Advanced Heroquest - Dungeon Explorer Companion

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26/11/23, 16:33 Advanced Heroquest | Dungeon Explorer Companion

Passages Room Search Hazards Treasure Traps Monster Between Expeditions


How to Play Magic Character Mapper

ROLL TO SEE WHAT HAS BEEN DISCOVERED. EXPANDED BY TERROR IN THE DARK EXPANSION. USE
'VANILLA' TAB FOR THE BASE GAME TABLES.

Vanilla Terror in the Dark

TREASURE CHESTS 2 D12 BLADE VENOM AGAINST JEWELS 1 D12


1 D12
2–5 Treasure map 1–3 50 gold
1–2 Graveroot Undead
6 4 Bolts, 20 gold 4–5 80 gold
3 Elfbane Elves, Dark
7 6 Arrows, 20 gold Elves 6–7 100 gold
8 10 ft. of rope, 30 gold 4–5 Blackroot Orcs, Goblins 8–9 150 gold
9 2 flasks of Greek Fire, 1 6–7 Stonebane Ogres, Trolls 10–12 Magic Jewel
Jewel
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TREASURE CHESTS 2 D12 BLADE VENOM AGAINST Can be sold or kept as they a lighter than gold.

1 D12 Magic Jewels are worth 150 gold and if the

10 50 gold magic is used up 50 gold.

8–9 Lawfoil Chaos


11 100 gold Warriors
12 50 gold, 1 Jewel 10–12 True Lawfoil Chaos
creatures
13 100 gold, 1 Jewel
14 Bow, 6 arrows, 1 Jewel
15 Shield, 6 arrows, 50 gold
16 Screech Bug, 50 gold
17 Rat Poison, 50 gold
18–19 Blade Venom (1 dose), 50
gold, 1 Jewel
20–21 Magic treasure
22–23 Magic treasure, Magic
Potion
24 2 Magic treasures, Magic
Potion, 1 Jewel

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Jewels, Potions, Blade Venom and Magic


Treasure need to be rolled in the corresponding
tables

MAGIC TREASURE 2 D12 DAWNSTONE 1 D12 MAGIC AMULETS 1 D12


2 Dawnstone Contains 1 D12 Fate Points 1–2 Amulet of Iron
If a spell is aimed at the Hero, the
3 Magic Amulet Can be used by the owner as normal Fate Points.
Does not regenerate.
spell has no affect if you roll ≥ 9 – also
if you want to be affected by it!
4 Magic Bag
3–5 Amulet of Protection
5–6 Magic Wand +1 Toughness

7 Magic Ring 6–7 Amulet of Courage


Immune to Fear
8 Magic Shield or Helm
8–10 Amulet Protects against a type
9 Magic Weapon of of monster. Click for
Warding more.
10–11 Magic Scroll The rolled monster type causes -1
Wound and never gets a free attack i.e.
12 Magic Jewel from a fumble against the wearer.

13–14 Magic Potion


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MAGIC TREASURE 2 D12 MAGIC AMULETS 1 D12


15 Magic Arrows or Bolts AMULET OF WARDING
1
1 D12
Chaos Warriors & Sorcerer

16–17 Magic Bow 2–3 Chaos creatures

4–5 Orcs & Goblins


18–19 Magic Sword 6–7 Ogres & Trolls

20–21 Magic Armour 8–9 Skaven

10 Undead
22–23 Robe or Cloak 11 Fimir

24 Talisman 12 Daemons

10–12 Amulet of Health


Immune to any disease or poison. Also
unaffected by Blade Venom, Poison
Darts, Gas Traps, Deadly Poison
Mould, Mushrooms and Pools.

Only one Amulet or Talisman can be worn at a


time. Editors Note: The result of 10 is doubled I
leave it to you how to handle it.

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MAGIC BAGS 1 D12 MAGIC WANDS 1 D12 MAGIC RINGS 1 D12


1–3 Bag of Lightness 1–6 Bright Wand 1 Ring of Protection +1
Can hold up to 250 gold and Adds +1 Toughness
eliminates it's weight. 7–12 Light Wand
2 Ring of Protection +2
4–6 Bag of Treasure Adds +2 Toughness
Can only be used once between
expeditions. It will disgorge 5
1 Power of Life 3 Ring of Protection +3
D12 gold. 2 Strength of Life Adds +3 Toughness

3 Cloak of Protection
7–9 Bag of Wizardry 4 Blinding Light
4 Ring of Magic Protection +1
Produces the neccesary Spell Protects the wearer from spells and
5 Escape magical traps on a roll of 11–12 on a
Components for a Spell. Roll a
D12 to determine the charges. 6 Restore Life D12.

7 Regeneration
10–12 Rat Bag 8 Remove of Venom
5 Ring of Magic Protection +2
You can trap one Skaven that Protects the wearer from spells and
magically shrinks into the bag 9 Dagger of Banishment magical traps on a roll ≥ 9 on a D12.
instead of attacking if in DZ, 10 Sleep of Ages
making the Skaven harmless. Will 11 Light of Learning
6 Ring of Magic Protection +3
be released if you exit the Protects the wearer from spells and
12 Banish Fear
dungeon and must be fought magical traps on a roll < Int on a D12.
normally then. Roll a dice, the wand has that
many charges. If you rolled odd, 7 Ring of Fate
add 1 charge. A Bright Wizard Roll a dice, if even the Rings holds 2
uses two charges for casting a
Fate Points, if odd it holds 3 Fate
Light spell.
Points.

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May be only used by a wizard. No Spell MAGIC RINGS 1 D12


components are needed. Editors Note: Full
description of the Spell will be found under 'How
To Play > Magic' soon.
8–9 Ring of Speed +1
Adds +1 Speed.

10–11 Ring of Speed +2


Adds +1 Speed.

12 Ring of Greatness
The wearer ignores all special rules
for 'invulnerable Monsters', is immune
to fear caused by 'Fearsome Monsters'
and gains +1 DD against 'Large
Monsters'.

Only one Ring can be worn at a time.

MAGIC SHIELDS & BS T SP MAGIC WEAPONS 2 D12 MAGIC JEWELS 1 D12


HELMS 1 D12
2 Dagger +1 DD 1–2 Cleargem
1–3 Simple Magic -1 +1 0 +1 to the result for spotting traps
Shield 3–4 Dagger +2 DD
3–4 Fate Jewel
4 Magical -2 +2 -1 5 Dagger of Throwing Roll a dice. If the result is even it holds

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MAGIC SHIELDS & BS T SP MAGIC WEAPONS 2 D12 MAGIC JEWELS 1 D12


HELMS 1 D12
Greatshield 6 Spear +1 DD 2 Fate Points or 3 if it's odd. Can't be
recharged.

5 Simple Magic 0 +1 0 7 Spear of Returning 5–6 Fire Ruby


Helm 8 Axe of Cleaving 1 D12 charges of 'Flaming Hand of
Destruction'. Wizard only.
6 Dwarven Magic -1 +2 0 9 Axe +1 DD
Helm 7–8 Jewel of Shattering
7–8 Shield of Spell Reflection 10 Warhammer +1 damage Can be thrown up to 8 squares in LoS
and causes 8 DD on that and any
Reflects spells back to the caster if you
roll ≤ Int on a D12. It does not protect
11 Warhammer +2 damage adjacent squares.

against magical traps or area of effect


12 Flying Hammer 9–10 Soul Jewel
spells. 1 charge of 'Power of the Phoenix'.

9–11 Shield 'Arrow Catcher' 13 Halberd +1 DD 11–12 Spell Jewel


Automatically protects against non-
magical missiles. It gives only normal
14 Halberd +2 DD Behaves like a Magic Wand.

Magic Jewels are worth 150 gold and only 50


protection against magical missiles.
15 Halberd of Cleaving gold once used.

12 Magic Helm -1 +2 0 16 Halberd of Skill


'Fearsome
Rune' 17 2-Handed Sword of Cleaving
Wearer counts as
'Fearsome Monster'
18–19 2-Handed Sword of Skill
to it's enemies

20 2-Handed Sword +1 damage


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MAGIC WEAPONS 2 D12


21–22 2-Handed Axe of Cleaving
23 2-Handed Axe of Skill
24 2-Handed Axe of +1 damage
Basic weapon stats can be found at page 44.
Weapons can never have more than 12 DD
irrespective of magic or strength.

Dagger of Throwing
May be used as ranged weapon (range 6
squares, 4 DD). In Hand-to-Hand combat it
has normal Dagger stats.

Spear of Returning
May be used as ranged weapon (range 8
squares, 4 DD). It returns immediately and
can be thrown again in the next round. In
Hand-to-Hand combat it has normal Spear
stats.

Flying Hammer
May be used as ranged weapon (range 10
squares, 6 DD). It returns immediately.

... of Cleaving
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Critical Hit on 10–12.

... of Skill
Any fumble is simply a miss.

MAGIC SCROLLS 1 D12 MAGIC POTIONS 1 D12 MAGIC ARROWS & BOLTS 2 D12
1–2 1 spell, Bright Wizard's 1–4 Potion of Healing 2 Bolts of Death (3)
Spellbook Restore Wounds to the starting level +1 DD on hit
from the beginning of the next turn. A
3–4 2 spells, Bright Wizard's Hero may also give it to an 3–4 Arrows of Death (6)
Spellbook unconscious Hero if neither is in a +1 DD on hit
Death Zone. They can be used to avoid
5 3 spells, Bright Wizard's certain Hazards. They won't restore 5 Bolts of Sure Striking (1)
Spellbook dead Heroes. +2 BS

6 4 spells, Bright Wizard's 5–7 Potion of Strength 6–7 Arrow of Sure Striking (2)
Spellbook Strength +2; gain 2 DD for hand-to- +2 BS
hand weapons for 3 turns (combat and
7–8 1 spell, Light Wizard's exploration). 8 Bolts of the Assassin (2)
Spellbook Critical Damage on any dice roll of ≥
8 Potion of Prowess 10
9–10 2 spells, Light Wizard's WS, BS and Sp +1 for 3 turns (combat
Spellbook and exploration). 9–11 Arrows of the Assassin (4)
Critical Damage on any dice roll of ≥

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MAGIC SCROLLS 1 D12 MAGIC POTIONS 1 D12 MAGIC ARROWS & BOLTS 2 D12
11 3 spells, Light Wizard's 9 Potion of Invulnerability 10

Spellbook You can be only hit if at least one 12


12–14 Arrows of Flame (4)
was rolled. This does not apply to
12 4 spells, Light Wizard's damage rolled as the result of a free
+2 DD rolled. Mummies are killed

Spellbook attack or any attack made with a


instantly. Trolls can not regenerate
Wounds inflicted by the hit.
magical weapon ('Invulnerable' rule
Can only be used by a wizard. Can only be used
once. No components are needed.
book, p. 40). Lasts till the end of the
next combat.
15 Bolts of Flame (2)
+2 DD rolled. Mummies are killed

Generate each spell with a separate 10 Potion of Regeneration instantly. Trolls can not regenerate

roll on the Spell Book: Recover 1 lost Wound at the beginning


Wounds inflicted by the hit.

of each Hero phase every combat turn


16–19 Arrows of True Morr (4)
Bright Wizard's Spell Book ('Regeneration' rule book, p. 40). Lasts
Undead are killed instantly.
till the end of the next combat.

11 Cursed Potion 20 Bolts of True Morr (2)


Undead are killed instantly.
The GM should tell the Heroes that it
1 Dragon Armour

2 Open Window
is a Potion of Healing until someone
drinks it. It permanently subtracts 1
21–22 Arrows of True Flight (2)
Auto hit
from the following drinkers
3 The Bright Key
attributes.The effect is permanent.
4 Flaming Hands of Destruction 23–24 Bolts of True Flight (1)
5 Flight Auto hit

6 Swift Wind
1–2 - 1 Weapon Skill
7 Flames of Death
3–4 - 1 Bow Skill
8 Flames of the Phoenix
5 - 1 Strength

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9 Power of the Phoenix


MAGIC POTIONS 1 D12
10 Still Air
6 - 1 Toughness
11 Inferno of Doom
7–8 - 1 Speed
12 Courage
9–10 - 1 Bravery
Advanced Heroquest rulebook, page 23
11 - 1 Intelligence

Light Wizard's Spell Book 12 - 1 Wound

12 Sublime Potion of the


Supreme Alchemist
Heals all lost Wounds, cures any
disease, increases one attribute (except
for FP) of free choice permanently.

Potions may be drunk at the start of any turn.


Editors Note: the manual says Healing Potions
on 1–2 which seems to be an error.

MAGIC BOWS 1 D12 RNG DD MAGIC SWORDS WS DD MAGIC ARMOUR BS T SP


2 D12 2 D12
1–4 Short Bow 28 4
2 Rune Sword +2 +2 2–3 Elven 0 +4 0
5–7 Bow 40 4
3–4 Limp Lopper +2 +2 4 Dwarven -2 +5 0
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MAGIC BOWS 1 D12 RNG DD MAGIC SWORDS WS DD MAGIC ARMOUR BS T SP


2 D12 2 D12
8–9 Long Bow 48 5
5–6 Rib Cleaver +1 +2 5–6 Enchanted 0 +5 0
10–11 Crossbow 48 5 Mithril
7–9 Skull Splitter +1 +1
12 Elven Power Bow 48 6 7–8 Plate -2 +4 -2
10 Gut Ripper +2 +1
Editors note: the rule book says Short Bow on a 9–11 Chain -1 +3 -2
roll of 1–2 which seems to be an error.
11–12 Death Bringer 0 +1
Additionally roll the Bows Special 12–14 Leather -1 +2 0
Abilty: 13 Soul Reaver +1 0
15–17 Chain, Prot. -1 +2 -2
14–15 Sword of +1 +1 from Missiles
Smiting All non magical
MAGIC BOW SPECIAL ABILITY Critical hit on 11– missiles only hit on
1 D12 12 a 12

1–7 No special ability 16 Sword of +1 +1 18–19 Chain Mail of -1 +2 0


Skill Speed
8 Deadly Aim No fumbles at 1
+1 to hit roll 20–21 Chain, Prot. -1 +2 -2
17–18 Sword of +2 0 from Fire
9 Mighty Striking Courage -2 W from
+1 DD Br +2 (cannot Fireballs, Fire
increase above Missiles, etc.
10 Repeating 12)
Fire 2 arrows in one combat turn 22–23 Leather of 0 +1 0
Enchantment
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MAGIC BOW SPECIAL ABILITY MAGIC SWORDS WS DD MAGIC ARMOUR BS T SP


1 D12 2 D12 2 D12
11 Swiftness 19 Sword of Defence Can be worn by
Wizards
You can move and fire Auto deflects one attack per combat

12 Deadly Power
phase which has to be selected and
24 Plate Mail of -2 +4 -2
+1 DD and one shot per Adventure has
announced before the hit roll.
Golden Light
10 DD, this shot has to be declared 20 Sword of the Flaming Heart Restores all
Wounds once per
before rolling. +1 DD, +1 to all Wound rolls.
expedition plus +1
Mummies killed instantly on a hit,
WS for the next
Trolls cannot regenerate Wounds
combat.
inflicted by it.
May be worn by any Hero except a Wizard. Basic
20 Sword of Glory stats at page 32 in the rulebook. Normal stats at
+1 WS and 'Fearsome' (p. 40): any page 44.
Monster in the DZ has to perform a
Bravery check: if > Br it may not
move (unless it runs) or attack. It may
open doors.

21–23 Bane Sword (Rune


Sword)
The Bane Swords Death Rune adds
+2 WS, +2 DD and +2 to all Wound
rolls against a once specified type of
monsters.Against any other type is
simply has +1 WS.

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MAGIC SWORDS WS DD
2 D12
1 Chaos Warriors & Sorcerer

2–3 Chaos creatures (includes


Minotaur, Beastmen and all
Daemons)

4–5 Orcs & Goblins

6–7 Ogres & Trolls

8–9 Skaven

10 Undead

11 Fimir

12 Daemons

24 Sword of Stealing (Rune


Sword)
For every Wound inflicted by a
critical hit, it restores Wounds to it's
user up to the starting level.

Use the basic weapon stats at page 44 and add


the magical effects. Wizards can only wield Rune
Swords. No model can ever carry more than two
swords.

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MAGIC ROBES & CLOAK 1 D12 MAGIC TALISMANS 2 D12


1–2 Robe of Toughness Lv. 1 1–4 Talisman of Toughness
+1 Toughness +1 Toughness

3–4 Robe of Toughness Lv. 2 5–8 Talisman of Wizardry


+2 Toughness It has 1 D12 charges, each allows a
Wizard to cast one known Spell
5 Robe of Toughness Lv. 3 without ingredients. Once empty it
+3 Toughness crumbles to dust.

6–8 Cloak of Pockets 9–12 Talisman of Fortune


Can store 250 gold weightlessly, It grants once when first found 1 FP to
produces spell components for a the wearer and subsequently +1 for
known spell of choice once during spotting trap rolls.
each adventure, produces a blade
You can wear only one Talisman at once and not
venom once before each adventure.
in combination with a Magic Amulet.

9–10 Cloak of Invulnerability


You can be only hit if at least one 12
was rolled. This does not apply to
damage rolled as the result of a free
attack or any attack made with a
magical weapon ('Invulnerable' rule
book, p. 40).

11 Robe of Speed
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MAGIC ROBES & CLOAK 1 D12


+2 Speed

12 Robe of the Sagacious


Sorcerer
+1 Int, +1 Br, +1 Sp. +1 FP (gets not
regenerated between adventures).
Spell costs 50 gold more.

Wizards only or characters wearing no armour or


leather armour only.

REFERENCES / GLOSSAR
Page 30 – Treasure
Terror in the Dark, Page 17 – Treasure

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