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HEROES & HERETICS
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HEROES &
HERETICSRULES FOR FANTASY
DUNGEON CRAWLING
CORE RULEBOOK
TKD Games
2013 Dan Darbey
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CONTENTS
3Introduction.
4Setting up a Game.
SECTION IA HEROS ROLE
5Creating and Developing Your Hero Character.
5Hero Sheets.
7Attributes Explained.
9The Upgrade Shop.11Actions Explained; Turns/Rounds
11Actions Explained; Action Tokens
12Actions Explained; Standard Actions
15 - Actions Explained; Major Actions
18Slain/Knocked Out
SECTION II - BEING THE OVERLORD
19Setting up the Dungeon 1; GameBoards, Quests, Notes20Setting up the Dungeon 2; Treasure
22Setting up the Dungeon 3; Interactive Elements
23Setting up the Dungeon 4; Monsters
24Playing the Game, Turn Order, Monster Activation
26Activating Monsters
27Types of Quest
29Example Quests32Monster List
34Concerning Monster Classes
36Links
37Hero Sheet. Feel free to photocopy this page for
personal use only.
38Frequently Asked Questions.
39Blank pages to add any notes you require.
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INTRODUCTION
Heroes & Heretics is a dungeon crawling game for 2 or more
players aged 10 and up.
It has been designed for play with the fantasy range of
miniatures from Pendraken.co.uk, a producer of superb
quality small-scale (10mm) model figures.
Games are played on boards called GameBoards. These areA4-sized gridded boards. These are sold in coil-bound books,
simply fold the book over on the GameBoard you wish to
play upon.
There are also a few to download and print for free on the
website, simply use the links at the back of the book. These
are forpersonal use only and may not be distributed or used
in any way profitable.
The game can easily be scaled up to play with larger figures,
most simply by enlarging the GameBoards from A4 to A3.
However the spirit of Heroes & Heretics lies in affordability,
portability and fun.
Collecting and painting a large collection of figures in 10mm
costs a fraction of what it would in 28mm. For example halfa dozen troll figures costs in the region of 2 pounds in 10mm,
whereas in 28mm you would be lucky to find the same
figures for ten times that price.
The dungeon books are simple A4 grids upon which your
games will unfold, and take up next to no room and are easy
to store.
Players will either be taking on the role of an adventurer
about to delve into the dungeons, sword in hand, or the
Overlord, ready to send your monstrous minions into battle
to defend their lair.
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SETTING UP A GAME
In addition to this Rulebook you will need;
- At least 1 GameBoard. These are generally bought in coil-
bound volumes though there will be several to download and
print for free using the links at the back of the book.
- A collection of 10mm scale miniature figures representing
Heroes and Monsters.- A Hero Sheet for each Hero player. These can be hand
drawn or photocopied from the back of the book.
- A handful of tokens to represent player health and
remaining actions. A couple of dozen should suffice for
smaller games, but the more you have the better.
- A handful of six sided dice.
- Pens and paper.
OPTIONAL you may want to use toy coins or suchlike to
represent money, though you can just keep a record of your
characters finances on paper.
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purchase an upgrade or two to personalize their characters
however some gamers may wish to begin with no money foran extra challenge.
The first row on the Attribute table has the characters base
statistics already filled in in grey, so if keeping these base
attributes, simply go over the numbers with ink. If you are
upgrading them draw over the grey numbers with your new
attribute.
As you play, Heroes will accumulate further wealth which
can be spent on more upgrades.
Each time you finish purchasing upgrades draw a line
through the current Attribute row on your Hero Sheet and fill
in the row beneath with your Characters new Attributes.
Add up all the numbers to determine your characters Level.
As Heroes lose Life Points in battle, they are removed from
the Life Point Bin on their Hero Sheet. When a Heros last
Life Point is removed, they are considered to be knocked
out. How to deal with this is detailed in Slain/Knocked
Out on page 16.
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ATTRIBUTES EXPLAINED
AGILITY
Agility is a measure of how mobile and agile your character
is. It determines how many spaces your character may travel
during their turn.
RESILIENCE
Resilience is a measure of your characters generaltoughness. It determines how strong an attack a character can
take before it hurts them.
LIFE
Life is a measure of your characters health. It represents
how many Life Points your character begins a game with,
represented by tokens in the Life Point Bin on your HeroSheet. At the beginning of every game all Heroes begin with
a full compliment of Life Tokens. These are depleted as your
character takes damage and should they be exhausted your
character will be knocked out.
You may wish to place Life Tokens beside Monsters on the
board to better keep track of their health status.
STRENGTH
Strength is a measure of how much damage your character
can dish out in Close Combat. Typically the number is how
many dice you roll when attacking an enemy. Strength also
has an effect on tasks such as climbing, pushing, pulling and
such tasks that depend upon brute strength.
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AIM
Aim is an optional Attribute and a measure of how skilledyour character is with ranged weapons. The number is how
many dice you roll when attacking with bow, throwing knife,
javelin or whatever else your character carries. The higher
the rating the greater distance you will be able to attack and
the more damage you will inflict.
MALICELearning Death Magic requires a streak of maliciousness.
The more malicious your character, the more formidable
their use of Death Magic is.
PURITY
Those wishing to walk the path of the Life Magician need a
pure heart. The purer the character, the greater their potencyat healing themselves and their allies.
NOTE; while it may seem counter-intuitive a character can
be both Malicious and Pure.Malice extends to the characters enemies, and Purity is
reserved for his allies, so there are no restrictions on
upgrading a characters Malice andPurity.
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THE UPGRADE SHOP
Before their first and after every subsequent dungeon, theHeroes may visit the Upgrade Shop.
Here they can improve their Attributes to better suit their
characters.
The chart below details the Upgrade type and its cost in
Gold.
UPGRADE COST (g)AGILITY
Agility 4 8g
Agility 5 16g
Agility 6 32g
RESILIENCE
Resilience 4 32gResilience 5 64g
LIFE
Life 7 8g
Life 8 16g
Life 9 32g
Life 10 64g
STRENGTH
Strength 2 8g
Strength 3 16g
Strength 4 32g
Strength 5 64g
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UPGRADE (cont) COST (g)
AIMAim 1 8g
Aim 2 16g
Aim 3 32g
Aim 4 64g
MALICE
Malice 1 16gMalice 2 32g
Malice 3 64g
Malice 4 128g
PURITY
Purity 1 16g
Purity 2 32g
Purity 3 64g
Purity 4 128g
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ACTIONS EXPLAINED; TURNS/ROUNDS
Heroes & Heretics is played in a series of Rounds, with each
player taking a Turn during the Round.
Essentially, a Round describes all Hero Players and the
Overlord player taking their Turn, and a Turn is an individual
players opportunity to act that Round.
Hero Players take their Turns first (in any desired order)
Then the Overlord takes his Turn after all Hero Players have
acted.
ACTIONS EXPLAINED; ACTION TOKENS
On their Turn, Heroes and Activated Monsters may perform
either 2 Standard Actions or 1 Major Action on their turn.
They may not perform the same Standard Action twice.
At the beginning of each Round, as an aid to avoid
confusion, the Overlord player should give each Hero Player
2 tokens each (these can be gems, dice, coins, etc)Between them, the Hero players can choose which order in
which to spend their Action Tokens, even splitting them if
they wish, so one player may spend one token, let another
player spend theirs, and then the first player may spend their
second token and so on.
After each Token is spent, it must be returned to theOverlord Player.
Over the next few pages is a list of the Actions a character
may perform and the associated Attribute.
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ACTIONS EXPLAINED
STANDARD ACTIONS
COST; 1 ACTION TOKENBe reminded players cannot perform the same Standard Action
Twice in one turn
WALK
(AGILITY)Characters may walk a number of squares equal to their Agility
Attribute. Characters may only move vertically or horizontally,
never diagonally. They cannot pass through solid objects or
other figures. If Walking brings you into a space adjacent to an
enemy you must stop immediately.
Walking Away From A Fight.
If you decide to Walk away from an adjacent enemy, this coststwo Action Tokens.
CLOSE COMBAT ATTACK
(STRENGTH)
Should your character be adjacent to an enemy you may make a
Close Combat Attack.
To make a Close Combat Attack, declare which enemy you areattacking, take a number of dice equal to your characters
Strength Attribute and roll, keeping only the highest result.
Compare the result to your targets Resilience Attribute. If it is
higheryou may remove 1 Life Point from your Target.
Outnumbered.
If a character is outnumbered in a fight (they have more than
one adjacent enemy) they lose a point of Resilience for everyextra adjacent enemy (the minimum is 1, a Resilience of 0 is
not possible)
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STANDARD ACTIONS CONTINUED
RANGED ATTACK
(AIM)
Should your character possess an Aim Attribute, he is assumed
to possess a weapon capable of firing a projectile and he may
make a Ranged Attack.
Should an enemy figure be 2 or more spaces away (you cannot
make a Ranged Attack against an adjacent figure) take a
number of dice equal to your characters Aim Attribute and roll,
keeping only the highest result.
Characters may shoot at any visible enemy. A roll of 6 succeeds
in hitting ANY single visible enemy, however an enemy only 4
squares away need only roll a 4 to hit, an enemy 5 spaces away
a roll of 5 and so forth. The only exception is 1, which is a
misfire.
Next, compare the result to your targets Resilience Attribute. If
it is higheryou may remove a Life Point from your Target.
Characters cannot make Ranged Attacks if they are adjacent to
an enemy.
Characters cannot make Ranged Attacks against figures
adjacent to allies.
INTERACT/INSPECT
(NO ATTRIBUTE)
There are a multitude of interactive items, people and objects
awaiting Heroes in dungeons. These may be piles of treasure,
doors, corpses, prisoners, non-player characters, switches, traps,
and so on. Any Hero character adjacent to an interactive
element may spend a Standard Action Interacting with or
Inspecting it. Looting the body of a dead Monster is considered
an Interaction.
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STANDARD ACTIONS CONTINUED
LOOT SLAIN MONSTER
(NO ATTRIBUTE)
When slain, a monsters body remains on the board. A Hero
may approach the body and spend a Standard Action Looting
the corpse.
To determine how much Loot you gain, divide the Monsters
Level by a number rolled on a die, rounded down.
For example, a Hero slays a Level 5 Monster. He rolls a die,
getting a 4.
5 divided by 4 is 1.25.
Therefore, the Hero collects 1 gold coin from the body.
ASCEND/DESCEND STAIRCASE
(NO ATTRIBUTE)
Should the dungeon consist of more than 1 GameBoard, the
transition between maps is treated as a Staircase. Figures
arriving at a space adjacent to a Staircase may ascend or
descend it by spending a Standard action. Place the figure in a
space adjacent to the staircase they have just climbed to
complete the action.
In games with 2 or more Hero players, play cannot continue
onto the second board until all Heroes have ascended/descended
the stairs.
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ACTIONS EXPLAINED
MAJOR ACTIONS
COST; 2 ACTION TOKENSDASH
(AGILITY)
Characters may dash, allowing them to move a number of
squares equal to twice their Agility Attribute. Dashing allowsyou to pass through a space adjacent to an enemy.
HEAVY ATTACK
(STRENGTH)
Should you begin your turn adjacent to an enemy you may
attempt a Heavy Attack. A Heavy Attack grants the character
an extra die when making a Close combat Attack.
AIMED ATTACK
(AIM)
If a character does not move on his turn he can attempt an
Aimed Attack. An Aimed Attack grants the character an extra
die when making a Ranged Attack.
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MAJOR ACTIONS CONTINUED
REST
(NO ATTRIBUTE)
A player may decide to have their figure Rest on their turn. This
can only be done when no activated enemies are nearby. To
Rest, simply declare you are doing so and play passes to the
next player. Resting restores 2 Life Points to the player. Players
CANNOT rest for consecutive turns, and should they attempt
time-wasting actions such as walking in circles, the Overlord
may resurrect the nearest Slain monster to the offending player
and make one Move and one Attack with it.
MAGIC ATTACK
(MALICE)
If your character possesses a Malice Attribute, he may make a
Magic Attack as his Action.
To cast a Magic Attack, your character cannot be adjacent to
any enemies.
Rather than firing an arrow that travels in a straight line, Magic
Attacks spread in a circle from the caster.
Take a number of dice equal to your characters Malice
Attribute and roll, keeping only the greatest result.
This determines the range of the attack in every direction and
the Attack itself. ANY enemy figure within the number rolled is
considered to be hit and the number is also compared to their
Resilience Attribute accordingly.
Allies are not affected by Magic Attacks so you can perform
this action with allies in range.
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MAJOR ACTIONS CONTINUED
MAGIC HEALING
(PURITY)
If your character possesses a Purity Attribute, they may perform
a Healing Spell on their turn.
This spell may be performed upon the character casting it or on
any adjacent ally.
To cast Life Magic, take a number of dice equal to your
characters Purity Attribute and roll.
The numbers rolled represent the number of lost Life Points a
character can restore.
The total result of multiple dice can be divided between the
caster and any adjacent allies, so a score of six means 3
characters may restore 2 Life Points each for example.
Healing magic cannot be cast by or upon any character
currently adjacent to an enemy, as they are considered to be
fighting.
REVIVE
(NO ATTRIBUTE)
If your figure is in a space adjacent to an ally who has been
Knocked Out for at least one turn, you may spend your Major
Action helping him to his feet.
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SLAIN/KNOCKED OUT
MONSTERS
Monsters whose Life Points have been exhausted are
considered slain and laid on the board awaiting looting.
HEROES
Heroes whose Life Points are exhausted are consideredknocked out and their figures are simply laid down where
they were beaten.
REVIVING A KNOCKED-OUT HERO
Heroes may be revived by an ally should they be knocked
out.
In order to do this, the knocked out Hero must have spent atleast one Round knocked out (as well as the Round on which
they were knocked out, regardless of whether they had acted
on that Round or not)
When revived, the newly-refreshed Hero must spend his
current Turn that Round Resting to gain back 2 Life Points.
He may act as normal on the next Round.
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II
BEING THE OVERLORD
The Overlord player is the Villain to the other players
Heroes. He is generally in charge of the dungeon the Heroes
are exploring; setting up and populating it and controlling its
inhabitants. He also assumes the role of storyteller if the
game has a running narrative and referree should there beany disagreements!
SETTING UP YOUR DUNGEON; STEP 1
GAMEBOARDS, QUESTS AND NOTES
Firstly, choose a GameBoard to represent your Dungeon.
Typically a game will be contained within one GameBoard,
but larger games are possible by having Staircases leading
down to further floors. Homemade tokens are suitable for
such a purpose, with an exit token on the current
GameBoard and an entrance token on the next, numbered
or lettered if there are more than 2 GameBoards.
GameBoards are made up of series of rooms, doorways and
corridors. A room is typically any area of 2x2 squares or
greater, a doorway is any single square between rooms and a
corridor is essentially an elongated doorway, being only a
single square wide but 2 or more squares longer.
The Heroes need a Quest to undertake, the various kinds are
detailed in the Quests section.
Also, it is recommended the Overlord player keep several
notes about his dungeon on a sheet of paper.
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SETTING UP YOUR DUNGEON; STEP 2
TREASURE TOKENS
How much Treasure is available in a dungeon is at your
discretion. As a base, include 1 token for every participating
Hero player plus one extra, meaning a party of 4 Hero
characters would explore a dungeon with 5 Treasure Tokens.
More can be included at your discretion.
CALCULATING FOUND TREASURE.
Players Collect Treasure relative to their advancement in
Levels.
To determine how much a Hero Finds when Intereacting
with a Treasure token, the Hero player must roll a die.
Divide the Heros Level by the result rolled on the die,
rounded down to determine how much Gold he finds.
For Example, a Level 21 Hero Interacts with a Treasure
Token. He rolls a die, getting a 4.
21 divided by 4 is 5.25.Therfore, the Hero is determined to have found 5 Gold.
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PRISONERS/NON-PLAYER CHARACTERS
These are characters controlled by the Overlord who do notwish to harm the Hero characters. (Though they may change
their minds later on and attack the Heroes, its up to you)
These may be the subject of a quest, whether a kidnapped
maiden or an unlucky adventurer wounded or imprisoned.
He may give the Heroes vital information with his dying
breath, or their rescue may be the conditions for victory forthe Heroes.
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SETTING UP YOUR DUNGEON; STEP 4
MONSTERS
Tally up the Levels of every participating Hero character to
determine their Collective Hero Level.
This number is the maximum Collective Monster Level you
can play, as the Levels of all the Monsters you choose to play
must as near as possible equal the Collective Hero Level.
Monster Level Values are detailed in the Monster
Classification List.
PICKING YOUR MONSTERS
You may choose to populate your dungeons with a swarm of
weak monsters, a small group of powerful monsters, or a
mixture of both.
To add flavour, you may even have one very powerful
monster as a boss with an army of weak monsters as his
minions.
Do not worry about having an exhaustive figure collection as
the Monster Classification system has been designed to give
maximum variety to players with a modest collection of
Dungeon nasties.
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BEING THE OVERLORDPLAYING THE GAME
SETTING UP THE GAMEBOARD
Each GameBoard has letters in each Room.
On a sheet of paper, make a note of what you intend to place
in these rooms and await a Hero character to enter that
rooms doorway. You may then place all elements within.
This encourages the Heroes to explore further and increases
the tension as they never know what goodies or nasties arelurking in the next room!
Finally, allow the Hero Players to place their figures in the
room/rooms you have determined to be the entrance to this
particular dungeon (these must be free of any monsters,
traps, or anything possibly harmful to the Heroes)
TURN ORDER
The Hero players always take the first turn. Typically they
will start with the player to the immediate left of the
Overlord player and follow on to the right, but as the quest
progresses they may decide to jiggle the order somewhat.
This is perfectly fine and is actually encouraged. Once all theHero players have taken their turn, then may the Overlord
take his turn.
CONTROLLING YOUR MONSTERS; ACTIVATION
Monsters are generally going about their business in the
dungeon, unaware of the Heroes presence in their home.
They are not considered Activated until at least one HeroCharacter has entered into their Line of Sight.
This essentially means there are no walls between a hero and
a monster; they can see one another. Distance is no issue,
if there are no walls between figures, they can see each other.
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Every Activated Monster in the Dungeon may perform 2
Standard Actions or 1 Major Action each per Round.
More powerful monsters may warrant their own Hero Sheet
to keep track of their Life Points, but most of the time you
will just need a sheet of notepaper with all of your monster
types Attributes noted down.
As they take damage, place Life Point Tokens beside them
on the GameBoard. When they have a number of LifeTokens equal to their Life Attribute beside them, then they
are slain.
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CONTROLLING YOUR MONSTERS; INTERACTION
AND COMBAT
Once Activated, your monsters are capable of the exact same
actions as a Hero, so simply follow the same rules, adhering
to their respective Attributes in the Monster Classification
List.
Should a Hero Player request, you must tell him what Class aparticular Monster is and tell him any Attributes he wishes to
know; it may affect his decision to confront it or not.
This is, however classed as an Inspection and costs a
Standard Action.
While your monsters probably wont need to Inspect
anything and cannot Loot Knocked-Out Heroes, they canInteract with Elements such as switches, for example to
switch a trap back on after de-activation by a Hero.
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TYPES OF QUEST
Each Dungeon must have an overall mission or quest to givethe game a purpose.
The basic Quest types are detailed in the Chart below, and it
is up to you, the Overlord to flesh it out. You may decide to
offer the Heroes a cash reward, or you may decide that the
dungeon will contain enough treasure to make the quest
worthwhile.
I have included a couple of example Quests on page 29 to get
you going.
QUESTCONDITIONS FOR VICTORY
HEROES OVERLORD
Search andRescue.
You have been
asked to rescue
someone from a
dungeon.
One room of the
dungeon contains afigure representing
a prisoner.
Any Hero moves
into a space
adjacent to the
prisoner and
performs an
Interaction. Any
surviving Monsters
are considered to
die or flee.
All Heroes are
knocked out
Bounty Hunting
You have been
asked to hunt down
and slay a
particular monster.
A specific Monster
is slain. Any
surviving Monsters
are considered to
die or flee.
All Heroes are
knocked out
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QUEST (cont)CONDITIONS FOR VICTORY
HEROES OVERLORDPest Control
You have been
asked to
completely clear a
dungeon of
monsters.
All Monsters in the
Dungeon are slain
All Heroes are
knocked out
Bodyguard DutyYou have been
asked to escort a
VIP through a
dungeon. All VIPs
are treated as Base
Characters and one
player must controlhim either as well
as their own Hero
or exclusively.
They do not count
toward the total
points for that
dungeon.
The Heroes
manage to get the
VIP to the squaredesignated as the
Exit.
The VIP is slain.
(Being knocked
out does not apply
to VIPs. Shouldtheir Life Points be
exhausted, they are
dead.)
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EXAMPLE QUESTS
Example 1; Please Rescue my Daughter!
Search and Rescue Quest
Read the following to the Hero players;
You have entered a roadside Inn looking for lodgings. In the
corner is an elderly man staring distraught into his stein of
ale. Spotting you, he hurries over.You look like you can handle yourselves! Please, you must
help me!
While my daughter and I were travelling to the city, we were
ambushed by monsters that attacked us and dragged my
daughter away! There is a dungeon nearby, they must have
taken her there, please say you will find her for me! What do
you say Heroes?(Allow the Hero players to respond)
Thank you! the old man says, tearing up. I have little to
offer, but there should be plenty of treasure in the dungeon.
All I want is my daughter back!
As the Merchant cannot afford to pay the Heroes, put a
couple of extra Treasure Tokens in the dungeon.
Example 2; Clear The Dungeon to Let Me and My
Daughter Pass Through!
Pest Control Quest
This Quest may serve as a sequel to the first one.Read the following to the Hero players.
As you prepare to leave for the City, the/an old merchant
approaches you, distraught.
Ive just heard the bridge to the city was badly damaged in
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a storm! The Innkeeper says the only way is to go through
the mountains, but the tunnels are swarming with monsters!Will you go ahead and clear the tunnels so we can pass
through safely? What do you say Heroes?
(Allow the Hero players to respond)
Many thanks brave warriors! the old man says.
If playing a sequel to the first quest, the merchant is poor so
include extra treasure.If playing as an unrelated quest, pay the Heroes 16 gold
coins each upon completion.
Example 3; Kill a Monster for the Villagers.
Bounty Hunting Quest
Read the following to the Hero players;
You enter a small village and notice the look on everyones
faces; Fear.
Asking around, you hear that a monster has been attacking
the village at night and kidnapping people for reasons they
would rather not think about.
You find the village elder, an old man who was likely once agreat warrior but no longer has the strength to defend his
beloved people. He says to you;
You shouldnt stay here. Theres a chance you wont live
through the night. What are you doing here?
Allow the Hero players to respond.
Oh, you want to hunt down the monster thats terrorizing
us? You must be very brave.He tells you where the monsters lair is and wishes you luck.
My village was prosperous before this happened, if you
bring me the beasts head, I will pay you 16 gold coins
each. the elder promises.
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In this dungeon, you should spend the bulk of your points on
a single formidable monster. You may choose to give him aforce of weak followers or a single lower-quality bodyguard.
You may even spend all your points on it, meaning the
Heroes must face a single very powerful monster. In this
case, pick an appropriate GameBoard, as a labyrinth with lots
of small rooms wouldnt suit an epic battle with a single
monster.
A few piles of bones, corpses or even living prisoners wouldlook good in this Quest!
Should you be of a sinister disposition, you may include five
or six prisoner characters, and allow your monster to Eat his
prisoners to regain Life Points.
Consider Eating an Interaction, and let the Monster recover a
number of Life Points decided by a die roll.Should any prisoners survive once the Monster is slain, give
the Heroes 4 gold for each one to be shared as they see fit.
Upon victory, pay the Heroes their 16 gold each.
There you have it, 3 quests to get you started!
As Hero players will usually be keeping their characters, you
may want to link all their adventures together in a story
called a Campaign.
Keep an eye out for Heroes & Heretics Campaign Books,each one telling a fully fleshed-out narrative for the Heroes
to follow, complete with maps, named Arch Villains,
dedicated GameBoards and more!
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MONSTER LISTThe various classes of monsters an unfortunate Adventurer
may happen across in the murky depths.
CLASS AGL RES LIF STR AIM MAL PUR LVL
Nuisance
Fighter1 2 1 1 0 0 0 5
Nuisance
Archer1 1 1 1 1 0 0 5
NuisanceMagician
1 1 2 1 0 1 0 6
Nuisance
Champion2 2 3 2 0 0 0 9
Scrapper
Fighter2 3 1 2 0 0 0 8
Scrapper
Archer2 2 1 2 1 0 0 8
Scrapper
Magician2 3 2 1 0 1 0 9
Scrapper
Champion3 4 3 3 0 0 0 13
Warrior
Fighter3 4 1 3 0 0 0 11
WarriorArcher
3 3 1 2 2 0 0 11
Warrior
Magician3 4 2 2 0 2 0 13
Warrior
Champion4 5 3 3 0 0 0 15
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MONSTER LIST(Continued)
CLASS AGL RES LIF STR AIM MAL PUR LVL
Dungeon
Dweller4 4 2 2 0 1 0 13
Brute
Fighter4 5 3 3 0 0 0 15
Eldritch
Fighter 5 5 3 3 0 2 0 18
Eldritch
Archer5 4 3 3 2 1 0 18
Titan
Fighter4 5 8 4 0 0 0 21
Adult
Dragon8 5 10 4 3 0 0 30
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CONCERNING MONSTER CLASSES
Such are thevarieties of monsters one might encounter in thethe Dungeon that there is more sense in classifying them in
groups, rather than individually.
The first three Classes (Nuisance, Scrapper and Warrior)
refer to most of the minion species which may change
class from game to game, so be sure to make a note of which
is which in your dungeons!
Nuisance
Many diminutive or weak monsters in dungeons are little
more than pests, who pose little challenge individually but in
large numbers (which they often are) they can be quite
troublesome.
ScrapperA Scrapper is an enemy with little skill in combat but is
suitably armed and enthusiastic as to be troublesome.
Warrior
More skilled than Scrappers, these are worthy adversaries
that should be confronted with caution.
Examples; Goblins, Skeletons, Lizardmen, Beastmen,
Zombies, Ruffians, Bandits, Hobgoblins etc
Eldritch
Eldritch enemies are even more dangerous than Warriors,
being highly talented fighters and fast-moving, enhanced by
the dark magics flowing through their bodies.
Examples; Dark Elves, Vampires, Wraiths, Liches etc
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DungeonDweller
Dungeon Dwellers are the monsters that havent takenhumanoid (or sometimes any) form. They lack wielded
weaponry as they possess teeth, claws, brute strength and so
on.
Examples; Slimes, Oozes, Blobs, Lurkers, Trappers, Large
Spiders etc
BruteBrutes are large, fearsome creatures whose brute strength is
their main weapon. Approach with caution lest you become
supper!
Examples; Minotaurs, Trolls, Ogres, Manticores, Giant
Snakes etc
TitanA Titan is just that; Titanic. Only the most skilled Heroes
should tangle with these.
Example; Giants, Hydra etc
Dragon
Adult Dragons are massive, dangerous creatures (hatchlings
and juveniles should be classed as Scrapper Archers andWarrior Archers respectively) whom even a Giant would
cower before. Its pretty much a death sentence tangling with
one of these.
LARGE MONSTERSThere are many monsters too large to fit on a single square.
For these, place them over as many squares as they require.
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LINKS
www.dandarbey.wix.com/thekatanadan my website, where
you can purchase/download my games and fiction.
www.thekatanadan.blogspot.co.uk my blog, where I talk
about upcoming releases, what Im working on, etc etc.
www.lulu.com/spotlight/DanDarbey my Lulu page forpurchasing Rulebooks, Campaign Books and Fiction.
www.wattpad.com/user/TheKatanaDanmy Wattpad page for
free fiction by myself.
www.twitter.com/thekatanadan my Twitter, where I keep
followers up to date with whatever Im working on in bitesized nuggets. Im also prone to making observations on
current events and popular culture to comedic effect, often
unsuccessfully.
www.pendraken.co.uk the very figures used to develop and
play this game.
www.seamless-pixels.blogspot.co.uk an indispensable aid,
without which the GameBoards would look very plain
indeed.
On the next page is the Hero Sheet the Hero Characters will
be using. Feel free to photocopy this for use in your games.
Note these are forpersonal use only. They cannot be used inany way that could make you money.
http://www.dandarbey.wix.com/thekatanadanhttp://www.dandarbey.wix.com/thekatanadanhttp://www.thekatanadan.blogspot.co.uk/http://www.thekatanadan.blogspot.co.uk/http://www.lulu.com/spotlight/DanDarbeyhttp://www.lulu.com/spotlight/DanDarbeyhttp://www.wattpad.com/user/TheKatanaDanhttp://www.wattpad.com/user/TheKatanaDanhttp://www.twitter.com/thekatanadanhttp://www.twitter.com/thekatanadanhttp://www.pendraken.co.uk/http://www.pendraken.co.uk/http://www.seamless-pixels.blogspot.co.uk/http://www.seamless-pixels.blogspot.co.uk/http://www.seamless-pixels.blogspot.co.uk/http://www.pendraken.co.uk/http://www.twitter.com/thekatanadanhttp://www.wattpad.com/user/TheKatanaDanhttp://www.lulu.com/spotlight/DanDarbeyhttp://www.thekatanadan.blogspot.co.uk/http://www.dandarbey.wix.com/thekatanadan7/27/2019 Rulebook Pocket
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HERO SHEETName. .
AGL RES LIF STR AIM MAL PUR LVL3 3 6 1
L I FE TOKENS
Dan Darbey 2013
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FAQ
Q - Can I play with larger figures?
A - Of course. The GameBoards may be scaled up in size
should you have printing facilities. Many players will already
have decent collections of 28mm figures they have loveingly
collected and/or painted so by all means use whatever your
tastes or availability demand.
QHow many Hero players should there be?
Heroes & Heretics has been structured to allow flexibility
with the numbers of Hero players. A single Hero player can
tackle a Dungeon, or parties of 4, 5 or 6 could jump in. Even
more may play, but such games would resemble pitched
battles rather than a group of adventurers exploring an eerie
dungeon.To summarise, 2-5 Hero players would give the best balance.
QCan we implement house-rules?
A Certainly. I have strived to provide a complete and
enjoyable set of rules that cover all aspects of the game
clearly, but as players gain experience, you may want to
implement tweaks and additions to the rules. Feel free to usethe Notes pages at the back of the book.
Q Does Heroes & Heretics have a setting and/or
narrative canon?
A Very soon there will be a series of Campaign books to
allow players to play through a complete narrative over
multiple games, and also a series of novels and novellasfleshing out the world of Heroes & Heretics.
You may, however, just wish to use the rules to populate a
fantasy world of your own or play games set in your
favourite novel, movie or tv series.
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NOTES
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