SundayQuest Adventures: The Rise of Fellmarg
SundayQuest Adventures: The Rise of Fellmarg Rulebook
Table of Contents
Table of Contents
- Introduction
- New Dungeon Features
- Clarification of the Rules
- Rules Update for Men-at-Arms
- Playing the Quests as a Series
- Commencement of the Quests
- Fellmarg the Great
- Quest 1: The Necromancer of Nuln
- Quest 2: The Chase
- Quest 3: The Knights of Nuln
- Quest 4: Carceres
- Quest 5: The Fall of Fellmarg
- Monster Cards
- The Dark Casket
Introduction
The Rise of Fellmarg continues where Wizards of Morcar left off. It is assumed that players will have completed and be familiar with Kellar's Keep, Return of the Witch Lord, Against the Ogre Horde and Wizards of Morcar expansion packs to the original game.
Which version of HeroQuest is this designed for?
The Rise of Fellmarg has been designed to fit in with the original UK release of HeroQuest in the late 1980s. It should be compatible with either the original European and U.S. releases of HeroQuest (1989-1991). It can also be played with the more recent re-release of HeroQuest (2021). If you are missing an item you may find it on www.yeoldeinn.com.
Evil Wizard Players are reminded that with so many homespun additions to the base game it is impossible to foresee the consequence of every possible adaption to HeroQuest's original rules and those provided in the addenda of the four original expansion packs. You should use your own judgement to resolve issues.
A Quest to prevent the resurrection of the ancient wizard Fellmarg
The players' primary aim in each Quest is to survive and find their way to the next Quest, thus ultimately discovering and defeating Fellmarg, preventing his ascension to become Morcar's latest lieutenant. The Quests should be played as a continuous adventure. The Rise of Fellmarg introduces a number of new elements to the HeroQuest game.
New Dungeon Features
The Rise of Fellmarg introduces a number of new features to the dungeon, expanding on the original HeroQuest game system and the four expansion packs.
Multiple Routes of Adventure
In the original Quest Book the adventures tended to stand alone, except for the final three adventures that fitted together and related to the Witch Lord storyline. In the subsequent expansions, in each quest book, one adventure led to the next, and players tended to participate in all parts of the Quests. The Rise of Fellmarg introduces the option for characters to take different routes through the dungeon to complete the Quest. This is achieved through the use of multiple exit and entry doors to adventures.
Initially characters will begin their Quest at the same entry door or stairway the starting point for the first adventure. As players progress through the quest book they will potentially discover that an adventure has multiple exit doors. Players can choose to exit through any number of the exit doors. These exit doors will be numbered on the map of the dungeon. Each player should note on their character sheet which door they exited the adventure through. They should also note the exit door number that has been used by any of their Men-at-Arms.
Example: In the diagram of the source, the Elf moves three spaces, passing through the secret panel, into the corridor and then through the exit door marked '1'. Meanwhile, the Dwarf moves five spaces, passing through the doorway, into the corridor and then through the exit door marked '2'. In forthcoming adventures the Dwarf and Elf would only play those Quests that relate to the exit door through with they exited.
It is made clear which characters should play which Quest in bold text at the top of each adventure's notes, just below the Quest description parchment, that is read to the players at the commencement of each adventure. Players' characters that have not exited a quest through the relevant door may not participate in a quest that they have not pursued. However, where multiple entry doors mean that characters and their Men-at-Arms are on the same board, playing the same Quest, it is possible for support to be undertaken in the usual way.
It is quite possible for all characters and their Men-at-Arms to exit an adventure through the same door and remain as a single band of Heroes. The benefit to the players of this approach is their strength in numbers and wide range of abilities to help overcome the challenges of the dungeon. The disadvantage of this is that they pass up the opportunities that would otherwise have presented themselves in the adventures that they have passed on.
Equally, the players may choose for their character and their Men-at-Arms to exit an adventure through different exit doors, forming a smaller band of Heroes, played by the same player. The advantage to this strategy is that it allows some players to be absent from play of the odd adventure or merely spectate.
It is also possible for one player's Men-at-Arms to exit a quest with another player's character (and all sorts of other combinations). It could be possible, therefore, that a player's character leaves the quest through one door, whilst his Men-at-Arms exit through another. This allows a player to experience the HeroQuest dungeon in new ways; without the aid of their own Men-at-Arms or perhaps supporting another player's character to advance through a Quest.
Finally, it is also a possibility that Men-at-Arms get separated from the players' characters. It is possible for players to play through a Quest with just Men-at-Arms. The advantage that players get from this approach is to play an adventure without the greater complexities of decisions that face characters. The principle advantage for players of pursuing multiple routes through the dungeon is to discover as much information, treasures and other opportunities as possible. Without a player character, the Men-at-Arms have limited abilities (no option to search for treasure or secret panels) this could seriously imperil there ability to complete a quest. If it is clear that Men-at-Arms cannot complete a Quest then the Evil Wizard Player should notify the players that the relevant Men-at-Arms have been lost to chaos.
In all circumstances, regardless of what adventure a player's Men-at-Arms goes on, they must be paid their upkeep when they complete a quest (exiting via the stairwell or an exit door).
Wandering Monster Trap
When a player moves onto a square with the trap symbol (shown as an icon in the source; not reproduced here), tell the player that the character must stop on that square. The monster(s) listed as the wandering monster for that Quest appear on any square or squares adjacent to the character or as close as possible. The monster(s) immediately attack and the character defends. (If the character has not already taken an action that turn, he may do so if he successfully defends against the attack.) Otherwise the turn passes to the next player. Each Wandering Monster trap can be activated only once and can be ignored after the first time a character triggers it. Monsters cannot activate it. Wandering Monster traps are so well concealed that they can not be detected by searching.
Open Doorways
When a player opens the door to a room and discovers an open doorway symbol (shown as an icon in the source; not reproduced here), the Evil Wizard Player should also lay out the contents of the room with the open doorway, additional to the contents of the room that was opened.
Clarification of the Rules
In order to improve play, a number of minor revisions have been made to the established Rules of Play and addenda contained within the expansion packs to resolve a number of anomalies.
Passing Items
On the whole, a Hero can pass Potions, Treasure card items, or any other small, light items in their inventory to another Hero when the 2 Heroes are in adjacent squares and neither Hero is adjacent to a monster, and not within twice the movement range of any monster. This is a free action and allows both players involved to take an action during their turn. These items may also be passed between players through a chain of Heroes and/or Men-at-Arms. However, for larger items such as Quest Treasures, Equipment or other significant items these may be passed but the Heroes are unable to move away from each other until both have expended an action and at no time during the passing of the item does a monster come within twice it's movement range. These items should not be passed through a chain of Heroes and Men-at-Arms. On occasion this may require some discretion from the Evil Wizard Player to determine the appropriateness of passing an item.
Mind Points
When a Hero reaches zero Mind Points, he is not dead but in shock. A Hero cannot go below zero Mind Points. He rolls only 1 movement die to move, attacks with only 1 combat die, and defends with only 2 combat dice. His Equipment and Quest Treasures have no effect, and can not be used, whilst a Hero is in shock. A Hero's attack and defence combat dice might be temporarily increased by some spells or potions.
Rules Update for Men-at-Arms
The majority of changes to the Rules of Play and addenda contained within the expansion packs relate to the use of Men-at-Arms, introduced in Wizards of Morcar.
Halberdier Diagonal Attack
The Halberd, that a Halberdier carries, is a long polearm that may be used to attack diagonally.
Body Points
Men at Arms have 3 Body Points each, which may be healed in the same way as those of Heroes.
Mind Points
When a Man-at-Arms reaches zero Mind Points, he is not dead but has turned to chaos. The Evil Wizard Player may play on with the Man-at-Arms under his control or exchange the piece for a Zombie.
Movement and Actions
Each player's Men-at-Arms may move and undertake their actions prior to, or subsequent to, the movement of a player's Character.
Stone Doorways
Stone doorways, introduced in Against the Ogre Horde, are large slabs of rock which must be pushed out of the way using brute force before they are open. Whilst the Barbarian (3 combat dice), Dwarf and Elf (2 combat dice) are able to attempt to open stone doorways; some Men-At-Arms possess the strength necessary to open stone doorways too.
In an attempt to open a stone doorway, a Halberdier may roll two combat dice, whilst a Swordsman may roll three combat dice; both attempting to open a stone doorway in the same way as player characters.
Crossbowmen and Scouts do not possess the same physical strength as the Halberdier or Swordsman. However, a group of Crossbowman and Scouts, standing adjacent to each other, may attempt to open a stone doorway. Each Crossbowman or Scout in the group contributes one whole combat dice to the attempt, they may not combine their efforts with Swordsmen or Halberdiers.
As with the players' characters, a Man-at-Arms must score two skulls on their roll to open one of these doors.
Payment
In line with the original UK release Men-at-Arms are paid a hiring fee upon acquisition and a retainer between Quests.
Playing the Quests as a Series
The Rise of Fellmarg is designed to be played as a series of Quests taking place in an enemy stronghold. Characters may not replenish their mind or body points between quests. Characters may not buy new equipment (or potions) between these Quests, but may keep anything they find; nor may they hire any additional Men-at-Arms. They may replenish their spells between Quests, but they must keep the same set of spells that they chose at the start of the first Quest.
The 'Charm Potion' card must be removed from the Treasure pack. The Evil Wizard Player should reshuffle the treasure pack between quests returning any used cards from the previous Quest to the pack.
Commencement of the Quests
At the start of the first Quest, each character should receive 2 healing potion which will heal the character up to his maximum body points once. Players should note the healing potions on their character sheet and cross off once used.
Players may purchase new equipment from the Armourers prior to the commencement of the first Quest.
Prior to the first adventure characters that use magic should select their spells in the normal way. They must keep the same spells for the duration of the all the Quests, not changing them between adventures.
The Heroes may choose to hire Men-at-Arms, to take with them into the first, and if they survive, successive Quests. Because of the Heroes' distance from the Empire, Players may not hire new Men-at-Arms between Quests, however, a number of possible recruits can be found during the adventures that lie ahead.
All Men-at-Arms, regardless of their origin, must have their upkeep paid, by their player (including when they have been separated by taking different routes through the dungeon); when the Man-at-Arms completes their quest.
Fellmarg the Great
Heed well my words, Heroes! Long ago, before I counselled the Empire, there was Fellmarg the Great. A Wizard of immense power and wisdom. After centuries of services to the throne he passed away, in Altdorf, peacefully. His tomb was placed in the catacombs at Nuln, his hometown, and there he was to rest.
Do you recall that the catacombs became the province of the Gargoyle Verag, whom you defeated? Unfortunately chaos still has hold over the catacombs.
Loretome has revealed to me that a foul Necromancer intends to raise Fellmarg from the dead and turn him to chaos. We can not allow this to happen. You must depart for Nuln without delay.
Only you, my Heroes, can prevent the rise of Fellmarg and him falling to the thrall of chaos to become Morcar's newest lieutenant.
Quest 1: The Necromancer of Nuln
Heroes you have been tasked with venturing to Nuln to capture the heretic — the Necromancer, Druzhul the Desecrator; who was spotted in that town some three nights ago. He is accused of using the darkest of chaos magic, necromancy. His crimes against life are numerous, the Cult of Myrmidia are in outrage. He is summoned to trial in Altdorf by the inquisition. You must enter the Catacombs of Verag in the East and bring Druzhul to Altdorf for trial.
Notes
- A This cupboard contains a potion of healing that will restore up to 4 lost body points.
- B This treasure chest is empty.
- C This treasure chest contains 150 gold coins.
- D This treasure chest contains 100 gold coins.
- E Any character or monster landing on either trapdoor is immediately transported to the other trapdoor. The tunnel is dark and the rock jagged. Any character or monster must roll a combat die and lose a body point if he rolls a skull. They may continue to move if he has any movement left.
- F This is Druzhul the Desecrator, a Necromancer. He has a set of Necromancer Spells. Any player who casts Chains of Darkness, Sleep or Tempest on him has captured him. They should move him to the stairwell, with one player character. Immediately, upon being discovered he casts his 'Raise the Dead' spell. Place a Chaos Sorcerer piece on the 'F', this is Fellmarg, who may not be killed during this Quest, he should teleport to the 'X' on the Evil Wizard Player's turn and head for the exit doorway. When Verug first attacks he says: "You killed my half-brother, now Verug kill you!". For these monsters' characteristics see the cards on page 20.
Wandering Monster: Skeleton
Quest 2: The Chase
Ahead lies a network of natural passageways and caverns beneath Nuln carved out ages ago by the flow of the river Reik and now buried under the city. The river's course long since took another path so these caves are now dry. Loretome reveals that a number of Orcs and Goblins roam these natural corridors and caves and have made it a home of sorts. You must give chase to Fellmarg. For he is turned to Chaos. He would make a far too fearsome lieutenant for Morcar. Make haste!
Notes
Those player characters who, in the previous, exited via Door marked '1' start at the Door marked '1', whilst those who left by the stairway, marked '2' enter via the stairway marked '2'.
This Quest begins with the Evil Wizard Player taking a turn first before the Players arrive on the board. He may set up the board with any items visible to Fellmarg, marked 'A', see below.
- A This is Fellmarg. He has no spells of his own, he may however cast any spells that have already been cast by the players during this Quest.. He has the following characteristics: Move 10, Attack 4, Defend 4, Mind 6 and Body [blank in the printed book; the Fellmarg card on page 20 gives Body 6]. His priority is to escape his pursuers through either of the two exit doorways (marked '1' or '2'). He should make every effort to exit via exit doorway marked '1'.
- B This treasure chest contains 50 gold coins and two potions of healing that will restore up to three lost body points.
- C This treasure chest contains a brass key and an undetectable trap any player opening the chest is sprayed with a gas that takes two mind points from them. Any other player character in the room also loses 1 mind point.
- D This door is locked and may only be opened by the brass key found in the treasure chest marked 'C'.
- E This cupboard contains 1 potion of healing that restores up to five lost body points.
Wandering Monster: A pair of Goblins
Quest 3: The Knights of Nuln
Loretome reveals little of what lies before you. This dingy undercroft is home to an organisation of some description, referred to as The Knights of Nuln. I suspect this is not a chivalrous order, but something far more dangerous. If your party has the strength to face them, you should do so, otherwise Loretome suggests there is a hidden path which will allow you to pass unhindered by the danger these knight present.
Notes
This Quest should be played only by those player characters who exited through the Door marked '1' in the previous Quest 'The Chase'.
- A Let the players know that the Gargoyle is a statue made of stone. The two Chaos Warriors are suits of armour, upon entering the room.
- B Any player stepping on this space causes the monsters in the room marked 'A' to come to life, you should play them as normal monsters from here on. The treasure chest contains a position of healing that will restore 2 lost body points.
- C These are the Knights of Nuln. A cult of Chaos Warriors dedicated to pain and death, they have one additional combat dice in attack and defence and each have three body points.
At the end of the Quest say to the players: "Carelessly left on a flagstone of the stairway is a small piece of parchment with a poorly drawn map, you discern from it that Fellmarg has established himself with the Deff Grindaz, a minor Orc Tribe in the Grey Mountains, led by a Orc Shaman, Yunkathu."
Wandering Monster: A Knight of Nuln (Chaos Warrior), see 'C'
Quest 4: Carceres
Loretome reveals that there are numerous paths through the dungeon before you, However, they all lead to your goal. A stairway, that will lead you to confront Fellmarg. It appears to be defended by a fearsome Gargoyle, Sturmur. Heroes, brute strength is not your only weapon. Just as powerful is your intellect.
Notes
This Quest should be played only by those player characters who exited through the Door marked '2' in the earlier Quest 'The Chase'.
- A This fimir is the guard of the cells in this prison. Whomsoever slays him may acquire his set of jailer's keys which will open any locked door in this Quest.
- B Any player opening any of these cells may add the appropriate Man-at-Arms to his entourage. If there are no appropriate pieces the Man-at-Arms has been consumed by chaos and is replaced with a Zombie.
- C This is the Gargoyle, Sturmur. He is invulnerable to taking body point damage and may not move. If a player stands on the spot marked 'X' he will poise the following riddle: "Struck from the rock and the metal she wrought, she breathes life into ruined blade. By hosts and bandits alike she is greeted with open palms, though none dare embrace her. Who is she?" A player on the 'X' who gives the answer 'Fire' causes the Gargoyle to shatter, this causes 1 body point of damage to all in the room. If a player uses a Fire spell on this gargoyle its effects are reflected back onto the spellcaster.
Wandering Monster: An Orc and a Goblin
Quest 5: The Fall of Fellmarg
Before you lies your greatest challenge my friends. You have journeyed into the Grey Mountain in search of Fellmarg who has allied himself with the Deff Grindaz, a minor Orc Tribe, led by Yunkathu, an Orc Shaman. Loretome reveals that you will face many greenskins in the rocky halls of this bastion of chaos. You must defeat both the Orc Shaman, Yunkathu and the Chaos Sorcerer, Fellmarg. The Emperor himself will pay 500 gold coins bounty for each. Good luck!
Notes
If, during 'The Knights of Nuln' Quest the players failed to eliminate all the Knights of Nuln then all Chaos Warriors in the Quest are Knights of Nuln, they have one additional combat dice in attack and defence and each have three body points.
- A This room is empty, and may not be searched for treasure.
- B This cupboard contains 3 potions of healing that will restore three lost body points.
- C When this room is opened by any players' character you should set out the two rooms indicated as having open doors. This is Yunkathu, an Orc Shaman. He has a set of Orc Shaman Spells For his characteristics see the cards page 20. This room also has a false door that can not be opened.
- D This is Fellmarg, the Chaos Sorcerer. He has a set of High Mage Spells. For his characteristics see the cards page 20.
- E This treasure chest contains 500 gold coins.
Wandering Monster: Chaos Warrior (not a Knight of Nuln)
Notes (continued)
- F This treasure chest contains 2 potions of healing that will restore any Hero back to their maximum number of body points.
- G This treasure chest contains 2 potions of healing that will restore up to three lost mind points.
The Quest can only be successfully completed if both Fellmarg and Yunkathu are slain. If there are any Knights of Nuln they too must also be slain.
Monster Cards
The monster cards printed on page 20 of the source give the following characteristics. They are image-only in the PDF text layer; the values below are read from the card images.
Necromance of Nuln
(Printed card title; the card is the Necromancer of Nuln, Druzhul.)
- Move 6 squares
- Attack 4 dice
- Defend 6 dice
- Body 4
- Mind 6
- Ability (printed): May be captured by use of a 'Chains of Darkness', 'Sleep' or 'Tempest' spell.
Fellmarg
- Move 10 squares
- Attack 4 dice
- Defend 4 dice
- Body 6
- Mind 6
- Ability (printed): May open any closed doorway on the board in the same way as players' characters.
Verug
- Move 6 squares
- Attack 4 dice
- Defend 4 dice
- Body 1
- Mind 4
Yunkathu
- Move 6 squares
- Attack 4 dice
- Defend 4 dice
- Body 4
- Mind 6
- Ability (printed): May open any closed doorway on the board in the same way as players' characters.
The Dark Casket
My Heroes, it is a great shame that Druzhul the Desecrator, succeeded in raising Fellmarg from his eternal sleep to once again walk in the world of the living.
Your actions, however have succeeded in ensuring that Druzhul will never menace another soul again, for that you are to be praised. Even when your party was separated, you managed to band together and continue your efforts to find Fellmarg, who had been consumed by chaos.
You have done great deeds; you have defeated the Knights of Nuln and overcome the fearsome Sturmur.
Together you fought bravely against both Yunkathu, the Orc Shaman, and Fellmarg, the Chaos Sorcerer. Despite your sacrifices, you have been richly rewarded.
I have had Fellmarg's remains recovered and will be spending some considerable time sanctifying them prior to their reburial in his tomb. The Emperor has given orders that the catacombs are to be filled in so that no one may enter. These events have the potential to cause a considerable embarrassment to both the Emperor and the Empire, so you are under orders never to reveal what truly happened. If you are asked you must deny any involvement. There will be no public celebration of your brave deeds. For if the people knew that one of the legends of the Empire had been corrupted it might imperil the stability of the Empire.
I know it is not much reward for your efforts, but thank-you.