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Heroscape RPG

Version 1.1
Author: W. Clevers
Jan 4th 2009

Contents
Page
Introduction
Setting up
Gameplay
Tables
Game aids
-

1
Create your hero
3
Setting up the board
5
Terrain generator
6
Order of play
9
Exploring the country
10
Death
10
Loot
10
Bound to terrain
10
Experience
10
Calculate value
10
Glyphs and competitive/cooperative gameplay 11
Ending the adventure / victory
11
Advancements
11
Monster Valuables
13
Treasure table
12
Quest Items Table
14
Trader
14
Monster Deployment Table
15
Hero character sheet
18
Terrain generator results sheet
19

Introduction
Heroscape RPG is a modification of the Heroscape game ruleset that puts several heroes
(players) together who will adventure through uncharted and unknown terrain, encounter
monsters, fulfil tasks and grow on experience and abilities.
Although this document appears to be rather lengthy, only a relatively small part is used
for actual gameplay. The large remainder consists of the setting up rules, the fun-to-use
terrain generator and tables that describe monsters that can be encountered, trade wares
and treasures that can be found. Finally, the last two pages are forms that can be printed
out so you can write all details of your hero down, as well as the results of the terrain
building d20 rolls.
It is advised that you have access to at least 2 basic terrain sets and 1 set of each terrain
expansion. If you’re missing on game components, you can easily bend/violate the
terrain building rules to fit your situation.
The RPG setting for Heroscape dictates that one player will be the gamemaster, all other
players choose their heroes to quest in the world of Heroscape.

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in which the heroes may tourney and gain experience without the risk of truly going out of action. While building a new section of terrain. he may decide to go light on the monsters he/she deploys. treasures should be found. The rules give some advice on populating the world with adversaries and monsters. the gamemaster is the one that makes the final decision. It is the single duty of the gamemaster to make sure the questing players are having a good time. He should give the players something of interest to stumble over: every now and then a trader should be met (but only if the players have enough money and/or goods to trade with). how to gain experience and how to advance your hero. it is up to the gamemaster to walk the fine line between letting the system build and play itself with the 20-sided die (which can be really fun) and introducing elements of interest and game balance by himself. but the task of the gamemaster is to guard over this process and to break the rules when it seems fit. monsters don’t always coordinate their attacks as if they’re hunting with smart pack tactics (but sometimes they do!). the rules tell you how to build the world. road. if the group of heroes is doing so good that there isn’t any feeling of tension. like killing the arch-enemy of this friendly monster). jungle vegetation and ruins. monsters might even fight among themselves! Also. Or you may find that you’ve rolled for more tiles than can fit in a single row of terrain. etc. In the end. it may be that you find you don’t have enough snow tiles to satisfy the dice rolls for terrain generating. the gamemaster should have prepared some sort of background story in which the heroes will play their role. The Heroscape RPG rules tell you how to create the heroes and how to use your 20-sided die (d20) to create the game world. they should encounter a large unique hero monster (for instance). As an example. every now and then you’ll meet a situation in which the rules fail to give an adequate answer. he shouldn’t allow for a fourth row of swamp terrain filled with Marro figures to be build. glyphs shouldn’t unbalance the gameplay. swamp water. The overall story has to be kept in mind. The game master is the player who tells the story. victory conditions. Bend the rules and set up the terrain ‘in the spirit’ of what you rolled. This background story should describe some sort of end point in the game. In addition to the standard Heroscape rules. etc. etc. Or the gamemaster may decide to include a ‘fountain of youth’ that give +1 life to each hero that drinks from it. Etc. This brings us to the role of gamemaster. The gamemaster should direct the monster horde as they behave in real life: snow-loving monsters shouldn’t pursue heroes onto swamp terrain. Although the gamemaster gets to play with all the monsters. if the group of heroes isn’t faring too well the gamemaster may introduce a monster that happens to be friendly and that will aid the group for the next few fights (or until a specific target has been met. During game play. Or he/she may decide to setup the next piece of terrain with a castle.In advance. Remember. he/she must not always go for an easy victory. 2 . the RPG rules tell you how to play the game. for instance a combination of a lot of water. If the gamemaster observes that the company of heroes doesn’t fare well. These are the moments to improvise.

customize your hero: Weapons: choose one weapon for your hero: . gets +1 attack against this figure. but for your Hero you should use the Hero Character Sheet that has been supplied at the end of this article. . All figures with a Support SA get +1 exp.Longbow. When wounding roll d20. . Support. Cost 5.Take the Flying skill (when moving. If this move ends adjacent to a figure that wasn’t adjacent at start of move. Support or Magic User Special Abilities Table: Frontline Special Abilities Table All figures with a Frontline SA get +4 on their initiative rolls. Frontline. Create your Hero For monsters and NPCs (non players characters) you’ll use the Heroscape army cards. . always round up. Roll d20 (or choose) for one Hero Special Ability on the Frontline. Charger: at turn start roll d20: on 15+ gets +3 move. Your hero gets 5 points (heroes with a bow get only 3 points) to: . intervening terrain/obstacles and figures).Increase Stats. Support Special Abilities Table. Cost 10. . Frontline. Range 6. On 15+ score another wound. Uses a knife in close combat (knife: no modifiers). 18-20. Cost 8. Cost 8. Magic User. 1-8. Cost 10.Staff. 3 .Axe. . When wounding roll d20. + 1 attack die. . Frontline. two handed. Support. point when rolling successfully for their SA. -1 attack die in ranged combat. . On 10+ score another wound.Sword. Support. Cost 4. Support or Magic User. according to the weapon your hero has taken. Whenever fractions are rolled. 9-13.Sword. and get +1 move (cost 3 points). Move -1. Frontline. the second increase of the same stat costs 2. Cost 6. two-handed.Bow.Setting up Rule # 1. 14-17. +1 move value.Axe. The first increase of a stat costs 1 point. Range 4. when playing with 2 players) hero to take place in the adventuring company: Each hero gets these starting stats: Life 2 Move 3 Range 1 Attack 2 Defense 2 Experience 0 Next. Choose. Each player creates one (or perhaps two. etc. Support. ignore elevations. Counter attack: at turn start roll d20: on 15+ any surplus shields rolled in defence rolls do damage to the attacking enemy that cannot be saved. Melee Fighter: at turn start roll d20: on 15+ gets +1 attack die in close combat. Uses a knife in close combat. Athlete: at turn start roll d20: on 15+ gets 1 additional attack in close combat. the role your hero will be playing: Frontline.

Roll d20 (or choose) to choose element (and starting special ability spell): 1-3: Fire: Fire Blast: at turn start roll d20: on 15+ you get the Fire Blast Attack: put 7-hex tile central over target figure at max range 6. Magic User Special Abilities Table. you may use both your hero and your familiar. In one turn. Remove (burn) any covered bush or tree. Natural Leader: at turn start roll d20: on 15+ for the remainder of the round. Update cost 10 XP to heal +1 wound each time this SA is successful. Calculate Value Next. Your hero scores the experience from both figures. Gets +2 gold coins if successfully heals another figure in this way. Update cost: 10 XP for +1 attack die (can be taken more than once) 4-6: Earth: Earthquake: at turns start roll d20: on 15+ put 7-hex tile central over target figure at max range 6.1-6. 2 terrain layers under this tile (but the bottom layer). including figure itself. you get the experience from both). 19-20:Death: Resurrect: at turn start roll d20: on 15+ resurrect (to 1 life) 1 enemy figure that died last round and gain control over it indefinitely (so you get 2 figures to use in your turn. The familiar cannot be of the same race as the hero. 10-12:Water: Flash Flood: at turn start roll d20: on 15+ place 5 water hex anywhere in a range of 7 hex (but not on lava rock. by multiplying the stats with: Life x5 Move x2 (x4 if flying) Range x3 Attack x6 Defense x4 Add 10 points for each (level of) special ability. Roll 2 attack dice against each covered figure. 4 . you can only have one familiar. The figure gets no leaving engagement attack. N. This figure gets +8 initiative next round. All figures with a Magic User SA earn +2 gold coins when rolling successfully for their SA. Sharpshooter: at turn start roll d20: on 15+ gets +1 attack and +2 range in ranged combat this round. equipment and background of the hero. they come prior to moving and attacking.B. all friendly figures get +1 defence die. 14-20. At any time. The figure may take falling damage. 7-9: Air: Wind Gust: at turn start roll d20: on 15+ you may move any figure within 7 hex over a distance of 2 hex. These points/multipliers also represent cost in experience points when updating your hero during gameplay. Place the familiar adjacent to the hero. Remove max. on liquid lava will turn lava into lava rock.: Hero Special Abilities aren’t used instead of an attack. Select a model that fits the abilities. 13-15:Illusion: Illusion of Absence: at turns start roll d20: on 15+ target figure within 7 hex (including figure itself) cannot be targeted by attacks this round. etc. lava damage. or resurrect one friendly figure with 1 life (and gain no control over it). calculate the value of your hero. Healer: at turn start roll d20: on 15+ heals one wound in any figure within 5 hex (including the figure itself). 16-18:Nature: Familiar: at turn start roll d20: on 15+ choose a familiar: a single model with a value of not more than a quarter of your hero’s value. 7-13. on snow the water will freeze to become ice).

rock with road. if the background story supports this. Also. 4 rows after setup: grass. but you must choose grass for the type of terrain. rock. grass. This is called a row of terrain. Starting grass plains: Put 2 grass 24-hex tiles together to become one large rectangle (8x6 spaces). Talking about tiles. sand. Deploy the heroes in a 2 by 5 zone on the left-hand side of this board or in the castle. grass. sort your terrain tiles in piles of each type: grass. 5 . Add 1 layer of elevation in patches on top of this first layer. snow. a single row of terrain. Add d20/3 (round up) pieces of bush or pine trees. lava.Setting up the board Before gameplay. bush and trees. any type of terrain can be generated. Add a fourth row to the right side of the playing board using the terrain generator (now. swamp. where they get their mission debriefing. throughout this document the words tile. etc. do not place any monsters. Deploy zone is in the leftmost row. Also. Do this once again and join the rows to become a two-row playing board (8x12 spaces). Add a third row to the right side of the playing board by following the directions on the terrain generator. you may place a castle on the first row. space and hex are using to denote the same thing: a single unit of hexagonal Heroscape terrain. Construct a road that crosses the board from left to right. it also contains monsters).

Empty spaces completely block line of sight. Do not place the items and monsters yet. specials and monsters (see section 12. The result tells what elevation (part of) the terrain will get: Up to 4: Not higher than 1 layer 5-8: 3 layers high 9-12: 5 layers high 13-16: 7 layers high 6 .B. Setup a branching road. The only restrictions are that the dungeon should fit in an imaginary 6 x 8 terrain row and that at least one functional exit is created. anything your fantasy comes up with. grass: 0. Modifiers: terrain is swamp: -8. The new row of terrain will become (if available. As you can only start building at the end of the terrain generation process. third row is a dungeon. 13 and 14). On 1-4. New terrain is added at the right-hand side of the terrain. the gamemaster can always decide differently! 1. An item or monster can only be deployed as soon as one of the heroes gets line of sight to it. Use only road and bridge tiles. otherwise reroll): Swamp: result up to 5 Grass: 6-13 Sand: 14-17 Rock: 18 or more. Elevation Roll d20. 3. a dungeon is created. with dead-ends. Choose terrain type Roll d20. Dungeon Roll d20. Each empty space represents impenetrable dungeon wall or a dark and deep chasm. 2. Do not put tiles in between the road tiles. deduct -3 if previous terrain was Dungeon. Double stream in second row. chambers. chasm with bridges. sand: 0: rock +8. Modifiers: previous terrain row is swamp: -2. You may start building the dungeon immediately and skip all following sections of the Terrain Generator. N.Terrain Generator The terrain generator lets you make a lot of d20 rolls and makes you apply several modifiers. sand: +2: rock +4. The gamemaster secretly notes the coordinates of deployment of each item and monster (in the imaginary 6 x 8 terrain row). it is advised to write down the results of the terrain building rolls on the Terrain Generator Results sheet provided at the end of this document. Play from left to right. grass: 0. Litter the dungeon with any fitting glyphs.

Do not start building yet. divide by three if the height is 12 layers or more (round up). 14-16: one pool of size d20/2 (round up) +5 tiles.17-20: 21-24: 25 or more: 9 layers high 12 layers high 15 layers high Roll d20 again. 4. 17-19: one pool of size d20/2 tiles (round up) + stream 20-22: 2 pools. 7 . Water may be placed in between rows… … or within a single row (2 streams in second row). The stream may be placed between the previous and the new row of terrain. The result designates the exact # of hex that should be at the designated elevation level. combined size d20 tiles 23+: 2 streams (add 2 bridges if needed). The bridge may just be a piece of road that crosses the water. Then check the result table: Up to 8: no water tiles 9-13: 1 stream that crosses the road (add a bridge if needed). 0 -2 -6. Apply these modifiers: On swamp land: On grass land: On sand land: On rock land: +4. Water Roll d20. Divide the result by two if the height is 7 layers or more. Do not start building yet.

Sand: 0-10: no trees 11-15: y – 10 pine trees 16-20: y – 15 jungle pieces (if on snow: pine trees) Rock: y/4 – 2 (round up) pine trees (calculate that!). Ruins Roll d20. At setup a single road is laid down that traverses the all rows from left to right. Do not start building yet. 11-20: deduct 13. add the determined elevation level. at 15+ the road splits into 2 separate roads. 10. Do not start building yet. 15-16: 1 piece of ruin 17-18: 2 pieces of ruin 19: 3 pieces of ruin 20+: 4 pieces of ruin 11. Add vegetation. Connect the new stretch of road(s) to any previously placed road. Start building the terrain! Build a new row of terrain (8x6 spaces) on the right side border of the playing field. Do not start building yet. 9. Roll d20. 8 . On 20+ Add 6 + d20/4 (round up) snow tiles and: roll d20 again: deduct -10: add this amount of ice tiles and: roll d20 again: deduct -10: add this amount of tiles covered with glacier. Do not start building yet. add max elevation level. result = y: Swamp: add 5 + y/4 jungle pieces (round up) Grass: 1-10: deduct 3. 6. Lava If the terrain is rock roll d20. add that amount pine trees. add that amount jungle pieces. Snow Skip this section if you placed any lava tiles in the previous section. 7. at 6-14 there is a single road. If the terrain is rock or sand roll d20. When a new row of terrain is created. if there are already 2 roads. 8. and make it traverse the row to the right hand side (by any convenient route). Road. add 5 if the terrain is sand: 0-14: no ruins.5. the roads will stay apart. Add swamp water tiles to swamp land: place 5 + d20 swamp water tiles. Do not start building yet. On 24+ add 6 + d20/4 liquid lava hex (add any amount of lava rock). roll d20: at 1-5 the road stops (at 6+ start a new road if there isn’t a connecting road). Swamp.

all Marro in or adjacent to swamp tiles. 11-15: monster is deployed in the new terrain row. Deployment: Roll d20 for each monster: 1-10: monster is deployed along the border on the right hand side. to be placed in ruins).A merchant selling armour and weapons (see Trader Table). A number of 1 to 2 glyphs is adequate most of the time. . Nilfheim at snow tiles. Monsters N. NPCs or resurrected monsters). Exceptions: certain monster figures are ‘bound’ to specific terrain. . Roll for Initiative for each army card (heroes and monsters) 2. sort the monsters into 5 different piles. .g. enough charges for every adventurer). Play proceeds in initiative order with . 9 . For instance. Specials The gamemaster may place any special features. at least 5 hex from any hero figure. 13. where you can train your heroes (gain experience without the risk of dying). at least 8 hex from any hero figure.Traps (e. etc. grass. in (partial) cover.A fountain of regeneration (restore all life. roll again on this table after the next round. whatever the gamemaster thinks best. for instance: .(d20 roll for) special ability . . 16-18: monster isn’t deployed yet. Glyphs The gamemaster may place glyphs. You can rule that the Glyph of Brandar represents a treasure chest (see Treasure table). sand.A school of ninjas. to reduce building time. The glyphs may be placed face down or up.movement .combat 3.12.Bags of gold. The gamemaster chooses monsters from the Monster Deployment Table. legendary weapons (e. The gamemaster may choose to deploy an incomplete squad to make the spent points nicely fit. with players each controlling one figure against the gamemaster playing with several (squads of) monsters. or just to aid/hinder the players. a Dumutef Guard always deploys on a bridge. . 19-20: monster is deployed on any previously build terrain row. Heroes may take an advancement (and recalculate) 4.A haunted castle (the castle should be prepared/build before starting the game. Gameplay Order of play Each round: 1. . Preparation: before gameplay. to be placed in ruins).g. rock or special.B. in line with the adventure’s story.Special characters (NPCs) that temporarily aid the adventure group. The total point value of the monsters in a new row cannot exceed half of the last calculated combined value of the heroes party (do not count values of familiars. Obsidian Guards at lava. Explore the country (check if new terrain is to be generated) Ad 1. 14. according to terrain they will deploy in: swamp. in cover. As Heroscape RPG is essentially a multiplayer game. pets. according to point value and availability of monsters.

a monster has been killed. This rule doesn’t apply to monster bound to ruins. by multiplying the stats with: Life x5 Move x2 (x4 if flying) Range x3 Attack x6 Defense x4 Add 10 points for each level of special ability above the first. Experience Each hero gets experience points for: .Any other event defined by the gamemaster. recalculate the value of the hero: Calculate Value Next. experience points (XP) may be exchanged for an advancement (see chapter ‘Advancements’). Create a new row of terrain alongside the right-hand border of the field. When an advancement has been chosen. Instead of this. The valuables are instantly and automatically taken by the figure that took the last life of a model. castles and jungle terrain. Roll on the Monster Valuables Table (below). according to the terrain set-up rules (terrain generator). 10 . the character is revived with all its life restored. before movement takes place. spells and weapons (carry the word ‘weapon’ in their description). during gameplay. Details can be found in the description of their special ability (in the create hero section). initiative and order markers doesn’t work.Each successful use of a special power: +1 point. At the end of each round. Ad 4. even if the kill was made by means of a ranged attack. The process of exploring the country is described below. Deploy the hero along the leftmost side of the terrain.normal gameplay with rounds. . Death (= out of action) When a hero loses its last life. leave the figure lying on the playing field. Exploring the country At the end of each round in which no heroes occupy the leftmost terrain row.Not being out of action while a new row is added +2 points. each hero gets a d20 roll for his/hers special ability. Ad 2. unless adjacent to a hero). Each player plays with his/hers hero and any assigned NPCs. calculate the value of your hero. . at the beginning of each round. the gamemasters plays with the monsters and notassigned NPCs. Bound to terrain Monsters are bound to the terrain they deploy on. The process of advancements and recalculating the value of the hero is described below. this row is removed (and any remaining monsters on it. As soon as a new row of terrain is added to the playing field. As soon as a monster occupies a space that is of another type of terrain it gets -1 attack and -1 defense die to roll in combat. valuables can be found. . but with 0 (zero) experience points. turns. Add the XP or gold coins cost of skills. players roll the 20 sided die for each army card (rerolling doubles) to establish the order of play (initiative). Ad 3.Each wound that has been inflicted to an enemy figure: +3 points. Loot Whenever. Movement and combat hasn’t been changed. In addition to the normal round.

spells: Some of the special abilities and spells (see Spells Table) can be updated as described in their text. Cost of update and effect is described. illusion. Cost 12 XP.Glyphs and competitive/cooperative gameplay Glyph effects only apply to figures residing on the glyph-containing terrain row. Cost 12 XP. Climb the top of Mount … and speak to the oracle / kill the snow monsters / etc. nature. he gets 1 additional attack at range 1. the hero may use these stats: Range +3. See the Spells Table. Magic: A magic user may choose a new spell belonging to the element of his Special Ability (fire. these effects apply to all friendly models in the company. Ending the adventure / victory At the start of the game. air. Advancements Wounds: you may heal one wound (restore one life point) by spending 3 XP. the effects of an occupied glyph only apply to figures of the controlling player. instead of a normal attack. Choose: Berserker: As long as this hero is wounded. When using ranged combat. death). he gets 1 additional defence die. Monster hunt: find and kill a (specific or not) dragon. Hardened: As long as this hero is wounded. Update Special Abilities. water. The hero with the highest value wins. attack -1. the gamemaster makes up a story and tells about victory conditions. These spells are used instead of attacking. In cooperative gameplay. Flying: A figure may take the Flying skill in addition to any other special abilities. Add skill. earth. Sharpshooter: +1 attack die in ranged combat. The cost is the move rate x5 in experience points. The difficulty designates a minimal score on a roll of d20 that has to be reached to cast the spell successfully. Cost 6 XP points. Level 4: for another 10 points increase the chance of success from 8+ to 6+. Level 3: for another 10 points increase the chance of success from 11+ to 8+. Stats: The cost of increasing stats depends on the value of the hero’s stats: +1 Life life points x 3 +1 Move move points x 1(x 2 if flying) +1 Range range points x1 (can only be taken if range already was >1) +1 Attack attack points x4 +1 Defence defence points x3 Update Special Ability Level: Level 2: for 10 points increase the chance of success from 15+ to 11+. unless indicated otherwise. for instance: Travel for a set amount of terrain rows. 11 . Sniper: Can only be taken if range >1. At the start of the game you have to decide whether the heroes in the questing company will be playing with competitive or cooperative gameplay: In competitive gameplay.

Hero scores XP. the enemy model is killed (counts as 1 wound for gaining XP). The model must be an animal of some sort. but not in a hex occupied by an enemy figure. Gain 1 XP. including this hero) at this level get 1 wound. Air: Gale: Cost 6 XP. The hero carrying this spell is resistant to lava. Difficulty 15+. Rain of Fire: Cost 10 XP. Difficulty 8+. Update cost: 15 XP for difficulty 12+. you may use both your hero and your pet. Gain 1 XP. At any time. Update cost: 15 XP for difficulty 13+. you can only have one pet. doesn’t score any XP). Update cost: 15 XP for difficulty 10+. Update cost 15 XP: difficulty 13+: put a 7 hex tile anywhere over this terrain row. Only gain XP from inflicted wounds/kills. Each enemy model on this terrain row must roll d20 and add defence value. Difficulty 15+. Update cost 12 XP: difficulty 10+ and place 8 hex of terrain. Monsters move and fight as if not being in the terrain they’re bound to. Difficulty 12+. Difficulty 15+. snow or swamp. Difficulty 13+ resurrect (to 1 life) 1 enemy figure that died this round on the current row and gain control over it indefinitely (so you get 2 figures to use in your turn. or resurrect one friendly figure with 1 life (and gain no control over it) and gain 2 XP. swamp water. Remove any lava hex from this level. Order of play isn’t changed. In one turn. Difficulty 15+. Illusion: Control: Cost 10 XP. that cannot be saved. Death: Touch of death: Cost 15 XP. You may place 4 hex of any type of terrain (not lava. Illusion of Misplacement: Cost 8 XP. lava and ice tiles) in this terrain row is temporarily flooded. Update cost: 10 XP for difficulty 12+. Gain 1 XP. Difficulty 13+. heal one wound in any one figure and gain 2 XP. Update cost: 10 XP for difficulty 8+. Difficulty: 8+. Any vegetation in the hex is immediately devoured. Gain 2 XP. Difficulty 13+. Liquid Rock: Cost 12 XP. Resurrect: Cost 10 XP. Update cost: 10 XP for difficulty 10+ and heal 2 wounds in any one figure and gain 2 XP. The model may fly this turn over Move+2 spaces. The model falls if the result is below 11. Gain 1 XP. 12 . Choose an enemy figure within 5 hex. A model that fell this way. Earth: Terraforming: Cost 6 XP. must skip its (current and) next turn (lie the model down as a reminder). Remove all water tiles from current row. Draugth: Cost 8 XP.Spells Table Fire: Eruption: Cost 6 XP. Update cost 10 XP: difficulty 6+ and fly over Move+3 spaces (instead of 2). water. Difficulty 14+ take control of target enemy figure within 5 hex until the end of the round. Water: Tsunami: Cost 6 XP. Difficulty 15+ choose a pet: a single model with a value of not more than a quarter of your hero’s value. Target monster (single spaced) within 7 hex disappears in a suddenly created pool of liquid rock. Update cost: 10 XP for difficulty 12+ and target roll of ‘below 14’. not taller than this hero. If this terrain row contains any type of vegetation. Update cost: 15 XP for difficulty 10+. Any wounds inflicted to or by this model score XP for the controlling hero. Difficulty 12+. All models (but not water-dwelling creatures. Difficulty 16+. Roll d20 for each tile under this terrain row. Levitate: Use instead of movement. Place the pet adjacent to the hero. If you roll under 13 but above 8. On 15+ this tile is covered by liquid lava. snow. Your hero scores the XP from both figures. Update cost: 20 XP for difficulty 10+. but misses monster valuables. Gain 2 XP. Gain XP from inflicted wounds. you may still use the basic spell. Update cost: 15 XP for difficulty 10+. or in a hex containing water. The lowest level at which figures can walk (do not count water. You may place 3 lava tiles within 7 hex. Cost 6 XP. cannot be resurrected again. Update cost: 10 XP for difficulty 11+. Update cost: 15 XP for flooding the level above this level too. ice or swamp) anywhere in this terrain row. after which it stands up. Nature Healing: Cost 10 XP. Nature: Pet: Cost 10 XP. All models (heroes and spell caster included) on the current row must roll a d20 above 5 or get a wound. Gain 1 XP.

12. Medicine. -2 initiative. Drink at any time. a weapon of your choice gets enchanted: roll d20: 1-5: +1 attack die with this weapon 6-10: after attacking roll d20. Cost 10. Cost 8. Cross off one item from your equipment list (your choice). 2-6. In addition. 11. You rub your face with blood from the corpse. Treasure Table When a treasure chest has been opened. Unfortunately. 20: restore all health. Roll d20 and add the point cost /10: 1* * If a natural ‘1’ is rolled (i. Weapon. Roll d20 when used. Weapon. Cost 6. 16-20: the weapon gets range 4. Trap! Roll 1 die. 3. Cost 10. Cost 10. roll -1 defence die against normal attacks. your hero may reroll a d20 roll. 7-11. 13 . You rub your face with blood from the corpse. Gain 1 XP. To obtain the valuables. Shield. Weapon. When used. Roll 3 attack dice against the hero.Tables Monster Valuables Whenever a monster is killed. Amulet. 17-20. You get Frenzy (After your turn. Scroll of Healing. it may drop valuables in its space. You rub your face with blood from the corpse. Heal one wound when used. without adding the point cost modifier): you rub your face with blood from the corpse. 5. Weapon Enchantment. Monsters of the same race roll 1 less defence die against all your attacks. You get infected/poisoned. Trap! The treasure chest explodes. On 13+ you may attack again. get +3 range. The valuables can only be taken by the figure that killed the monster (= removed the last point of life). Valuables worth d20/4 gold coins. You rub your face with blood from the corpse. with a loud smack. as you cause Fear. Chainmail. Expires when hero goes out of action. +3 initiative. Your special abilities function as if one level higher. you get another turn). 8. If range was already > 1. roll d20. Expires when hero goes out of action. It appears to have healing properties. 15-19: heal two wounds. Gain +1 attack on the row of terrain where potion was used. +1 defence against attacks with range 1. the monsters seems to have dropped nothing of interest. 2-6: Yuk! Nothing happens. which attack you immediately. 1: get 1 wound. Cost 12. 28+. You get Invigorated. Magic Potion. Heal one wound. Spiders! You meet d20/7 (round up) Fyorlag Spiders. Expires when hero goes out of action. Once. just move over the space in which the valuables are dropped. 7-14: heal one wound. 11-15: parry: +1 defence die against attacks with range 1. get +3 on your initiative rolls. Cost 5. Cost 8. 6. 4. Cannot be used in combination with two-handed weapon. Weapon. even if this figure isn’t adjacent to the monster. 2. 26-27. One charge. Valuables worth d20/2 gold coins. +1 defence.e. Ring of Swiftness. 21-23. 24-25. Cost 10. Cannot be sold. roll d20: 1. As long as you don’t get some sort of healing. The enchantment disappears whenever the hero carrying the weapon goes out of action. 9. 7. the treasure chest closes and ‘eats’ one of your items. +1 defence. The figure doesn’t need to stop movement. 12-16. 10. Helmet. You rub your face with blood from the corpse. One charge. On 16+. Unless you roll a shield.

3 Charges. If a 1 is rolled. Movement +2. 8 GC. Jumping can be done safely at double height. or to spice up the game. Wetting Stone. The trader disappears without a trace. Trader When visiting a trader first roll a d20 once and look up the table below (Each player rolls separately).B. When used on a weapon. it disappears. On 16+ discard the now damaged rope. 18. you are free to think up more of these items yourself. Cannot be used on a staff. the gamemaster shouldn’t be too generous. Friendly Ghost. 6+ 1 Rope Cost 4 gold coins. As these items tend to break the game. Cost 5. Book. Etc. Map. 25 GC. 15. Example Quest Item list: Kaleidoscopic Staff: when casting a spell with this staff. 1 Charge. Cannot be sold. Items that are loaded with charges lose their value when they are used. 14 . 14. 5 GC. Cost 0. 15 GC. first randomize on the spell table to find which spell can be cast this turn. 20. The hero gets a friendly follower. Climbing costs half movement points. 15 GC. One charge. All listed spells can be cast. 20 GC. N. the trader appears to be quite a competent thief.13. All heroes on this terrain row are robbed of half of their gold coins. Lost Tome of Insight: gain another SA of any sort. you immediately teleport onto one of the glyphs anywhere on the playing board. Use one charge to get +2 move once. 11 GC. 13 GC. 19. Volcarren Silk Robe: all adjacent figures cannot use their special abilities. 4 GC. skulls are doubled against huge monsters. Of course. 15 GC. Garlic: the figure wearing garlic gets +2 defence dice against undead / vampires. Shield of Stone: any shield that comes up in a defence roll counts double. When killed. 17. Cannot be sold. Thaelenk Arrows: Each turn. 1 Charge. Mithril Chainmail: reroll defence roll when no shield is rolled. 1 Charge. Spirit of Nature: the bearer gets +1 defence die while on grass tiles. 3 GC. Mace of Concussion: two-handed. 16. Cost 12. Trollslayer: two-handed sword: +2 attack against double-space monsters. Gold! Retrieve d20 x 2 gold coins from the treasure chest. Aura of Intuition: the bearer gets +6 on the initiative roll. deals +1 wound. Counts as weapon for calculating value purposes. Cost 6. Wings of Stratos: the wearer gets the Flying ability. Cost 10. Cost 0. Cannot be used on ladders. Dragonslayer: sword with +1 attack. Glyph of Telekinesis. 15 GC. Quest Items Table (Optional) Quest items are special super-powerful items that the gamemaster can use as a reward for successful adventurers. 6 GC. Wounded monsters cannot fight back. Gold! Retrieve d20 gold coins from the treasure chest. immediately used up. Get +10 initiative the next round. after using. Choose a single model that represents not more than 15 points. Gain 3 experience. 5 GC. Poison. Use only one SA each turn. 8+ 1 Map (3 charges) Cost 5 gold coins. Attacks from the weapon that has been sharpened by this stone reduce the number of defence dice the opponent may roll with 1. if no shield is rolled in defence against this weapon. After use roll d20. Quicksand Sandals: bearer gets +2 move when starting move on sand tile. attack once again after the first ranged attack. this value adds to the value of the sharpened weapon. Expires when hero goes out of action. Lute of Rock: the bearer gets +1 defence die while on rock tiles. 30 GC. On any result above 1: you may sell your surplus items at half their cost and the trader has the following items for sale on a result of: 2+ 1 Scroll of Healing Cost 5 gold coins. When used.

Monster Deployment Table Each gamemaster should create his/hers own monster deployment table (MDT). so that these can be chosen as heroes. a lot of human and Kyrie figures aren’t included. Cost 12 gold coins Cost 5 gold coins. two handed a second Scroll of Healing 1 Shield 1 Amulet 1 Bow 1 Poison 1 Medicine 1 Chainmail 1 Axe. The with a spell (at the normal cost). Cost 6 gold coins. For description and price if not already listed: see treasure table and/or ‘create your hero’ section. taking into account: the monsters that the playing group actually have available. The presented monster deployment table is just an example. First check for special terrain and its monsters: Bridge and Road are guarded by Dumutef Guards Utgar 25/1 Castles are protected by knights: Knights of Weston Sir Denrick Sir Dupuis Templar Cavalry Jandar Jandar Jandar Jandar 70/4 100/1 150/1 120/3 Jungle spaces border on the deployment spaces of: Fyorlag Spiders Aquilla Sujoah Aquilla 40/3 185/1 Lava rock and liquid lava gives shelter to: Brunak Obsidian Guards 110/1 100/3 Utgar Utgar Mountain Peaks (any type) at layer 12 and above are inhabited by: Mimring Utgar 150/1 Minions of Utgar Utgar 110/3 Taelord Utgar 180/1 The Einar Imperium Einar 140/3 Ruins are possessed by undead: 15 . 1. Cost 12 gold coins.9+ 10+ 11+ 12+ 12+ 13+ 14+ 14+ 15+ 16+ 16+ 17+ 18+ 19+ 1 Axe 1 Helmet 1 Sword. in your own game you may decide. Cost 10 gold coins. the background and the story in which the game is played. Cost 10 gold coins. to play with Utgar serving figures as heroes. Of course. Cost 16 gold coins Cost 5 gold coins. Soulborgs are restricted to dungeons. Cost 20 gold coins Cost 6 gold coins. Cost 10 gold coins. two handed a third Scroll of Healing 1 Longbow 1 Staff staff has yet to be charged Cost 7 gold coins. for instance. In this example. which leads to a complete different MDT. Cost 24 gold coins Cost 30 gold coins Choose a new magic element.

Then check for the five types of normal terrain: Dungeon is populated by soulborgs: Blastatrons Deathreavers Deathstalkers Deathwalker 7000 Deathwalker 8000 Deathwalker 9000 Major Q9 Major Q10 Major X17 Omnicron Snipers Warden816 Zetacron Zettian Guards Vydar Utgar Utgar Utgar Utgar Utgar Vydar Vydar Vydar Jandar Utgar Jandar Utgar 60/4 40/4 100/3 100/1 130/1 140/1 180/1 150/1 100/1 100/3 90/1 60/1 70/2 Swamp Eldgrim the Viking Champion Finn the Viking Champion Grok Riders Kee-Mo-Shi Marrden Hounds Marrden Nagrubs Marro Drones Marro Drudge Marro Hive Marro Stingers Marro Warriors Me-Burq-Sa Ne-Gok-Sa Su-Bak-Na Tarn Viking Warriors Thorgrim the Viking Champion Tor-Kul-Na Wo-Sa-Ga General Jandar Jandar Utgar Utgar Utgar Utgar Utgar Utgar Utgar Utgar Utgar Utgar Utgar Utgar Jandar Jandar Utgar Utgar Points / # models 30/1 80/1 130/3 130/1 90/3 30/3 50/3 50/3 160/1 60/3 50/4 50/1 90/1 160/1 50/4 80/1 220/1 135/1 Grass Anubian Wolves Arrow Gruts General Utgar Utgar Points / # models 75/3 40/3 16 .Cyprien Esenwein Iskra Esenwein & Rechets of Bogdan Marcu Esenwein Shades of Bleakwoode Sonya Esenwein Sudema Zombies of Morindan Snow or ice is occupied by: Dzu-The Nerak Nilfheim Utgar Utgar Utgar Utgar Utgar Vydar Utgar 150/1 50/1 & 20/1 100/3 45/1 140/1 60/3 Jandar Utgar Jandar 75/3 50/1 185/1 Water (including swamp water) spaces are swarmed by: Venoc Vipers Ullar Venoc Warlord Ullar 50/3 40/3 120/1 2.

Blade Gruts Charos Gorillinators Grimnak Gurei-Oni Heavy Gruts Jotun Khosumet the Darklord Krug Moriko Parmenio Swog-Rider Theracus Tornak Valguard Utgar Ullar Vydar Utgar Einar Utgar Ullar Utgar Utgar Ullar Einar Utgar Ullar Utgar Einar 40/4 210/1 90/3 120/1 100/1 70/4 225/1 75/1 120/1 110/1 90/1 25/1 40/1 100/1 110/1 Sand Ashigaru Harquebus Ashigaru Yari Braxas Crixus Retiarius Spartacus General Einar Einar Vydar Einar Einar Einar Points / # models 60/4 40/4 210/1 90/1 90/1 200/1 Rock Dünd Isamu Isumi Samurai Kaemon Awa Kato Katsuro Kozuke Samurai Moriko Ninjas of the Northern Wind Otonashi Runa Shaolin Monks Shiori Tagawa Samurai Archers Zelrig General Vydar Utgar Einar Einar Einar Einar Ullar Einar Vydar Utgar Ullar Einar Einar Einar Points / # models 110/1 10/1 60/3 120/1 200/1 100/3 110/1 110/3 10/1 120/1 80/3 60/1 65/3 185/1 17 .

spells and weapons (carry the word ‘weapon’ in their description). * Add the XP or gold coins cost of skills.Hero Character Sheet Name: Value: Life x5 Move x2 (x4 if flying) Range x3 Attack x6 Defense x4 * Add 10 points for each level of special ability above the first. Race: Height: Weapon 1: Weapon 2: Special Ability: Life Move Range Attack Defence Value 2 3 1 2 2 Experience points: Skills: Equipment: Gold Coins: 18 .

1 or 2: # liquid lava: #snow/ice/glacier: # jungle pieces: # pine trees: # ruins: Terrain type: Terrain elevation: # layers at elev. 1 or 2: # liquid lava: #snow/ice/glacier: # jungle pieces: # pine trees: # ruins: Terrain type: Terrain elevation: # layers at elev.Terrain Generator Results 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Terrain type: Terrain elevation: # layers at elev. 1 or 2: # liquid lava: #snow/ice/glacier: # jungle pieces: # pine trees: # ruins: 19 .: # streams: 1 pool of size: 2 pool of size: # swamp water: Road 0.: # streams: 1 pool of size: 2 pool of size: # swamp water: Road 0.: # streams: 1 pool of size: 2 pool of size: # swamp water: Road 0.