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Allied HeroQuest Questbook The Wizards of Morcar

Allied HeroQuest Questbook The Wizards of Morcar


Allied HeroQuest Questbook The Wizards of Morcar

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 from both firms. Descent© is 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”. You can visit Gary Chalk his website at
“www.garychalkillustration.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 The Wizards of Morcar

Allied HeroQuest
Descent in the Dark

The Wizards of Morcar

Version 1.1
Allied HeroQuest Questbook The Wizards of Morcar

Necessary Components

To play the quests from this Questbook, you will need following extra components.
(In addition to both the basic sets of HeroQuest© and Advanced HeroQuest©.)

- 1 Orc Shaman miniature


- 1 High Mage miniature
- 6 Necromancer Spells, 6 High Mage Spells, 6 Orc Shaman Spells and 6 Storm Master Spells
- Spell effect tiles (Wall of Fire, …)
- 3 Henchmen of each specialism (Sword, Broadsword, Halberd, Crossbow)

Optional components that are not necessary to play “The Wizards of Morcar” quests:

- 1 Necromancer miniature (You could use the Chaos Warlock instead.)


- 1 Storm Master miniature (You could use the Chaos Warlock or Warrior instead.)
Allied HeroQuest Questbook The Wizards of Morcar

A Glimpse of Chaos

As the rain lashed down and thunder rumbled across the With that command, four silhouettes stepped from the
sky, a brief flash of lightning illuminated a bedraggled shadows. “Let me present Zanrath, High Mage of
group of travelers. Their slow climb up the rocky slopes to Sarako.” An ancient bearded man wearing a pointed hat
the foreboding tower at the summit seemed to last an and carrying a staff topped with a crescent moon bowed
eternity. At last the figures escaped the storm and down towards Festral and his retinue. “Fanrax, the
entered a dark hallway. As they peered into the shadows, Malicious.” At the mention of his name, an evil-looking
they saw a sinister figure on a rocky throne. A solitary man adorned with skull symbols and toying with a
traveler stepped forward from the huddled and dripping wickedly sharp dagger gave a sneering smile at the group.
group and addressed the presence on the throne. “My lord “Boroush, the Storm Master.” With sweep of his oaken
Morcar, we come bearings grave tidings. We must report staff, a ragged and bearded figure greeted the refugees.
the failure of your plan to raise the Ogre Horde against “And finally, Grawshak, Orc Shaman of the Northern
the Empire. Once again we were routed by his accursed Tribes.” The last of the four Lieutenants, an Orc
Champions and once again we were forced to flee.” The decorated in skins, feathers and skulls, carrying a massive
figure on the throne shifted and a voice like death broke totem wand growled what might have been a greeting or a
the silence. “I am aware of your failure, Festral. But as curse at the party. I believe that these four Sorcerers
in all things I have learned from my failures. Firstly I will succeed where you have so miserably failed. And it is
have learned not to underestimate the Emperor’s Heroes. they who will punish you for your failure.” With this
Secondly, I have learned not to rely on fools. I have final word, Morcar disappeared into the shadows. From
therefore conceived a new scheme to destroy the Emperor’s here he watched with great satisfaction as his four
Heroes forever. I have chosen four Lieutenants to carry sorcerous Lieutenants erased all trace of Festral and his
out my plan. Come forth my Lieutenants.” followers. Mocar smiled. These were indeed the ones who
would finally destroy the Emperor’s Heroes forever.
Allied HeroQuest Questbook The Wizards of Morcar

Special Rules

T he Wizards of Morcar - Monsters

Shown below are the Characters that can be encountered in Quests from this book.
Allied HeroQuest Questbook The Wizards of Morcar

Quest I – The Tower of the High Mage


Map:
Allied HeroQuest Questbook The Wizards of Morcar

"The first of Morcar’s sorcerous Lieutenants you must defeat is Zanrath,


High Mage of Sarako. He lives in a magical tower, high in the Tarak Mountains
where he is guarded by his elite army of Chaos Warriors. Prepare yourselves
my Heroes for a fearsome battle against steel and magic."

Route:

Two Passages.

Notes:

Elevator - The revolving room uses special rules F. If trigger-chest F is opened, close door D, and
explained later. open door C. Door B remains open too. The chest
The four doors do not follow normal rules for doors closes after use.
and are not considered regular doors (according to
Spells etcetera). G. If trigger-chest G is opened, close door B, and
open door A. Door C remains open too. The chest
Southlands – You can play a Character Threat Token closes after use. The cupboard contains a Helmet and
to summon a Mummy at one of the Spawnpoints. 140 gold coins.

Stick! – You can play a Trap Threat Token to spring H. This is Zanrath, the High Mage. The Heroes win
a Speartrap in any of the corridor sections. this Quest by eliminating him.
You may choose to reveal this room when a Hero
A. Doors “A”, “B”, “C” and “D” have special rules to enters the adjacent room (with the table): the
open them. Door “A” opens when a Hero enters the Gargoyle charges through the door and immediatelly
corridor-square in front of the Door. Door “D” also attacks that Hero, ending the Hero players’ turns.
opens at that time. The other Doors of the revolving The door now remains opened.
room are initially closed and cannot be opened.

E. If trigger-chest E is opened, close door A, and open


door B. Door D remains open too. The chest closes
after use.
I. The first Hero to search for Treasures here will
find a scimitar (Broadsword).

Character:

Zanrath the High Mage.

Denizens:

Evil Presence.
Allied HeroQuest Questbook The Wizards of Morcar

Quest II – Crypt of the Necromancer


Map:
Allied HeroQuest Questbook The Wizards of Morcar

"Summon up your courage my Heroes, for you must journey to a most terrible place to find
your next enemy, Fanrax the Malicious. He dwells in an ancient crypt that lies in the
vast and nameless graveyard swamp beyond the Shuddering Forests. Destroy his hiding place,
so it shall never spawn evil again. Be doubly careful, for Fanrax commands both the forces
of the living and the forces of the dead."

Route:

Two Passages.

Notes:

Buried Again - In order for the dungeon to collapse, Puppet Master – You can play a Character Threat
the Heroes must destroy 3 Pillars and escape. Token to summon the Necromancer in any of the
large (5 by 10) rooms.
A. These are the four Pillars on which the entire
crypt rests. To weaken and ultimately destroy a E. The Tombstones in this room are Spawnpoints.
Pillar, a Hero should attack it hand-to-hand. Remove
the Ruble tile when 2 skulls are rolled in the attack.

B. The Skeletons in this room are magically petrified


and cannot move nor attack. They cannot be harmed
in any way. When a Hero opens the door to the
Pillar-room, they come “alive” and can be controlled F. The first spell-casting Hero to search for Treasure
by the GM during his turns. here, will find two spells to use as his own: “Wall of
Flame” and “Hurricane”.
C. The Chest contains a crown worth 400 gold coins. (The Wizard, Battle Mage, etc. are all spellcasters.)

D. A Trap Threat Token can be played in this G. Trap Threat Tokens can be used to activate
corridor section or room to activate a Pittrap. Falling Rock traps in these corridor sections.

Character:

Fanrax the Necromancer.

Denizens:

Living Dead.
Allied HeroQuest Questbook The Wizards of Morcar

Quest III – Eyrie of the Storm Master


Map:
Allied HeroQuest Questbook The Wizards of Morcar

"High atop the loftiest peak in the Dark Mountains lies the eyrie of Boroush,
the Storm Master. He is the next Lieutenant of Morcar you must defeat.
You have had to scale the sheer heights of the mountains to get to eyrie.
Now you are here you must move quickly, for Boroush commands great
elemental forces with which he can easily overcome unwary intruders."

Route:

Two Passages.

Notes:

Swift - Boroush can open regular and Secret Doors. C. This is Boroush’s study. First Hero to search here
Use this to you strategic advantage. He can also use for Treasures finds 120 gold coins. If Boroush has
Teleport Traps. already cast a spell earlier in the game, then the
second search for Treasures here in the study, will
Teleport Traps - When moving a Hero or Boroush reveal one random used spell from Boroush’s cardset.
onto a Teleport Trap “A”, move the miniature to the It can be used by either spellcasting Hero.
corresponding teleport landing spot “B”. This ends
the turn of that Hero. Boroush can continue his turn
after teleporting this way. (“A1” leads to “B1”, “A2”
leads to “B2” and “A3” leads to “B3”.) If the landing
spot is occupied, move to any adjacent square there.
Teleport Traps have no effect for Monsters.

A. This Weapons Rack contains a Spear. The first


Hero to search this room for Treasures obtains the
Spear. D. Trap Threat Tokens can be used to activate
Speartraps in these boardsections.
B. Boroush starts here. The Heroes must defeat him,
to win the Quest. Entrance – The Heroes enter the eyrie at the Stairs.

Character:

Boroush the Storm Master.

Denizens:

“Morcar’s Legion”.
Allied HeroQuest Questbook The Wizards of Morcar

Quest IV – Lair of the Orc Shaman


Map:
Allied HeroQuest Questbook The Wizards of Morcar

"A small group of Orc raiders sneaked into the village under cover of darkness. When the Heroes
wake up, they discover one of them kidnapped. An Orc necklace lies next to his bed. You must
rescue your comrade and try to kill the evil Orc boss. Yonder dark cave in the hillside is the entrance
to the cold lair of Grawshak, Orc Shaman of the Northern Tribes. To reach him you will need
scores of brave men, for he has surrounded himself with his fiercely loyal elite body guard.
They will fight to the death before they allow you to reach their master.”

Route:

Two Passages.

Notes:

Hostage - Before this Quest and Passages begin, put C. The kidnapped Hero is chained here. The
all eight Heroes in a row and unfriendly treatment of his guards caused him
roll a D12. At a result of 9 or already one Body point of damage. Another Hero or a
more, the GM may choose Henchman may attack any of the adjacent squares
one Hero and remove him next to the hostage in order to free him. (Any result
from play (as a hostage in of the skulldice works.) The prisoner his weapons
this Quest). A roll of 1 to 8 and equipment are nearby, he is immediately armed
results in kidnapping the and ready to fight his way out of the dungeon.
Hero at that position in the
row. The Heroes win this D. Any Hero falling in the Chasm is moved to the
Quest if they manage to Grate at “E”.(or any adjacent square if the Grate is
rescue the hostage and occupied). This ends his turn. The five squares at the
escape to the Village. The other side of the Chasm are covered in slippery
hostage and at least one mould. Any miniature on these squares automatically
Hero must return to the Village in order to win. falls into the Chasm. Monsters falling into the Chasm
will be killed by the raging underground river.
A. Both Portcullises block movement but not line of
sight. The tiles cannot be entered. Ranged attacks F. The first search for Treasures here reveals
and spells can be used through the Portcullises. Chainmail armour.

B. A Trap Threat Token can be used to activate a Waaagh! A Character Threat Token can be used to
Pitrap in these corridor section or room. summon Grawshak in any room execept “E” and “F”.

Character:

Grawshak, Orc Shaman.

Denizens:

“Green and Mean”.


Allied HeroQuest Questbook The Wizards of Morcar

Quest V – The Final Conflict


Map:
Allied HeroQuest Questbook The Wizards of Morcar

"Morcar has deceived the heroes and saved his four sinister wizards from the jaws of death.
He has now brought them together in his citadel of darkness to plot a cunning retaliation.
While the heroes are celebrating their brave efforts, the wizards of Morcar take advantage
of this moment of weakness. With this assault they want to vanquish the heroes forever."

Route:

No Passages.

Notes:

This quest uses the gameboard from HeroQuest MB. One player acts with the Heroes and follows the rules of the GM. The other
player(s) control the four Wizards of Morcar; Boroush, Zanrath, Fanrax and Grawshak. (The board represents a town in the Empire,
central building being the Town Hall. Other rooms are living quarters, apothecary, inn, library, sorcerers study, barracks and
watchtowers.)

The Wizards must sneak into the town and kill all eight Heroes to win the quest. The Wizards cannot "return to the village" for buying
equipment or healing. This renders gold worthless for gameplay purposes. Ignore the gold they find. They’re out for vengeance! The
Wizards of Morcar may choose where to enter town, indicated by the X’s at both Northern and Southern gates. The Heroes win if all four
Wizards of Morcar are terminated for good.

Disguise - The starting locations of the Heroes are indicated on the C. You can play Trap Threat Tokens at any of these six corridor
map. squares to spring a Speartrap.

Hospitality - If you use an Escape Threat Token for one of the D. You can play Trap Threat Tokens on any of these corner
eight Heroes, put him in an unrevealed room. Reveal all furniture corridor squares (between the doors) to activate a Pittrap.
but keep the doors closed. Escape Threat Tokens follow normal The Dwarf Hammerer starts at square “D”.
rules for the Henchmen.
E. The Elf Waywatcher (AHQ - GW) starts here.
Off Guard - Major Threat rules do not apply.
G. The Goblin cannot open his celldoor but can be set free by one
A. Both chests contain lots of gold, searching for Treasure in this of the Wizards of Morcar. The Goblin is then controlled by him.
room always reveals three Treasure cards instead of one.
K. The Knight (AHQ – GW) starts here.
B. The first Wizard of Morcar who searches this room for Secret
Doors or Treasure, finds one Skeleton. It is now under his control. M. The Battle Mage (AHQ – GW) starts here.

Special rules apply to some of the Heroes:

The Elf paladin has one set of Protection spells. The Battle Mage has the Fire and Earth spell sets.
The Wizard has Water, Air and Discovery spell sets (Ignore
The Dwarf Explorer ignores all his Toolkit and Trap rules.
Clairvoyance and Treasure Horde).

This quest reintroduces the variable Body points method for the eight Heroes.

(The Heroes are surprised at first, but will be alert and battle prepared for the final clash!)

Denizens:

Wandering Monsters: 1 Greatsword OR 2 Halberdiers OR 1 Crossbowman OR 2 Scouts.

Ambush: 2 Scouts OR 1 Scout and 1 Crossbowman OR 2 Crossbowmen.

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