Jesse Sikes
UNOFFICIAL WIZARD QUEST PACK
 - THE RISE OF RAMIAH - 

written by Jesse Sikes jessesikes@friendlynet.com
started November 2000 - finished January 2001
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1. DISCLAIMER
2. CONTENTS
3. RULES QUESTIONS/FAQ
4. THANKS TO
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1. DISCLAIMER

     This is a Quest Pack for use with the Hero Quest Game System made by Milton Bradley. This Pack is entirely FREE for download from DeWayne Agin's Hero Quest site. This Quest Pack may not be distributed without the proper credit to me and DeWayne. Please follow any of DeWayne's rules on files on his site. THIS QUEST PACK MAY NOT BE SOLD IN ANY FORM, electronic or otherwise. Anyone found selling this product may incur criminal charges (most likely by Milton Bradley or Games Workshop) and I will also do what I can legally to stop you.

     Many of the room tiles used in this Quest Pack were made by either DeWayne Agin or Ron Shirtz. I have used the tiles without express permission, but since their tiles online (as well as this Quest Pack) are free, I assume this is OK. The tiles may not be scaled correctly for use with the game, for that I apologize.

     WARNING! Playing this Quest Pack may cause the following: Loss of sleep, the need to play more Hero Quest, loss of contact with friends and family (or anyone that doesn't play Hero Quest).

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2. CONTENTS

     1)This README File
     2)Set of Orb Tokens (4)
     3)Set of Statue Tokens (4 used in Quest 3)
     4)4x4 Bridge Room Tile
     5)4x4 Dead End Lava Room Tile
     6)4x4 NEWS Room Tile
     7)8x5 Large Room Tile
     8)4x4 Sword Statue Room Tile
     9)Folding Ramiah Tile
     10)10 Quests made of maps and notes
     11)5 New Artifact Cards
     12)Extra information (Prologue, boss info, potion shop, etc.)

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3. RULES QUESTIONS/FAQ

     Q. Is this the real Wizard Quest Pack?
     A. No, a real Wizard Quest Pack was never published for HQ. One was written, but it is now pretty much destined to never see the light of day... *sigh*.

     Q. Where did you get the idea for this Quest Pack?
     A. From the video game Light Crusader, made for the Sega Genesis. There was a lot in the game that reminded me of HQ.

     Q. Is it exactly like Light Crusader?
     A. No, the game had many more logic puzzles that would've just slowed down the Quest Pack. Also, the video game had some weird stuff like a WWII tank as one of the bosses used in Quests 8 and 9. I just thought that was too weird for HeroQuest.

     Q. There's a real misprint in your Quest Pack, can you fix it or tell me what the real rules should be?
     A. I can tell you what the fix should be, but since DeWayne will be hosting the files I'm not sure the Pack will be fixed very much. I'd hate to bother him with an update everytime one little flaw was found. If you want to ask me a question, email me at jessesikes@friendlynet.com anytime.

     Q. Why did you use creatures and spells from other Quest Packs? I don't have these pieces and it's causing problems!
     A. When I first started making this Quest Pack, I didn't have the internet HQ fans in mind. I wanted to make something for the local players to have fun with. Since we have a lot of the HQ stuff, I used it to fill in the 'weird stuff' I mentioned earlier. I also felt that some of the material from the other Packs would be great to see again. In any event, you can find the spells and information on many of these items online. DeWayne has an archive with all the stuff available.  Note that if I make another Quest Pack, I will keep all of you in mind and try making something everyone will be able to use easily.

     Q. Why is this Quest Pack so hard?
     A. I wrote the Pack assuming that many players have already been through at least the Game System, Kellar's Keep, Return of the Witch Lord, and the Barbarian Quest Pack. Hopefully, many players have also gotten to play the Elf Quest Pack, Wizards of Morcar, and Against the Ogre Horde. To make a long story short, equip your Heroes with all the Artifacts they have gotten so far so they are beefed-up to take on this challenging Quest Pack. You should notice that if you do have many of these Artifacts on your Heroes that the Quest Pack only has one or two really tough Quests and the others are just about right.

     Q. You also have creatures that weren't made for HeroQuest. Now what do I do?
     A. Substitute! In many cases, I noted a good figure to substitute with, su use that. When all else fails, use your imagination.

     Q. Do you have any more HeroQuest adventures?
     A. Not yet. I may make more someday, but I want to try some of the other people's Quests first. I may also make a page dedicated to HeroQuest on my site, located at http://www.friendlynet.com/jessesikes/ but that is not for certain yet.

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4. THANKS TO:
     God - for being there in real life for me.
     Dave and Jennifer - for being playtesters (aka willing victims) for the Quest Pack.
     Kat - for putting up with Dave and the rest of us while playing HeroQuest and many other games!
     My family - for just about everything!
     DeWayne Agin - for keeping HQ alive with a great site.
     Ron Shirtz - for those wonderful room tiles!
     The people on the HQ messageboard - for their support and ideas not just for the Quest Pack, but for all HQ matters.RISE OF RAMIAH INFORMATION
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1) Storyline
     Not far from the evil undead empire of the cursed Nagash sits a wasteland. Nagash and all minions there have fallen ages ago, but a new evil is spawning. Zargon has instilled power to the remains of his Wizard Elites. Citizens of a nearby outpost have come up missing. They are rumored to have been captured in the dark of night, for whatever purposes not yet known. Heroes, take up your weapons and once again thwart Zargon's plans!

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2) Prologue (which is read aloud to players before playing Quest 1)
     A cold wind breezes hurried;y into an elegant, yet evil hall, extinguishing all light from the foreboding area. Zargon has gathered together the remains of his Wizard Elite.

     "...but Master, do you forget our last encounter with Mentor's force? How do you expect us to defeat them this time?"

     "SILENCE!" Zargon shouts. "Just get the Orbs, and you won't NEED to defeat them!"

     "What good are the Orbs, my Lord? We have never been able to use --"

     "Fools! Do as I say, and Ramiah shall rise!"

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3) SPECIAL ITEMS IN THIS QUEST PACK

     4 ORBS OF MAGIC - These Orbs represent the powers of Magic in the Hero Quest World. Red for the element of fire, Green for earth, White for air, and Blue for Water. The Orbs hold no special powers for Heroes, and are only used for collection. Zargon prizes these Orbs, because they can be used to bring about the rise of a powerful demon, Ramiah.

     LIGHT CRUSADER - This is a Magical Broadsword, called a Runesword. Anyone may use this weapon, including the Wizard. Light Crusader is very lightweight and does 2 Damage Dice. Against demons, Light Crusader rolls 5 Damage Dice when attacking.

     FIRE AMULET - This magical amulet is gold with a red ruby in its center. It protects the wearer against all fires, magical or otherwise. Fire Damage spells and scrolls cast by the wearer also deal 1 extra damage than normal.

     WIZARD'S CIRCLET - This is an ornately carved metal circlet worn on the head. It can only be used by the Wizard. The Wizard gains 1 Mind Point and 2 Body Points when worn.

     SCROLLS - These act in the same manner as the spells or potions of the same name, unless specified in the Quest Notes.

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4) REGULAR POTION SHOP
Heroes may buy potions from this shop between any of these Quests.

     500 gold - POTION OF MINOR RESTORATION - Restores 1 lost Body and 1 Lost Mind.

     100 gold - POTION OF SPEED - Add 5 movement squares to the Hero's next movement dice roll.

     300 gold - POTION OF INVISIBILITY - Turns the Hero invisible for the next 5 turns. If the Hero attacks or casts a spell, the Hero becomes visible immediately.

     250 gold - POTION OF STRENGTH - Adds 2 combat dice to the Hero's next attack roll.

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5) GUILD POTION SHOP
NOTE: Heroes may only enter this shop once they have the Guild Crest and find the Secret Guild.

     900 gold - POTION OF SUPER HEALING - This yellow potion restores all lost Body and Mind Points when drank.

     500 gold - POTION OF TELEPORTATION - The Hero drinking this blue mixture may move to any square already discovered on the board. This potion CANNOT be used to escape triggering unknown traps, but can be used to escape attacks or spells before taking place.

     500 gold - POTION OF MAGIC RESTORATION - This green, bubbling muck can be drank at any time, allowing the Hero to regain a spell already cast this Quest. May only be used by the Wizard or Elf.

     600 gold - POTION OF SPELL KNOWLEDGE - This swirling, ever changing brew may be drank to gain the knowledge of unknown magic. The Hero may search through all Hero Spell Cards not chosen for this Quest and take the card of his or her choosing. Any and all cards are possible choices, as long as they are for Heroes (ie, no choosing from Chaos Spells, etc.) May only be used by the Wizard or Elf.

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6) GUARDIAN BOSSES
To make room, the stats for Quests 8 and 9 are printed here.

E. SKELETAL BEAST: Use the Chaos Warlock to represent the beast.
     MOVEMENT ATTACK DEFEND BODY MIND
         6        5       4     10    0
Skeletal Beast knows the following spells: Fear, Sleep, Summon Undead, Reanimation.
Once per turn Skeletal Beast can magically attack one Hero in line of sight for 2 damage. This cannot be prevented or defended.

F. TROLL MAGE: Use a Fimir to represent the troll.
     MOVEMENT ATTACK DEFEND BODY MIND
         7        7       4     10    2
Troll Mage knows the following spells: Rust, Command, Soothe, Summon Orcs.
At the end of Zargon's turn, Troll Shaman regenerates 2 Body Points.

J. MERCENARY CAPTAIN: Use a Scout to represent captain.
     MOVEMENT     ATTACK     DEFEND     BODY     MIND
         7 5            6          8          4
Mercenary Captain has a Potion of Healing which restores 4 Body Points (which he may use to save himself from death). He also has a 2 Dispel Scrolls, which will counter a Hero's spell on a 6 rolling one red die. The Heroes may take any of these remaining items once he is defeated.


L. CHAOS SPAWN: Use the Chaos Warlock to represent spawn.
     MOVEMENT     ATTACK     DEFEND     BODY     MIND
         1 red die      1 red die     1 red die +2          7          5
Chaos Spawn is an ever-shifting monster. It's Movement, Attack Dice and Defend Dice rolled changes every time the statistic is needed. Each time it attacks or is attacked, first roll the number listed to determine it's current statistic number, then roll that number of dice for combat. Chaos Spawn can cast the following spells: Restore Chaos, Cloud of Chaos, Mind Blast, Lightning Bolt.

Q. SUMMONER: Use Chaos Warlock to represent Summoner.
     MOVEMENT     ATTACK     DEFEND     BODY     MIND
     6            4            6          5          7
Summoner has the same spells as in Wizards of Morcar, but work in a different way. Shuffle the Summoner's Spells. At the beginning of Zargon's turn, draw one card at random. You must either use that spell this turn or attack (you may also still move this turn). If you do not use the spell, discard the card at the end of Zargon's turn.

Q. ORC SHAMAN: Use the Orc with the big sword to represent Orc Shaman.
     MOVEMENT     ATTACK     DEFEND     BODY     MIND
     7            5            5          5          7
Orc Shaman has the same spells as in Wizards of Morcar, but work exactly like Summoner above.
U. HIGH PRIEST: Use Chaos Warlock to represent High Priest.
     MOVEMENT     ATTACK     DEFEND     BODY     MIND
     5            5            5          5          8
High Priest has the same spells as in Wizards of Morcar, but work exactly like Summoner (see Q.)

U. STORM LORD: Use a Fimir to represent Storm Lord.
     MOVEMENT     ATTACK     DEFEND     BODY     MIND
     7            6            5          5          6
Storm Lord has the same spells as in Wizards of Morcar, but work exactly like Summoner (see Q.)

W. OGRE WITH BROKEN WAND:
     MOVEMENT     ATTACK     DEFEND     BODY     MIND
     4            6            4         10          2
This Ogre is exactly like the one you find in the Elf Quest Pack, except it is playing with a Broken Wand... which could be dangerous! Shuffle the following Chaos Spells together: Ball of Flame, Dispell, Tempest, Firestorm, Mirror Magic, and Summon Wolves. On the beginning of Zargon's turn, roll a red die. 1-3 Ogre may move and attack in any order. 4-6 Ogre may move and MUST use Broken Wand in any order.


To use Broken Wand, randomly draw a Chaos Spell from the pile. This spell is immediately cast and discarded. If Mirror Magic or Dispell is drawn, nothing happens. Place Mirror Magic or Dispell back into the pile and reshuffle. Broken Wand does not work for Heroes once Ogre dies.

Y. FROZEN HORROR:
     MOVEMENT     ATTACK     DEFEND     BODY     MIND
     8            5            4          6          4
Frozen Horror has the following spells: Ice Wall, Mind Freeze, Chill, and Ice Storm.

EPILOGUE

Brave Heroes, you have become legends in your own time! Many are singing your praises as we speak, for the Rise of Ramiah has been thwarted by your courage...

But I feel that your work is not yet done. Though Zargon seemed to have given himself as a sacrifice, I can still feel his evil in this world. It will only be a matter of time before we know for sure if Zargon has truly been defeated or not.

For now, friends, make merry and rest in knowing that you have made a difference in this world, and for the better. The Emperor has given each of you 1000 gold coins and a stay in his Royal Castle. May you never stray into Chaos, and I will always be here to guide you... Mentor



