Beastman Terror
     by
 John Capps

Beastman Terror is a HEROQUEST module. It is a different in that it does not use the standard HQ map but simply the tabletop. The same rules apply to HQ except this is an outdoor adventure. The Zargon player will need a ruler to provide movement for the miniatures in the game.


Introduction 

"Heed my words, for I am Mentor, Guardian of Loretome. My friends, a terrible horror has befallen the village of Kurkime. A beastman warlord by the name of Krull the Cruel has invaded the village with his horde of beastmen. The village is under his control. There have human sacrifices made to his chaotic god. You must travel to the village and free the people and put an end to Krull and his band of beastmen. I have made arrangements for each of you to take 3 healing potions to aid your journey. If Krull is not stopped here, other village will fall to his savagery. Prepare yourselves and move quickly to end this terror."


Preparing the board

The Zargon player will set on the playing table various objects to represent the village. These objects can be miniature buildings or other gaming accessories or simply various sized flat books. Zargon will instruct which direction the heroes are coming from.


Turns

The Heroes move first as normal HQ. The only exception is the two-dice roll represents the number of inches the heroes move on their turn. On Zargon's turn, he will move only the number of beastmen in the general location of the heroes. Missile combat and magic distances are measured in inches instead of blocks. 

Zargon's pieces: If you do not have any Warhammer beastmen figures, just use your Orcs and Goblins as representations.

The Zargon player should set up objects if nothing more than six-sided dice to represent trees around the village. 


The Map Legend:
 
The Straight line is the road to the village. 
The blocks are buildings in the village.
The letters represent Zargon's forces.
    A: 2 beastmen guards
    B: 2 beastmen guards
    C and E are two patrols of 4 beastmen moving counter-clock wise each turn around the village. If they have line of sight they will rush to attack the heroes.
    D Campfire with Krull and 2 beastmen.


The Beastmen:

They are chaotic hybrids of beast and man. Beastmen stats are:
    Attack Dice: 3   Defend Dice: 2   Body: 4   Mind: 2
    They carry axes and a shield. 


Krull's Stats: Attack Dice: 5   Defend Dice: 4   Body: 6   Mind: 3
    Krull carries a 2-handed axe and wears chainmail


The incomplete building below the campfire is burned out and a sacrificial altar has been recently used there.

The villagers have been locked in the rounded rectangle building for the use of Krull.
If the heroes defeat Krull and his minions and free the people, they are very grateful and reward the heroes with 200 gold pieces each.            

	


