by j_dean80 » January 24th, 2017, 4:05 pm
Quest Pack Notes:
Begin this Quest Pack using new character sheets. That way you do not forget the equipment your Heroes already had. (They will not be using their existing equipment in this Pack, but will get it back.)
In-game Armory and the Alchemist Shop from Expansion Packs are not used during this Quest Pack. Instead, the Jungle Armory and Jungle Shaman Shop (see special note) are to be used. These may only be accessed by the Heroes between Quests.
Some Quests in this Quest Pack use the 'Forest Board' by Sjeng. All other Quests use the standard HeroQuest board.
*Between Quest 1 and Quest 2 the Heroes are joined by a Jungle Shaman, named Elrso. Elrso was sent by Mentor as a guide through the Jungle. The Jungle Shaman Shop is only available as long as Elrso is alive. The Heroes should roll one red die each, before each Quest, to see who moves Elrso. The Heroes do not need to control Elrso during Quest 20. The highest roll moves him in that Quest (a tie is re-rolled). Elrso cannot attack (he is not a warrior), only defend himself. Elrso cannot perform searches. Elrso buries any gold given him, and cannot spend it. The Heroes may give Elrso armor. Elrso begins with the following stats: move-8 attack-0 defend-2 body-4 mind-6. Elrso regains all starting body and mind points between Quests, unless his total went to 0. Elrso begins each Quest with one Potion of Camouflage. He may use it once per Quest and only on himself. Potion of Camouflage defends against one successful attack, no matter how many Skulls were rolled.
Special Jungle Rules:
Monsters in the Jungle are well camouflaged and cannot be seen until the Hero is 2 squares away, or 4 squares away if the Hero is holding a Torch. (Does not apply inside rooms.)
Heroes may only move up to half of their roll if Elrso has been defeated. As he is not there to guide them through the dense Jungle.
Wandering Monster in the Jungle is El Tunchi. He is a whistling ghost that attacks with 4 Combat Dice then disappears.
Quest 2 Notes:
Artifact - Monkey God Statue - This strange, stone statue must be a clue. Hold on to it as it may still prove to be of use.
Quest 4 Notes:
Artifact - Popol Vuh - Only the Elf or Wizard may read this book. This book reveals the secrets of the Jungle. It allows the Hero to add 2 Combat Dice onto their attack while fighting a Jungle God.
Quest 5 Notes:
Jungle God Spells:
Ant Hill - The Hero loses 1 Body Point unless he can roll 1 White Shield. The Hero rolls the number of dice equal to his number of Body Points remaining. A Giant Ant Swarm Trap is placed on the square.
Music - The Hero gets distracted by the enchanting music and loses 1 Attack Die and 1 Defend Die for 1 turn.
Statue - The Hero loses his turn until he rolls a White Shield at the beginning of his next or future turn. The Hero rolls the number of dice equal to his number of Body Points remaining. While the Hero is a statue, he cannot be harmed.
Quest 6 Notes:
Artifact - Light of the Jungle - This magical Torch is always lit while in the Jungle, but goes dark inside rooms. It also gives the bearer the attack strength of 3 Combat Dice while it is lit.
Quest 9 Notes:
In Quest 9, the Heroes will meet a Werewolf. Use the Giant Wolf figure to represent this monster. If a Hero is injured by a Werewolf's attack, the Hero becomes a Werewolf, cursed to switch between Hero form and Werewolf form. At the start of every turn, the Hero must roll 2 Red Dice to see if he transforms into a Werewolf. A roll of 2 through 9 means the Hero remains in Hero form and under the control of the Hero; the Hero may move and act normally. A roll of 10 through 12 means the Hero transforms into Werewolf form and Zargon controls him as a monster for 1 turn (on Zargon's next turn).
When a Hero transforms into a Werewolf, replace his figure with a Wolf tile. All of his possessions are left in the square in which he transformed. Place a Weapon Pack tile in the square to represent the Hero's former possessions. The Weapon Pack tile stays on this space until the Hero returns to pick up his possessions. (Monsters cannot take the Weapon Pack.)
This Werewolf is a true monster, with no Hero abilities and all the abilities of monsters (moves on Zargon's turn, attacks as a Werewolf, unaffected by traps or pits, cannot open doors, etc.)
At the end of Zargon's turn, the Werewolf transforms back into the Hero and returns to the player's control. The Hero figure replaces the Wolf tile.
The Hero must roll for this transformation each turn until he is cured by taking Sodo.
Werewolf: Move-9 Attack-6 Defend-3 Body-5 Mind-1
Quest 10 Notes:
Artifact - Mapinguari Fur - This impenetrable skin is covered by a thick, soft fur. Wearing this coat allows the Hero to roll 4 Combat Dice in defense. (May not be combined with Bamboo Armor or Turtle Shell Armor.) May not be used by the Wizard.
Quest 11 Notes:
Artifact - Shaman Staff - This staff gives the Hero 2 Combat Dice in attack, including diagonally. It also holds magical powers which allows the user to cast 2 different spells in the same turn. This Staff can only be used by the Wizard.
Jungle God Spells:
Chaac - This spell calls upon the god of flood. A flood envelopes the room inflicting 3 Body Points of damage on all Heroes and monsters in the room. The spellcaster is unaffected. All victims immediately roll two red dice. For each 5 or 6 rolled, the damage is reduced by one point. A Hero wearing Armor only rolls one red die.
El Chullachaqui - A dwarf-like person with a wooden peg-leg transforms into the likeness of a loved one and lures a Hero into being lost from the group. The Hero figure should be placed on the square marked "XX."
Xibalba - This spell conjures up a group of Skeletons from the depths of Xibalba. Roll one red die:
Roll a 1, 2, or 3 = 4 Skeletons
Roll a 4 or 5 = 5 Skeletons
Roll a 6 = 6 Skeletons
Quest 12 Notes:
Artifact - Golden Spear - This beautiful Spear is made out of solid gold strands twisted around each other to form a shaft. It is tipped with a carefully sharpened ruby, chiseled to a point. Its length and perfect balance gives the bearer the attack strength of 4 Combat Dice, including diagonally. You may not use a Shield when using this weapon. May not be used by the Wizard.
Quest 13 Notes:
Artifact - Snail Emerald - This dazzling emerald is shaped in a spiral pattern like a snail. It must be a clue. Hold on to it as it may still prove to be of use.
Jungle God Spells:
Cabrakan - This spell calls upon the god of earthquakes. A Falling Block Trap comes down on top of every Hero in the same room as the spellcaster. All Heroes then roll Combat Dice to determine damage as per the Falling Block Trap's rule. The Falling Block Trap tiles remain on the board.
Earth Army - This spell conjures up an army of Natives to surround and protect the spellcaster. Roll one red die:
Roll a 1 or 2 = 3 Native Spearmen
Roll a 3 or 4 = 2 Native Spearmen, 2 Native Blow-gunmen
Roll a 5 or 6 = 3 Native Spearmen, 2 Native Blow-gunmen
Quest 16 Notes:
Jungle God Spells:
Buluc Chabtan - This spell may be cast on any monster in the same room as the spellcaster, including the spellcaster. It gives the monster 2 extra Combat Dice on attack. The effects last until the monster loses 1 Body Point.
Wind - This spell conjures up a strong wind which engulfs and takes away 1 weapon from any Hero in the same room as the spellcaster. (Zargon may choose any weapon except an Artifact.)
Wisdom - This spell takes away 1 Mind Point from any Hero in the same room as the spellcaster and adds it to the spellcaster's total Mind Points. This spell may be used by the spellcaster on an unlimited number of turns. A Hero reduced to 0 Mind Points may be controlled by Zargon on Zargon's turns. The Hero may still take his normal turns.
Quest 17 Notes:
Jungle God Spells:
Grow Trees - This spell conjures up magical trees to grow around the spellcaster. Once cast, it will automatically block 1 Skull thrown against the spellcaster per attack. The effects last until the spellcaster loses 1 Body Point.
Howler Monkey - This spell summons a group of howler monkeys to attack one Hero of the spellcaster's choice. They will inflict 2 Body Points of damage. The Hero immediately rolls 2 Combat Dice. For each White Shield rolled, the damage is reduced by 1 point.
Quest 18 Notes:
Artifact - Were-Jaguar Statue - This strange, stone statue must be a clue. Hold on to it as it may still prove to be of use.
Quest 19 Notes:
Jungle God Spells:
Bahlam - This spell calls upon the god of jaguars. He will bring forth a strong attack force to surround the spellcaster.
Roll 1 Red Die:
Roll a 1 or 2 = 2 Jaguars
Roll a 3, 4, or 5 = 3 Jaguars
Roll a 6 = 4 Jaguars
Hot House - This spell creates a room of fire and heat that will inflict 3 Body Points of damage on all Heroes and monsters in the room. The spellcaster is not affected. The Hero or monster then rolls 3 Combat Dice. The effects are reduced by 1 for every White Shield a Hero rolls or Black Shield a monster rolls.
Siren Spell - A beautiful siren song lures a Hero to the space marked "XX." The Hero may only defend himself with 2 Combat Dice and cannot perform any Actions until the spell is broken. The spell is broken once the Hero reaches the "XX" or rolls a 6 at the beginning of his turn. The Hero rolls the number of dice equal to his Mind Points.
Last edited by
j_dean80 on February 25th, 2018, 1:01 pm, edited 24 times in total.
Blood - Good to the last drop
Ye Olde Inn Quest Design Competition 2024 Joint Winner