Dungeonquest Adventurers

The official Heroes for Dungeonquest expansion is not a good expansion. It's really that simple. Below, 7 characters are presented for use with Dungeonquest. 4 of them are based on the heroes from the basic set, but have been boosted a little with special abilities to improve their survivability. The remaining 3 are based on the few useful ideas from Heroes for Dungeonquest.

Sir Rohan the Knight

Knight.jpg (3726 bytes) Strength: 6 Sir Rohan is skilled in the art of combat. When you choose Mighty Blow against a monsters Slash, the monster loses 1 additional LP. 19 18 17 16 15
Agility: 4 14 13 12 11 10
Armour: 9 9 8 7 6 5
Luck: 4 4 3 2 1 0

 

Volrik Braveheart the Adventurer

adventurer.jpg (4207 bytes) Strength: 6 Volrik has no special abilities beyond his excellent stat line. 15 14 13 12
Agility: 9 11 10 9 8
Armour: 5 7 6 5 4
Luck: 10 3 2 1 0

 

 

Ulf Grimhand the Barbarian

barbarian.jpg (5168 bytes) Strength: 7 Ulf is a hard drinker. Whenever you drink a potion, you may add 2 to the die roll.

Ulf can go berserk! At any point during your turn, you may spend 1 LP to increase your Strength to 11 for the rest of the turn.

16 15 14 13 12
Agility: 5 11 10 9 8 7
Armour: 6 6 5 4 3 2
Luck: 5   1 0    

 

El-Adoran Sureshot the Ranger

Ranger.jpg (5105 bytes) Strength: 3 El-Adoran begins the game with a crossbow and 4 arrows. You may fire 1 arrow at a monster before choosing your combat reaction. You may also fire 1 arrow after seeing the monsters reaction.

Roll a d6 and consult the table on the board. If you get a wounded result, the monster loses d6 LP's. On a killed result the monster dies - except a champion of chaos which is only wounded.

12 11 10 9 8
Agility: 8 7 6 5 4 3
Armour: 5   2 1 0  
Luck: 7 4 3 2 1 0

 

Felix Mandrake the Thief

assassin.jpeg (12485 bytes) Strength: 3 When searching a room you may draw 2 search cards, but if so - both cards apply.

Treat all Door Jammed Shut cards as Door Opens instead.

If you attempt to escape from combat, you don't have to leave the room. If you get caught and slashed, you lose 2 LP less than normal.

13 12 11 10
Agility: 8 9 8 7 6
Armour: 5 5 4 3 2
Luck: 7   1 0  

 

Taal Strongbranch the Druid

Druid.jpg (5376 bytes) Strength: 6 You may tap into the power of nature. Miss 1 turn, and take 2 extra LP's. This may not take you above your starting LP's.

If you encounter a Giant Spider you do not have to fight it - instead take it as a follower. You may then spend the giant spider card later, to prevent losing 1 LP.

13 12 11 10
Agility: 6 9 8 7 6
Armour: 5 5 4 3 2
Luck: 6   1 0  

 

Nicholas Flammel the Wizard

Wizard.jpg (5354 bytes) Strength: 1 You begin the game with 5 mana points and 5 spells. 13 12 11 10 9
Agility: 4 8 7 6 5 4
Armour: 3 3 2 1 0  
Luck: 7 5 4 3 2 1

 

Nicholas Flammels Spells

Open

This spell costs 1 mana point to cast. You may cast it instead of drawing a door card, or rolling to lift a portcullis.

The spell grants you automatical access to the area beyond the barrier.

Magic Flame

This spell costs 1 mana point to cast. You may cast it before rolling to light a torch, or rolling to leave a chamber of darkness.

You may decide the result of the die roll.

Fly

This spell costs 1 mana point to cast. Cast the spell at the beginning of your turn, to let you cross a chasm tile, bridge tile, cave-in tile or bottomless pit tile - or to get out of a pit trap or bridge hole - without rolling any dice.

Fireball

This spell costs 2 mana point to cast. You may cast it just after seeing a monsters combat reaction. Roll a d6 and consult the chart for El-Adorans crossbow.

Force of Will

This spell costs 1 mana point to cast. Casting it takes up your entire turn.

The spell allows you to transfer LP's, on a 1 for 1 basis, to your mana track.