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HeroQuest Online Quest 03 - KnightFall

1) The heroes are called on a quest to stop a prison break led by the evil Zargon. Prisoners including the dangerous Skulmar may be freed. 2) Exploring the prison, the heroes will face orcs, goblins, and other dangers as they search for the warden's key to access the most dangerous prisoners. 3) In room G, the heroes discover an injured abomination and skeletons, suggesting Sir Ragnar and Skulmar have already escaped, though the Dread Warrior must still be defeated.

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0% found this document useful (0 votes)
342 views2 pages

HeroQuest Online Quest 03 - KnightFall

1) The heroes are called on a quest to stop a prison break led by the evil Zargon. Prisoners including the dangerous Skulmar may be freed. 2) Exploring the prison, the heroes will face orcs, goblins, and other dangers as they search for the warden's key to access the most dangerous prisoners. 3) In room G, the heroes discover an injured abomination and skeletons, suggesting Sir Ragnar and Skulmar have already escaped, though the Dread Warrior must still be defeated.

Uploaded by

benjamin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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G H

A
B
F
C
I
D D
E

At the beginning of each quest, only the parchment text should be read aloud to all players. W E
ONLINE QUEST 003

Knight Fall S

I call for your aid, friends, for prison break is in The danger is great, but I trust you will rise and become
progress and must be stopped! I am Mentor, a heroes to the Realm in this time of need. I can
wizard in service to the Realm. I know not how, provide guidance as you travel by using the far voice
but agents in service to the evil Zargon have found spell, though I cannot intervene on your behalf lest
a way into the prison. Surely they seek to free the Zargon discover your role and send reinforcements.
captives held below, including Skulmar the wicked. Take to the stairs and your Quest beyond!

In each quest, notes prefaced with a capital letter correspond The first hero to search for treasure may check the bookcase. The hero may
to a matching letter location on the quest map. draw one card from the treasure card deck. Return any hazard or wandering
monster card to the bottom of the deck. If a card is returned this way, the hero
may draw another card.
NOTES
Throughout each new quest, Mentor uses his far voice spell to magically
communicate with the heroes from a distance. If this is the first time the heroes
B. “This was once a guard room. Those bodies on the ground are the former
guards. Their weapons have been taken!
are meeting each other, have Mentor ask the heroes to introduce themselves to
You may expect any prisoners you encounter to be armed and ready for you.
him and to each other
Beware, for there may be danger in this room still.”
(for example: taking turns reading the back of their hero card out loud.).
The treasure chest has a trap with a poison needle in it. If a hero searches for
treasure before the trap is found and disarmed, they lose 1 Body Point.
A. “The door to the east leads to the most dangerous prisoners, The chest contains 60 gold coins and a potion of healing, which restores
but I sense it is locked. Find the warden’s office, as she held the key.” up to 4 lost Body Points when consumed.
The door to the east is locked, requiring the key held in area F.

Wandering Monster in this Quest: 1 Goblin


Not for resale. Permission granted to print or photocopy for personal, non-commercial use only. HEROQUEST, AVALON HILL and HASBRO and all related trademarks and logos are trademarks of Hasbro, Inc. © 2023 Hasbro
C. When a hero enters this hallway, the orc in the western hallway and the Specters emerge through the solid walls of the arcane rack and
monsters in areas D open both doors and activate. wail threats to the heroes.

D. “These orcs and goblins have escaped their cells and are armed! DREAD SPECTERS:
Beware, for they are dangerous foes and members of Zargon's armies.” MOVEMENT ATTACK DEFEND BODY MIND
When first seen, the orc shouts out to the goblins, 8 3 3 1 0
“Kill these meddlers and find the hidden weapons room the boss seeks!”

E. “The guards’ weapons room. You have found it before the enemy!” Each specter can cast the following spell each turn: Channel Dread
In this secret room, the weapons on the weapons rack are primarily padded weapons
for training. However, the first hero to search for treasure finds a staff. The second Channel Dread: The spellcaster attacks the lifeforce of a hero with Dread power.
hero to search for treasure finds a crossbow. Hand the matching equipment cards Roll 1 red die. For each specter adjacent to the caster, add 1 point to the die total.
to the heroes who claim them. No other treasure can be found in this room. 1, 2, or 3 = the hero resists the attack
4 or 5 = 1 Body Point of damage
6+ = 2 Body Points of damage
F. “This is the warden’s office. That is her body, dead upon the chair.
Perhaps her key remains here?”
Specters are Ethereal. Ethereal monsters may move through heroes, walls,
The first hero who searches for treasure finds a silver key (allowing access to area G)
and other solid objects, but they must always end their movement on an
and two half-sized potions of healing. Each potion restores up to 2 lost Body
unoccupied space and may not move into undiscovered areas.
Points when consumed. However, when they take the key, the statue becomes
When heroes roll Attack dice against Ethereal monsters, they hit on
a gargoyle who moves next to the searching hero and immediately attacks them.
black shields (instead of skulls) with non-artifact, non-spell attacks.
The gargoyle cannot be detected by searching for traps.
J. Place the secret door when the heroes enter, as this secret door is open.
G. The doors in this room require the silver key in area F to open. Sir Ragnar and Skulmar have already escaped.
Tell the heroes that these creatures have just entered the room from “Those skeletons are former guards. Perhaps one of them fell sway to
the east. The abomination has a puncture wound just above its waist. Sir Ragnar and revealed the secret door to him. Evil betrays, and now they
“Note how that abomination is wounded. What could have harmed it?” have paid the price for turning their backs on the Realm. I fear Skulmar
The abomination uses its statistics, but with just 1 Body Point remaining. and Sir Ragnar have escaped, but this Dread Warrior must meet her doom!”
The quest is over when these final foes have been defeated.
H. “Ho! That is a Dread Warrior, one of Zargon’s highly trained soldiers.
Many a hero has fallen to their blade!” They find 40 gold coins on the Dread Warrior, and the secret door in
The first hero who searches for treasure finds 100 gold coins and a scroll allowing the hallway beyond leads to a tunnel away from the prison.
any hero to cast the courage spell as an action once before it crumbles to dust.

I. Tell the heroes that as they enter, they catch a glimpse of two men leaving
through the door to the south, which closes behind them. Ending the Quest
Mentor thanks the heroes for keeping the Realm safe from the forces of evil and
“Sir Ragnar and Skulmar! How can it be? Has Sir Ragnar forsworn his
offers to guide them on their future journeys. When Sir Ragnar and Skulmar
sacred oath as a Guardian Knight of the realm and allied with Zargon make their next move, Mentor and the heroes will be ready!
and his Dread Legion?! Traitor! But, wait! They have damaged the magical
protections on the arcane prison. The creatures of darkness held within This is a good time for the heroes to divvy up their loot to ensure they have
must not be allowed to escape this room, lest they harm countless innocents.” the best chances of defeating any foe Zargon should send at them!

Not for resale. Permission granted to print or photocopy for personal, non-commercial use only. HEROQUEST, AVALON HILL and HASBRO and all related trademarks and logos are trademarks of Hasbro, Inc. © 2023 Hasbro

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