Advanced Heroquest - Dungeon Explorer Companion
Advanced Heroquest - Dungeon Explorer Companion
Advanced Heroquest - Dungeon Explorer Companion
ROLL TO SEE WHAT HAS BEEN DISCOVERED. EXPANDED BY TERROR IN THE DARK EXPANSION. USE
'VANILLA' TAB FOR THE BASE GAME TABLES.
TREASURE CHESTS 2 D12 BLADE VENOM AGAINST Can be sold or kept as they a lighter than gold.
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10 Undead
22–23 Robe or Cloak 11 Fimir
24 Talisman 12 Daemons
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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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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'.
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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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... 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
Generate each spell with a separate 10 Potion of Regeneration instantly. Trolls can not regenerate
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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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.
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MAGIC SWORDS WS DD
2 D12
1 Chaos Warriors & Sorcerer
8–9 Skaven
10 Undead
11 Fimir
12 Daemons
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11 Robe of Speed
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REFERENCES / GLOSSAR
Page 30 – Treasure
Terror in the Dark, Page 17 – Treasure
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