Megaquest Awakened
Megaquest Awakened Rulebook
Table of Contents
Table of Contents
MegaQuest Rulebook
Introduction
MegaQuest is a fan-made expansion designed to breathe life into your campaigns between dungeon crawls. Use it with official or unofficial quest books, adding depth and excitement to your journey. Along your adventure, you may encounter unique quests, meet memorable people, and face the dangers of the wild. Explore diverse terrains like forests, mountains, swamps, and deserts, each presenting challenges and rewards.
This expansion is designed to work with the core set of HeroQuest quests and requires a copy of HeroQuest to play. MegaQuest is not a standalone game but rather an enhancement to enrich the HeroQuest experience.
Quick Start Guide
Character Creation
- Choose a Hero card to represent your character.
- Select one Spell or Skill for your hero.
- Distribute three points into any of the six disciplines: Mental, Acrobatics, Brawn, Luck, Faith, and Ritual.
- Each discipline affects your hero's abilities and can enhance their skills or spells. You can level up these disciplines during the campaign. Once you have three points in a discipline you may add a 4th point to master that dicipline which means all spells/skills using that modification will auto succeed and you will auto succeed skill checks using that dicipline.
Starting the Game: The Travel Step
- Draw four cards from the World Deck, keeping the backs hidden. Only the fronts, displaying the location name, type (e.g., forest or mountains), and description, are visible.
- The party decides on one location to explore. Discard the other three cards and place them in the discard pile.
- Flip over the chosen card and complete each section on its right side, from top to bottom, to resolve events.
Exploration
- Continue drawing and selecting locations from the World Deck until you find a Dungeon Entrance.
- If you possess the correct Quest Card for that dungeon, proceed to the corresponding dungeon encounter in the back of this book.
- If not, you may substitute any official or unofficial quest to enter the dungeon. Be sure to apply any Mastery bonuses to your characters before entering.
End of the Campaign
- When the World Deck is out of cards, this signals the end of the campaign. Reflect on the journey and prepare for your next adventure!
Going on a Quest
During your journey, you'll encounter various characters, from merchants to ordinary folks needing assistance. If your party can earn their trust, they might present you with a quest.
These quest cards provide you and your friends with intriguing clues to uncover the entrance to mysterious dungeons. Following the path laid out on the card should lead you to the dungeon's entrance, where you can complete the quest and claim your reward. However, if your party does not finish a quest before the world deck runs out, no harm will come to you; it will simply be a missed opportunity, with hopes of encountering it again in the future.
Exploring Cities and Villages
As you journey, you may come across cities or villages. The scale of these settlements will determine the number and type of Non-Player Characters (NPCs) you'll meet, ranging from merchants to locals in need of aid. Each day your party spends in a city or village, each member can choose one NPC to interact with. For instance, if a party member wishes to engage with two different NPCs, you would need to spend two days in the location.
Each place also has its own unique "location effect," which can influence how you approach activities there during gameplay, adding a special layer to your adventures.
Exploring the Wilds
Location Effect: Affects all party members uniquely based on the location.
Encounter Table: Roll 1d6 after applying the Location Effect for a random encounter, which might be location-specific or from the Encounter Deck. Encounters involve combat or skill checks, with entry points determined by rolling for each member (highest goes first, reroll ties).
Region: When traveling, reveal World Deck cards until you find the specified card, then shuffle the rest back into the deck. Place the new card with the others on the table.
Going on a Dungeon Dive
At some point, your party will encounter a dungeon, either through random exploration or by following clues from a quest card. Each Dungeon World Card contains three key sections:
Dungeon: Outlines how to navigate and play through the dungeon cards.
Mastery Bonus: If any character has unlocked a Mastery discipline, you can apply the corresponding bonus to enhance your dungeon exploration.
Quest: If your party holds the matching quest card for this dungeon, you can find and pursue the specific quest described in the quest book. Without the appropriate quest card, you may select a random quest from any official or unofficial source, allowing for quests from beyond "Megaquest Awakened."
NPC
When your party encounters a new NPC, they typically offer two distinct conversation topics. Some NPCs might present a quest, others could offer to train you if they deem you worthy, while some might only be interested in selling goods or hiring out mercenaries. Each player can only steer one conversation per day in a particular direction. For example, if you choose to purchase new equipment from a merchant whose second option is to give you a quest, you'll need to return the next day to pursue that quest.
The Passage of Time
Choosing to spend an extra day in any location marks the passage of time. For each additional day you stay, you must discard 2 cards from the top of the World Deck into the discard pile, plus one more card for each extra day beyond the first. This allows you to revisit the location's specific card multiple times, but remember, the longer you stay, the faster time moves.
For instance: If you decide to linger in a town for an extra day, you'll discard 2 World cards. On the third day, you'd discard 3 cards, and this pattern continues with each subsequent day.