath his
weapon before using.
Halberd (1000gp) - 4 attack dice. Will let the Gladiator attack diagonal, but due to weight he cannot attack on the next round.
Heavy Crossbow (800gp) - 4 attack dice. Two-handed weapon treated just like crossbow. Also…
Heavy Crossbow Blade (300gp) - 3 attack dice. Mounted under the heavy crossbow to attack adjacent targets. Cannot
be made more proficient.
Net (150gp) – Can be thrown at an enemy up to 2 squares away to incapacitate them, as long as they are in his LOS. On a while
shield on 1 attack die, the target suffers an effect similar to sleep. Can only be used one per combat, but it can be recovered
after combat ends.
Crescent Handblades (275gp each) - 2 attack dice per each. Can be used as two separate blades for 2 attack dice each
(cumulative or separate attacks at the choice of the attacker), or one used with a shield or whip. Can only be made proficient
overall, not each blade. Cannot target multiple enemies.
Whip (300gp) - 1 attack die per turn. Can be used to hit a monster up to 2 squares away for 1 attack die. However, instead of
taking damage, the Gladiator can elect it to wrap the victim’s neck, doing 1 attack die per turn they are entangled. The Gladiator
and target will be unable to do anything, until the target is freed one of three ways: 1. If they roll a 6 on 1d6 on their turn they
can start moving on their following turn, 2. If the Gladiator is attacked by another monster (even if they miss or no damage is
done) then the whip will loosen, 3. If the Gladiator decides to release the target to move or attack another target. The Gladiator
can move one square per turn closer to his target while retaining hold, to attack with one crescent handblade, fist spike, or
shield*. (This is the only time he can attack with fist spike and not change weapons). During and after this attack, the whip
entanglement can still be maintained. *A shield attack constitutes bashing the shield in the face of the target, and does 1 attack
die. This is the ONLY time this attack can be performed.
Trident (550gp) - 3 attack dice. Can be thrown up to 4 squares. Recovered after combat ends.
Dual Blades (1200gp) - 2 attack dice per each. Can attack with one per turn, or swing the blades on the chain that attaches them
together for +4 attack dice. However if he needs to change targets while swinging blades he must either: stop the blades at the
cost of 1 turn, or rotate 90 degrees per turn while swinging, attacking everything in the direction he turns, friend or foe, even
diagonal targets. Each blade will be made proficient separately and add +1 to each blade for every level raised.
Training
Weapon Proficiency: Can only be raised twice per weapon. Each time it is raised it adds 1 attack die.
Swords (800gp), Daggers (500gp), Katanas (700gp), Axes (900gp), Ball and Chain (1,100gp), Bows/Projectiles (800gp),
Bare Hands (200gp), Staffs (600gp), Halberds (1,000gp), Trident (1,000gp), Handblades (700gp), Dualblades* (700gp), Martial
Arts/Bo (3,500gp), Mace (900gp), Morning Star (1,000gp), Hammer (1,300gp)
Venom Antidote (300gp/175gp) – Heals 2 body points caused by poison needles or poison darts only.
Potion of Dexterity (100gp/70gp) – Adds 5 movement on the next die roll or 1 successful jump. Only 1 per turn.
Heroic Brew (100gp) – Allows you to use two attack turns per round.
Potion of Defense (75gp) - +2 defend dice when you are next attacked.
*Elixir of Life (700gp) – Brings a hero back to life with all body and mind points.
Potion of Rusting (300gp) - This can be used on an enemy in place of attacking. Roll 1 damage die. On a black shield the potion
misses; on a white shield it hits the target’s weapon; on a skull it hits the target’s armor. Their stats are permanently reduced
according to the monster chart for attacking or defending, depending on what is hit.
Potion of Sleep (250gp) - Can be used in place of attacking. Roll 1 attack die. On a skull, the target falls asleep for 5 turns minus
their mind points. They cannot move, attack, or defend.
*Sticky Potion (250gp) – Can be used instead of attacking. Roll 1 attack die. On a skull, it hits and causes movement to slow.
Target’s movement is ½, and they can only attack every other turn. They free themselves when combat is over. (Can only be
combined with Explosive Powder)
*Escape potion (50gp) – When used, this potion will teleport the user to the starting point of the quest.
*Blindness Potion (500gp) - Can be used instead of attacking. Roll 1 attack die. Hits on a skull for regular sized monsters and a
white shield for larger. Causes all movement to be cut to ¼, and target must roll before attacking. On anything but a black shield
the attack misses. Effect is permanent. Can only be mixed with Deadly Acid.
*Insight potion (20gp) – Reveals the contents of the room to the user’s mind before opening the door.
*Invisibility Potion (550gp) – The user will turn invisible for 3 turns. During the time no spells may be cast at him (friend or foe),
and he cannot be attacked, unless someone tries to pass through his square. They will run into something solid, and then the
enemy will attack on that round.
*Invincibility Potion (750gp) – For 3 turns the user will not take damage from any attacks. Enemies will have to continue to
attack as if the user is. However after 3 turns are over, for every successful attack while invincible, the user must lose 1 body
point, not to exceed 1 point left.
*Explosive Powder (350gp) - Can be used instead of attacking. Can be thrown at 1 target in the attack zone of the user to do 3
attack dice of damage for the first round and 2 attack dice for the second round, or tossed one square away to affect three side
by side squares for 2 attack dice of damage the first turn and 1 attack die the next turn. Can be combined with Sticky Potion for
3 attack dice and then 4 attack dice for close up, or 2 attack dice and then 3 attack dice one square away.
*Deadly Acid (300gp) - Can be used instead of attacking. Roll 2 attack dice on the first turn, and 1 attack dice on the next two
turns. Vampires and Trolls cannot regenerate these lost points. Does not affect chaos monsters due to armor, golems,
gargoyles, or dragons. Can be mixed with Blindness Potion only (roll separate for each to hit).
Chaotic Mix (15gp) – When mixed with a healing potion, it will remove the negative effect of healing potions on the chaotic
class.
Chaos Spells
Quadra-flame (30 Spheres) - This spell will cast four fireballs that will hit 1-4 enemies at random. Count enemies and roll for
which each ones hit, including previously hit enemies. The caster cannot control the fireballs. Each fireball will do 2 attack dice
worth of damage and is cumulative. Roll for the trajectory of each and then roll for attack, or attacks, depending on how many
enemies are hit.
Flames of Restoration (5 Spheres) - This spell will heal 4 body points to any chaotic character.
Spirit of the Flame (25 Spheres) - When cast, a spirit will rise out of the flaming hand of the caster, and attack one adjacent
target for 4 attack dice (6 attack dice for undead).
Cold blast (35 Spheres) – When cast this spell will blow through a room, freezing the enemies weapons. DM rolls attack dice
equal to the # of dice each monster has for attack. On a black shield, the weapon remains intact; but if no black shields are
rolled, then the weapon shatters and the monster is reduced to the effect similar to rust. Does not affect anything that doesn’t
have reduced amounts for rust.
Rake Mind (10 Spheres) - This spell will drain mind points from an enemy, and give them to any hero for one turn only. The
amount taken is 1d6, but will never exceed the total mind points from the target. Lost mind points for that turn do not return
until the next turn, if the target is affected by another attack that does mind damage.
Summon Smoke (3 Spheres) – This spell will create a cloud of smoke in front of the monsters eyes for 3 turns, giving the heroes
time to flee.
Retain Solid State (7 Spheres) - When cast, this well will turn any hero into solid rock. He can no longer perform any actions, but
cannot take any damage. All enemies around will not be aware of the change, and will continue to attack. The targeted hero
can change back at their will.
Tear Down Rock (1 Sphere) – This spell will tear through any collapsed area of rock that falls due to a falling block trap. Remove
the tile from the board.
Early Grave (100 Spheres) – Upon casting this spell, a beam of light travels the ground, from the caster to the targets. Anyone it
crosses will have their souls sucked out, and die. There is no defense roll for this attack. Roll 1d6-2 to see how many it affects. It
will always affect 1 enemy, and will kill from closest to furthest.
Blood of Life (30 Spheres) – This spell will revive a dead hero to full body points.
Spirit of the Water (8 Spheres) – When cast, a spirit will rise from the floor and cover the party in a blanket of protection. Each
character may roll 1 extra defend die for 2 turns.
Divine Revelation (3 Spheres) – This spell will turn walls into liquid state, making the contents visible to the heroes, and easy to
pass through. The caster may choose the room/corridor he wishes to view, and each hero may choose – after viewing the
contents – if they wish to pass through the wall as a free move.
Summoner Spells
Heal Body – This spell will heal one character completely. After 1 turn of mediation, it can be changed to Chaotic Heal Body.
Heal Mind – This spell will remove any ailments from a character. After 1 turn of mediation, it can be changed to Chaotic Heal
Mind.
Ice Shards – Shards of ice fall from the ceiling onto one enemy, immediately doing 4 points of damage (no roll needed) minus
the target’s defense roll.
Quickness – When cast on a character, they will be able to perform 2 actions for 1 turn.
Gust of Wind – Wind blows down the corridors, and all enemies will be blown across the room/corridor. They will suffer 1 body
point of damage for every 5 squares they pass over, minus their defense roll. If they survive they must lose their next turn to
regain their balance. Flying monsters and magic users are unaffected by this attack. Furniture will be blown as well, doing 1
point of damage to each monster it comes in contact with, minus defense. All damage points are cumulative.
Spring Trap/Heal Wounds – If cast on a character before they spring a trap, the effects will be reversed. For every point of
damage the trap takes off, the character will instead be healed. You must declare this before springing the trap. After 1 turn of
mediation, it can be changed to Chaotic Heal Wounds.
Depression – If this is cast on an enemy, they will become suicidal, and on the next turn they will only attack themselves with a
-1 def die. They will return to normal on the following turn. Cannot be used on the undead.
Summons:
Sprite/Mephistophles – Only one can be summoned per quest. Sprite will cast Heal Body and Heal Mind on one character, and
Mephistopheles will cast the same for chaotic characters.
Priestess - When summoned the Priestess will cast Holy Light, which will turn the undead on white shields for each. Any failed
rolls will then do 4 attack dice on the target. After that, the Priestess will disappear, so the enemies will not suffer from hatred.
Doppelganger – The Doppelganger will morph into an enemy present at random when he is summoned. Roll 1d10x10 and 1d10
to determine what he becomes, and take into account the amount of each type of enemy present. The more there are of a
certain monster, the higher the chance of him becoming that specific creature. He will assume the stats of that class, and will
remain until killed or combat is over. He can never morph into dragons, vampires, golems, gargoyles, wyverns, hydras, or
chimeras. If summoned, and those are the only monsters present, then he will flee, and the summon is wasted.
Dragon – When the Summoner calls forth their dragon, a shell is cast around them. The Dragon will then scorch the corridor or
room in their line of sight, destroying all enemies, furniture, treasure, and heroes present in the Summoner’s LOS. After the
attack, the room cannot be searched for treasure or junk. The dragon will not kill any other dragons.
Cleric Spells (Forward/Reverse)
Cure Wounds/Cause Wounds – Must be cast on an adjacent target to the caster. When cast it will cure up to 4 body points. Roll
4 attack dice, and any shields will restore 1 body per each. Will always heal at least 1 body point regardless of the roll. *Reverse:
Cause wounds will do 4 attack dice to an adjacent target. Will always do 1 damage, even if all the attacks miss or are defended,
as long as the target has more than 1 body point.
Bless/Blight – When Bless is cast, the entire party will receive +1 attack die per attack, while enemies are present. *Reverse:
Blight will cause all monsters to have -1 attack die (never below 1 attack die), while party is present.
Hold Monster/Release Living – Hold Monster will paralyze one monster in the caster LOS for a total of 1d6 turns - target’s mind
points. The target will have 0 attack dice, and 1 defend die. He will not be able to move or attack. However, if the target is
attacked, then the hold is broken, even if no damage is done. *Reverse: Release Living will cure one target in the casters LOS
from any status ailment that causes them to not move or attack. The target will be able to carry out their turn immediately (as
long as the total number of turns the target lost was one or greater). Does not cure death.
Raise Dead/Slay Living – Raise Dead will resurrect a dead hero on a roll of any shield on 1 attack die. If failed, the character
cannot be revived until after the quest. *Reverse: Slay Living will kill any target if a skull is rolled on 1 attack die, as long as the
target is adjacent to the caster. There is no defense roll for this attack. Slay Living cannot be used on the undead, dragons,
golems, wyverns, hydras, or chimeras.
Protection from Evil/Reduction of Evil – Protection from Evil will give the party +1 def die for the duration of the combat.
*Reverse: Reduction of Evil will cause all monsters to have -1 def die (never below 1 def) for the duration of the combat.
Purify/Contaminate – Purify will double the effect of a potion that restores body or mind points to a hero. *Reverse:
Contaminate will cause a poison cloud around the caster’s attack zone. All inhabitants (friend or foe) will immediately not be
able to attack for 3 turns, and will have to roll 1 def die each turn. On a skull they will take 1 damage point, with no defense roll.
All targets in the cloud will be reduced to 1 def die, and anyone trying to pass through a space in the cloud must stop and take
effect, until the cloud dissipates. After 3 turns, the cloud will dissipate, and anyone remaining will be able to continue with their
movements. This spell will not affect the undead, or dragons, golems, hydras, chimeras, and wyverns.
Haste/Slow – When cast, Haste will allow one player to roll and extra 1d6 for movement, or will give the Valkyrie +3 movement,
for 6 turns. *Reverse: Slow will cause one enemy to move ½ their normal movements, until they roll equal to or less than their
mind points on 1d6. The roll is done always after their current move.
Barrier/Remove Barrier – Barrier will erect a magical wall in front of the heroes, to protect them for 3 turns. The barrier cannot
be crossed or attacked through by either side. *Reverse: Remove barrier will take away 1 falling block or pit trap that has been
sprung in the casters LOS. Tile is removed from play.