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Allied HeroQuest Questbook Kellar’s Keep

Allied HeroQuest Questbook Kellar’s Keep

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 “www.lesedwards.com”.

All rules presented are free of charge, open source and for personal use only. They’re meant just to have fun.
Allied HeroQuest Questbook Kellar’s Keep

Allied HeroQuest
Descent in the Dark

KELLAR’S KEEP

Version 1.1
Allied HeroQuest Questbook Kellar’s Keep

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.)
Allied HeroQuest Questbook Kellar’s Keep

A Message From Mentor

My friends, I have alarming news. The Emperor and his Most of the hidden tunnels near Karak Varn have long
army are trapped in Kellar’s Keep, the underground been forgotten. However, Loretome has revealed to me a
bastion of the fortress Karak Varn. This great hidden passage known as Grin’s Crag. This secret walkway
Dwarven stronghold lies deep within the heart of the is named after the Dwarf who first discovered it. While
World’s Edge Mountains. The fortress is well defended, searching for a rich vein of gold, Grin found a narrow
but I fear that time is against us. The Emperor’s army footpath running along the edge of an abyss. He explored
weakens with starvation while the enemy grows stronger beyond and found himself in the lower caverns of Kellar’s
by the day. It is up to you, brave Heroes, to rescue the Keep. Grin carved a map onto a stone tablet so that he
Emperor. The great book Lorertome has revealed much might find the path again. He then broke the tablet into
usefull information to me. Many thousands of years ago, pieces and hid the fragments throughout the Halls of
the Dwarves made their home in the World’s Edge Belorn, ancient chambers that lie deep beneath the
Mountains. With their great engineering skills, they World’s Edge Mountains. First, you must journey
build vast cities that cut deep into the rock. The cities through the Halls of Belorn. These hallowed halls have
were connected by tunnels that stretched for miles been stripped of many of the riches that once adorned them.
beneath the mountains. On the eastern side of the Yet a treasure or two may be found by a Hero with a
mountains, the Dwarves constructed huge fortresses to keen eye. But beware! Orcs and Goblins now dwell here.
guard against the evil legions of Chaos. The greatest of You must make them pay dearly for their trespass. Even
these fortresses was Karak Varn. The Dwarves lived Lore Tome does not reveal the exact location of Grin’s
for many years in peace, for the Orcs and Goblins did not Crag. You must find the four pieces of Grin’s stone map
dare attack the well-defended cities. But during this time that are scattered throughout the halls. Only then can you
of peace, the Dwarves became careless. Their army grew travel the path to Kellar’s Keep and lead the Emperor to
smaller and their guards less vigilant. Then came Morcar, safety. I shall take you to the Great Gate, but from there
the Evil Sorcerer and commander of all that is evil. you will be on your own. Good luck, my friends. When you
Morcar spent years raising a vast army of Orcs, Goblins need my guidance, listen deep within yourselves.
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 Mentor
fortresses fell. Only Karak Varn held.
Allied HeroQuest Questbook Kellar’s Keep

K ellar’s Keep - Monsters


Shown below are the Monsters and Characters that can be encountered in Quests from this book.
Allied HeroQuest Questbook Kellar’s Keep

Quest I – The Spiral Passage


Map:
Allied HeroQuest Questbook Kellar’s Keep

"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:

No Passages.

Notes:

A. The first Hero to search for Treasures here finds a C. This is the Hall of Warriors. The four Chaos
Potion of Speed. (If Treasure card unavailable, he Warriors are actually enchanted suits of armor, used
finds a Healing Potion instead.) He also finds a centuries ago to test the fighting skills of Dwarven
runestone which allows any of the spellcasters to cast Warriors. The first Hero to search for Treasure here
one Spell twice during this Quest. (Only one spell can finds one useable Plate Armour.
be cast per turn. Simply do not remove the spellcard
when casting the spell for the first time.) D. The first Hero to search for secret doors here,
finds a lever. While pulling it, the Portcullis opens.
B. This is one of the Dwarven Forges. The heat from (Remove the Portcullis tile.)
the forge is intense, for the embers burn with a magic
fire brought from the depths of the earth. Burning E. To jump the Chasm, roll 2 skulldice. If any skull is
embers blast out of the forge, threatening any Hero in rolled, the Hero plunges into the depths, never to be
the room. Any Hero (except Dwarves) who ends his seen again. If successful, he ends his turn at the other
move in this room must roll a skulldice immediately. side, directly across the Chasm.
If a skull is rolled, the Hero loses 1 Body point.
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
The first Hero to search for Treasures here finds a section number 2, up to section number 20. If the
Throwing Axe. The chest contains one part of Grin’s Heroes cannot reach the exit Glyph, they fail this
map and 50 gold coins. Quest.

Denizens:

“Green and Mean”.


Allied HeroQuest Questbook Kellar’s Keep

Quest II – Belorn’s Mine


Map:
Allied HeroQuest Questbook Kellar’s Keep

“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:

Quest “The Spiral Passage”.

Notes:

Portcullises - Each Portcullis can only be opened by the C. Any Hero entering the Chasm, or a square adjacent to it,
corresponding lever. These levers are found and pulled is immediately moved to the Grate tile at “D”. (Or any
when searching the character rooms for Treasure the first adjacent square if occupied.) The Grate does not count as a
time. When opening, remove the tile. A Portcullis does not Spawnpoint.
block line of sight, but the squares cannot be passed or
landed upon by any miniature. D. Character Threat Tokens can be played in this room.

Collapsed Spiral Passage – The Quest entry Glyph can be E. Here resides Petrok, the Chaos Warlock. Put him on this
used to return to the village. The Heroes use an alternative square when this room is revealed to the Heroes. (One lever
route… to open a Portcullis can be found here.)

A. Each Treasure Chest contains 200 gold coins. F. This is the hideout of Ograk. Put him on this square
when this room is revealed to the Heroes. (One lever to
B. Trap Threat Tokens can be used to spring Falling Rock open a Portcullis can be found here.)
Traps in these corridor sections.
G. This is a Stone Door. (See Allied HeroQuest rulebook.)

Characters:

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.)

Denizens:

“Monstrous Alliance”.
Allied HeroQuest Questbook Kellar’s Keep

Quest III – Grin’s Crag


Map:
Allied HeroQuest Questbook Kellar’s Keep

“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:

Quest “Belorn’s Mine” OR Two Passages, where the GM starts with 2 Threat Tokens each.

Notes:

A. The Weapons Rack contain a Longsword. It will be D. Character Threat Tokens can be played in these corridor
found by the first Hero to search for Treasure in this room. 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.

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
B. This chest contains 100 gold coins and a decorated from the Treasure deck. Reshuffle afterwards.)
Helmet. It also has an explosive lock.If a Hero opens the
chest or searches for Treasure in this room before the trap H. Any Hero on this cliff, better known as Grin’s Crag, sees
has been found, he is attacked with 3 skulldice. The trap his number of Attack dice reduced to 1. This only happens
will be found when searching for Traps in this room. when Grin’s Guardian is already summoned.

C. This room is filled with a blinding Cloud of Chaos. I. This Monster is a shape changer currently in the shape of
Monsters dare not enter this room. Any Hero who starts his a Fimir. Every time it is killed, shuffle the Orc, Goblin,
move in this room must first roll lower than his Fimir, Chaos Warrior and Zombie cards, and draw the top
Intelligence on a D12. If failed, he cannot move and each card. This is the new shape the Monster takes. Place it in
Hero in the room is attacked with 1 skulldice that cannot the square where it just supposedly died. The shape
be defended against. changer can only be killed if the new card drawn matches
the Monster’s most recent form.

Character: Grin’s Guardian, the Stone Gargoyle, is immune to spells.

Denizens: “Monstrous Alliance”.


Allied HeroQuest Questbook Kellar’s Keep

Conclusion

The door opened into the darkness of Kellar’s Morcar watched for a while and smiled wryly
Keep. From far above came the thunder of at Kenaron’s courage and skill-at-arms. A
battle. The forces of Morcar ware making their moment later Morcar’s patience was spent.
final assault. This time there could be no holding Kenaron fell before a searing storm of flame
them. The Emperor assembled his elite force of that burst against the gate. But it was too
Guardian Knights, determined to organize one late. Morcar’s warriors howled in anger, for the
last line of defence. Then came the news – a escape passage had been destroyed. The Emperor
group of Heroes had found a secret passage into and his army were safe. “You have done well,
Kellar’s Keep. Escape was now possible! brave Heroes. The Emperor has asked me to
Without hesitation, the Emperor ordered his express his gratitude. Each of you will receive
amry to fall back towards the secret passage. 500 gold pieces for your efforts. But do not let
Kenaron, the Captain of the Emperor’s victory deceive you. A dark cloud still hangs
Guardian Knights, stood bravely at the gate, over the Empire as the forces of Chaos grow
giving his fellow soldiers and the wounded time stronger. I shall look for ways to delay
to esacpe. Morcar and his foul forces could not Morcar’s advance.
be permitted to follow. Time and time again the For now, rest my friends. Once I have consulted
evil Doomguard surged forward, only to be Loretome, I shall summon you.”
felled by Kenaron’s sword.
Mentor
Allied HeroQuest Questbook Kellar’s Keep

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