----------------------------------------------------------------- HERO QUEST Characters, Artifacts, Creatures and Spells By Ed Hrzic ----------------------------------------------------------------- This file contains extra characters, artifacts, creatures and spells to liven up your average Hero Quest game. ----------------------------------------------------------------- CHARACTERS. ----------------------------------------------------------------- Nymph Attack: 2, Defend: 1, Body: 5, Mind: 4, Move: 2 May choose 3 Charm spell cards Princess Mirama Attack: 3, Defend: 2, Body: 6, Mind: 3, Move: 2 She automatically has the "Swift Cape" artifact Summoner Attack: 2, Defend: 2, Body: 5, Mind: 5, Move: 2 May choose 3 Summon spell cards, or 3 Monster Ability spell cards ----------------------------------------------------------------- ARTIFACTS. ----------------------------------------------------------------- Axe of Turwiles May not be used by the Wizard. It allows the player to roll 3 dice to attack, and may not be used diagonally. When undead attack the wielder, they attack with 1 die less than normal. This weapon may not be used with a shield. Champion's Lance May not be used by the Wizard. It allows the player to roll 3 dice to attack, and may be used diagonally. The player can attack from up to two spaces away. Silk Tunic May only be used by an Amazon. It allows the player to roll 2 extra dice to defend. Swift Cape Adds one extra red die for movement. Wizard's Blade May only be used by the Wizard. It allows the player to roll 3 dice to attack, and may be used diagonally. ----------------------------------------------------------------- CREATURES. ----------------------------------------------------------------- Amazonian Archer Attack: 3/2*, Defend: 2, Body: 2, Mind: 1, Move: 7 May use a bow at long range, at the second attack rating listed. Amazonian Knight Attack: 4, Defend: 4, Body: 7, Mind: 3, Move: 6 Amazonian Queen Attack: 4, Defend: 5, Body: 6, Mind: 5, Move: 8 Chaos Spells: Firestorm, Lightning Bolt, Tempest Charm Spells: Charm, Hold, Whirlwind Amazonian Warrior Attack: 3, Defend: 3, Body: 2, Mind: 2, Move: 7 Bandit Attack: 2, Defend: 2, Body: 1, Mind: 3, Move: 8 Bug Swarm Attack: 2, Defend: 2, Body: 3, Mind: 2, Move: 8 Daemonette Attack: 3, Defend: 3, Body: 2, Mind: 2, Move: 8 Large Beetle Attack: 3, Defend: 4, Body: 2, Mind: 2, Move: 6 Lizard Dragon Attack: 4/3*, Defend: 4, Body: 6, Mind: 2, Move: 6 May use a breath attack at long range, at the second attack rating listed. Mimic Attack: 2, Defend: 2, Body: 2, Mind: 0, Move: 8 Pixie Attack: 2, Defend: 1, Body: 1, Mind: 3, Move: 12 Charm Spells: Charm, Starbolt Worm Attack: 3, Defend: 3, Body: 3, Mind: 0; Move: 4 ================================================================= SPELLS. ================================================================= ----------------------------------------------------------------- CHARM SPELLS. ----------------------------------------------------------------- Blind All creatures and heros in the room (except the caster) are affected by this spell, unless they roll less than or equal to their Mind on 2 red dice. Movement is halved (rounding down), attack at 1 and defend at 1. It deisperses the following turn. Charm Designate a monster and roll 1 red die. That monster will be under the caster's control for that many turns, or until it takes 2 Body of damage, whichever comes first. Explosion Caster designates a point within a room. All within one space (diagonally, too), are hit for 3 Body points of damage. Each creature or hero hit may roll to defend. Heal Mist The caster or another hero heals 4 Body points of damage, up to the hero's maximum. Hold Designate a monster and roll 1 red die. The monster stands still for that many turns. It may not move or attack, but defends at -2 defend dice (to a mimimum of 1). This spell is broken when the turns are up, or it takes damage. Negate Magic Play this spell when an enemy casts a spell. The spell just cast is canceled. Star Bolt Inflicts 2 damage on a designated monster. That monster rolls 2 red dice, reducing the damage by 1 for each 6 rolled. Stunning Designate a hero. All monsters within line-of-sight of this hero are stunned with fear. All enemies are subject to 2 attacks while in combat with the hero. This effect wears off in 1 red die worth of turns. Summon Pixies Roll 1 red die: 1-3 = 1 Pixie, 4-5 = 2 Pixies, 6 = Three Pixies Teleport Caster may teleport to any room that has been previously visited. Vanish Caster disappears and picks a place in the same room to appear. Whirlwind Designate a hero. All creatures surrounding the hero are subject to one attack (even diagonally). Roll one set of attack dice per creature. ----------------------------------------------------------------- SUMMON SPELLS. ----------------------------------------------------------------- NOTE: Summon Spells have a rating with them, listed next to the title of the spell. When the spell is cast, roll 1 red die for each monster summoned. If the number is equal to or higher than this number, the monster turns on the heroes, and attacks them as if a wandering monster. Summon Chaos -- 2 or more Roll 1 red die: 1-4 = 1 Chaos Warrior, 5-6 = 1 Gargoyle Summon Fimirs -- 4 or more Roll 1 red die: 1-3 = 1 Fimir, 4-5 = 2 Fimirs, 6 = 3 Fimirs Summon Mummies -- 3 or more Roll 1 red die: 1-4 = 1 Mummy, 5-6 = 2 Mummies Summon Orcs -- 5 or more Roll 1 red die: 1-3 = 2 Orcs, 4-5 = 3 Orcs, 6 = 4 Orcs Summon Skeletons -- 5 or more Roll 1 red die: 1-3 = 1 Skeleton, 4-5 = 2 Skeletons, 6 = 3 Skeletons Summon Zombies -- 4 or more Roll 1 red die: 1-3 = 1 Zombie, 4-6 = 2 Zombies ----------------------------------------------------------------- MONSTER ABILITY SPELLS. ----------------------------------------------------------------- Chaos Warrior Attack Roll 4 dice to attack. Play when attacking. This card lasts until no other monsters are seen. Gargoyle Defense Roll 5 dice to defend. Play when defending. This card lasts until no other monsters are seen. Goblin Movement Do not roll to move for this turn. Move 10 spaces. Play during your turn. Mummy Defense Roll 4 dice to defend. Play when defending. This card lasts until no other monsters are seen. Orc Attack Roll 2 dice to attack. Play when attacking. This card lasts until no other monsters are seen. Warlock Spell Designate a monster or hero, then pick a Chaos Spell at random, and the target succumbs to the effect of the spell. Play only during your turn.