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    HEROES & HERETICS

    1

    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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    HEROES & HERETICS

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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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    HEROES & HERETICS

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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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    HEROES & HERETICS

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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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    HEROES & HERETICS

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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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    HEROES & HERETICS

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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/thekatanadan
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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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