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02 - Advanced HeroQuest Reforged Appendix 05 - Quests & Campaigns (2023!02!18) - PF
02 - Advanced HeroQuest Reforged Appendix 05 - Quests & Campaigns (2023!02!18) - PF
02 - Advanced HeroQuest Reforged Appendix 05 - Quests & Campaigns (2023!02!18) - PF
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Advanced HeroQuest: Reforged
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Appendix V
6. Random Events
Each player two dice and refers random event is rolled, its effects
to the Random Events Table. If a must be resolved immediately.
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Advanced HeroQuest: Reforged
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Appendix V
Training
Between expeditions Heroes and Training 2: To increase a
Henchmen may improve their Characteristic by one, put a “+1” in the
Training 2 box on the Character Sheet.
capabilities through Training.
Each Characteristic may only be subject
Each Hero and each Henchman to Training 2 once. Also increase your
may only train once after each Experience by one.
Expedition. Heroes pay the GC Training 3: To increase a
costs for training their Henchmen. Characteristic by one, put a “+1” in the
To train, the Hero chooses one of Training 3 box on the Character Sheet.
these items and pays the listed Each Characteristic may only be subject
to Training 3 once. Also increase your
cost in Gold Crowns.
Experience and Glory by one each.
If this is a multiplier of a Value Heroes only.
Pool, use the Value Pool as it Wounds: Simply increase your
stands before the Training. Wounds, Glory, and experience values
Training by one.
Fate: Simply increase your Fate and
Training
Experience
GC Cost
Gained
Item
Glory
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Advanced HeroQuest: Reforged
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Appendix V
Equipment Costs
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Quests
The core of Advanced HeroQuest Quest Locations
is the Quest. Each Quest consists At certain points in the dungeon
of one or more Dungeons, each there will also be areas known as
with a set of Objectives. Each time Quest Locations. A Quest Location
an Objective has been completed, is a pre-generated section of
the Heroes will gain a bonus. dungeon for which the GM has a
Completing all the Dungeons in a map that details the Enemies, traps
multi-Dungeon Quest typically and treasures to be found therein.
gives some form of additional Quest Locations are usually the
bonus. Heroes' ultimate objective within a
This volume includes ten pre- dungeon - the one area that they
designed Quests, plus a system for must enter to achieve their goals.
generating your own random Quest Locations are designed by
quests. the GM before the quest begins,
either using the dungeon
Objective Quest Rooms generation tables as a guide, or
Quest Rooms contain features purely from his own imagination.
that are vital to the Heroes' They should be the most exciting
successful completion of their and dangerous parts of the
adventure. They might, for dungeon. Here will be usually
example, be the arcane found the greatest treasure that the
laboratories of mad Alchemists; Heroes seek, guarded by the most
they could be the heavily guarded powerful Enemies they've yet to
chambers of powerful Warlords; or face. Many dungeons have only
they might contain strange puzzles one Quest Location, often in the
that have to be solved before the deepest level of the dungeon, but
Heroes can descend to the next there's no reason why you can't
level and continue their quest. design your dungeons with two or
While there can be many Quest more Quest Locations.
Rooms on any Level of a dungeon, In a Quest Location, the GM may
only one (normally) will be the not play Trap, Wandering Monster,
Objective Quest Room. This Quest Ambush or Spell Dungeon
Room, in addition to its normal Counters. Further, all Enemies gain
content, also includes the Objective the Sentry ability, and the GM
of the Dungeon. automatically has Surprise.
Danger
Each Quest (or each dungeon of
a multi-dungeon Quest) has a
Danger, which modifies how
difficult it is to find the Objective
Quest Room and how many
Expeditions the Heroes can afford
to make before losing their bonus
rewards.
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Appendix V
Campaigns
One of the most important Heroic Legends
aspects of Advanced HeroQuest is When you're playing a campaign,
the campaign. The basic idea of a it's a good idea to keep a record of
campaign is that the players keep the quests that your Hero has
using the same Heroes in different undertaken. You can even write
quests, making their Heroes more this up as a continuous legend,
and more powerful as they go from adding new adventures each time
adventure to adventure. So, when your Hero finishes another quest:
you've finished your first quest, write down his most spectacular
you're really only just beginning. fights, his closest escapes, the
When you start playing a new great treasures they've found, the
campaign, it can be a good idea to terrible Enemies they've slain.
have someone else play as the Using your Hero's legend, you
Gamesmaster. This prevents it can give them additional names.
becoming one player against the Your Warrior might begin life as
rest all the time, and allows Albrecht; if he kills a Troll, you
different people to throw in their could rename him Albrecht
ideas. Trollbane. If in a later adventure he
You don't have to use the same kills a Daemon he could become
Heroes if you don't want to. You Albrecht Daemonslayer or Albrecht
can retire a Hero at any time - they the Mighty. All great Heroes have
drop out of the campaign, taking all heroic nicknames to remind the
their gold, equipment and magical world of their exploits and to throw
treasures with him. And if you want fear into the hearts of their
to bring them back after a while, enemies.
then you can simply get out your
old character sheet and start
playing again.
Each player can have more than
one Hero if they want, though it's
not a good idea to use more than
one at a time - you should keep
playing the same Hero for the
whole of a quest, but you can swap
to another Hero between quests.
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Advanced HeroQuest: Reforged
Designing Quests
Once you understand how the game the ordinary rooms, or you can space
works, you will find it much easier to everything out, creating the possibility
design your own Quests. of long chases through empty
The most important thing you'll need passages and rooms.
to come up with as you design your Naturally, you can also change the
own quest is a good story! treasures that can be found. Use the
Heroes need something, epic, existing treasure tables as a guide,
dangerous and risky to drag them from and then invent your own magical
the comfort of an inn's hearth. Be items. Perhaps one of these could be
creative when you design a quest. the focus of a new quest, where the
Think of all the great fantasy stories Heroes have to search through a huge
you've read, or films you've seen, and dungeon complex to find it.
use them as a source of inspiration. You can use Quest Locations, but
This is the story that explains why they these should not be interesting rather
are fighting down a particular dungeon than deadly. Don't over-use traps - just
and links separate dungeons together. put in a couple here and there to give
From this you can decide what the Heroes a surprise and keep them
Enemies should be living in the on their toes. Remember, you will
dungeons and what the Quest have great tactical flexibility in the
Treasures are going to be. already-mapped areas. The best
Once you've decided what your starting point might be to generate the
Quest is going to be, you can choose area with the tables you have invented
what dungeon layout you'll use. You for your new adventure, and then
can of course, simply allow the move things around for your own
Exploration Tables to design the purposes. Once you're thoroughly
dungeon for you. Otherwise, you must familiar with designing dungeons,
decide how you will adjust the there's no reason why you can't
dungeon. Perhaps it is a small sometimes have a whole Dungeon as
dungeon on one level with only a a Quest Location.
single Quest Room and no stairs You will need to designate a Danger
down. Perhaps it is a huge dungeon level for the Dungeon, the bigger the
with a dozen levels. dungeon, the higher it should be.
There is no limit to the number of While many Quests consist of just a
rooms, Hazards or Lairs that can be single Dungeon, other epic multi-
created for a dungeon. Nor is there dungeon Quest can be devised by
any limit to the number of Quest connecting some of the Quests from
Rooms that could appear, though you the Random Quest Generator. For
may decide that not all of them have a instance, a rescued kidnap victim can
special purpose. give the Heroes information which
You can change things around for sends them off after a stolen item, and
any adventure you design so that when they recover the item they have
events can happen in a different order. to take it to someone who wants to
For example, you could have a game send them on a revenge mission, and
in which three hostages were being still further adventures! You can
held in a dungeon. The adventure you combine the Stop the Ritual Quest
invent around this may rule that one with the Rescue Quest theme by
hostage will be found in each of the having the minions of the evil sorcerer
first three Lairs encountered, and that carry off a kidnap victim for sacrifice in
the Quest Rooms will contain Wizard's the ritual.
Laboratories, centres of diabolical
research. You can choose to arrange
things so that few or no rooms are
empty, by creating a monster table for
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Appendix V
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Advanced HeroQuest: Reforged
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