Allied Heroquest Questbook Return of The Witch Lord

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Allied HeroQuest Questbook Return of the Witch Lord

Allied HeroQuest Questbook Return of the Witch Lord


Allied HeroQuest Questbook Return of the Witch Lord

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 Return of the Witch Lord

Allied HeroQuest
Descent in the Dark

Return of the Witch Lord

Version 1.2
Allied HeroQuest Questbook Return of the Witch Lord

Necessary Components

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

- 8 or more extra Skeleton miniatures


- 4 or more extra Zombie miniatures
- 4 or more extra Mummy miniatures
- 1 Death Mist tile

Optional components that are not really necessary to be able to play “Return of the Witch Lord” quests:

- 4 Tombstone tiles (You could use upside down Double Blocked Square or Pittrap tiles instead.)
- 1 Throne Room tile (You could use a regular room of 5 by 10 squares instead.)
- 3 Spells of Darkness from the “Wizards of Morcar”.
- Necromancer’s Spell deck from the “Wizards of Morcar”.
Allied HeroQuest Questbook Return of the Witch Lord

A Warning from Mentor

“Worthy companions, we must act fast. The Finally, you have reached the great ruins of
Witch Lord is not dead! He managed to find Kalos. Throughout your trek, you have felt an
refuge in the fallen city of Kalos. Many years uneasy presence. The Witch Lord has been
ago, this beautiful city was destroyed by watching your progress, awaiting your arrival.
Morcar and given to the Witch Lord to rule. As he sits upon the High Throne of Kalos, he
Beneath the ruins, he built a great stronghold, can see all who approach. No one can escape his
for the light of day was too pure fir his foul gaze. If the Witch Lord is not stopped soon, he
creatures to endure. Once the Witch Lord’s will be joined by Skulmar, Captain of the
strength has fully returned, he will gather his Forgotten Legion and by Kessandria, the Witch
army of the undead and attack the Empire. Only Queen. If these two sit alongside the Witch
Heroes with great courage dare stand against Lord, it is said that the bones of all fallen
the witch Lord. His vile warriors know no fear warriors will be summoned together under the
and will fight relentlessly until they are Black Banner. It is up to you, brave Heroes, to
destroyed. Many days of travel have brought destroy the witch Lord once and for all. When
you across the parched Plains of Death. The you need my guidance, listen deep within
journey has been hard for the land here is yourselves.”
scorched and barren.
Allied HeroQuest Questbook Return of the Witch Lord

Special Rules

R eturn of the Witch Lord - Monsters

Shown below are the Monsters and Characters that can be encountered in Quests from this book.
Allied HeroQuest Questbook Return of the Witch Lord

Quest I – Quest for the Spirit Blade


Map:
Allied HeroQuest Questbook Return of the Witch Lord

"The Witch Lord has been awoken! He will pose a most serious threat to the Emperor in the coming
war. The Witch Lord must be destroyed before he can bring his army of Undead to attack the
Emperor’s forces. Your goal in this Quest is to find the Spirit Blade and wield it fiercely. Only this
ancient weapon can harm the Witch Lord. The Spirit Blade was forged by the Dwarves of the
World Edge Mountains and cooled in the Elven Fountain of Leben. The sword now lies somewhere
in an ancient ruined temple. From there you must advance to the barrows of the Witch Lord."

Route:

No Passages.

Notes:

A. “Where’s the Dwarf?” All sections marked “A” are flooded. Each E. The Chest contains two glowing gems, called “the Keys
square at these sections count as a Spawnpoint. Mummies cannot use of Agrain”, worth 250 gold coins each.
these Spawnpoints. Dwarves ending their move in the flooded section
must roll a skulldice. They lose one Body point when they roll a skull. F. “These passages have been silent for over a thousand years.
Speartraps can be played in this room. The last voices that echoed through these hallowed halls were
those of King Agrain and his subjects. It is said that ancient and
terrible magic is at work here.”

These marked sections are covered in eternal darkness. You


can play Ambush Threat Tokens regardless of the Torch
rules.

G. This is the magical laboratory of King Agrain. The first


Hero to search for Treasures here will find two glowing
gems called “the Keys of Agrain”, worth 250 gold coins each.

H. This door marked with a black arrow is locked and can


only be opened if the corresponding Mummy (in the rooms
to the South) is killed. The Tombstone tiles are
Spawnpoints.

I. Trap Threat Tokens can be played in this room to spring


Falling Rocks traps.
B. After removing lots of dust, the first Hero Searching for Treasure here
J. “Here begins the true domain of the Witch Lord. A terrible
finds the “Spirit Blade” decorating the ancient Tomb. A Hero searching
guardian, Bellthor, watches over the Gate.”
for Hidden Doors here finds a grate in the ceiling leading to room “C”.
Use the Gargoyle miniature as Bellthor. The foul Gargoyle
C. This Grate leads to squares adjacent to the Tomb in room “B”.
will not move nor attack until all Heroes (not residing in the
Squares adjacent to the Tomb are also adjacent to the Grate. Falling
village) are in the room. Bellthor cannot be harmed until
Rock Trap Threat Tokens can be played in room “C”. (Not at the grate.)
after he attacks.
D. Use the Death Mist tile. It is a breath of Chaos that will harm all who
are not evil. It moves 6 squares in the sections marked with “F” only.
Exhaust a Hero when the mist passes him. When the Death Mist passes
over an Exhausted Hero, he loses 1 Body point. The mist cannot move
onto the same square twice in 1 turn. The Death Mist can only be
harmed by the “Spirit Blade” or by a Tempest (Air) Spell. It is removed
Quest Denizens: “Living Dead”.
when attacked by either one of them.
Allied HeroQuest Questbook Return of the Witch Lord

Quest II – The Forgotten Legion


Map:
Allied HeroQuest Questbook Return of the Witch Lord

"Now that you have found the Spirit Blade, you must go and defeat the Witch Lord. The Emperor has ridden forth to
meet the eastern Orcs at Black Fire Pass. If you fail, the Witch Lord will lead his army of Undead and attack the
Emperor’s forces from the rear. Then nothing will remain to prevent the forces of Chaos from overrunning the land!
No man has ever entered the Forbidden Caverns before. It is said the passages are filled with the walking dead. You must
also be wary of the caverns themselves, for they are ready to collapse at any time. The halls through which you now pass are
guarded by the Forgotten Legion, the elite of the Witch Lord’s army. They are led by Skulmar. In combat they are to be
feared, for they bear the scars of a thousand battles, each one a victory for Chaos.”

Route:

“Quest for the Spirit Blade”.

Notes:

A. When a Hero discovers this room, place Monsters E. When a Hero opens this door, the magical ice will
where shown. Explain to the Heroes that this is the shatter and the Forgotten Legion will move to attack
Forgotten Legion, together with Skulmar, encased in during the next GM’s turn.
magical ice that cannot be broken with any weapon.

B. Trap Threat Tokens can be played on these board


sections to spring Falling Rock traps.

C. These are open doors. Place the rooms on the table


at the start of this Quest. Do not reveal the adjacent
corridor sections yet. F. Trap Threat Tokens can be played in this room to
activate Pittraps. The first Hero who is searching for
D. The Tombstone tile counts as a Spawnpoint. Treasures finds 120 Gold Coins in the Cupboard.

Character:

Skulmar.

Denizens:

“Living Dead”.
Allied HeroQuest Questbook Return of the Witch Lord

Quest III – The Court of the Witch Lord


Map:
Allied HeroQuest Questbook Return of the Witch Lord

"The Witch Lord has watched your progress. He has tried repeatedly to destroy you but you
have thwarted him every time. Now he has fled to his throne room. There you must do battle with
him. This time there must be no escape for him nor his servants. Beyond the Last Gate you will
reach the Court of the Witch Lord. The corridors beyond the Gate are guarded by Chaos Warriors
from the Doomguard. Beware! They are more powerful than other Chaos Warriors you have
already defeated. They stand guard here in the chambers of Kessandria, the Witch Queen.
You must find the way which leads to the Witch Lord, and destroy him!"

Route:

“The Forgotten Legion”.

Notes:

A. Here stands a magical G. Character Threat Tokens can be played here to summon
Gargoyle statue which does not Kessandra. The first Hero to search for Treasure here finds either
move, cannot attack or be a Healing Potion or a Potion of Resilience or a Potion of Speed.
harmed. If a Hero attacks the (Search the Treasure deck, if no Healing Potion remains, hand
statue, he loses the weapon he over one of the other options. Shuffle deck, replace.)
attacked with. (Except for the
“Spirit Blade”.) H. The Chaos Warriors in this room are all Doomguards.
Character Threat Tokens can be played here to summon
B. If the Barbarian enters this Kessandra.
corridor section, take a Pittrap The first Hero to search for Treasures here finds 200 gold coins
tile and place it under him. and either a Healing Potion or a Heroic Brew. (If no more Healing
Remove the Barbarian from the Potion in the Treasure deck, hand over the Heroic Brew. Shuffle
board. Then remove the Pittrap deck, replace.)
tile.
I. Here the Witch Lord awaits the final conflict. Use the Throne
C. You can play Trap Threat Room tile from the MB expansion set (or a 5 by 10 squares room as
Tokens to activate Pittraps in an alternative). Use the Chaos Warlock miniature to represent the
these rooms or corridor sections. Witch Lord. He starts at the square marked “I”.

D. Gems worth 500 Gold Coins are found on this Tomb by the first J. After the action at from “B”, the chained Barbarian is found here
Hero who searches for Treasures. at this square when the room is revealed. The Barbarian is released
if another Hero attacks any of the squares at the sides of the
E. You can play Trap Threat Tokens to activate Speartraps in these prisoner. His weapons are nearby and quickly recovered.
rooms or corridor sections.
K.This is a Doomguard. The first here to search here for Treasures
F. The Tombstone tiles are Spawnpoints. finds a Battle Axe.

Characters: Kessandra. Immune to magic except Fire Spells. She can move at double speed instead of
attacking and casting Spells. May use 3 Spells of Darkness.

The Witch Lord. Only Fire Spells and the Spirit Blade can damage him. He can summon
one random Monster each GM turn. He knows 6 Necromancer Spells.

Denizens: “Living Dead”.


Allied HeroQuest Questbook Return of the Witch Lord

Conclusion

My friends, we have much to be thankful for. The most powerfull spell books. I fear that it will not be
Witch Lord has been defeated and his army of undead long before you will have to confront Skulmar and
remains asleep under the earth. The magic that attempt to end his threat forever. But for the
controlled them has now been weakened. Yet this present you have earned yourselves a rest. So come,
victory could herald our downfall if we relax our my brave Heroes! The Emperor awaits you in the
efforts. Now that the enemy is weaker, we must be Grand Palace. Tonight you are to be honored for
all stronger. The minions of the Witch Lord who your incredible feats of heroism.
escaped will surely seek revenge on those who
defeated their master. Loretome has shown me that Mentor
Skulmar, who we believed to be slain, has escaped
from the ruins of Kalos with many of the Witch
Lord’s
Allied HeroQuest Questbook Return of the Witch Lord

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