-----------------------------------------------------------------
                          HERO QUEST
         Characters, Artifacts, Creatures and Spells

                          By Ed Hrzic
-----------------------------------------------------------------

This file contains extra characters, artifacts, creatures and
spells to liven up your average Hero Quest game.

-----------------------------------------------------------------
CHARACTERS.
-----------------------------------------------------------------

Nymph
Attack: 2, Defend: 1, Body: 5, Mind: 4, Move: 2
  May choose 3 Charm spell cards

Princess Mirama
Attack: 3, Defend: 2, Body: 6, Mind: 3, Move: 2
  She automatically has the "Swift Cape" artifact

Summoner
Attack: 2, Defend: 2, Body: 5, Mind: 5, Move: 2
  May choose 3 Summon spell cards, or 3 Monster Ability
  spell cards

-----------------------------------------------------------------
ARTIFACTS.
-----------------------------------------------------------------

Axe of Turwiles
May not be used by the Wizard.  It allows the player to roll 3
dice to attack, and may not be used diagonally.  When undead
attack the wielder, they attack with 1 die less than normal. 
This weapon may not be used with a shield.

Champion's Lance
May not be used by the Wizard.  It allows the player to roll 3
dice to attack, and may be used diagonally.  The player can
attack from up to two spaces away.

Silk Tunic
May only be used by an Amazon.  It allows the player to roll 2
extra dice to defend.

Swift Cape
Adds one extra red die for movement.

Wizard's Blade
May only be used by the Wizard.  It allows the player to roll 3
dice to attack, and may be used diagonally.

-----------------------------------------------------------------
CREATURES.
-----------------------------------------------------------------

Amazonian Archer
Attack: 3/2*, Defend: 2, Body: 2, Mind: 1, Move: 7
May use a bow at long range, at the second attack rating listed.

Amazonian Knight
Attack: 4, Defend: 4, Body: 7, Mind: 3, Move: 6

Amazonian Queen
Attack: 4, Defend: 5, Body: 6, Mind: 5, Move: 8
Chaos Spells:  Firestorm, Lightning Bolt, Tempest
Charm Spells:  Charm, Hold, Whirlwind

Amazonian Warrior
Attack: 3, Defend: 3, Body: 2, Mind: 2, Move: 7

Bandit
Attack: 2, Defend: 2, Body: 1, Mind: 3, Move: 8

Bug Swarm
Attack: 2, Defend: 2, Body: 3, Mind: 2, Move: 8

Daemonette
Attack: 3, Defend: 3, Body: 2, Mind: 2, Move: 8

Large Beetle
Attack: 3, Defend: 4, Body: 2, Mind: 2, Move: 6

Lizard Dragon
Attack: 4/3*, Defend: 4, Body: 6, Mind: 2, Move: 6
May use a breath attack at long range, at the second attack
rating listed.

Mimic
Attack: 2, Defend: 2, Body: 2, Mind: 0, Move: 8

Pixie
Attack: 2, Defend: 1, Body: 1, Mind: 3, Move: 12
Charm Spells:  Charm, Starbolt

Worm
Attack: 3, Defend: 3, Body: 3, Mind: 0; Move: 4

=================================================================
SPELLS.
=================================================================

-----------------------------------------------------------------
CHARM SPELLS.
-----------------------------------------------------------------

Blind
All creatures and heros in the room (except the caster) are
affected by this spell, unless they roll less than or equal to
their Mind on 2 red dice.  Movement is halved (rounding down),
attack at 1 and defend at 1.  It deisperses the following turn.

Charm
Designate a monster and roll 1 red die.  That monster will be
under the caster's control for that many turns, or until it takes
2 Body of damage, whichever comes first.

Explosion
Caster designates a point within a room.  All within one space
(diagonally, too), are hit for 3 Body points of damage.  Each
creature or hero hit may roll to defend.

Heal Mist
The caster or another hero heals 4 Body points of damage, up to
the hero's maximum.

Hold
Designate a monster and roll 1 red die.  The monster stands still
for that many turns.  It may not move or attack, but defends at 
-2 defend dice (to a mimimum of 1).  This spell is broken when
the turns are up, or it takes damage.

Negate Magic
Play this spell when an enemy casts a spell.  The spell just cast
is canceled.

Star Bolt
Inflicts 2 damage on a designated monster.  That monster rolls 2
red dice, reducing the damage by 1 for each 6 rolled.

Stunning
Designate a hero.  All monsters within line-of-sight of this hero
are stunned with fear.  All enemies are subject to 2 attacks
while in combat with the hero.  This effect wears off in 1 red
die worth of turns.

Summon Pixies
Roll 1 red die:  1-3 = 1 Pixie, 4-5 = 2 Pixies, 6 = Three Pixies

Teleport
Caster may teleport to any room that has been previously visited.

Vanish
Caster disappears and picks a place in the same room to appear.

Whirlwind
Designate a hero.  All creatures surrounding the hero are subject
to one attack (even diagonally).  Roll one set of attack dice per
creature.

-----------------------------------------------------------------
SUMMON SPELLS.
-----------------------------------------------------------------

NOTE: Summon Spells have a rating with them, listed next to the
title of the spell.  When the spell is cast, roll 1 red die for
each monster summoned.  If the number is equal to or higher than
this number, the monster turns on the heroes, and attacks them as
if a wandering monster.

Summon Chaos -- 2 or more
Roll 1 red die:  1-4 = 1 Chaos Warrior, 5-6 = 1 Gargoyle

Summon Fimirs -- 4 or more
Roll 1 red die:  1-3 = 1 Fimir, 4-5 = 2 Fimirs, 6 = 3 Fimirs

Summon Mummies -- 3 or more
Roll 1 red die:  1-4 = 1 Mummy, 5-6 = 2 Mummies

Summon Orcs -- 5 or more
Roll 1 red die:  1-3 = 2 Orcs, 4-5 = 3 Orcs, 6 = 4 Orcs

Summon Skeletons -- 5 or more
Roll 1 red die:  1-3 = 1 Skeleton, 4-5 = 2 Skeletons,
6 = 3 Skeletons

Summon Zombies -- 4 or more
Roll 1 red die:  1-3 = 1 Zombie, 4-6 = 2 Zombies

-----------------------------------------------------------------
MONSTER ABILITY SPELLS.
-----------------------------------------------------------------

Chaos Warrior Attack
Roll 4 dice to attack.  Play when attacking.  This card lasts
until no other monsters are seen.

Gargoyle Defense
Roll 5 dice to defend.  Play when defending.  This card lasts
until no other monsters are seen.

Goblin Movement
Do not roll to move for this turn.  Move 10 spaces.  Play during
your turn.

Mummy Defense
Roll 4 dice to defend.  Play when defending.  This card lasts
until no other monsters are seen.

Orc Attack
Roll 2 dice to attack.  Play when attacking.  This card lasts
until no other monsters are seen.

Warlock Spell
Designate a monster or hero, then pick a Chaos Spell at random,
and the target succumbs to the effect of the spell.  Play only
during your turn.

    Source: geocities.com/timessquare/alley/2247

               ( geocities.com/timessquare/alley)                   ( geocities.com/timessquare)