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Count Mohawk wrote:QUEST 16: The Silent Crypts
The people of Direburg built an underground cavern many years ago to house the bodies of their most accomplished warriors so that their citizens could pay their respects in privacy. Before the town's destruction, they hid their most powerful relic, the [Fourth Artifact] in the tombs to protect it. Now, however, the crypts have been defiled by the Cult of Chaos, with their necromantic leader raising these fallen warriors to further his own dark agenda. Slay this foul sorcerer so that the people of Direburg may finally rest in peace.
NOTES—
A The Mummies in these rooms and corridors are resting in their coffins and should not be put onto the board when the Heroes enter the room. When a Hero passes by a marked square, on your next turn put the Mummies onto any square next to their coffin, after which they may move and attack as normal.
B The cultists in these rooms wear gaudy robes signifying their higher-rank in the Cult of Chaos. On their turn, if all three cultists are still alive, they may collectively cast a ritual of empowerment, increasing the Attack and Defend values of all monsters in the room by one until the cultists who cast it are slain. (Only one ritual may be cast per room.)
C This coffin contains a pair of gold bracelets worth 180 gold coins.
D The treasure chest contains an Elixir of Life.
E This sorcerer is a necromancer sent from Morcar to claim the artifact hidden in this crypt. He has the following stats:
Movement: 6 | Attack: 3 | Defend: 5 | Body: 3 | Mind: 6
The necromancer can cast the Chaos Spells Fireball, Sleep and Summon Undead.
The cultists here wear gaudy robes signifying their higher-rank in the Cult of Chaos. On their turn, if all three cultists are still alive, they may collectively cast a ritual of empowerment, increasing the Attack and Defend values of all monsters in the room by one until the cultists who cast it are slain. (Only one ritual may be cast per room.)
After the necromancer is slain, the first Hero to Search for Treasure will find the [Fourth Artifact] enshrined in the tomb, as well as a collection of jewels worth 125 gold coins among the necromancer's belongings.
Wandering Monster: One Mummy
knightkrawler wrote:The bold part is redundant.
I like this quest. Period. Nothing to edit or change right now until the rest of the quests stand.
The notes section has the right length, wording will be changed later if need be, everything's in order here from where I stand.
The Road Warrior wrote:Nice quest but I'm a little confused by the coffins. Do they block the corridors (I think they do but with the Mummies standing on top of them I'm not entirely sure). Either way I think you could perhaps remove the mummy icons completely and just handle adding them to the board in the notes, something like this:
NOTES—
A When a Hero passes by a marked square, on your next turn put a Mummy onto any square next to their coffin. The Mummy may then move and attack as normal.
Count Mohawk wrote:By the way, there's no problem with the fact that I put 15 coffins in one Quest, is there? Most players will need to print at least a few to get that many.
The Road Warrior wrote:Either way I think you could perhaps remove the mummy icons completely and just handle adding them to the board in the notes, something like this:
NOTES—
A When a Hero passes by a marked square, on your next turn put a Mummy onto any square next to their coffin. The Mummy may then move and attack as normal.
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