Centuries ago the Demon Kyrax was bound by wizardry under the mountains of the frozen north. Now his acolytes are on the brink of freeing Kyrax, releasing his evil power into the world again. Four lone adventurers, a Barbarian, a Wizard, and Elf and a Dwarf are drawn inexorably across the Sea of Claws to the land of Norsca. All four of them have a different reason for making their difficult journey, but each will have a role to play in thwarting the acolytes plans of bringing an end to the world.
In The Tyrant's Tomb one player will take the role of the Evil Wizard player as normal, and another player will take the role of one or more of the Heroes. In one quest this player might control the Wizard, in another quest the Barbarian, or the Elf, or Dwarf, whilst in other quests he might play with a combination of these four Heroes.
This Quest pack is heavily based on the three Heroquest novels by Dave Morris; The Fellowship of Four, The Screaming Spectre and The Tyrant's Tomb. Each book contained a central story as well as a play-your own adventure story of the type that were fairly popular in the 90's. The last two books also contained traditional Heroquest solo quests for the Wizard and the Barbarian. This pack is an attempt to combine much of this material into one large Heroquest adventure. Please note that some of the events in the books have been mixed up somewhat in order to create a coherent story.
The solo player should keep a character sheet for all four Heroes. If a quest is failed, the Hero should play that quest again. During the later quests, in which a party of Heroes may be present, if a Hero dies the party should continue on to the next quest, with a fresh Hero made available to replace the dead character.
In the Fellowship of Four, the book that deals with the Heroes attempt to prevent Kyrax's return, the characters are the Wizard Fortunato, the Elf Eildonas, the Barbarian Asgrim and the Dwarf Anvil. But this is your adventure and the players are free to choose any names they wish.
Wizard - Same stats as a starting Wizard. He can choose any 3 of the elemental spell decks. He starts with a Dagger. The Wizard also has a Familiar, a magical accomplish named Faustus (See artefact card and special rules below).
Elf - Same stats as a starting Elf, apart from his attack dice. The Elf starts with a Dagger, giving him just one combat die in attack against adjacent enemies, and a bow, which give him three combat dice with ranged attacks. The Elf may also take any 3 of the Elf spells (from the Mage of the Mirror expansion).
Barbarian - Same stats as a starting Barbarian. He starts with a Broadsword and a Spear.
Dwarf - Same stats as a starting Dwarf. He starts with a Toolkit and Pick-axe (The Pick-axe rolls 2 dice in attack, and may also have some Quest specific benefits.
As well as a copy of the Game System you will also need;
- Iron door,Trapdoor & Magical darkness tile from KK
- Pit of Darkness traps, Ogre Throne, Stone Doorway, Outdoor tile & Bridge/Chasm tile from ATOH
- Mirror door, Elf Princess token, Quicksand tile & Carpet tile from MOTM
- Ice River, Ice Chasm, Ice Gremlin, Outdoor Snow & Frozen Horror Chamber tiles from FH
- Blizzard tile from Revenge of the Weather Man
- Ye Olde Inn Corner tile http://english.yeoldeinn.com/tiles-big-bene.php
- Step Stone Room tile http://english.yeoldeinn.com/tiles-capper.php
- Coast tile (currently under construction)
There are also a large number of new Monsters in these Quests. These are the suggested models to use for each.
Cacogast the Troll (Ogre)
Elf Knight (Elf Hero)
Ghost Sailors (Zombies)
Ghost Captain (Chaos Sorcerer)
The thieves Grinch & Grivois (Mercenaries)
Town Guards (Mercenaries)
The Cabiri (Chaos Sorcerer plus 3x human Sorcerers from WOM)
Magister Caenwulf (Storm Master from WOM)
Orc Witch (Orc Shaman from WOM)
Giant Wolves (Giant Wolves from MOTM)
Ice Gremlins (Ice Gremlins from FH)
Stone Guardians (Chaos Warriors)
Hantu (Use the magical darkness tile from KK)
Barrow Dwellers (Zombies)
Ghost Knights (Chaos Warriors)Banshees (Skeletons)
Undead Brides (Mummies)
Perdita the Milkmaid (Elf Princess token from MOTM)
Grim Dugald (Necromancer from WOM)
Attercop, Cockodrilles, Sea Monster, Giant Bats and Black Serpent (Models not required as do not have to physically represent on game-board)
Half of the Quests in this pack take place on the surface, away from a traditional dungeon setting. This might be a forest, a swamp, a city or an icy mountain pass. A few of the Quests even take place on a boat out on open water. Unless otherwise stated in the Quest notes, these places follow the exact same rules as a normal Heroquest dungeon. A Room might be a forest glade or open field, whilst a corridor might be a sunken lane or an animal trail. A closed door might represent thick foliage over the opening to the next clearing, whilst fallen block tile might represent a fallen tree or thick bramble. In any case the rules are the same. If you have any special game boards representing these different environments feel free to use them.
Equipment & Markets
Heroes may NOT purchase new equipment between Quests. The Tyrant's Tomb forms part of a linked storyline, and equipment and other items are only gained via the Quests themselves. In another departure from the usual rules, special 'Markets' will appear at certain points during the Quests. The Heroes will have an opportunity to buy only the items listed for sale at that Market place at that time, so they should save their gold for those moments.
Faustus is a small Pippestrelle bat that follows the Wizard Hero as his Familiar. ONCE per Quest, the Wizard may use Faustus to scout ahead. Faustus is small enough to squeeze through gaps in closed doorways.The Wizard can understand the bats "speech" when he reports back to his master. The Evil Wizard player must tell the Wizard player what is in the next room or around the next corridor corner. A simple description of the room layout including Monsters, furniture and special tiles will suffice; there is no need to divulge any secret rules or traps for the room. If the Wizard is killed, Faustus is also lost and should not be made available to a fresh Wizard Hero.
The Wizard's Tale (replaces 'A Message from Mentor' as the usual story introduction for this Quest Pack)
"A great evil is stirring in the world..."
You have just returned to Matholem's School of Magic, on your island home of Truillon in the Sea of Claws. The hour is late due to the fact that you became hopelessly embroiled in a card game in a tavern along the way. You are a young Wizard, an adept of the great Archmage Matholem and thought to be one of his most able, yet wayward, students. Given your abilities, it has come as a bit of a shock to find that the Archmage has already departed on an urgent mission without you, along with all the other students.
At a loss to explain what could be so important that they would have left without waiting for one such as yourself, you mix a potion from Matholem's own collection of magical ingredients and summon a sentient spirit from the fiery elemental plane, by the name of Mordaciter.
"Mordaciter", you say to the being, "by my art I have brought you from the Calid regions to submit to my interrogation".
Mordaciter demurred for the sake of his dignity. "I shall endeavour to enlighten you", he conceded after a moment.
"Archmage Matholem has departed with all the other adepts. Can you tell me why?"
Certainly. Matholem seeks to prevent the awakening of the demon Kyrax".
"The Archmage seems to consider this venture to be of considerable importance", you venture, "He departed without waiting for -".
Mordaciter makes an impatience gesture, his weightless limbs drifting slowly as though stirred by currents of hot air. "Naturally. Should Matholem fail, the consequences would be severe. It would entail the end of the mortal world, for one thing".
You cock your eyebrows at this, "Is this an example of your infernal wit, Mordaciter? I take your remark to be hyperbolic".
"Not at all, I speak the literal truth; your world will be overrun by stark Chaos if Kyrax is restored to life. Kyrax was an entity of insensate malice who took the form of a giant white wolf or dragon. When, his power having waxed full, he sought to bring an eternal winter down upon the world, he was opposed by a mighty cabal of wizards who fought the Demon in the far north of your world. Eventually the surviving wizards cast down Kyrax, who fell into a frozen lake atop Mount Anger. They then erected an adamantine chamber around the cadavers heart".
"If the Demon was slain, what was the purpose of this chamber?"
"It was to contain Kyrax's essence and prevent his resurrection. However, at this very moment Kyrax's worshippers are travelling north to Mount Anger, led by the mad orc witch Ghashlug. They plan to release the Demon from his bonds. Your master races north to Norsca, to waylay them".
"I must join him immediately. How can I do so?"
"Why not wait until Kyrax is free and the eternal winter is unleashed on the world?" Suggested Mordaciter. "Then the seas will free over and it will be possible to walk across the Sea of Claws to Norsca".
"That will be too late!" You object. "I demand that you recommend a more expeditious plan".
"There are a variety of methods", said Mordaciter after seeming to ponder. "As an example chosen at random, you could tender me your soul, in exchange for which I would garnt you the power of flight, along with riches, comfort and - "
"You snide demon", you cry. "I see that I shall get nothing more of value from you. Begone; return to your own world".
Clearly you will have to rely on a more prosaic means of catching up with Archmage Matholem. You depart at once for Truillon docks in order to set sail on the first ship leaving for the Norsca. You can only hope that the notorious Sea of Claws is merciful and allows you to make the crossing with haste...