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Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
Pancho wrote:The Tyrant's Tomb is a solo quest pack of 12 quests, based on the Heroquest novels by Dave Morris.
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 to bring an end to the world.
Introduction
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.
Starting Heroes
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, but with a Pick-axe rather than a Hand-axe (The Pick-axe rolls 2 dice in attack, and may also have some Quest specific benefits).
Special requirements
As well as a copy of the Game System you will also need;
- Iron door, Trapdoor, Rolling Boulder & Grin’s Crag tile from Kellars Keep
- Pit of Darkness traps, Ogre Throne, Stone Doorway, Pit of Chaos/Outdoor tile & Bridge/Chasm tile from Ogre Horde
- Mirror door, Elf Princess token, Quicksand tile & Carpet tile from Mage of the Mirror
- Ice River, Ice Chasm, Slippery Ice, Ice Gremlin, Ice Vault, Glacial Throne Room & Snow Cave Entrance tiles from Frozen Horror
- Blizzard tile from Revenge of the Weather Man, and the Wall of Death (both found in the Marvel Winter Special).
- 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)
Prison Cook (Mercenaries)
The Cabiri (Chaos Sorcerer plus 3x human Sorcerers from WOM)
Werewolf (Giant Wolf from MOTM)
Magister Caenwulf (Storm Master from WOM)
Orc Witch (Orc Shaman from WOM)
Rime-Wolves (Giant Wolves from MOTM)
Draugr (Zombie)
Ice Gremlins (Ice Gremlins from FH)
Stone Guardians (Chaos Warriors)
Hantu (Use the magical darkness tile from KK)
Barrow Dwellers (Zombies)
Headless Hounds (Giant Wolves)
Spriggan (Goblin)
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, Ravens, Giant Bats and Black Serpent (Models not required as do not have to physically represent on game-board)
Outdoor Quests
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.
Weapon Changes
As some of the items in this adventure are two-handed-weapons, i.e. the bow that the Elf uses, a player may need to swap weapons when he wishes to use another piece of equipment.
A weapon swap doesn't count as an action, and is always permitted if there are no monsters present. But if there is at least one monster the player will need to roll a die to equip a new item: if a skull is rolled he swaps successfully and fast enough so he can also attack in the same turn. If any shield is rolled he may swap the weapons anyway but not fast enough; he will miss his action for that turn (the Hero must wait next turn to attack).
No weapon swap is allowed if a monster is already adjacent.
Faustus
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.


s. This time they didn't quite have as many lucky rolls and she killed them with only losing 1 BP. Treasure search revealed a gem tucked into an old boot.
s, but before entering she checked the middle hall, killing the
with an arrow.
s in that one room, spotted the falling block trap but drew a Hazard from the Treasure deck, taking her down to 4BP.
, but took 1 damage from the volley of arrows. She went out the door, successfully jumped the spear trap and into the 3x5 room. She missed her initial attack and lost another BP when the
attacked her. She backed up, fired another arrow and killed it. Treasure search drew a Wandering monster, who failed his 2 attacks, shestabbed it with her dagger.
blocked her arrow fire and they fired back, taking her to 0BP. Drinking her Potion of Healing she rolled
. Hiding behind the boulder she cast her Healing spell and went on with new vigor to kill the 2
s with arrows of her own.
with ease, but the other one managed 1 points of damag against her. After killing it she got another hazard from the deck, taking her down to 2BPs.
on her first attack. Her 2nd was
, but I failed to roll any
. The sea creature's first attack was with 4 combat dice, despite rolling 2
s the
blocked 1. Down to 1BP. Her next attack felt 1 more damage and another tentacle/attack dice was added. In kind, I dealt 1 more blow to her, she drank her Healing Salve and cast Double Image on herself. My next attack rolled 3
s, though she rolled
in defense, 1 went through, ut thanks to Double Image she rolled
and took no damage. Her next attack flopped and I rolled 3
s again. Failing to block she rolled
, saved again by Double Image. Her final attack was
. Though I had 1
,the other one brought the sea monster to 0BPs and the
was successful.



wallydubbs wrote:Well more tests can be made to see if it's doable with other spells. I'm seeing the main reason these have been successful would be due to the Healing spells.
However I do think it's doable with Illusion Spells if the Elf chooses to forget Treasure searches and just run with Disappear as far as he can go. It would be a good way of slipping past Cacogast, that's for sure.
Time spells however... did you ever settle on a fix for TimeStop? It's nearly useless to an Elf in a solo quest if it costs an action.


going into the first room with the 2
s. 1st attack is a dead
, the other one attacks with
, which she fails to block, down to 6BP. Her next attack skewers that
and she makes a search for Traps, doors and Treasure, but is greeted by a Wandering monster, blocking 1:skull:. Because I was worried of the potential failure I waved the 2nd attack and the
killed the
.
. Dead on first attack. No traps or secret doors, but she drew a meager 10 gold from the Treasure deck.
. She rolled
, which I failed to block and the
died so much easier then the time I played. A search fro treasure brought up a Wandering monster, who failed his attack, so she killed the
without an issue.
knight. She refused to pay him any gold and after 3 back and forth attacks (all of which the
failed to land a hit), she killed the
and took his shield. An additional search for treasure brought another Potion of Healing!
and
, she killed the
with no issue. But the
attacked with
. Her defense was
, until I reminded her that she had a shield, which turned out to roll
. After finishing the
she found 25 gold from the Treasure deck.
and killed it then and there. The other
attacked and flopped, but the
rolled
. That shield came in very handy, as
defended with
. He took out the
next,
failed to land a hit and the
finished him off. Surprisingly, at no point yet had the
failed to roll a
in any of her attacks. But she got the chest and the 2 Potions of Healing.
in the next room. Although it took her 2 attacks to quell, the
was successful in landing a hit. She spotted the secret door to the adjacent room and searched for treasure, but an arrow shot from the wall took her down to 4BP.
before I told her he was a merchant. She used what gold she had to but a lantern and warm furs. She debated just attacking the
anyway, but figured there'd be some repercussions for it.
in the next room, but found an additional 25 gold from the Treasure deck. Recalling how the
had an opportunity to buy a wooden stake in the previous quest, she thought Vampires might be a monster later on, so she back-tracked to the
merchant and bought a stig of garlic.
, 3 steps to get out the door into the hall, the tree fell and she was down the hall and out towards the sea before the birds could get an attack in.
hailed the ship was brought on board. She rekilled the 2
s on deck in 2 turns, but they did manage to take 1BP from her.
for 3 turns until she finally handed a hit. Treasure search revealed a Wandering monster. It didn't seem right throwing a random
on the ghost ship, so I made it another
.
in 2 turns and found a Potion of Defense from the treasure deck.
in attack and I defended with
. He did get 2 hits on the
, but the battle was over in 4 or 5 attacks. Another treasure search brought forth a Wandering Monster, who refused to attack and thanked
for ridding them of their infamous captain.





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