Allied HeroQuest Questbook Kellar s Keep
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2 This book is a tribute to HeroQuest. Inspired by the huge community of fans, this compilation came to life. The author is in no way affiliated to MB, Games-Workshop or Fantasy Flight Games. The rules presented in this book are meant for all fans of the age-old game from MB. HeroQuest by MB and Advanced HeroQuest by Games-Workshop are both out of print for many years now. You might be interested in HeroScape and/or Warhammer, both are games currently still in production by both firms. Descent it currently still available at the Fantasy Flight Games website. Images from Les Edwards and Gary Chalk have been reused. Both artists contributed to the HeroQuest community with their graphical talents. You can visit Les Edwards his website at All rules presented are free of charge, open source and for personal use only. They re meant just to have fun.
3 Allied HeroQuest Descent in the Dark KELLAR S KEEP Version 1.1
4 Necessary Components To play the quests from this Kellar s Keep Questbook, you will need following extra components. (In addition to both the basic sets of HeroQuest and Advanced HeroQuest.) - 6 or more extra Orc miniatures - 6 or more extra Goblin miniatures - 2 or more extra Fimir miniatures - 1 Grin s Crag tile tile. - 1 Dwarven Forge tile. - 2 Trapdoor tiles. - 1 Hand of Chaos tile. Optional components that are not really necessary to be able to play Kellar s Keep quests: - 2 long Stairs tiles. - 2 short Stairs tiles. - 4 Stone Map tiles. - 1 Boulder tile. (You could use an upside down Single Blocked Square tile instead.)
5 A Message From Mentor My 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 Lorertome has revealed much usefull 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 build 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 Morcar, the Evil Sorcerer and commander of all that is evil. Morcar 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 Lore Tome 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
6 K ellar s Keep - Monsters Shown below are the Monsters and Characters that can be encountered in Quests from this book.
7 Map: Quest I The Spiral Passage
8 "I shall guide you as far as the Great Gate and the Warrior Halls, ancient passageways where all of the great Dwarven warriors were honored. Testimony to their great deeds is carved into the wall so that none may forget their valor. Beyond, fearsome foes await you. I shall watch over your progress and aid you when I can. A giant iron door stands before you. Beyond, a series of staircases will eventually lead to the Great Citadel. It seem that those who journey through these passages are forever going down and around into the very heart of the mountain. Your goal is to find the spiral stairway past the Dwarven Forge. It will bring you deeper into the heart of the mountain and closer to the Great Citadel. Beware! The Orcs may have laid traps to guard against attack." Route: Notes: No Passages. A. The first Hero to search for Treasures here finds a Potion of Speed. (If Treasure card unavailable, he finds a Healing Potion instead.) He also finds a runestone which allows any of the spellcasters to cast one Spell twice during this Quest. (Only one spell can be cast per turn. Simply do not remove the spellcard when casting the spell for the first time.) B. This is one of the Dwarven Forges. The heat from the forge is intense, for the embers burn with a magic fire brought from the depths of the earth. Burning embers blast out of the forge, threatening any Hero in the room. Any Hero (except Dwarves) who ends his move in this room must roll a skulldice immediately. If a skull is rolled, the Hero loses 1 Body point. The first Hero to search for Treasures here finds a Throwing Axe. The chest contains one part of Grin s map and 50 gold coins. C. This is the Hall of Warriors. The four Chaos Warriors are actually enchanted suits of armor, used centuries ago to test the fighting skills of Dwarven Warriors. The first Hero to search for Treasure here finds one useable Plate Armour. D. The first Hero to search for secret doors here, finds a lever. While pulling it, the Portcullis opens. (Remove the Portcullis tile.) E. To jump the Chasm, roll 2 skulldice. If any skull is rolled, the Hero plunges into the depths, never to be seen again. If successful, he ends his turn at the other side, directly across the Chasm. Old Stones The Spiral Passage is shaky and might collapse. Instead of drawing a Threat Token, the GM may choose to remove a corridor section. Start with the entry stairs section, then from corridor section number 2, up to section number 20. If the Heroes cannot reach the exit Glyph, they fail this Quest. Denizens: Green and Mean.
9 Map: Quest II Belorn s Mine
10 With the Great Citadel now behind you. Morcar has blocked the main passage to the East Gate. It is written in Loretome that another passage leads through Belorn s mine to the Gate. This mine was once the richest of all. All tunnels have long since been abandoned and are likely to collapse. Monsters often wander through the mine, searching for the gold that was hidden there. You must find the exit leading out of the mine. It will bring you before the East Gate." Route: Notes: Quest The Spiral Passage. Portcullises - Each Portcullis can only be opened by the corresponding lever. These levers are found and pulled when searching the character rooms for Treasure the first time. When opening, remove the tile. A Portcullis does not block line of sight, but the squares cannot be passed or landed upon by any miniature. Collapsed Spiral Passage The Quest entry Glyph can be used to return to the village. The Heroes use an alternative route A. Each Treasure Chest contains 200 gold coins. B. Trap Threat Tokens can be used to spring Falling Rock Traps in these corridor sections. C. Any Hero entering the Chasm, or a square adjacent to it, is immediately moved to the Grate tile at D. (Or any adjacent square if occupied.) The Grate does not count as a Spawnpoint. D. Character Threat Tokens can be played in this room. E. Here resides Petrok, the Chaos Warlock. Put him on this square when this room is revealed to the Heroes. (One lever to open a Portcullis can be found here.) F. This is the hideout of Ograk. Put him on this square when this room is revealed to the Heroes. (One lever to open a Portcullis can be found here.) G. This is a Stone Door. (See Allied HeroQuest rulebook.) Characters: Denizens: Ograk, Orc Captain:Ograk can open regular and secret doors after he is revealed to the Heroes. Petrok, Chaos Warlock:Petrok has no spells. Instead of attacking, he can make a ranged attack against one Hero in his line of sight with 2 skulldice. Each rolled skull does 1damage to Mind. The Hero is killed when his Mind is zero. Gragor, Chaos Mindslaver: Gragor can cast one spell each turn. Choose any uncast spell from one of wizards currently in play. (The spell remains property of that Hero.) Monstrous Alliance.
11 Map: Quest III Grin s Crag
12 You have done well and journeyed far to reach this point! Now behind the East Gate you are able to reach Grin s Crag and the Emperor. The Crag will undoubtedly be guarded, for you are closer to Kellar s Keep than you have ever been. You will need the stone map, so protect the pieces with your lives! Now you must find your way to Grin s Crag. Remember your task. Do not stray from it, for your enemies are too numerous. When you have passed Grin s Crag you will reach a giant wooden door leading to Kellar s Keep. Once opened, you will be able to lead the Emperor and his army back to safety. You must tread carefully!" Route: Notes: Quest Belorn s Mine OR Two Passages, where the GM starts with 2 Threat Tokens each. A. The Weapons Rack contain a Longsword. It will be found by the first Hero to search for Treasure in this room. D. Character Threat Tokens can be played in these corridor sections to summon the Stone Gargoyle, Grin s Guardian. E. The exit Glyph (stairs) also counts as a Spawnpoint. You must put the stairs in place when spawning monsters there. F. Trap Threat Tokens can be used to spring Falling Rock Traps in these corridor sections or room. B. This chest contains 100 gold coins and a decorated Helmet. It also has an explosive lock.if a Hero opens the chest or searches for Treasure in this room before the trap has been found, he is attacked with 3 skulldice. The trap will be found when searching for Traps in this room. C. This room is filled with a blinding Cloud of Chaos. Monsters dare not enter this room. Any Hero who starts his move in this room must first roll lower than his Intelligence on a D12. If failed, he cannot move and each Hero in the room is attacked with 1 skulldice that cannot be defended against. G. The first Hero to search for Treasures finds 250 gold coins hidden in the Alchemist s Bench and one Heroic Brew or one Potion of Strength. (Whichever is available from the Treasure deck. Reshuffle afterwards.) H. Any Hero on this cliff, better known as Grin s Crag, sees his number of Attack dice reduced to 1. This only happens when Grin s Guardian is already summoned. I. This Monster is a shape changer currently in the shape of a Fimir. Every time it is killed, shuffle the Orc, Goblin, Fimir, Chaos Warrior and Zombie cards, and draw the top card. This is the new shape the Monster takes. Place it in the square where it just supposedly died. The shape changer can only be killed if the new card drawn matches the Monster s most recent form. Character: Denizens: Grin s Guardian, the Stone Gargoyle, is immune to spells. Monstrous Alliance.
13 Conclusion The door opened into the darkness of Kellar s Keep. From far above came the thunder of battle. The forces of Morcar ware making their final assault. This time there could be no holding them. The Emperor assembled his elite force of Guardian Knights, determined to organize one last line of defence. Then came the news a group of Heroes had found a secret passage into Kellar s Keep. Escape was now possible! Without hesitation, the Emperor ordered his amry to fall back towards the secret passage. Kenaron, the Captain of the Emperor s Guardian Knights, stood bravely at the gate, giving his fellow soldiers and the wounded time to esacpe. Morcar and his foul forces could not be permitted to follow. Time and time again the evil Doomguard surged forward, only to be felled by Kenaron s sword. Morcar watched for a while and smiled wryly at Kenaron s courage and skill-at-arms. A moment later Morcar s patience was spent. Kenaron fell before a searing storm of flame that burst against the gate. But it was too late. Morcar s warriors howled in anger, for the escape passage had been destroyed. The Emperor and his army were safe. You have done well, brave Heroes. The Emperor has asked me to express his gratitude. Each of you will receive 500 gold pieces for your efforts. But do not let victory deceive you. A dark cloud still hangs over the Empire as the forces of Chaos grow stronger. I shall look for ways to delay Morcar s advance. For now, rest my friends. Once I have consulted Loretome, I shall summon you. Mentor
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