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.IntroductionIn
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 requirementsAs 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 QuestsHalf 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 & MarketsHeroes 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 ChangesAs 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.
FaustusFaustus is a small Pippestrelle bat that follows the Wizard Hero as his Familiar. TWICE 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.