Advanced Heroquest: QUEST 1: The Axe of Grorm
Advanced Heroquest: QUEST 1: The Axe of Grorm
Advanced Heroquest: QUEST 1: The Axe of Grorm
CUPBOARD
FIREPLACE
MAP KEY
Tomb Rack
Sorcerers
Table Barrel
Weapons Wandering
W
Rack Monster
Treasure
FIREPLACE Fireplace Chest
2
Dungeon Level One the stairs and attack (monsters get +1 to surprise roll). 2
Goblin Archers and 1 Orc Champion (30Gc’s)
Location A Location J
This area is guarded by 2 Orcs (20Gc’s), the Sorcerers
table, contains (Scroll: Power of the Phoenix x 1). The room is empty apart from a barrel (150Gc’s).
Location D The Mithril Discs are magic keys that must be placed into
the tomb of Grorm in order to open the lid. The first disc
This room is empty apart from a weapons rack which
is found on level one and the second on level two. The
contains (1 Spear).
discs when placed into the tomb read a inscription and
hint to whom can remove the Axe from the tomb.
Location E
These rooms are empty, however if the Heroes return to Disc One Reads,
these rooms again there is a 50% chance they will
encounter some wandering monsters. Roll 1d12, on a Only A True Dwarven Hero
result of 1-6 the room is empty still, on a roll of 7-12 they Only A True Dwarven Hero
encounter a wandering monster/s, roll on the wandering
monster table.
Location F
The room contains a rack and a treasure chest. The chest
contains (Rat Poison and 50Gc’s). The chest is the trigger
and as soon as it opens the room will rotate each turn.
Location G
These stairs lead out of the dungeon to the surface, if the The Tomb Reads,
Heroes leave the dungeon the expedition is over. The
chances of re-entering the dungeon by this way again are Can Remove The Great Axe
slim, roll 1d12 on a roll of 1-10 the Heroes cannot find Can Remove The Great Axe
the way in and must start at the main entrance, on a roll
of 11 or 12 they manage to find the entrance again and
can continue the quest from this point.
Location H (Lair)
This room is a Lair and contains 4 Goblins and 4 Goblin
Archers (40Gc’s). Once the monsters have been disposed
of the Cupboard can be searched
The Second Disc Reads,
(Healing Potion, AHQ 31) the chest (100Gc’s) and the Of Grorm From Its Tomb
Tomb, a STR test is needed to lift the lid, no skeleton is Of Grorm From Its Tomb
disturbed and inside is (Dawnstone: with 3 Fate Points).
Location I
The two squares shown contain an alarm trap (Spot 7,
Disarm 7). As soon as any Hero steps onto either of the
two spaces marked on the map with the Alarm, a load
drum noise is heard and a group of monsters race down
3
Dungeon Level Two
W
FIREPLACE
BOOKCASE
W
FIREPLACE
S S
MAP KEY
Alchemists Secret
Bench Door
Barrel
Sorcerers
Table Wandering
W
Monster
Magic
Circle S Statue
Doorway
BOOKCASE Bookcase
Treasure
FIREPLACE
Fireplace Chest
4
Dungeon Level Two of their current fate points. The Gems are worth (400Gc’s
each).
Location I
The space contains a hidden mantrap (Spot 7, Disarm 6),
any hero who enters the space will trigger the trap (AHQ
p, 34).
Location J
The secret door is hidden, it looks like a dead end on one
side and just a dungeon wall on the other. Any hero who
searches this area for a secret door will automatically
find the door (no roll needed).
Location K
The room contains a chest (2 Flasks of Greek Fire) and a
Alchemists Bench (Potion of Prowess, must bedrunk at
Location E start of turn. WS, BS and Speed are increases by 1 point
The square contains a gas trap (Spot 10, Disarm 7). If the each and lasts fro 3 turns).
square is stepped on a cloud of gas is expelled (AHQ p
34). The gas is a Mild Poison. Location L
The room is empty apart from stairs leading down to
Location F (Lair) Dungeon level 3.
This room is a Lair and contains 3 Goblins, 3 Goblin
Archers, 1 Orc and 2 Orc Champions (80Gc’s). A log can
be grabbed from the fireplace instead of making an attack
and has the same effect as a dagger in combat. Once the
monsters have been disposed of the Sorcerers Table can
be searched (Scroll: Open Window x 1). The Treasure
Chest is trapped with a Poison Dart (Spot 9, Disarm 8) . If
it is sprung roll 1 damage dice for the dart. The chest
contains (10 Feet of Rope and 30Gc’s).
Location G
Each side of the corridor are two menacing looking
statues. They both have a large gem set into their stone, if
a Hero tries to remove them they are cursed and loose all
The Dwarven King with his axe.
5
Dungeon Level Three
POOL
P1
BOOKCASE
P3
P2
P2
P3
MAP KEY
Secret Door
Barrel
BOOKCASE Bookcase
Treasure Chest
P1 Pressure Pad
Lever
Grate
Throne
Tomb
POOL Pool
Rope Bridge
Chasm
Table
Mushrooms
6
Dungeon Level Three Location E to protect the tomb, which they are frantically
still trying to get open). In the corner of the room are 4
mushrooms, which can be picked; if they are eaten each
Location A will restore all of a Heroes lost wounds.
The Heroes emerge into a large cavern, on each side
overlooking the middle are raised walkways (Locations Location E
B), once used by the noble dwarves to overlook the These narrow walkways bridge a river of flowing lava.
miners during important gatherings. Goblin Archers The heat is unbearable, as fire and lava erupts and spills
(20Gc’s), 2 on each side guard the cavern and begin onto the pathway. A hero attempting to walk along the
shooting down on the Heroes as soon as they enter the bridge will take 1 wound for every space they move. The
cavern. Heroes are surprised (no need to roll). only way to prevent this is to douse themselves with
water. The water must be applied on the space just before
The entire cavern is made up of a large room tile and a the lava bridge and will only protect the drenched Hero
small room tile, there is no wall between the two. for 5 spaces (just enough to cross the bridge). The
downside is the only water in the dungeon is back in
The end wall (shown with a dotted white line) is in fact a Location A (Lets hope the Heroes dealt with the Bats).
very large door (spot 6) that slowly raises up in to the Both buckets can be filled, however only one bucket can
ceiling. It has been disguised to look like part of the be carried by a Hero or Henchman at a time. To drench a
dungeon wall. There is a pressure pad (spot 6) located in Hero or Henchman uses up half a bucket, the Heroes had
front of the door which has also been disguised and looks better remember to take enough water with them or else it
like the dungeon floor. When enough weight is placed on will be a hot trip back. The weighted barrel at Location D
the pressure pad the door will raise, if the weight is should be used for the pressure pad on the right hand
removed it will lower . The Orcs found that by using an bridge, because in order to open the Quest room all
empty barrel they could chuck rocks in to it, when the pressure pads on this level need to be weighted. For each
door opened they stopped, now throughout the dungeon trip the Heroes make back to the water pool the they will
weighted barrels have been left laying around and are encounter a group of wandering monsters (rolled
used to activate these pads. Moving a weighted barrel randomly).
reduces a Hero or Henchman’s move by half.
The Tomb glistens in the dim torchlight, by the gods its The skeletons are placed where the skull symbols are on
made of solid Mithril. This must be the resting place of the map. If they are defeated. Read the following.
the lost king Grorm. Casting your eyes across the ornate
casket, while your hand traces the etched battle scenes With the Kings guards defeated your attention is brought
your fingers stop at a plate raised up a little from the back to the tomb. Inside is a great axe clenched tightly in
surface of the lid (GM: Give the Hero Handout 4). The the bony claws of a long dead king. With all that has
engraved message is written in Dwarven and each side is happened to you, you should decide who will take the
a palm sized round slot, it looks like something should be Axe.
placed here. . .
If a non Dwarf hero takes the axe, read the following (1)
Now its up to the Heroes, if they think to place the Mithril otherwise read (2).
discs into the slots then give them Handouts 5. The discs
have to placed in the right way or nothing will happen see 1) As your hand grasps the axe, the skeleton King sits up
diagram below. and slowly cocks his head towards you, his head turns
slightly as if examining you and then his mouth stretches
open wide, a horrible grotesque screeching emits from his
mouth and you can just make out the words “wrong
choice” as 6 shooting wisps of smoke fly across the room,
the figure slumps back into the tomb and you watch in
terror as the smoke hits the ground, climbing out of each
fallen wisp of smoke is a dwarf sized skeleton, its time to
fight again.
As soon as the discs are in the correct order read the The skeletons must be fought again however they all only
following. have 1 wound each. Once they have been defeated for the
second time, any Hero can take the axe. If the Heroes
As you place the last disc into its slot, the message begins dare read the following.
to glow, faintly at first and then brighter and brighter until
the light begins to hurt your eyes. You turn your head, (2) As your hand grasps the axe, the skeleton kings bony
shielding your eyes with your hands, as a rumbling claws slip from the its shaft and fall to his side. Holding
noises starts to emit from the tomb, the lid is moving. the axe with both hands, you feel an immense power
project through your body,
While watching the lid, you hear a voice boom “Only a the axe of Grorm is now
true dwarven Hero . . .” with each spoken word, part of yours to keep.
the inscription on the left hand disc stops glowing and
disappears, as if in time with the words. Fate Point Reward
If the Heroes left the dungeon
Again the voice booms “can remove the great axe . . . “the with the Axe of Grorm, they
inscription on the tombs plate, part by part glows and each gain +1 to their Fate
disappears as if the voice is rubbing out the words. Point Characteristic. The axe
is made from Mithril and is
The voice booms yet again “of Grorm from its tomb . . .” worth 1000Gc’s however the
again, bit by bit the inscription on the right hand disc Dwarves may pay a lot more
glows and disappears. for the long lost relic.
8
THE HANDOUTS
HANDOUT ONE HANDOUT TWO
HANDOUT THREE
HANDOUT FIVE
HANDOUT FIVE
HANDOUT FOUR
9
Lava Bridge Floor Tile
10