Randomquest

Download as doc, pdf, or txt
Download as doc, pdf, or txt
You are on page 1of 18

RANDOM QUEST

I. BASIC OVERVIEW.
Random Quest is a card-based system to create random dungeons for
a GameMaster-less game of HeroQuest (HQ). It is designed for any
number of players, using any desired Heroes, and can be played
solo. Specific quests can be played, as can general 'explore the
dungeon' type quests.

This system covers only the basic dungeon creation. Any


additional HQ rules, such as Hero advancement, new Heroes, new
monsters, new weapons, different spell systems, etc., can be added
in as desired.

The game was designed so that it can be tailored to make it


challenging for a single Hero playing solo or a large group of
Heroes.

II. GENERAL PREPARATION.


RandomQuest is a card-based system. Five card decks are used: the
PASSAGE DECK, the ROOM DECK, the MONSTER DECK, the TREASURE DECK,
and the CHAOS SPELL DECK. The game board that came with HQ is not
used; instead you use passages and rooms from other games, ones
downloaded from the Internet, ones created by the players, etc.
The monsters that came with HQ can be used, as well as any
additional monster figures that the players may have. The basic
treasure cards that came with HQ can be used, or new cards can be
made.

To create cards, just print the ones included with this set.
While the cards can be folded and glued on paper, they should
probably be mounted on cardboard or posterboard to stiffen them
for use. Here are some printing ideas:

1. Fold on the dashed line, and insert a piece of


cardboard/posterboard between the halves. Glue the pieces
together.

2. Print the cards on large sticker-sheets (available from


office supply stores) and stick them to the
cardboard/posterboard (this is the method that I use).

3. Print them directly onto cardboard/posterboard. Many


print shops can do this. Some will even transfer the cards
from a disk to the printer for you; others will need a paper
printout first. Check with your local print shop for prices
and availability.

When cutting the cards, I usually leave some white space around
them before gluing or sticking them to the cardboard/posterboard.
The cardboard/posterboard I use is also extra large to accommodate
the white space. After the glue has dried or the card is stuck, I
then cut the card out in the desired shape.

A. Creating the PASSAGE and ROOM DECKS and


Tiles.
Passage and room tiles from other games, such as HQ quest
packs, Warhammer Quest, DungeonQuest, etc., can be used in
RandomQuest. Others can be downloaded from many spots on the
Internet. Here are a few pages you might want to look at:

Dewayne's HQ Page:
http://www.geocities.com/TimesSquare/Chasm/9223/

The Red Dragon's Guild:


http://www3.ns.sympatico.ca/ernie.polegato/

The tiles should probably be mounted on cardboard or


posterboard to stiffen them for use. See the ideas listed
above in the card printing tips.

You will need a card for every tile you print, both Passage
and Room. You can download the blank card backs to create
your own cards.

1. Passages Tiles.
You will need quite a few passage tiles to play the
game. Passages come in straight, corner, and 'T'
shapes. You will need a card in the Passage Deck for
each passage tile. A good number of passages would be
15 Passage tiles, 5 Corner tiles, and 3 ‘T’ tiles. More
tiles can be printed if desired, but fewer may cause you
to run out of passage tiles too often.

2. Room Tiles.
In RandomQuest, you can play short games using fewer
rooms, or long games using more rooms. You should have a
large number of rooms ready, though, even if you are
only going to use a few. This will insure that you
don't know which room is coming up ahead. You will need
a card in the Room Deck for each room tile. You cannot
have too many cards, but you can have too few. You
should probably print at least 20 room cards.

B. Creating the MONSTER DECK.


The Monster Deck contains a card for every monster figure you
wish to use. Each miniature should have a card in the deck.
The cards contain the stats for the monsters. The monster
cards from HQ can be used if desired, but you may wish to
make your own deck because there is only one monster card for
each type of monster instead of a card for each figure.
Making your own deck would also allow you to make special
'multi-monster' cards. For instance if you are playing the
game with a large party, you may want to make some cards such
as '2 Orcs' or '4 Goblins - two of which have bows'. With
these special cards any number of monsters can be combined.

C. Creating the TREASURE DECK.


Like the Monster Deck, the treasure cards from HQ can be used
for the Treasure Deck. You may wish to make your own so that
you can add your own treasures. Make sure that you have
plenty of treasure cards - HQ contains 22 treasure cards, so
you should have at least this number.

D. Creating the CHAOS SPELL DECK.


Like the Monster and Treasure Decks, the Chaos Spell cards
from HQ can be used in RandomQuest. You should use the
RandomQuest Chaos Spell cards, though, as they are slightly
different from the regular HQ cards. There are also more
spells in the RandomQuest deck. You may wish to make more
than one copy of some of the spells. This way you can
arrange your deck to suit your needs. Some of the spells in
the deck are weak, some are quite strong. You can use all or
some of the cards.

III. GAME PREPARATIONS.


Before playing RandomQuest, some basic things must be decided
upon, such as Hero characters and quests.

A. Hero Characters.
Any number of players can play RandomQuest. The players are
not locked into playing the specific four Heroes from HQ,
they may play any Hero they wish. Many additional Heroes can
be found on HQ WebPages. Players may play a Hero even if
another player has already chosen him.

The Heroes get the basic attributes, starting gold amounts,


and starting weapons found on the HQ hero cards, or on the
character descriptions found on the Internet.

Each spellcaster Hero (Elf, Wizard, or new Hero type) should


choose the appropriate number of spells. Heroes may choose a
spell even if another Hero has already chosen it. Write the
spells on the Hero’s character sheet, and mark them off when
it is cast.

Heroes may use any advanced training rules found on the


Internet.

B. Mercenaries.
Several of Milton Bradley’s quest packs included rules for
mercenaries. If you are using these rules then mercenaries
should be chosen, and paid for if applicable, before the
quest.

C. Armory and Alchemist shops.


All purchases from the Armory and Alchemist shops should be
made before the quest begins. The players can use the basic
shop listings from HQ, or any additional listings they
desire.

D. Quests.
There are several ways to choose a quest for RandomQuest:

1. Pre-written quests.
Any quest, whether from the HQ quest booklet, a quest
pack, or a self-written quest can be used in Random
Quest. In addition any quest from other games, such as
Warhammer Quest, D&D, etc., can be used. When using a
pre-written quest you must look over the quest for any
objectives. Objectives would include special artifacts
to be found, specific monsters to be killed, etc. Do
not include any regular treasure, such as gold or
potions, in this list. These items are covered in the
room cards. Note that there can be more than one
objective for a quest; i.e. finding an artifact and
killing a special monster. Players should also decide
if they wish to use the wandering monster given in the
quest (if there is one), or if they want to randomly
draw for wandering monsters.

2. General Quests.
General quests are ones where there is no specific quest
objective involved - you just want to play. Come up
with a general theme - i.e. you are attempting to clean
a dungeon or castle of all monsters, you are on a
general treasure hunt, etc.

E. Deck preparations.
1. Room Deck.
Shuffle the Room Deck. Then:

a. Decide how long you wish to play. If you wish


to play a shorter game, you will need only 5 or 6
room cards. If you wish to play a longer game, you
will need 10 or 12 room cards. Any number of rooms
as desired can be used. Playing the game a few
times will help you to determine the number of
rooms that is right for you.

Draw the appropriate number. Do not look at them.


These are now your Room Deck. Set the other cards
aside - you will not be playing with them during
this game.

b. Draw a card from the deck and look at it. This


is the location of the stairs (or whatever exit you
are using). You may need to write this location
down if you are as forgetful as me. Shuffle this
card back into the deck.

c. If you are playing with an objective(s), draw


one card from the deck for each objective, looking
at them as you draw them. These are the locations
of your objectives. Again you may need to write
this location down. Note that you may draw the
stair card again as an objective card. This is all
right. Do NOT shuffle these cards back into the
deck.

In some quests, especially multi-level ones, the


only objective may be the stairs room. In this
case do not shuffle the stairs room back into the
deck as mentioned in ‘b’ above. Instead follow the
instructions listed here for objective rooms.

d. Draw 5 more cards (or as many are left in your


deck if there are fewer than 5). Do NOT look at
the cards. Place the objective cards in with these
5 cards, and shuffle them. Place these cards at
the bottom of the Room Deck.

2. Monster Deck.
The monster deck can be set up any way the player(s)
desire. If you are playing a pre-written quest that
calls for a special type of monster, such as the Undead
monsters, or only Orcs and Goblins, you can remove all
others from the deck. Likewise if you have a special,
very hard monster, you may wish to remove the card from
the deck if you are playing solo. Any cards that are
removed should be set aside; you will not be using them
in this quest. Shuffle the Monster Deck.

3. Treasure Deck.
Shuffle the treasure deck.

4. Passage Deck.
Shuffle the Passage Deck. Draw one passage card - this
is the starting position. Ignore any 'Monster' rules on
this card, but follow the instructions on everything
else.

5. Chaos Spell Deck.


The Chaos Spell Deck is only used if you have a
spellcaster in the monster deck. If you do not place
have one, you can set these cards aside. You can set
this deck up with any spells that you wish the caster to
have. A Fire Wizard may be heavy on fire spells; a
Necromancer may be heavy on the ‘Call Undead’ type of
spells. You can place several copies of a spell in the
deck as desired. Shuffle the deck.

IV. GAME PLAY.


Game play in RandomQuest generally follows the basic HQ rules.
For things like fighting, casting spells, and disarming traps
please consult the HQ manual.
RandomQuest rules differ from HQ rules when determining the layout
of the game board, and the number and position of monsters. These
things are determined by drawing cards. Cards should be drawn as
either listed below or when described on a previously drawn card;
i.e. a room card may instruct you to draw a monster card.

A. Determine what type of passage comes next.


When a Hero's turn brings him to the end of a passage, he
should draw the next Passage Card. Place the passage piece
shown on the card onto the table. Corners and 'T' passages
may be placed facing or turning in any direction. The player
who drew the card decides the direction the tile is laid.
Follow the rules given on the card to determine if there are
any monsters in the passage (see rule below for monster
placement). Also rules are given on the card to determine
how many, if any, doors are in the passage connecting to
rooms. Once everything in the passage has been determined,
the card can be placed in a discard pile. If the Hero has
any movement left, he may now use it moving onto the new
tile. It should be noted that depending on the movement
roll, a Hero can travel onto several new tiles during a turn.

1. If you roll the die and determined that there are


doors connecting to rooms in the current passage, the
player who rolled the die may place the doors anywhere
in the current passage. Players should keep in mind the
fact the doors that are too close may result in
overlapping rooms, which can make game play difficult.
Closed doors should be used for these doors. When a
door is placed on the board, the top card should be
drawn off the current Room Deck. Do NOT look at this
card yet. Place it face down beside the door, as if it
where a room tile.

2. If a 'T' passage is drawn (or if a 'T' passage is the


starting passage for the Heroes): Starting at the bottom
of the Room Deck, deal the cards into two piles. One
pile is for the rooms on one side of the 'T', and the
other pile for the other side of the 'T'. If a second
'T' is drawn, only divide up the cards from the current
pile. This way if the objective and/or stair rooms have
not been drawn yet, the Heroes don't know which side of
the 'T' they are on. Note that the Room Deck split
should take place after any doors are placed in the 'T'.

B. Opening a closed door.


When a door is opened, turn over the room card. Place the
appropriate room tile on the board, and follow the rules
given on the room card for furniture placement, monsters, and
treasure. Once the room is laid out the room card can be
moved to the discard pile.

C. Placing Monsters in a room or passage.


Monsters should always be placed as far away from the Heroes
as possible, while still being placed in the room or passage
that they occurred. This will usually place them at the far
end of a passage or room. There are two special cases:

1. Wandering Monsters should always be placed next to


the Hero that drew the card.

2. Some rooms contain special rules for placing


monsters. These rules should always be followed.

The Hero that draws the monster card always places monsters
in the room or passage.

You may wish to keep the monster card handy to refer to it


while the monster is in play. Once it has been killed,
return the card to the bottom of the Monster Deck.

D. Furniture.
The person who drew the room card always places furniture in
the room. Some rooms have locations shown for furniture
placement; in others the placement is up to the Hero that
drew the card.

E. Treasure.
Treasure in RandomQuest is always found in rooms - never in
passages. The treasure found in a search is determined by
drawing cards from the Treasure Deck. Like in HQ, treasure
(or traps) cannot be searched for as long as monsters are in
the room. There are two types of treasure.

1. Some rooms list furniture that contains treasure.


The first Hero to search the furniture gets the
treasure. Note that only one piece of furniture may be
searched per turn. The room card will give instructions
for how many treasure cards to turn over for furniture
searches. A Hero may search several pieces of furniture
that are in the same room for treasure, but only one
piece may be searched per turn.
2. Every room may contain random treasure.
If a Hero has already found treasure by searching
furniture, he may not search for random treasure (if he
searched a piece of furniture and didn't receive
anything, he may still search for random treasure).
When doing a random search, one treasure card is turned
over (unless the room card specifies otherwise).

Before searching for treasure, the Hero may wish to search


for traps. He states this to the other players, and rolls a
red die. On a roll of 6 a wandering monster occurred during
his search (see rules for wandering monsters below). After
determining whether or not there is a wandering monster, he
must now wait until his next turn before searching for
treasure. Note that each piece of furniture must be
searched separately for traps.

If a Hero searches for traps, and rolls a wandering monster,


his search was interrupted and not successful. If he wishes,
he may search for traps again after the wandering monster is
killed.

When drawing a card from the treasure deck, the deck must
first be shuffled. The appropriate number of cards is then
drawn. If a trap card is drawn, the player has tripped it
unless he first successfully searched for traps. If he did
search for traps place the trap card beside the room. The
Hero who drew it, or any other, may now attempt to disarm the
trap. If a Hero disarms the trap or trips it, he may draw a
treasure card. If another trap card or a wandering monster
card is drawn, draw again until an actual treasure card is
drawn.

After a treasure card is drawn replace it in the deck.

F. Wandering Monsters.
When a wandering monster occurs, the appropriate wandering
monster should be placed on the board. If the Heroes are
using the wandering monster from a pre-written quest, its
miniature should be used. Otherwise a monster card should be
drawn from the deck, and the appropriate miniature is used.
Wandering monsters should always be placed on the board next
to the Hero that caused the wandering monster. If there are
no free spaces next to the Hero, place the monster as close
to the Hero as possible. The Hero who caused the wandering
monster decides where the monster is placed.
G. Monster Movement and Attacks.
Monsters will always attack the Hero closest to them. If
they cannot attack a Hero, they will always move to the
closest Hero. If the Heroes attempt to run from a monster,
the monster will follow the Heroes. If the Heroes split up,
the monster will follow the closest one. When in doubt over
which Hero is the closest, decide by a die roll. Each Hero
rolls a die, and the highest number is the Hero attacked. If
some Heroes tie, then those Heroes re-roll.

H. Secret Doors.
Heroes may search for secret doors in rooms - never in
passages. Each room can contain any number of secret doors.
If a Hero searches for secret doors, he rolls one red die.
On a roll of 1 he has discovered a secret door, and may place
a secret door tile in the room anywhere on the wall he
wishes. If he rolls a 6, a wandering monster has appeared.

A secret door always leads to another room. Anytime a


treasure card or cards are drawn in a 'secret' room, the
player may draw TWICE the number. For instance if a piece of
furniture has two treasure cards in it, the player may draw
four. On random searches the player may draw two treasure
cards.

As stated above, a room can have any number of secret doors


going off it. Players may search for as many secret doors in
a room as they desire.

V. SPECIAL CASES/RULES.
A. Running out of passage tiles.
Because the number of rooms off each passage is determined
randomly, it may occur that you run out of passage tiles
before you run out of rooms. If this occurs then the other
rooms are 'secret' rooms. The players must backtrack and
search rooms for secret doors.

B. Running out of room tiles.


You should normally run out of room tiles before you run out
of passage tiles. There is no set number of passage tiles in
a quest like there are rooms.
C. Boards Overlapping.
Normally you should try to lay out your passages and rooms so
that they do not overlap. The player who draws passages and
rooms can lay them out as desired. Sometimes, though, the
tiles will overlap. When this happens you can lay one tile
over the other. The dungeon is a 3-dimensional object, and
some rooms and/or passages are above and below others.

D. Leaving the Dungeon before the objective


is complete.
Sometimes your Heroes may leave the dungeon before completing
a quest. When this happens you can decide if you want to
play that quest again. Do not use the same dungeon layout as
before - start over from the beginning randomly drawing the
passages and boards. If a player can't understand why, tell
him that Chaos knew that the Heroes were attempting to attack
again, and moved the objective (or the objective moved if it
is alive).

E. Multi-level quests.
You can play multi-level quests if desired, using the stair
tile that came with HQ as a way of moving between levels.
This would make a quest harder for more experienced players,
or those who have enough artifacts that they easily defeat
the monsters in a single level quest.

In Multi-level quests, the objective in the first levels is


the staircase.

When playing multi-level quests, you must decide two things:

1. Healing, Spells, and Shopping.


Before playing, you must decide on one of these options
(just a note; I use option ‘d’ sometimes, and sometimes
‘e’ when playing the game):

a. Heroes are healed of lost Body and Mind Points


between levels, regain spent Spells, and can
shop at the Armory for weapons/armor and the
Alchemist’s shop for potions between levels.
b. Heroes are healed between levels, but do not
regain spells and cannot shop until they leave
the dungeon.
c. Heroes are healed and regain spent Spells, but
cannot shop until they leave the dungeon.
d. Heroes regain spent Spells, but are not healed
and cannot shop until they leave the dungeon.
e. Heroes are not healed between levels, and cannot
shop until they leave the dungeon.

2. Reaching the Surface.


When it is time to leave the dungeon, you must decide on
how you wish to handle going back up through the levels:

a. Heroes ‘automatically’ reach the surface without


having to make their way back thru previous
levels.
b. New levels are ‘randomly’ generated, just like
they were when the Heroes first entered them.
c. You can make a simple line and box map showing
passages and rooms. Lay out the entire dungeon
when the Heroes first re-enter that level. When
the Heroes first re-enter a room or passage,
follow the part of the monster instructions that
says ‘each hero rolls one red die’.

F. Chaos Spellcasters (Chaos Warlocks,


Necromancers, etc).
1. Determining spells.
Chaos spellcasters can cast Chaos spells. There are
three cases for determining the number of spells a Chaos
Warlock has:

a. Randomly.
Roll a red die and randomly draw this many spells.
Do not look at these cards.

b. Determined by room card.


If the amount of spells is given on the room card,
then draw that many cards. Do not look at them.

c. Determined by quest.
If a quest gives specific spells for a Chaos
spellcaster, then find these cards. Turn them face
down and shuffle.

2. Casting spells and fighting.


Unless specified on his monster card, the Chaos
spellcaster will always cast his spells before fighting
in hand-to-hand combat. Each turn, draw a spell from
top of the deck of spells that the spellcaster knows.
Follow the instructions on the spells.

Once a Chaos spellcaster’s spells are used, he will


attack in hand-to-hand combat.

3. Which Hero do the spells hit?


Some spells only attack one Hero. When this type of
spell is cast, each Hero in the same room or corridor
with the spellcaster must roll a red die. The Hero who
rolls the highest number is the one attacked. In case
of ties, those Heroes with the same roll must roll
again.

4. Escape Spell.
If the Escape spell is cast, the Chaos spellcaster will
escape to a room that has not been drawn yet (unless
there are no more rooms - see below). If he is
encountered again, he will always be at full strength.
Unless his spells are specifically given, shuffle the
Chaos Spell Deck and redraw the correct number of spell
cards. Chaos spellcasters who cast the Escape spell are
good to find - they gain four treasure cards when the
spell is cast (no traps or wandering monsters). If they
cast Escape more than once, they gain another two cards
every time they cast it. The dead spellcaster must be
searched to find these treasures. Treat the dead
spellcaster like furniture (lay the figure down on its
side) for the treasure search.

a. Objective quests.
The Chaos spellcaster will always appear in the
Objective room. If the objective room has already
been found, then follow rules for non-objective
quests.

b. Non-objective quest.
When a new room card is turned over, the Hero doing
so should roll an extra red die 9this is besides
any other monster rolls). If a 6 is rolled, the
spellcaster has “Escaped” to this room.

c. No more rooms.
If there are no more rooms (i.e. the Chaos Warlock
has escaped from the last room) then you may
either:
a) Assume that the Chaos Warlock has escaped from
the dungeon.
or
b) Draw an extra room card (one that you did not
use in this quest) as a secret room. Search the
board for secret doors. The Chaos Warlock is in
the secret room.

G. Gaining or loosing spells.


Sometimes a Hero or Chaos spellcaster gains or looses a spell
from his cards.

1. Hero looses spell.


A Hero must choose one of his spells and mark it off his
character sheet.

2. Chaos spellcaster looses spell.


Discard the first card off the spellcaster's deck.

3. Hero gains spell.


The Hero may choose any one spell to add to his sheet.

4. Chaos spellcaster gains spell.


Pick one card from the unused Chaos spell cards. Place
this on the bottom of the spellcaster's deck. If there
are no unused Chaos spell cards, then the spellcaster
does not gain a spell.

H. Not having enough monster figures.


The monster cards provided with RandomQuest have several
‘multi-monster’ cards, plus several cards for the Chaos
Warlock to give him different statistics and spells. It is
possible to draw cards that require you to place more
monsters in the room or passage than you have figures for.
This can be handled in two ways; you must decide which you
wish to use before game play begins.

1. Draw another card.


Replace the second card in the Monster deck. Shuffle it
and redraw.

2. Wait until some monsters have been killed.


If you need to put more monsters in play than you have
figures for, wait until some monsters have been killed.
Replace them on the board. You may have to do this
several times before you have enough monster figures.
You may want to place the monsters as coming in through
the door or coming up the passageway, like they heard
the noise of battle and came to investigate.

VI. RandomQuest Quests.


All the multiple level quests in this set may be played as desired
(see section V, part E. Multi-level Quests for information).

QUEST 1 - The Doorway to the Undead.


Quest description:
Your castle has been under attack for many weeks now. Wave after
wave of Undead creatures storm your walls. You barely have time
to rest in between the attacks. Finally, during a break in the
assaults, your commanding officer gives you new orders: You are
to follow the trail of the Undead and find out where they are
coming from. If possible, you are to stop whatever is creating
them. If not, return with the castle with the information.

You follow the trail left by the Undead, avoiding new troops of
the creatures that are on the way to your castle. Night falls,
and you try to rest, but the fear of the Undead creatures
wandering the countryside prevents you from getting much sleep.
Morning comes at last, and you start again on your search for the
source of the monsters. Before noon you enter a mountain range -
craggy and forbidding. Late in the afternoon you spy a fortress
deep in a dark valley. It is here that the creatures are coming
from. You decide that you will enter the keep and attempt to stop
the Undead before they succeed in destroying your home.

Deck Preparations:
All decks except the Monster decks are created as normal. Remove
all monsters except for the Undead from the Monster deck.

Level 1 - The Entry Halls.


Quest Objective - The Staircase. Draw the staircase room as
normal, but do not replace it in the deck. Treat it as the
objective room.
Level 2 - The Mummy Lord.
Quest Objective - The Mummy Lord.
His stats are: Move 6
Attack 4
Defend 5
Body Points 4
Mind Points 3

Each turn the Mummy Lord is alive, roll a red die. If a 6 is


rolled, he has summoned a Skeleton to his aid.

The Mummy Lord is carrying an Amulet of Defense. The first Hero


to search his body (treat it like furniture) gets the amulet. It
gives the Hero an extra defense die.

Level 3 - Necromancer's Power.


Quest Objective Room - the Power Sphere. The Necromancer is here
(you can use the Chaos Warlock or any other suitable figure).
His stats are: Move 8
Attack 5
Defend 4
Body Points 4
Mind Points 7

He knows these spells:


Summon Undead
Cloud Of Chaos
Fear

Each turn the Heroes are in this room, an undead creature will
come out of the Power Sphere. Roll a red die: on a 1-2 a
Skeleton appears. On a 3-4 a Zombie appears. On a 5-6 a Mummy
appears. Once the Necromancer has been killed the Undead quit
coming thru the Portal.

QUEST 2 - Lost Sword of Hanmar Svingly

Quest description:
Hanmar Svingly was Lord of the Seaturn Elves many centuries ago.
A raiding party of Fimir stole his sword. His descendents have
discovered the location of the sword, in a dungeon deep in the
Masgrin Swamps. They offer 500 gold coins to every Hero in your
party to retrieve it.

Quest Objective: The Sword of Hanmar Svingly. This shortsword


gives the wielder the normal number of attack dice, but three
extra defense dice, but must be returned at the end of the quest.

QUEST 3 - Orc Attack!


Quest Description:
You are staying in the Dwarf City of Seldorsuun. Suddenly the
alarm gongs are rung - the city is under attack by Orcs.

Deck Preparations:
Only use the Orc Monster cards.

Special Rules:
Any time you search for treasure, a wandering monster appears on a
role of 1-3. Of course the wandering monster in this quest is an
Orc.

The city of Seldorsuun is on four levels. There are no objectives


on any of the four levels except to destroy all the Orcs!

Quest Reward:
As a reward for your gallantry during the fight, the Dwarven Lord
of Seldorsuun will give each surviving Hero a choice of items:
1) A magical longsword giving the wielder an extra attack die,
and two against Orcs.
2) 2) A magical suit of Plate Mail, so light that it doesn't
reduce the wearer's movements.
3) 3) Four magical potions. Roll 4 red die. Consult this
table for each die to determine the potions:
1 Heroic Brew
2-3 Potion of Defense
4-5 Potion of Strength
6 Potion of Healing
4) 1000 gold coins.

QUEST 4 - Clean out the Cellars.


Lord Ceril wishes to reclaim his ancestral home, which has long
been abandoned on the outskirts of the county. He fears, though,
that the cellar is over-run with foul creatures, and wishes you to
check it out. Check all the rooms, and destroy any creatures you
find within. He will reward you with 200 gold coins each if you
succeed. You may keep anything you find in the cellars.

Deck Preparations:
Remove any 'named' rooms from the Room deck - keep only the ones
described by room dimensions (i.e. 3x3, 4x4, etc).

QUEST 5 – Bounty Hunt.

Quest Preparation:
This quest may be played as many times as desired. Before play
you should place all cards into the monster deck. Draw one card
and look at it. If you have a card with more than one monster on
it, i.e. 2 Orcs, replace it and draw another. You need a card
with only a single monster on it. Now roll 1 red die, and
multiply the number by 5.

Quest Description:
The local Magistrate calls you into the town hall. “We are having
a problem with [insert name of monster card drawn]. We will give
you [die roll multiplied by 5] gold coins for each one you kill.

Additional Notes:
You can play this quest with any number of levels. If you want to
randomly determine how many levels to play, roll a red die.

1 2 Levels
2-4 3 Levels
5 4 Levels
6 5 Levels

Only the Hero that actually kills the monster is awarded the gold
coins. Whether the coins are kept by the individual Heroes, or
pooled and split evenly is up to them. The Hero MUST exit the
dungeon alive to collect his reward, though.

You might also like