One player should take the Barbarian & Elf, and the other should take the Dwarf & Wizard. The Barbarian should not be paired with the Dwarf, because one player would then control both of the fighters. Nor should the Barbarian be paired with the Wizard, as one player would then control the most powerful fighter and the most powerful magic user. Similarly the Wizard should not be paired with the elf, as this would give one player control of both magic users.
Three players
One should take the Barbarian, one should take the Elf, and one should take the Dwarf & Wizard. This gives the Wizard's player a chance to engage in combat, and avoids the problems described above.
| Barbarian | Dwarf | Elf | Wizard |
----------|-----------|-------|-----|---------|
Barbarian | - | No | Yes | No |
Dwarf | No | - | Yes | Yes |
Elf | Yes | Yes | - | No |
Wizard | No | Yes | No | - |
Four players
Each player controls a different hero.
Five players
Four of the players each get one of the original heroes. The fifth player has the choice of playing a second Barbarian (female) with a might of seven instead of eight, a second Dwarf with a might of six instead of seven, or a second Elf with a might of five instead of six. With five or more PCs, add approximately two additional monsters of the same type already called for in each room.
Definition of Artifacts
Artifacts are powerful magic items created long in the past. Often these items were created for specific purposes, some of which were fulfilled long ago and some of which are never-ending. Each artifact and relic is unique.
There are only three known methods to determine how to use an artifact; dumb luck, trial and error, and diligent research.
Artifacts usually cause dangerous and sometimes deadly side effects. (Consult your doctor before using!) The magical power of most artifacts is such that they eventually corrupt and destroy their possessor.
All artifacts and relics are virtually impervious to harm, be it physical or magical. Artifacts can only be destroyed by extraordinary means.
1 HeroQuest board square = 5' X 5'
Never tell the PCs the identity of a potion when they find it. Most potions that will be found are unmarked and therefore unknown. To determine the effects of a potion, the PCs must either take a chance and drink it, or have it identified. The GM should use scrolls with titles for magic that the PCs need to have immediately.