wizards of zargon - HeroQuest by Phoenix

WIZARDS OF ZARGON
Wizards of Zargon
The adventure continues! Wizards of Zargon is an expansion set used with your original Hero Quest Game System.
You must have the Game System in order to play the adventures in this booklet. Wizards of Zargon introduces two
new elements to the Heroquest game. This add-on pack gives Zargon four Evil Sorcerers, each of whom have their
own new spell cards which will be used against the Heroes. To make sure that the Heroes can put up an effective
resistance against these awesome new spells, the pack introduces Mercenaries – warriors who will join the Heroes on
their Quests for a share of the spoils.
Contents: Plastic Figures: 4 new Evil Sorcerer Figures, 12
Mercenary Figures, 24 Weapons; 24 new Chaos Spell Cards, 23
new Mercenary Cards, 9 new Wizard & Elf Spell Cards, 8 new
Treasure Cards and a Cardboard Tile Sheet.
Cardboard tile sheet includes:
1 Earthquake Tile
1 Lightning Tile
4 Breached Wall Tiles
1 Cloak of Shadows Tile
4 Fireburst Tokens
6 Blocked Square Tiles
1 Magic Reference Chart
3 Magical Barrier pieces (Stone, Fire and Ice)
Take the 12 Mercenary figures and clip a weapon to each of them
by slotting the weapon into the hole on the front of each
miniature as shown in figure 1.
Carefully push out the card pieces
from the card sheet. Take the 3
Magical Barrier pieces and slot each
of them into a plastic base as shown
here.
All cardboard components should be carefully removed from the
cardboard sheet. The plastic figures and weapons should be
removed from their runners. Discard waste cardboard and
plastic. New game components are described at right and on the
following pages.
Note: Some of the cardboard tiles listed above are two-sided.
The front and back may be different.
Note: The new cardboard components are shown here and on the
following pages. Next to most components is a matching Quest Map
symbol. These symbols appear on each map to show you where to
place components on the gameboard.
Magical traps cannot be found by searching. They can only be
disarmed with certain spells specified on the Magic Reference
Chart. Magical traps may only be activated once. As soon as a
magical trap has been activated, players can move safely through
that room or corridor.
These symbols are also the exact size needed for the blank “create
your own” Quest Map provided in the Game System Quest Book.
All you have to do is photocopy the symbols and cut them out.
Cloak of Shadows
This tile is to be used with
one of the new Wizard and
Elf Spells. There is no Quest
Map icon for this tile as it is
used randomly during
game play.
Fireburst Trap
Hurricane Trap
Teleport Trap
Magical Traps
Whenever a character enters a room described in the Quest Notes
as containing a magical trap, Zargon must refer to the Magic
Reference Chart to see the effect of that particular trap.
Fireburst Trap Tile
1
8. Hiring Mercenaries
Adventurers may each hire up to four followers at any time
between Quests. These followers may be from any of the four
types of Mercenaries. To hire a Mercenary, a Hero must pay the
initial Price to Hire which appears on the Mercenary Card. That
Mercenary will then stay with and fight for that Hero until he,
the Mercenary, is killed and as long as he is paid 10 Gold Coins at
the end of each Quest. If he is not paid for his services, he will
then leave and must be paid his full Price to Hire in order to
return.
For each Mercenary a Hero hires, that player should take one
Mercenary figure with the relevant weapon shown on that
Mercenary Card. He should also take one Mercenary Card for
each of the types he has hired. This details the statistics of each
type of Mercenary. (Note: a number of spare Mercenary Cards
have been provided to replace any lost or damaged cards.)
A player whose Hero is killed can choose to continue the Quest
with the Hero’s surviving Mercenaries. If not, he must remove
the Mercenaries from the gameboard.
Example:
Thorgrin the Dwarf decides to hire a couple of Mercenaries to aid
him on his Quests: one Crossbowman to shoot any targets that
they cannot reach on foot and one Halberdier to act as general
extra muscle. This costs Thorgrin 125 Gold Coins before he sets
out on the Quest, but it will also cost him 20 Gold Coins at the
end of each Quest, assuming of course that both his Mercenaries
survive.
2
Playing Wizards of Zargon
1. New Magic
Wizards of Zargon introduces four powerful new adversaries for
the Heroes. Each of these new opponents is a Sorcerer and has
his own set of sorcerous spells which he may use in the same way
as the Wizard and the Elf.
lEach
Sorcerer has his own special set of six spells which only
he may use. For example, only the Necromancer may use the
Necromancer spells and only the Orc Shaman may use the Orc
Shaman Spells.
lEach Sorcerer may only cast one spell in a turn, instead of
attacking. Each spell may only be used once in each Quest.
lEach new Quest starts with a full set of six spells for each
Sorcerer in that Quest.
2. New spells for the Heroes
There are also three new sets of spells for the Wizard and Elf:
Spells of Protection, Spells of Detection and Spells of Darkness.
These may be added to the existing sets of spells which the Elf
and Wizard draw on, but they still only choose one and three sets
of spells respectively. They may still change their spells between
Quests.
4. Magical Barriers
Wall of Ice, Wall of Flame and Wall of Stone spells allow the
caster to build a solid barrier which will appear on the board as a
card piece standing on a plastic base. This barrier may be placed
across two squares on the gameboard to form a solid impassable
wall that will remain on the board until it is destroyed. The wall
may resist an attack by rolling the number of Defend Dice shown
on the specific spell card and counting the White Shields scored.
If the wall takes one Body Point or more of damage, it is
destroyed and the piece is removed from the board.
5. Lightning Bolt and Earthquakes
When a player casts either of these spells, he or she takes the
relevant card piece and places one end in a square in front of the
spell caster and then lays the piece in a straight line from there.
That spell then affects anyone along that line, unless a wall blocks
the way, in which case a Lightning Bolt attack will stop there,
attacking only those in front of the wall.
3. Spell Special Effects
Several new spells have special effects which can be displayed on
the board using the special counters on the card sheet. Details of
each spell appear on each spell card while the general rules of
effect are detailed below.
The Earthquake tile covers 6 squares, each of which counts as a
pit trap except that they are all joined up. Players may move in
the normal way along the bottom of the quake, but can only leave
it by climbing out onto a clear square adjacent to it. Figures in
the quake area may fight and cast spells as normal, but may only
do so with figures inside the quake area.
If an Earthquake meets a wall, that wall is breached and a
breached wall token is placed there. Any figure may move
through a breached wall. If a room which has not been explored
is breached, the contents should be laid out at once. If the
Earthquake meets a Magical Wall, both spells are cancelled and
the pieces are removed from the board.
Breached Wall Tile
6. Mercenaries
This Quest Pack contains 12 Mercenary figures, with 24
interchangeable weapons that enable you to put together the 4
different types of Mercenaries (the Scout, the Swordsman, the
Crossbowman and the Halberdier.
Mercenaries are soldiers who can be hired by a Hero before a Quest
begins. They will accompany any Hero on a Quest, if the Hero pays
their fee. The fee for each type of Mercenary is given on the
Mercenary's Card, as well as on the Mercenaries Chart in the back of
this book. The gold must be paid before the Quest begins.
Such men are found in towns and cities all around the country.
Men willing to follow a great Champion and fight for him as long
as he will pay for their upkeep. There are four types of
Mercenaries. Each has his own strengths and weaknesses and
each has his own price.
7. Mercenaries in the Game
Once a player has hired any Mercenaries, he can take them with
him on his next quest. Each player begins the Quest in turn by
placing all his figures on the stairway tile or in any adjacent
squares and then takes his turn before the next player sets up.
lOn
a player’s turn, they move his Hero and then moves all of his
Mercenaries.
lEach Mercenary may move and fight in the same way as the
Heroes, using the values printed on the Mercenary Cards.
lWhen defending, Mercenaries count the White Shields.
lMercenaries may open closed doors and jump over pit traps.
lMercenaries may not search for treasure, use any equipment or
Treasure Cards and only Scouts may search for and attempt to
disarm traps.
lAny money given to a Mercenary may never be retrieved.
3
A
A Glimpse of Chaos
s the rain lashed down and thunder rumbled across the sky, a brief flash of lightning illuminated a bedraggled group of travelers. Their slow climb up the rocky slopes to the foreboding tower at the summit
seemed to last an eternity. At last the figures escaped the storm and entered a dark hallway. As they peered
into the shadows, they saw a sinister figure on a rocky throne.
A solitary traveller stepped forward from the huddled and dripping group and addressed the presence on
the throne.
“My Lord Zargon, we come bearing grave tidings. We must report the failure of your plan to raise the Ogre Horde
against the Empire. Once again we were routed by his accursed Champions and once again we were forced to flee.”
The figure on the throne shifted and a voice like death broke the silence.
“I am aware of your failure, Festral. But as in all things I have learned from my failures. Firstly, I have learned not to
underestimate the Emperor’s Heroes. Secondly, I have learned not to rely on fools. I have therefore conceived a new
scheme to destroy the Emperor’s Heroes forever. I have chosen four Lieutenants to carry out my plan. Come forth my
Lieutenants.”
With that command, four silhouettes stepped from the shadows.
“Let me present Zanrath, High Mage of Sarako.” An ancient bearded man wearing a pointed hat and carrying a staff
topped with a crescent moon bowed down towards Festral and his retinue.
“Fanrax, the Malicious.” At the mention of his name, an evil-looking man adorned with skull symbols and toying
with a wickedly sharp dagger gave a sneering smile at the group.
“Boroush, the Storm Master.” With a sweep of his oaken staff, a ragged and bearded figure greeted the refugees.
“And finally, Grawshak, Orc Shaman of the Northern Tribes.” The last of the four Lieutenants, an Orc decorated in
skins, feathers and skulls, carrying a massive totem wand growled what might have been a greeting or a curse at the
party.
“I believe that these four Sorcerers will succeed where you have so miserably failed. And it is they who will punish
you for your failure.”
With this final word, Zargon disappeared into the shadows. From here he watched with great satisfaction as his four
sorcerous Lieutenants erased all trace of Festral and his followers.
Zargon smiled. These were indeed the ones who would finally destroy the Emperor’s Heroes forever.
Quest Map Guide
The Quest map symbols are color-coded to help you guide the Heroes through these Quests. Here’s
what the various map symbol colors mean.
Gold: This color is used to highlight traps that the Heroes can detect by searching.
Light Green: This color is used to highlight traps and other hazards that the Heroes can
neither see nor detect by searching.
Dark Green: This color is used to highlight monster symbols. See the Monster Chart in
the back of this book for actual symbols.
In each Quest, notes prefaced with a capital letter correspond to a matching letter location on the Quest map.
4
Quest 1
The Tower of the High Mage
“The first of Zargon’s sorcerous Lieutenants you must
defeat is Zanwrath, 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.”
NOTES:
All Chaos Warriors encountered in this Quest are part of
Zanwrath’s elite force. Their stats are as follows:
This is the chamber of Zanwrath. He has all 6 of the High
Mage Spells. His stats are as follows:
Movement
7
Movement
5
Attack
5
Defend
5
Body
3
Mind
3
This chest is empty.
Attack
5
Defend
5
Body
5
Mind
8
Any Hero who searches the room will discover 400 Gold
Coins in a secret drawer in the table.
The chest on the left contains 300 Gold Coins and a healing
potion which will restore 2 Body Points to the first Hero
who drinks it. The second chest is empty.
Wandering Monster in this Quest:
2 Chaos Warriors
5
Quest 2
Crypt of the Necromancer
“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. Be doubly
careful, for Fanrax commands both the forces of the
living and the forces of the dead.”
NOTES:
All Skeletons in this Quest are special creationsof Fanrax
himself. Their stats are as follows:
Movement
6
Attack
3
Defend
3
Body
1
Mind
0
This room is filled with a magical darkness. Any figures in
the room other than Skeletons, Zombies or Mummies will
attack and defend with 2 less Combat Dice. No ranged
attacks may be used at all.
Each of these chests contain 150 Gold Coins.
This is the magical statue of a Chaos Sorcerer. At the
beginning of each of Zargon’s turns, it will fire a death ray
down the corridor which will attack any and all figures in
the corridor with 2 Attack Dice, which they may defend
against in the normal way. This statue cannot be harmed in
any way.
Wandering Monster in this Quest:
This is the Crypt of Fanrax the Necromancer. He has all 6
Necromancer Spells. His stats are as follows:
Movement
6
2 Skeletons
Attack
4
Defend
6
Body
5
Mind
7
6
Quest 3
Eyrie of the Storm Master
“High atop the loftiest peak in the dark mountains lies
the eyrie of Boroush, the Storm Master. He is the next
Lieutenant of Zargon you must defeat. You have had
toe scale the sheer heights of the mountains to get to
this eyrie. Now you are here you must move quickly,
for Boroush commands great elemental fources with
which he can easily overcome unwary intruders.”
NOTES:
This chest contains 250 Gold Coins.
Heroes searching this chamber will discover 3 huge gems
worth 150 Gold Coins each.
This is the home of Boroush. He has all 6 Storm Master
Spells. His stats are as follows:
Movement
7
Attack
6
Defend
5
Body
5
Mind
6
Wandering Monster in this Quest:
2 Fimir
7
Quest 4
Lair of the Orc Shaman
“Yonder dark cave in the hillside is the entrance to the
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.”
NOTES:
All Orcs in ths Quest are members of Grawshak’s elite
bodyguard. Their stats are as follows:
This is the lair of Grawshak, the Orc Shaman. He has all 6
Orc Shaman Spells. His stats are as follows:
Movement
8
Movement
7
Attack
4
Defend
3
Body
1
Mind
2
All the Orcs in these corridors are armed with bows and
may make ranged attacks with 2 Combat Dice.
Attack
5
Defend
5
Body
5
Mind
7
All Orcs in this room are armed with bows and may make
ranged attacks with 2 Combat Dice. The chest in the corner
contains 400 Gold Coins.
Heroes searching this room will find 2 golden crowns
beneath the tomb worth 200 Gold Coins each.
Wandering Monster in this Quest:
2 Orcs (armed with bows)
8
Quest 5
The Final Conflict
“Alas! Zargon has deceived you and saved his
four Lieutenants from the jaws of death. He has
now brought them together in his citadel of
darkness. However, the effort has cost him much.
You must take advantage of this moment of
weakness to assault his citadel and finally
vanquish his evil Lieutenants.”
NOTES:
Zargon, on your first round you must put out all of the
contents of the central chamber. All 4 sorcerer figures start
from the central chamber. They may then open and move
through doors and secret doors. Lay out the contents of any
rooms which they enter. The 4 sorcerers each have their 6
Spell Cards and have the following stats:
Zanwrath:
Movement
5
Attack
5
Defend
5
Body
5
Mind
8
Fanrax:
Movement
6
Attack
4
Defend
6
Body
5
Mind
7
Boroush:
Movement
7
Attack
6
Defend
5
Body
5
Mind
6
Grawshak:
Movement
7
Attack
5
Defend
5
Body
5
Mind
7
Wandering Monster in this Quest: One of the Sorcerers
9
Monster Chart
Monster
Map
Symbol
Movement
Squares
Attack
Dice
Defend
Dice
Body
Points
Mind
Points
5
5
5
5
8
6
4
6
5
7
7
6
5
5
6
7
5
5
5
7
Zanwrath
The High Mage
Fanrax
The Necromancer
Boroush
The Storm Master
Grawshak
The Orc Shaman
Mercenary Chart
Mercenary
Map
Symbol
Cost
per Quest
(Gold Coins)
Movement Attack
Squares
Dice
Defend
Dice
Body
Points
Mind
Points
Crossbowman
75
6
3(2)
3
2
2
Halberdier
75
6
3
3
2
2
Scout
50
9
2
3
2
2
Swordsman
100
5
4
4
2
2
The Crossbowman wields a crossbow--see the Armory on the
cardboard platform in the Game System. When adjacent to a foe, the
Crossbowman attacks with a shortsword.
The Halberdier wields a halberd that enables him to attack diagonally.
Mercenaries do not collect any treasure. Mercenaries can only move,
attack and defend (except for Scouts, who can detect and disarm traps).
The cost to hire them is for one Quest only. If a player wants to hire a
Mercenary for more than one Quest, he must pay 10 Gold Coins for
each Mercenary he wishes to retain.
The Scout has the Dwarf’s ability to detect and disarm traps.
10
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©2008, in association with Games Workshop ©1988-1993. All rights reserved. Use of its theme and images in
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