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Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.








mitchiemasha wrote:Wow Tott, that's a lot of card printing.






Undead Special
The curse on this tomb is strong. The Undead are easily reanimated and must be 'finished off'.
Undead reduced to 0BP are laid down in their square, not blocking LoS or Movement.
The Evil Wizard Roll 1Cd6 for each at the start of their turn.
Skull = Reanimated.
WS = Nothing happens.
BS = Explodes -1B to each surrounding unless defended with 1Cd6
To 'finish off' a downed monster, a Hero must move onto its square and spend their attack action.


Daedalus wrote:Here's a variation for Race Against Time you could include at the beginning of the Quest Notes:Roll a combat die every Morcar turn. When a black shield is rolled, tell the Heroes they hear rumbling as the false guide attempts to collapse the entrance! Set the spiral stairway next to the gameboard and place a rubble marker on it. Place another marker each time you again roll a black shield. If all 4 spaces are filled, swap in a blocked-square marker instead. When you reveal the exit, place the tile with any markers on it. Treat any rubble markers as found falling-block traps that may be exited but not removed.
If the Heroes press on in haste, they all should have a good chance of escape after likely facing 4 falling-block traps. Falling-block traps may be jumped per the normal game rules, but each triggered trap adds another blocked-square tile. This may result in Hero death if the exit becomes completely blocked, which is more likely the more the Heroes delay. Stone blocked-squares may only be passed with a spell. If a Hero dies exiting a falling-block tile, his equipment will be looted by the false guide if no other Hero has exited by M/Z's turn.


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