Kellar's Keep, Hero Quest

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KELLAR’S KEEP
These potions can only be purchased in between Quests.
Potion of Restoration
Venom Antidote
Cost: 500 Gold Coins
Drink this brown frothy liquid to
restore 1 lost Body Point and 1
lost Mind Point. It’s refreshing
after a tough battle!
Cost: 300 Gold Coins
This bubbling brew tastes foul,
but heals up to 2 Body Points of
damage caused by poison needles
or poison darts only.
Potion of Dexterity
Potion of Battle
Cost: 100 Gold Coins
This sparkling liquid adds 5
movement squares to your next
die roll or guarantees 1 successful
pit jump. If you purchase more
than one of these potions, you
may use only 1 potion per turn.
Cost: 200 Gold Coins
If you have a really “weak” roll of
the Attack Dice, you may drink
this blood-red potion. It allows
you 1 re-roll of your Attack Dice.
KELLAR’S KEEP
TM
QUEST BOOK
Kellar's Keep
The adventure continues! Kellar's Keep is an expansion set used with your
original Hero Quest Game System. You must have the Game System in order
to play the adventures in this booklet.
TM
Contents: Plastic Figures: 8 Orcs, 6 Goblins, 3 Fimir; Cardboard
Tile Sheet.
Iron Entrance Door
This iron door is placed on
the edge of the gameboard in
each Quest. Heroes line up
outside the iron door to begin
these Quests.
Cardboard tile sheet includes:
1 Two-sided Iron Door
2 Trap Door Tiles
1 Two-sided Wooden Door
2 Pit Trap Tiles
4 Short Stairway Tiles
12 Blocked Square Tiles
2 Long Stairway Tiles
1 Weapons Forge Tile
Wooden Exit Door
In most Quests, this special
wooden door is used to exit
the gameboard at the end of a
Quest.
1 Cliff Corridor Tile
1 Cloud of Chaos Tile
1 Giant Stone Boulder Tile
1 Four-part Stone Map Tile
All cardboard components should be carefully removed from the
cardboard sheet. The plastic figures and weapons should be removed
from their runners. Discard waste cardboard and plastic. New game
components are described at right and on the following pages.
Cloud of Chaos
When surrounded by this
mysterious, purple cloud,
Heroes cannot “see”
anything.
New Components
Door Assembly
Take 2 plastic door stands
from the Game System.
The 2 new doors in this
Quest Pack should be
folded and fitted into the
door bases as shown at
right. These doors are
described above right.
Giant Stone Boulder
The giant stone boulder rolls down
a corridor, doing great damage to
anything in its path.
Cliff Corridor
The cliff corridor is used as Grin's Crag, a dangerous walkway near
the entrance into Kellar's Keep. Each square on this tile counts as
one space.
The Weapons Forge
The forge is a place where Dwarven
blacksmiths once created the finest
and sturdiest weapons in the land.
Four-part Stone Map
These pieces fit together to form a
stone map. Finding the map pieces
is a major objective in this Quest
Pack.
Short Stairway
There are 3 movement squares on the short stairway. These tiles are
used to create the effect of climbing up or down stairs.
Trap Doors
The 2 trap doors are used to link 2
visually unconnected rooms via an
unseen “tunnel”. When landing on
1 trap door, a Hero moves instantly
to the other trap door.
Long Stairway
There are 5 movement squares on the long stairway. These tiles are
used to create the effect of climbing up or down stairs.
Note: The small illustrations shown with each component above are
Quest Map symbol references. These symbols are also the exact size
needed for the blank “create your own” Quest map provided in the
Game System Quest Book. All you have to do is photocopy the
symbols and cut them out.
When creating your own Quest adventures, you may use these
components in any way that you can imagine. For example, the stairs
could be used to link several levels of a multi-map Quest.
2
Playing Kellar's Keep
The Quests in Kellar's Keep are generally played the same way as the
Quests in the Game System. It is especially important that these
Quests be played in order. As in the Game System, Heroes are
returned to full strength (all Body and Mind Points are restored)
between Quests.
3. Treasure
To eliminate conflicts among the Heroes, large Gold Coin treasures
found in treasure chests should be divided among all surviving
Heroes.
4. New Artifact Cards
Ÿ
Fire Ring and the Magical Throwing Dagger: These artifacts are
similar to the artifacts in the Game System. When a Hero finds one
of these artifacts, he should record it on his Character Sheet.
Unlike most artifacts in the Game System, however, these artifacts
must be crossed off a Hero's Character Sheet after they are used.
There are a few gameplay differences in Kellar's Keep:
1. Starting a Quest
The Heroes do not start their adventures on the spiral stairway tiles
used in the Game System. Instead they enter through an iron door
on the edge of the game board. This door is shown on the Quest map
with an arrow pointing inward toward the game board. This door is
always placed on the game board in its specified locations before each
Quest begins.. At the start of an adventure, the Heroes line up
outside the door and ask Zargon to open it.
Ÿ
Spell Scrolls: The 8 remaining artifact cards are called spell
scrolls. They are used just like the spell cards in the Game System.
However, a spell scroll can by used by ANY Hero (not just the
Wizard and Elf) who finds one. Note that a spell scroll can be used
only once.
2. Ending a Quest
Players may leave the game board only by locating the wooden exit
door on the edge of the board, or by finding the spiral stairway that
exists in one of the Quests. This exit door is shown on the Quest
Map with an arrow pointing outward from the game board.
When a Hero finds a spell scroll, Zargon should turn all of the spell
scroll cards in this Quest Pack face down, mix them up and let the
Hero draw one at random. The Hero should then record the spell
scroll on his Character Sheet and return the scroll back to the deck.
After a spell scroll has been used, it must be crossed off the Hero's
Character Sheet.
Note: As with regular doors, an exit door is not placed on the game
board by Zargon, until a Hero looks down the appropriate corridor.
An exit door is usually opened in the same way as a regular door,
unless specified otherwise in the Quest notes.
Note: On his turn, any Hero who has artifacts may give them to
other Heroes.
M
A Message from Mentor
y friends, I have alarming news. The Emperor and his army are trapped in Kellar’s Keep, the underground
bastion of the fortress Karak Varn. This great Dwarven stronghold lies deep within the heart of the
World’s Edge Mountains. The fortress is well defended, but I fear that time is against us. The Emperor’s army
weakens with starvation while the enemy grows stronger by the day.
It is up to you, brave Heroes, to rescue the Emperor. The great book Loretome has revealed much useful
information to me.
Many thousands of years ago, the Dwarves made their home in the World’s Edge Mountains. With their great
engineering skills, they built vast cities that cut deep into the rock. The cities were connected by tunnels that stretched for miles
beneath the mountains. On the eastern side of the mountains, the Dwarves constructed huge fortresses to guard against the evil
Legions of Chaos. The greatest of these fortresses was Karak Varn.
The Dwarves lived for many years in peace, for the Orcs and Goblins did not dare attack the well-defended cities. But
during this time of peace, the Dwarves became careless. Their army grew smaller and their guards less vigilant.
Then came Zargon, the Evil Sorcerer and commander of all that is evil. Zargon spent years raising a vast army of Orcs,
Goblins and monsters beyond description. When the attack came, there was no warning. The Dwarves fought with great valor,
but their enemy was too strong. One by one the fortresses fell. Only Karak Varn held.
Most of the hidden tunnels near Karak Varn have long been forgotten. However, Loretome has revealed to me a hidden
passage known as Grin’s Crag. This secret walkway is named after the Dwarf who first discovered it. While searching for a rich
vein of gold, Grin found a narrow footpath running along the edge of an abyss. He explored beyond and found himself in the
lower caverns of Kellar’s Keep. Grin carved a map onto a stone tablet so that he might find the path again. He then broke the
tablet into pieces and hid the fragments throughout the Halls of Belorn, ancient chambers that lie deep beneath the World’s Edge
Mountains.
First, you must journey through the Halls of Belorn. These hallowed halls have been stripped of many of the riches that
once adorned them. Yet, a treasure or two may be found by a Hero with a keen eye. But beware, Orcs and Goblins now dwell
here. You must make them pay dearly for their trespass.
Even Loretome does not reveal the exact location of Grin’s Crag. You must find the four pieces of Grin’s stone map that
are scattered throughout the halls. Only then can you travel the path to Kellar’s Keep and lead the Emperor to safety.
I shall take you to the Great Gate, but from there you will be on your own. Good luck, my friends. When you need my
guidance, listen deep within yourselves.
Mentor
3
At the beginning of each Quest, there is a message on parchment from Mentor. This message should
be read aloud to all players. However, the Quest notes that follow are for Zargon’s eyes only!
Quest 1
The Great Gate
“I shall guide you as far as the Great Gate. first task is to find the wooden exit door that leads
Beyond, fearsome foes await you. I shall watch into the Warrior Halls.”
over your progress and aid you when I can. Your
NOTES:
In each Quest, notes prefaced with a capital letter
The Gargoyle appears to be a stone statue that does not
correspond to a matching letter location on the Quest map.
move. The chest contains 200 Gold Coins, but it has a trap
on it. If a Hero searches for treasure before the trap has
The treasure chest is empty
been disarmed, the Gargoyle will spring to life and
immediately attack. If a Hero disarms the trap first, he will
These 3 secret doors are magically controlled and cannot be
discover (be told by you) what would have happened if he
found by normal searching. You (as Zargon) may place one
had searched for treasure before disarming the trap. The
or more of these door(s) on the gameboard at the beginning
Gargoyle cannot be harmed until it has either moved or
of any of your turns. When you do so, you must
attacked a Hero.
immediately declare the door(s) open. Then place any
monsters on either side of the doors onto the gameboard.
You may move those monsters during your turn.
Wandering Monster in this Quest:
Orc
4
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