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0% found this document useful (0 votes)
447 views17 pages

Untitled

Uploaded by

Nathan Weber
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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F4193

14+
2-5

Return of the Witch Lord


QuestPageBook
1
Requires HeroQuest Game System to play.
These potions may be purchased only between quests.

Alchemist’s Shop
Potion of Restoration Potion of Restoration Venom Antidote Venom Antidote
Cost: 500 gold coins Cost: 300 gold coins
Drink this brown, frothy This bubbling brew tastes
liquid to restore 1 lost foul but heals up to
Drink this brown, frothy Body Point and 1 lost This bubbling brew tastes 2 Body Points of damage
liquid to restore 1 lost foul but heals up to 2 Body
Body Point and 1 lost Mind Points of damage caused
Point. It’s refreshing after
Mind Point. It’s refreshing by poison needles or poison caused by poison needles
a tough battle! darts only.
500 gold coins after a tough battle! 300 gold coins or poison darts only.
Equipment Equipment
© 2022 Hasbro. © 2022 Hasbro.

CARD 3 CARD 4

Potion of Dexterity Potion of Dexterity Potion of Battle Potion of Battle


Cost: 100 gold coins Cost: 200 gold coins
This sparkling liquid adds If you have a really weak
5 movement squares to your roll of the Attack dice, you
This sparkling liquid adds next dice roll or guarantees If you have a really weak roll may drink this blood-red
5 movement squares to your of the attack dice, you may
next die roll or guarantees drink this blood-red potion.
one successful pit jump. If
one successful pit jump. If you It allows you 1 reroll of your
potion. It allows you 1 reroll
you purchase more than one Attack dice.
of these potions, you may use purchase more than one of of your Attack dice.
only one potion per turn. 200 gold coins
100 gold coins Equipment
these potions, you may use Equipment
© 2022 Hasbro. © 2022 Hasbro.
only one potion per turn.
CARD 2 Page 2 CARD 1

Return of the Witch Lord

Quest Book

Page 3
Return of the Witch Lord
The adventure continues! Return of the Witch Lord is Contents
an expansion set used with your HeroQuest Game 16 miniatures: 8 skeletons, 4 mummies, 4 zombies
System. You must have the game system in order to 2 dungeon doors
play the adventures in this booklet. As you read Cardboard sheet of game tiles
through the text, helpful notes with useful information 14 game cards
for gameplay are coded with the symbol . So keep Requires HeroQuest Game System to play (sold separately).
an eye out for these!
Cardboard sheet includes:
Throne room tile 4 secret door tiles
All components should be carefully removed from the 4 coffin tiles Revolving room tile
cardboard sheet. Additional game components included 6 blocked-square tiles Death mist tile
with this quest pack are described at right and below. 2 pit trap tiles

Iron Entrance Door Wooden Exit Door


This iron door is placed on In many quests, this special
the edge of the gameboard wooden door is used to
in many of the quests. exit the gameboard at
Heroes line up outside the the end of a quest.
door to begin these quests.

Death Mist Bone Pile


This mist is a deadly breath of Dread,
which harms all who are not evil.

Page 4

Coffins Throne Room


The four coffins may be used as tombs. The large throne room is used by
They may contain an evil rulers such as the Witch Lord.
undead creature and/
or a treasure. They may
also have traps on them.

Revolving Room
The revolving room is used to disorient
the heroes. You never know which door
you’ll be using to leave this room.

The smaller illustrations shown with each component this quest book. Permission is granted to photocopy this
above are quest map symbol references. These document for personal use in order to print the symbols and cut
symbols are also the exact size needed for the blank them out.
“create your own” quest map provided in the When creating your own quest adventures, you may use these
HeroQuest Game System quest book and at the end of components in any way that you can imagine.
Page
Page 5
5
Playing Return of the Witch Lord
The quests in Return of the Witch Lord are generally played the same way • Magical Throwing Dagger: When thrown at a monster that a
as the quests in the HeroQuest Game System. It is especially important that hero can see, this dagger always hits and inflicts 1 Body Point
these quests be played in order. As in the game system, heroes are returned of damage. The monster cannot defend. The dagger must
to full strength (all Body and Mind Points are restored) between quests. be crossed off the hero’s character sheet after it is used.
There are a few gameplay differences in Return of the Witch Lord: • Dust of Disappearance: If a handful of this dust is tossed on any hero,
1. Starting a Quest that hero may move past any monsters encountered on their next turn.
The dust must be crossed off the hero’s character sheet after it is used.
The heroes do not always start their adventures on the spiral
stairway tile used in the HeroQuest Game System. Often, they enter • Anti-Poison Quill: This rare, hollow quill contains a mysterious
through an iron door on the edge of the gameboard. This door is substance that counteracts any type of poison. This antidote will
shown on the quest map with an arrow pointing inward toward the restore Body Points lost by poisoning if used immediately by the owner.
gameboard. This door is placed on the gameboard in its specified The quill must be crossed off the hero’s character sheet after it is used.
location before the quest begins. At the start of an adventure, the • Rabbit Boots: These magical boots give their wearer a greater chance
heroes line up outside the door and ask Zargon to open it. to jump over one discovered trap per turn. A hero can successfully
2. Ending a Quest jump a trap by rolling anything but a black shield on 1 combat die.
(However, if a black shield is rolled, the trap is sprung, and the hero
Players may only leave the gameboard by locating the wooden exit suffers the body damage caused by that particular type of trap.)
door on the edge of the board, or by finding the spiral stairway that
exists in some of the quests. The exit door is shown on the quest • Arm Band of Healing: The wearer of this magical arm band can restore
map with an arrow pointing outward from the gameboard. 2 of their lost Body Points once per quest. If the wearer’s Body Points
are reduced to 0, this artifact can be used immediately to restore 2
As with regular doors, an exit door is not placed on the gameboard by Body Points as long as it has not already been used in that quest.
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 The five remaining artifact cards on the inside back cover are spell scrolls.
otherwise in the quest notes. These scrolls are used just like the spell cards in the HeroQuest Game
System. However, a spell scroll can be used by any hero who finds one.
3. Treasures
When a spell scroll is found, the hero should record it on their character
Large gold coin treasures found in treasure chests sheet. After the scroll has been used, it must be crossed off the hero’s
should be divided among all surviving heroes. character sheet.
4. Artifact Cards Heroes who have artifacts are allowed to give them
The following five artifact cards are used just like the artifacts in to other heroes.
the HeroQuest Game System. When a hero finds an artifact, they
should record it on their character sheet. Unlike most artifacts
in the game system, however, some of these artifacts must be
crossed off the hero’s character sheet after they are used.
Page 6

A Message From Mentor


Worthy companions, we must act fast. The Witch Lord
is not dead! He managed to escape to the fallen city of
Kalos. Many years ago, this beautiful city was destroyed by
Zargon and given to the Witch Lord to rule. Beneath the
ruins, he built a great stronghold, for the light of day was
too pure for his foul creatures to endure. Once the Witch
Lord’s strength is fully returned, he will gather his army of
the undead and attack the Realm. Only heroes with great
courage dare stand against the Witch Lord. His vile warriors
know no fear and fight relentlessly until they are destroyed.
Many days of travel have brought you across the parched
Plains of Death. The journey has been hard, for the land here
is scorched and barren. Finally, you reach the great ruins
of Kalos. Throughout your trek, you have felt an uneasy
presence. The Witch Lord has been watching your progress,
awaiting your arrival. As he sits upon the high throne of Kalos,
he sees all who approach. No one can escape his gaze.
If the Witch Lord is not stopped soon, two others join him:
Skulmar, captain of the Forgotten Legion, and Kessandria,
the Witch Queen. With these figures seated alongside the
Witch Lord, it is said that the bones of all fallen warriors
may be summoned together under the Black Banner.
It is up to you, brave heroes, to destroy the
Witch Lord once and for all. When you need my
guidance, listen deep within yourselves.

Page 7
Page 7
A

C C

B
C

C
D

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 Gate of Doom
“The entrance to the Witch Lord’s stronghold is your way through treacherous tunnels to find
not hard to find, for no attempt has been made the Gate of Doom. Your destiny lies beyond.
to disguise it. The outer gate lies open and you Tread carefully, my friends. The enemy has
see evidence that many creatures have passed had many days to prepare your welcome.”
through in the last few days. You must work

NOTES
A. The two doors marked A are false D. The first player to search for treasure in this
doors. They cannot be opened. room finds two pouches on the mantle above the
B. The first hero to search for treasure in this fireplace. Each pouch contains a handful of the
room finds 200 gold coins in the chest. Dust of Disappearance. (See the artifact card.) The
pouches may be divided between two heroes.
C. The monsters in these four rooms have been
warned of the heroes’ arrival and have prepared
an ambush. When a hero first enters any of these
rooms, all monsters in all four rooms are activated
and all doors in the four rooms open immediately.

Wandering Monster in this Quest: Dread Warrior


Page 9
E

D E

1 E
A 4

3
E
B

QUEST 2
The Cold Halls
‘‘These icy passages are the resting place of summoned to the Black Banner once more.
the dread Spirit Riders who once led the Witch You must find your way to the spiral staircase
Lord’s skeletal cavalry into battle. They now to reach safety and continue on your quests.”
lie dreaming of past glories, waiting to be

NOTES
A. Place the revolving room tile on the gameboard as soon D. If a hero searches for treasure in this room, ask them
as one of the doors numbered 1-4 has been opened. This if they wish to pry open the tomb of a great warrior.
tile covers two rooms and overlaps a third room to make If they say yes, a sparkling mist fills the room as the
one large room. When a hero attempts to leave this room, tomb is opened. No Body Points are lost, but any hero
they must first roll 1 red die to see which door they use in this room (or any hero who later enters) with Borin’s
to exit. Armor or Orc’s Bane sees those artifacts crumble
If they roll a 1 or 2, they exit through door 1. If they roll a into powder. Of course, don’t tell the heroes this until
3, they exit through door 2. If they roll a 4 or 5, they exit after it happens. There is no treasure in the tomb.
through door 3. If they roll a 6, they exit through door 4. E. The skeletons in these four rooms are the
B. The first hero to search for treasure in this room finds a Spirit Riders. Their stats are as follows:
vial of holy water behind a large book in the cupboard. MOVEMENT ATTACK DEFEND BODY MIND
This liquid may be used to destroy one regular skeleton,
zombie, or mummy. 8 4 4 3 3
C. This chest contains 300 gold coins. It also has a poison
needle trap on it. If a hero searches for treasure in this
special room before the trap has been disarmed, they lose
3 Body Points.

Wandering Monster in this Quest: Zombie


Page 11
A
C

QUEST 3
The Silent Passages
‘‘These passages have been silent for over a to defend the city. It is said that ancient
thousand years. The last voices that echoed and terrible magic is at work here. Tread
through these hallowed halls were those of carefully, my friends, as you search for the
King Agrain and his subjects as they rushed wooden exit door that leads to safety!’’

NOTES
A. At the beginning of the quest, the death mist tile The mist is not affected by normal weapons. It
is placed on the gameboard as shown next to the can only be destroyed by a tempest spell or by
square marked A. This mist is a breath of Dread, the Spirit Blade. Don’t tell this to the heroes!
which harms all who are not evil. The death mist B. The chest has a trap on it. If a hero searches for
tile moves up to 6 squares on each of Zargon’s turns treasure in this room before the trap has been
and can only move within the shaded corridors. disarmed, they lose 1 Body Point from a dart that
When the death mist tile passes over a hero, shoots out from the wall. This chest contains two
they lose 1 Body Point. The mist may affect Magical Throwing Daggers. (See the artifact card.)
one or more heroes each time it is moved on The daggers may be divided between two heroes.
Zargon’s turn. It does not affect monsters. C. The first hero to search for treasure in this room finds
The mist cannot move onto the same square twice 100 gold coins in the chest. They also find a potion
in one turn. It also cannot end its turn on the same of healing that restores up to 4 lost Body Points.
square with a hero. If this happens, the death mist tile D. If the Spirit Blade was lost in a previous quest, it can be
must stop short on the square in front of the hero. found in the tomb. (See artifact card in the HeroQuest
Game System, sold separately.) If one of the heroes
already carries the Spirit Blade, then the tomb is empty.
Wandering Monster in this Quest: Skeleton
Page 13
A

A B
A

QUEST 4
The Halls of Vision
“King Agrain was one of the greatest of all created the Halls of Vision, a maze of magical
rulers in a time before Dread. Although he was a rooms. The secret of the halls lies in the Keys
powerful and feared warrior, he was also known of Agrain. You must find these valuable keys
for his fairness. Agrain dabbled in magic and and reach the safety of the wooden exit door.’’

NOTES
A. The four magical rooms marked with an A were built B. This is the magical laboratory of King Agrain. The
to protect King Agrain’s secret laboratory. Each room is first hero to search for treasure in this room finds two
guarded by a mummy. If one of these mummies is killed, spell scrolls: fire of wrath and ball of flame. They also
immediately remove the door that is marked with the find four gold keys on the bench. They are the Keys of
arrow (from the same room as the mummy just killed). Agrain. If these keys are found by a hero, Zargon must
immediately replace any doors that were removed when
the mummies were killed. The four keys are each worth
200 gold coins. They may be divided among the heroes.
The mummies in this quest do not attack anyone holding
one of the keys. Skeletons and zombies still attack.

Wandering Monster in this Quest: Mummy


Page 15
A

QUEST 5
The Gate of Bellthor
“Here begins the true domain of the Realm. Loretome has told me of a terrible
Witch Lord. In these deep caverns, he has guardian, Bellthor, who watches over the
created his own subterranean fortress gate. If Bellthor is to be defeated, you
from which he plans the destruction of the must confront the creature together.”

NOTES
A. The first hero to search for treasure in this Bellthor also has a poisonous breath and can breathe on
room finds 500 gold pieces in each chest. any one hero in the room (once per turn) after it has attacked.
B. Once all heroes have entered this room, the door To do this, it rolls 6 combat dice. For each skull rolled, the
disappears and traps them inside with Bellthor, a foul defender loses 1 Mind Point. If a hero is reduced to 0 Mind
gargoyle. Bellthor does not move or attack on its turn until Points in this situation, they are not killed but knocked
all of the heroes are in the room together. Bellthor cannot unconscious.
be harmed until after it attacks. Its stats are as follows: The hero should then be removed from the gameboard until
the next quest.
MOVEMENT ATTACK DEFEND BODY MIND
If Bellthor is killed, it explodes, filling the room with poisonous
6 4 6 3 3 gas which knocks everyone in the room unconscious.
All of the heroes have now been captured by the Witch Lord!
There is no successful way to exit from this adventure. (A
Ring of Return does not work here.) Turn to the next quest.

Wandering Monster in this Quest: Skeleton


Page 17
C
X
B
X
A

QUEST 6
Halls of the Dead
“The wizard and dwarf wake up in a prison Witch Lord. Your companions, the elf and
cell. Shaking off the effects of the poisonous barbarian, have been taken to a secret place
gas, they hear Mentor’s voice deep within where the Witch Lord plans to feed them to
themselves. ‘‘A terrible fate has befallen his pets. You must rescue your companions
you! You have become prisoners of the and escape to the spiral stairway!”

NOTES
Tell the heroes that the wizard and dwarf are the only heroes on the spaces marked X. They should not be placed on
taking turns and moving on the gameboard until the elf and the gameboard until either the wizard or dwarf opens the
barbarian are found. door to this room. The barbarian and elf are chained up
A. Place the wizard and dwarf in this room at the beginning and all of their weapons, artifacts, potions, gold, and gems
of the quest. Place a closed door where shown. Explain have been taken. Both heroes start with full Body Points
to the two heroes that this is their prison cell. Tell them and the elf has their spells. As soon as the wizard or
that Mentor has just cast a powerful spell and the cell dwarf enters this room, the Witch Lord curses them and
door has burst open. Then replace the closed door with an disappears amidst a howling storm. The barbarian and elf
open door. Tell the wizard and dwarf that any weapons, are then free and may move normally.
artifacts, spells, and potions that they owned are on the C. The first hero to search this room finds the barbarian’s
floor outside the door, but their gold and gems are gone. and elf’s weapons, artifacts, and potions in this chest.
They must cross off any gold or gems that are on their However, their gold and gems have been stolen
character sheets. Both heroes start with full Body Points. and should be crossed off their character sheets.
B. This is the Hall of the Witch Lord. Use the Dread sorcerer D. Do not place the spiral stairway on the gameboard
figure to represent the Witch Lord and place him on the until one of the heroes looks into this room.
square marked B. The barbarian and elf start in this room

Wandering Monster in this Quest: Skeleton


Page 19
C

A B

QUEST 7
The Forgotten Legion
‘‘You have escaped from the Witch Lord, but Skulmar. In combat they are to be feared for
it will not be long before he pursues you. they bear the scars of a thousand battles,
The halls through which you now pass are each one a victory for Dread. You are safe
guarded by the Forgotten Legion, the elite only when you find the wooden exit door.’’
of the Witch Lord’s army. They are led by

NOTES
The heroes enter on the spiral stairway. C. Skulmar stands on the space marked C. Use the Dread
A. When a hero opens this door, place monsters where sorcerer to represent Skulmar. His stats are as follows:
shown in the room. Explain to the heroes that these MOVEMENT ATTACK DEFEND BODY MIND
monsters are the Forgotten Legion, encased in a
magical ice that cannot be broken with any weapon. 8 5 6 3 4
B. When a hero opens this door, the magical ice
shatters and the Forgotten Legion moves to If the heroes destroy a lot of the monsters, Skulmar should
attack on Zargon’s turn. Don’t tell the heroes try to escape. To do this, he must reach the spiral stairway, at
this until after the door has been opened. which point he is removed from the gameboard. If Skulmar
is killed, the heroes find his treasures: the Rabbit Boots
(artifact card) and the pass through rock spell scroll.

Wandering Monster in this Quest: Dread Warrior


Page 21
X

D C

X X

QUEST 8
The Forbidden Caves
“No one has ever entered the Forbidden Caves servants of Zargon. You must also be wary
before. Even Loretome can tell little of what of the caverns themselves, for they are ready
lies before you. It is said that the passages to collapse at any time. You must find the
are filled with the walking dead, mindless wooden exit door to continue your quests.”

NOTES
The heroes enter on the spiral stairway. D. This chest is trapped with a poison needle. If a hero
At the beginning of each of Zargon’s turns, you may pick searches for treasure in this room before the trap has
two skeletons, zombies, or mummies that are available and been disarmed, they lose 3 Body Points. The chest
place them on any two of the spaces marked with an X. contains two shortswords and two longswords. These
weapons are exactly like the ones described on the
A. The first hero to search for treasure in this room equipment cards in the HeroQuest Game System
finds 360 gold coins in this chest. They also find armory. They may be divided among the heroes.
two Anti-Poison Quills. (See the artifact card.) The
quills may be divided between two heroes.
B. This chest is empty.
C. The first hero to search for treasure in this room finds
the heal body and courage spell scrolls on the sorcerer’s
table. The scrolls may be divided between two heroes.

Wandering Monster in this Quest: Dread Warrior


Page 23
A

QUEST 9
The Last Gate
“This, my friends, is the last gate before warriors that you have already defeated.
you reach the court of the Witch Lord. The They stand guard here in the chambers of
passages beyond the gate are guarded by Kessandria, the Witch Queen. You must find
Dread warriors from the Doomguard. Beware! the spiral stairway that leads directly to
They are more powerful than other Dread the Witch Lord.’’
NOTES
A. This is the abode of three Doomguard Dread sorcerer figure to represent her. She is immune to all
warriors who have the following stats: spells except fire spells. She has the following stats:
MOVEMENT ATTACK DEFEND BODY MIND MOVEMENT ATTACK DEFEND BODY MIND

8 4 6 3 3 6 4 6 3 4
The first hero to search for treasure in this room Kessandria also knows the following Dread spells:
finds 240 gold coins in the chest. They also find an lightning bolt, tempest, fear, sleep, and cloud of Dread.
Arm Band of Healing. (See the artifact card.) She has a potion of speed, which allows her to move 12
B. The Dread warrior in this room has the same stats as squares on the turn in which she drinks it. If Kessandria’s
the ones in the room marked A. The first hero to search Body Points are greatly reduced, she should attempt
to escape by going through the secret door (which she
for treasure in this room finds two Magical Throwing
can open) and by trying to reach the spiral stairway. As
Daggers on the weapons rack. (See the artifact card.) Kessandria retreats, she may place open doors as needed
The daggers may be divided between two heroes. on the gameboard (as shown on the quest map). If she
C. This is the chamber of Kessandria, the Witch Queen. succeeds in escaping, remove her from the gameboard.
She stands on the square marked C. Use the Dread

Wandering Monster in this Quest: Dread Warrior


Page 25
A A

A
A

QUEST 10
The Court of the Witch Lord
“The Witch Lord has watched your progress. Now he has fled to his throne room. There
He has tried repeatedly to destroy you, you must do battle with him. This time
but you have thwarted him every turn. there must be no escape for him.”

NOTES
The heroes enter on the spiral stairway. on the square marked C. The two Dread warriors in
A. These four orcs are magical statues that do not move this room are members of the Doomguard and their
and cannot attack or be harmed. They completely block stats are listed in the previous quest. The first hero
the corridors. They cannot be climbed over or passed. to search for treasure in this room finds 500 gold
If a hero attacks any of these statues, their weapon coins in a secret compartment under the throne.
breaks (even a Magical Throwing Dagger or crossbow The Witch Lord’s new stats are as follows:
breaks). They then lose that weapon and must cross
it off their character sheet. The only exception to this MOVEMENT ATTACK DEFEND BODY MIND
rule is the Spirit Blade, which is so powerful that it does
not break. However, it still does not harm the statue. 10 5 6 4 5
B. The first hero to search for treasure in this room The Witch Lord can only be harmed by four things
finds two potions of healing in the chest. Each at this time: the Spirit Blade, the fire of wrath spell,
potion restores up to 4 lost Body Points. the ball of flame spell, and the Magical Throwing
C. Here the Witch Lord awaits the final conflict. Place the Dagger. The Witch Lord knows the following Dread
large throne room tile in this room only after a hero spells: summon undead, firestorm, tempest, lightning
opens the door to the room. Use the Dread sorcerer bolt, fear, and command. If the Witch Lord is killed,
figure to represent the Witch Lord and place him read aloud the Conclusion on the next page.

Wandering Monster in this Quest: Mummy


Page 27
Conclusion
My friends, we have much to be thankful for.
The Witch Lord has been defeated and his
army of undead remains asleep under the
earth. The magic that controlled them has
now been weakened. Yet this victory could
herald our downfall if we relax our efforts.
Now that the enemy is weaker, we must be
all the stronger. The minions of the Witch
Lord who escaped will surely seek revenge
on those who defeated their master.
Loretome has shown me that Skulmar, who
we believed to be slain, has escaped from
the ruins of Kalos with many of the Witch
Lord’s most powerful spell books. I fear that
it will not be long before you must confront
Skulmar and attempt to end his threat forever.
But for the present you have earned
yourselves a rest. So come, my brave
heroes! The King awaits you in the Grand
Palace. Tonight, you are to be honored
for your incredible feats of heroism.

Page 28

Artifact Reference

Anti-Poison Quill Arm Band of Healing Dust of Disappearance Magical Throwing Dagger Rabbit Boots

Restores any of the owner’s Restores 2 lost Body Points once If tossed on any hero, this dust Always inflicts 1 Body Point To jump over one discovered trap
Body Points lost by poisoning per quest. If the wearer’s Body allows that hero to move past of damage when thrown at a per turn, roll anything but a black
if used immediately. May only Points are reduced to 0, use any monsters encountered on monster a hero can see. Monster shield on 1 combat die.
be used once. immediately. their next turn. May only be cannot defend. Dagger is lost
used once. once it is thrown.

Artifact Artifact Artifact Artifact


© 2022 Hasbro. © 2022 Hasbro. © 2022 Hasbro. © 2022 Hasbro. © 2022 Hasbro.

2.5 x 3.5in, rounded corner, 2 sides 2.5 x 3.5in, rounded corner, 2 sides 2.5 x 3.5in, rounded corner, 2 sides 2.5 x 3.5in, rounded corner, 2 sides 2.5 x 3.5in, rounded corner, 2 sides
CARD 1 CARD 2 CARD 3 CARD 4 CARD 5

Spell Scroll Spell Scroll Spell Scroll Spell Scroll Spell Scroll

Heal Body—This spell may be Pass through rock—This spell Ball of flame—This spell may Courage—This spell may be Fire of wrath—This spell may
cast on any one hero, including may be cast on any one hero, be cast on any one monster, cast on any one hero, including be cast on any one monster,
yourself. Its magical power including yourself. That hero enveloping it in a ball of fire. yourself. The next time that blasting it with flames. It inflicts
immediately restores up to may then move through walls on It inflicts 2 Body Points of hero attacks, they may roll 2 1 Body Point of damage, unless
4 lost Body Points but does their next move. They may move damage. The monster then extra combat dice. The spell is the monster can immediately
not give a hero more than their through as many walls as their rolls 2 red dice. For each 5 or 6 broken the moment the hero roll a 5 or 6 using one red die.
starting number. Scroll crumbles dice roll allows. Caution! There rolled, the damage is reduced can no longer see a monster. Scroll crumbles to dust after it
to dust after it is used. are shaded areas on each quest by 1 point. Scroll crumbles Scroll crumbles to dust after it is used.
map, which indicate solid rock. to dust after it is used. is used.
If a hero ends their move in one
of these areas, they are trapped
forever! Scroll crumbles to dust
used.
after it is Artifact Artifact Artifact Artifact
© 2022 Hasbro. © 2022 Hasbro. © 2022 Hasbro. © 2022 Hasbro. © 2022 Hasbro.

2.5 x 3.5in, rounded corner, 2 sides 2.5 x 3.5in, rounded corner, 2 sides 2.5 x 3.5in, rounded corner, 2 sides
Page 29 2.5 x 3.5in, rounded corner, 2 sides 2.5 x 3.5in, rounded corner, 2 sides
CARD 6 CARD 7 CARD 8 CARD 9 CARD 10
Design Your Own Quest Adventures
Create your own exciting quests! Simply photocopy the Mark the map with the various monster, furniture,
blank map shown above, along with the symbols shown and trap symbols. Then write a short paragraph to
below, and use them to design your own games. Permission explain the adventure, and you’re ready to play.
is granted to photocopy this document for personal use.

Skeletons Coffins

Zombies
Revolving Room
Mummies

Iron Entrance
Door

Wooden
Exit Door
Throne Room

Pit Traps

Blocked
squares

Death Mist

Secret doors

Page 31
HEROQUEST, AVALON HILL and HASBRO and all related trademarks and logos are trademarks of Hasbro, Inc. © 2022 Hasbro.
Hasbro, Pawtucket, RI 02861-1059 USA. Manufactured by: Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH.
Represented by: Hasbro, De Entree 240, 1101 EE Amsterdam, NL. GB Hasbro UK Ltd., P.O. Box 43, Newport, NP19 4YH, UK.
Tel.: 00800 22427276.
Consumer contact:
US/Canada: Hasbro Games, Consumer Affairs Dept., P.O. Box 200, Pawtucket, RI 02861-1059 USA. TEL: 1-800-255-5516.
Australia consumer service: https://consumercare.hasbro.com/en-au
New Zealand consumer service: https://consumercare.hasbro.com/en-nz
UK: [email protected]
Parents:
avalonhill.com

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