HQ21 - Legend of Neef Island Quest Book V2-0
HQ21 - Legend of Neef Island Quest Book V2-0
HQ21 - Legend of Neef Island Quest Book V2-0
Quest Book
Adaptation of the 1991 Japanese Edition
Requires HeroQuest Game System to play
Introduction
For a long time, the world has been at peace. The dark forces that once threatened people have been forgotten. But the forces of
darkness have not completely died out. Now, the forces of darkness are on the move again. It's not too late to help...
My friends, I hope you are well-rested from your last adventures, for it seems you have quite the journey ahead of you. I have learned
from the Loretome that all is not well in the lands to the far east. In ages long past this archipelago was once besot by one of the Dread
Gods, known as Grimdead in some lands. He was the cause of many evils and much destruction. Though invulnerable to most anything,
Grimdead was defeated and buried by a legendary band of four heroes, whose names have been lost to time.
Alas, after an era of peace, a new evil has begun haunting that land, the forces of Zargon have begun teeming in those islands.
And that is not the worst of it, they seem to be working with Grimdead to resurrect the dead Dread God.
I needn’t tell you that should this unholy plan succeed it would be not only the eastern empire laid to waste under his hands,
but likely our entire world. Such would be the wrath of an avenging god! And while he might have been defeated
in that era long past, the secret to his defeat has been lost to time’s dust.
I ask that you journey to the far east and that at all costs you prevent Zargon
from resurrecting the Dread God. Sail first to Neef Island, the lord
there will welcome you in friendship
and set you on the right path.
Good luck, my friends. And remember,
when you need guidance,
listen deep
within
yourselves.
Page 2
Playing The Legend of Neef Island
The Legend of Neef Island is a fan adaptation of the 1991 Japanese 2. Intermediate Rules (Quests 4-8)
edition of Heroquest to the 2021 Worldwide edition release.
Intermediate Magic
Playing the Quests
The quests in The Legend of Neef Island are generally played the • Healing: Magic that can be cast on yourself, or on an ally. Roll
same way as the quests in the HeroQuest Game System. It is 4 combat die, and the hero this Magic was cast on recovers BP
especially important that these quests be played in order. As in the equal to the amount of white shields that were rolled.
game system, heroes are returned to full strength (all “BP” Body • Holy Flame: Magic to attack 1 enemy. Roll 2 combat die, and
Points and “MP” Mind Points are restored) between quests. the enemy receives damage equal to the amount of skulls that
There are a few gameplay differences, in The Legend of Neef Island were rolled. However, Monsters on which you cast this spell
the quests are divided into 3 levels, related to progression. can roll a number of combat die equal to their MP to defend.
Undead Monsters have 0 MP, so this Magic is very effective on
Chapter 1: The Departure - Quests 1-3 - Beginner Rules Undead Monsters. NOTE: Undead means monsters with no life
Chapter 2: The Mission - Quests 4-8 - Intermediate Rules force, animated by dark powers, meaning Skeletons, Zombies
Chapter 3: The Search - Quests 9-13 - Advanced Rules and Mummies.
Final Chapter: The Showdown - Quest 14 - Advanced Rules
Only this 2 types of Magic can be used in Chapter 2.
1. Beginner Rules (Quests 1-3) The Wizard can use both types of Magic.
Other heroes that can use magic, like the Elf, can only use one of
Beginner Magic the two types of Magic per quest. Before playing, they must decide
• First Aid: Magic that can be cast on yourself, or on an ally. The which Magic wishes to use on that quest, and pick that Intermediate
hero who has this magic cast on him recovers 1 BP. Magic card. Heroes cannot use other Magic or Skills.
Page 5
C
D
VAREG
B
A
At the beginning of each quest, there is a message on parchment. This message should be
read aloud to all players. However, the quest notes that follow are for Zargon's eyes only.
QUEST 1
Test of Strength
There are three ancestral treasures on Neef Island. These Go to their lair in the foothills of Fyuji Volcano, defeat their
treasures have been stolen. This appears to be the work of a leader, Vareg, and bring back the 3 treasures. If you succeed in
group of monsters that have recently been on a rampage on this quest, then you will be awarded 50 gold each, regardless of
the island, led by an Abomination named Vareg. how you performed. Heroes, work together to complete this
quest.
NOTES
A/B/C. Zargon should say the following to the heroes who open these End of Quest
chests: “The treasure chest contained one of Neef Island’s treasures. The heroes who have accomplished this quest should add 50 gold to
The hero who opened the treasure chest should take the chest, and the Gold section of their Character Sheets.
place it in front of him. This treasure must be returned to the King of
Neef Island.” The King of Neef Island says this: “Good work. As promised, here
is 50 gold for each of you. I now have a good idea of your strength.
D. Zargon controls Vareg as a normal monster. When this door is
The truth is that I have a request I would like to entrust to your
opened, Zargon should say the following: “The Abomination in
skills. You must never speak a word about it to anyone else. Will
this room is Vareg, the leader of the monsters in this lair.”
you accept my request?”
VAREG
⇨ Continues in Quest 2
MOVEMENT ATTACK DEFENCE BODY MIND
6 4 4 3 3
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A
C
D
QUEST 2
Digos’ Fort
The truth is that my cute granddaughter, Princess Meek, was here. I’ll give you each 100 gold in compensation upfront. If
kidnapped and taken to the land of Yushiel. I am suspicious you reunite me with the Princess, then I will tell you of an
of Digos’ Fort there. Go to the fort and investigate it. even greater secret. I dearly hope I can entrust you to bring
If you find out where the Princess is, please bring her back the Princess back safely.
NOTES
A. When this door is opened, Zargon should say the following: D. This treasure chest contains 50 gold.
“There is a message written on the wall in a code from Neef
Island: ‘This is Princess Meek. I managed to get away when I E. When this treasure chest is opened, Zargon should say the
had the chance. I am hiding somewhere in this dungeon. following: “The treasure chest contains a message from the
Please rescue me’.” Princess and a jewel: ‘I was hiding here for so long, but they
finally found me. I’m about to be taken somewhere else. I
B. This treasure chest contains 100 gold. leave this for you. Please, rescue me…’ You now know the
Princess isn’t in this dungeon. You should leave the dungeon
C. The Dread Warrior should not leave this room. When the Dread immediately .” This ends this Quest. Also, the hero who found
Warrior is defeated, Zargon should say the following: this treasure chest takes the jewel, which is worth 100 gold.
“Suddenly, you hear a loud noise from the fireplace, and it Add it to his Character Sheet.
starts to crumble away. You spot a hidden door that was
hidden where the fireplace was.” Zargon should remove the End of Quest
fireplace, and put a hidden door tile at the square marked on the
The heroes ask residents of Digos for information, and decide to head
map with an arrow. Heroes and monsters can both freely pass
to Fortress of Pain, far to the East.
through this hidden door.
⇨ Continues in Quest 3
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B
PRIN-
CESS
A
QUEST 3
Fortress of Pain
Following what they heard from residents of Digos, the Your reward will be 150 gold each. The hero who finds the
heroes have arrived at Fortress of Pain. It seems Princess Princess will be given an extra 100 gold. The Princess will
Meek is being held captive in this fortress. Find Princess be rescued when she steps onto the stairs tile. However, if
Meek, and bring her back safely. the Princess dies, you can no longer succeed in this quest.
NOTES
A. This treasure chest contains 100 gold. End of Quest
Having safely returned Princess Meek to Neef Island, the heroes are told
B. When the door to this room is opened, Zargon should say the the following:
following: “You have found Princess Meek! But the moment Princess: “A Wizard named Bular kidnapped me. He was desperate
you opened the door, alarms rang out throughout the for me to tell him about the Talisman of Lore…”
dungeon.” All monsters, furniture, and doors in the dungeon King: “It seems a man named Grimdead has started calling himself
will be placed. All doors will be opened. The Princess can be the Dread Demon King, and planning to take over the world. Bular is a
moved by the hero who found her, by rolling one die on his subordinate of Grimdead’s, and his right-hand man. Rumors say that
turn. If the Princess steps onto the stairs tile, she is saved. The Grimdead is using ancient and forbidden evil spells to try and revive a
Princess cannot Attack enemies, but can Defend herself if terrifying Dread God. If that happened, it may be the end of the world.
attacked by rolling one Combat Die. The Princess has 3 Body Please, use your strength to put an end to Grimdead’s ambitions. This
Points remaining. Zargon should place all monsters, furniture, is the Talisman of Lore that they were after. Take it. It will be of help
and so on. Use the Dread Sorcerer miniature for Princess Meek. to you. You should begin by heading to Way. We may not see each
other for a while, so I bid you good health, and farewell.”
You have obtained the Talisman of Lore. The hero who found the
Princess should take the Talisman of Lore from the Legendary Treasure
Cards pile.
⇨ Continues in Quest 4
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C
B
QUEST 4
Ruins of Way
Following the advice from King of Neef, the heroes have Now, it is abandoned, and is home of only monsters. Here,
arrived at Way. Way is home of ancient ruins where heroes you should investigate how the old heroes fought against
trained, back in the times when people were once menaced the powers of darkness. You may find something of value.
by the powers of darkness.
NOTES
A. If a hero conducts a Treasure Search in this room, he finds a D. If a hero conducts a Treasure Search in this room, he find a
Shield that still works in the weapon rack. scroll and a jewel. Zargon should say the following: “The scroll
contains a prophecy, which reads, 'When humans once again
B. This treasure chest contains 200 gold. are forced into suffering by the powers of darkness, open this
scroll. Ye four heroes, visitors to this land. The Dread God’s
C. This treasure chest is trapped. When this treasure chest is return is near. There is but one way to smite the Dread God.
opened, a small explosion occurs, and the hero that opened it Attack in the order of Fire, Ice, and Silver. You should find my
loses 2 BP. If a Trap Search has been conducted, then let the descendants at White Mountain. Go there, hear their words,
heroes know what will happen when this treasure chest is and save the world from the powers of darkness.' Also, the
opened. jewel is worth 200 gold. The hero who found it should add
this money to their Character Sheet. This quest is now
complete. You should leave the dungeon immediately.”
End of Quest
It appears that the Dread God is truly about to be resurrected.
“Attack in the order of Fire, Ice, and Silver” - What could this
method to defeat the Dread God mean?
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A A
A
X C
B
QUEST 5
Dread Castle
The heroes have crossed the sea, and arrived in the Kingdom Will the heroes be able to escape with their lives if the
of Grimdead. The castle in which Grimdead has made his Dread God has already been revived? You have no idea
home is known here as Dread Castle. This is where he is what you will find during this quest. You can clear this
attempting to revive the terrible Dread God. Will the heroes quest by simply escaping alive. If you are worried, you may
be able to stop the resurrection of the Dread God? They do skip this quest and proceed to Quest 6.
not know the details of how to defeat the Dread God.
NOTES
A. When a hero tries to open these doors, Zargon should tell C. When a hero enters this room, Zargon should tell them the
him the following: “You can sense a suspicious presence following: “You find the Dread God lying on the grave. When
inside this room, but the door has been sealed by magic, you enter the room, the Dread God’s head turns to face you
and won’t open.” with a clunk. The Dread God was just revived! Having just
been revived, it only has the strength of a zombie, but none of
B. When this treasure chest is opened, Zargon should say the the heroes’ weapons are able to damage it. It appears the only
following: “The treasure chest contains a small red jewel. way to survive is to run away. Heroes, hurry back to the stairs
It is a magical jewel called the Dragon Eye, and allows all to escape the dungeon.” Zargon should place the Dread
the heroes who return alive from this dungeon to attempt Sorcerer figure in the spot marked X, and remove the grave.
to level up for free. The magical powers of the Dragon Eye
THE DREAD GOD
will vanish after all the heroes have attempted to level up,
but it also has a value of 200 gold. The hero who found it
MOVEMENT ATTACK The Dread God does not take
2 2 damage from any attack.
should add 200 gold to their Character Sheet.”
End of Quest
The Dread God has been revived. The heroes must head to White
Mountain, to find a way to defeat the Dread God. Having barely
escaped from Dread Castle with their lives, the heroes must cross
the sea once more.
⇨ Continues in Quest 6
Wandering Monster in this Quest: Zombie
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F
C GHOST
CAPT.
START
E
A
B
D E
QUEST 6
Ghost Ship
You find the sea beginning to freeze over, and wonder if it is When they enter a large room, their guide suddenly turns
the work of the Dread God. With still 2 days until you reach around, and bids you goodbye with a beaming grin before
the mainland, you find a stranded ship calling for your help. vanishing before your eyes. The heroes finally realize that
They beg you to examine someone who has fallen ill, so the they have walked into a trap. Finding the stairs and
heroes enter the ship, and follow a member of the crew escaping is the goal of this quest. However, there is still one
guiding them through a series of dimly lit passages. advantage. This ghost ship is likely to be hiding piles of
treasures.
NOTES
The heroes start in the large room in the center labelled START. F. When a hero opens the door to this room, Zargon should tell
them the following: “Finally, you have found the exit! But the
A. This treasure chest contains 100 gold. ghost ship’s captain is blocking you from getting through this
room. Defeat the ghost ship’s captain and step onto the stairs
B. This treasure chest contains 200 gold. tile, and this quest will be over.” Use the Dread God figure for
the ghost ship’s captain. The hero who defeats the ghost ship’s
C. If a hero conducts a Treasure Search in this room, he finds a captain receives 150 gold.
golden bracelet hidden in the cupboard. This bracelet is worth
200 gold. The hero who found it should add 200 gold to his THE GHOST SHIP’S CAPTAIN
Character Sheet. MOVEMENT ATTACK DEFENCE BODY MIND
6 4 4 2 0
D. When a hero opens the door to this room, Zargon should tell
him the following: “A corpse of a victim to the ghost ship.” If a End of Quest
hero conducts a Treasure Search in this room, he finds a cloth After destroying the ghost ship, the heroes headed to White Mountain
bag containing 50 gold next to the corpse. to find a way to defeat the Dread God. But Tstella, the Seer at White
Mountain, says “You must undergo a test.”......
E. The monsters in these rooms cannot move but they can still
Attack and Defend. ⇨ Continues in Quest 7
Wandering Monster in this Quest: Zombie
Page 17
X X
X
QUEST 7
NOTES
When the heroes leave the central room, they are each warped to the King of Godo knows much about the Legendary Treasures, but
square with their character’s icon. When they each leave through the recently, King of Godo has been acting strangely. The only reason
doors marked X, they are warped to the central room. could be that he is being controlled by the powers of darkness. Go to
All treasure chests are empty. Godo and save the king, and have him tell you about the Legendary
Treasures. The Dread God has still not been fully resurrected. When
the seas fully freeze over, the Dread God’s power will have fully
End of Quest returned. The Dread God will freeze the entire world, then transform,
Seer Tstella tells you the following: “Please forgive me. What I have and burn the whole world to nothing. If that were to happen, there
to tell you is truly important enough to necessitate your test. The would be no way to stop it. There is truly not much time left. Please,
Dread God’s Powers are truly terrifying. Grimdead is trying to use save the world.”
The Dread God’s powers to take over the world, but he is mistaken.
Even if he uses the Dread God’s power, the world has no future but As he says this, he hands 150 gold to each of the heroes. They should
destruction. There is only one way to defeat the Dread God: damage add 150 gold to their Character Sheets.
it in the order of Fire, Ice, and Silver. Fire means an attack with a
weapon of fire, ice means an attack with a weapon of ice, and silver ⇨ Continues in Quest 8
means an attack with a weapon of silver. These weapons are
Legendary Treasures, and could be hidden anywhere in the world.
Or otherwise, they could already have fallen into Grimdead’s hands.
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E ▲▲ E
A
▲D ▲
KING
E ▲▲ E
B
QUEST 8
Curse of Darkness
This is Godo’s Castle. It has been taken over by monsters, You must not hurt the king. If you defeat the monsters
and the king has turned violent. controlling the king, he should regain his sanity.
Save King of Godo from the dark curse placed on him. The goals of this quest are to save the king, and have him
tell you about the Legendary Treasures.
NOTES
A. The area marked with diagonal lines is a barrier, and you cannot E. These Dread Warriors can attack and defend, but cannot move.
get near it until you remove it. If a hero tries to move to a square When the 4 Dread Warriors are all defeated, the curse on the king
with a ▲ on it, Zargon should tell them the following: “An is lifted, all of the monsters in the castle are destroyed, and the
invisible wall blocks your way.” quest ends.
B. When a hero enters this room, Zargon should tell them the End of Quest
following: “You can hear a faint but high pitched noise.” “For saving me, let me tell you all about this world’s Legendary
If a hero conducts a Treasure Search in this room, the barrier will Treasures. One is the Talisman of Lore, kept by the King of Neef Island.
be removed. Zargon should say the following: “Beneath the Another is the Flame Axe that I keep here. The Flame Axe is a weapon
torture rack you found a small button. When you pushed this of fire. The other three treasures are the Wand of Recall, the Freeze
button, the whole castle shook, and the noise you could hear Bow, and the Silver Blade. The Wand of Recall is a staff that will be of
was silenced.” help to magic users, the Freeze Bow is a weapon of ice, and the Silver
Blade is a weapon of silver. These three weapons have already fallen
C. These treasure chests belong to the castle, so you cannot take
into enemy hands. If you go to Ladoll on the land of Ricarm, you can
them.
walk on the frozen sea to reach the Kingdom of Grimdead. I give you my
D. When a hero enters this room, Zargon should tell them the Flame Axe. Even in this area we occasionally see drifting chunks of ice.
following: “The king is cursed by the powers of darkness. Do They’re proof that the Dread God’s power is rising.” The king gives each
not attack the king. If you defeat the monsters controlling the of you 500 gold, as if bidding you to level up. The heroes are to attempt to
king, he will regain his sanity.” The king rolls 2 combat die to level up. The Dwarf takes the Flame Axe.
attack. The king can attack the heroes, but should not leave the
room. Use the Dread Sorcerer figure for the king. ⇨ Continues in Quest 9
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START
C
D
GINIM
E
QUEST 9
Spirit Valley
From Godo, you headed to the land of Ricarm, and reached It appears that Ginim holds a map showing the location of
Spirit Valley. This valley is protected by a gargoyle named the Legendary Treasures. You must defeat Ginim and find
Ginim. Ginim gives out bizarre soundwaves that assault this map. This quest will be a harsh trial for the Barbarian,
human minds. Those without willpower cannot pass, so who has low MP.
people began to call it Spirit Valley.
NOTES
The heroes start in the space labelled START. Place the stairs marking E. When this treasure chest is opened, Zargon should say the
the exit at the beginning for this quest. (Do not place the door of the following: “The treasure chest contains an old map, and
room the stairs are in.) Before starting the game, Zargon should gold dust. The gold dust is worth 300 gold. You have found
tell the heroes the following: “Due to the bizarre soundwaves in this the map, so the quest is over. Step onto the stairs tile and
valley given out by Ginim, each time a hero’s turn comes round, he leave the valley.”
must roll a number of combat die equal to their MP, and if they do
not roll any White Shields, he loses 1 BP.“ End of Quest
The map you have obtained has 5 places marked with scratches
A. This treasure chest contains 100 gold. from gargoyle claws. The 5 scratches are on Neef Island, Godo,
Black Mountain, Star Lake, and Feen Island. The scratches look
B. This treasure chest contains 100 gold. new, compared to the map. These must be the locations of the
Legendary Treasures. The heroes head to Black Mountain.
C. If a hero conducts a Treasure Search in this room, he finds a
jewel hidden in the chest of drawers. This jewel is worth 200 ⇨ Continues in Quest 10
gold.
D. Ginim’s stats are the same as the ones listed on the Gargoyle
Monster Card. When Ginim is defeated, the bizarre soundwaves
stop.
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XX
XX
C
BULAR
A
B
QUEST 10
Wizard of Fire
Following the map you found in Spirit Valley, you have This mountain’s dungeon is protected by a Wizard of fire
arrived at Black Mountain. According to the map, there named Bular. Bular is Grimdead’s most trusted underling,
should be a Legendary Treasure here. and uses Fire Magic. Defeat all the monsters in the
dungeon, and look for the Legendary Treasure.
NOTES
Bular uses the Fire Magic. Bular can use the same magic again and When the heroes defeat Bular, Zargon removes Bular’s figure from
again. In this quest, the Wizard uses all the magic other than Fire Magic, the game board, moves the stairs tile to the location marked with
and the Elf cannot use magic. “Xs”, and places all the monsters and furniture. Then, Zargon
should tell the heroes the following: “The moment he was
A. This is a magical treasure chest. The hero who opens this treasure defeated, Bular cried out a spell, and with a rattling noise, the
chest has his BP restored to its maximum. floor gave way. Beneath the collapsed floor was a staircase,
through which 3 Goblins appear and carry away Bular. If you
B. If a hero conducts a Treasure Search in this room, he finds a defeat all the monsters, this quest will be over. Heroes, defeat
Healing Potion in the bookcase. The hero who finds this takes 1 all the monsters, then go down to the second basement through
Healing Potion from the Equipment Card pile. If there are no the stairs in the central room.”
cards, he receives 100 gold instead
End of Quest
C. Bular should not move from the square in front of the throne. The heroes headed straight down to the second basement without a
break. Add 2 BP to your current points and challenge Quest 11 with the
BULAR
same Magic, Equipment and so on.
MOVEMENT ATTACK DEFENCE BODY MIND
6 4 4 3 6 ⇨ Continues in Quest 11
The Flame Axe will not work on Bular.
Use the Dread Sorcerer figure for Bular.
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B
BULAR
A A
QUEST 11
Bular’s Struggle
There is another level to the dungeon of Black Mountain. The goals of this quest are to defeat all the monsters in the
Without even a moment to heal their wounds, the heroes dungeon, and obtain the Legendary Treasure.
headed down to the second basement.
NOTES
The heroes challenge this quest in the same state as when they cleared When the heroes defeat Bular, Zargon should tell them the
Quest 10. However, each hero recovers 2 BP, though nothing else. Only following: “You have finally defeated Bular. The staff in his
magic that was not used in Quest 10 can be used. Equipment may not hand is one of the Legendary Treasures, the Wand of Recall. The
Be altered. They cannot attempt to level up either. Wizard takes this staff. However, he may not equip it until this
quest is over. The hero who defeated Bular receives 500 gold.
A. If a hero conducts a Treasure Search in these rooms, he finds a This quest ends when all the monsters in the dungeon are
Healing Potion rolling on the floor. The hero who finds the defeated.”
potion takes 1 Healing Potion from the Equipment Card pile. If
there are no cards, he can choose between recovering 2 BP right End of Quest
then, or receiving 100 gold. 2 Legendary Treasures remain. The heroes headed to Star Lake.
BULAR
MOVEMENT ATTACK DEFENCE BODY MIND
4 3 2 2 4
Bular uses the Fire Magic. Bular can use the same magic
again and again. The Flame Axe will not work on Bular.
Use the Dread Sorcerer figure for Bular.
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D
5 8
11
4
A
3
B
10
2/12
6
9
C
QUEST 12
NOTES
Before starting the game, Zargon should tell the heroes the D. If a hero conducts a Treasure Search in this room, he finds
following: “In this dungeon, you are warped somewhere each time one of the Legendary Treasures, the Silver Blade, in the
you leave a room through a door. You can only leave a room once in weapons rack. The Barbarian takes the Silver Blade.
each round’s movement.” When a hero leaves a room, he rolls 2 red However, he may not equip it until this quest is over.
die. Zargon moves the hero’s figure to the entrance of the room with
the total number rolled on the die written in it. If it is blocked, move
the figure to a nearby empty square instead. End of Quest
To defeat the Dread God, you must obtain the last remaining Legendary
A. This treasure chest contains 200 gold. Treasure, the Freeze Bow. The heroes headed to Feen Island.
Page 29
D
C
A
B
QUEST 13
Temple of Ice
The heroes have arrived on Feen Island. A temple made of Obtain the final Legendary Treasure, the weapon of ice, the
ice stands imposingly on the frozen seas near Feen Island. Freeze Bow.
NOTES
A. This treasure chest is trapped. If a hero opens the treasure chest D. When the door to this room is opened, Zargon should tell the
without conducting a Trap Search, a poisoned spike pierces their heroes the following: “The weapon the Dread Warrior is holding
hand, and he loses 1 BP. Also, the poison spreads through his is one of the Legendary Treasures, the Freeze Bow.” The Dread
body, and he must skip 2 turns. During that time, he cannot Warrior uses the bow. When attacking distant enemies, it rolls 4
defend himself. combat die. When attacking enemies in touching squares, it
attacks as stated on its Monster Card. The hero who defeats the
B. If a hero conducts a Treasure Search in this room, he finds a Dread Warrior receives 200 gold. The Elf takes the Freeze Bow.
replica of Silver Blade in the weapon rack. It cannot be used, but However, he may not equip it until this quest is over.
is worth 350 gold.
End of Quest
C. If a hero conducts a Treasure Search in this room, he finds 300 Finally, you have obtained all the Legendary Treasures. Now it is time to
gold in the chest of drawers. defeat the Dread God. Before proceeding to the Final Chapter, the heroes
should attempt to level up. This time, if they can pay the costs, each hero
can attempt to level up as many times as he wants. You should gather
everyone’s gold together, and discuss among yourselves how many times
each hero should attempt to level up.
⇨ Continues in Quest 14
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D E
A
B
DREAD
GOD
C
QUEST 14
NOTES
The heroes take turns in the order of Wizard, Dwarf, Elf and Barbarian. C. If a hero conducts a Treasure Search in this room, a small
In this quest, the Wizard uses all the magic, and the Elf cannot use key is found in the corner of the room. This is the key to
magic. enter the central room.
D. This door can only be opened by the hero holding the key.
A. The grave is already empty.
E. When the heroes open the door, place the Dread God on
B. When this door is opened, Zargon should say the following:
square “E”, and Zargon should say the following: “This is
“The Dread God has recovered the powers of darkness and is the final battle against Grimdead, the Dread God, now
a tough opponent. You must attack and deal 1 damage or you must attack and deal 2 damage or more with the
more with each of the weapons in this order: the weapon of weapons in order.” After 2 successful rounds he will be
fire, the Flame Axe; the weapon of ice, the Freeze Bow; then defeated. When the Dread God is defeated, Zargon should
the weapon of silver, the Silver Blade. If any attack fails, the remove all monsters from the game board, and say the
Dread God will not be defeated. The Dread God heals all following: “A bloodcurdling voice rings out in the empty
damage on its turn.” After 1 successful round he will disappear, room. 'Heroes… How dare you ruin my plans… I admit
and appear later in the central room. defeat, for now… But as long as the yearning for
THE DREAD GOD darkness exists deep in human hearts, the powers of
MOVEMENT ATTACK DEFENCE BODY MIND darkness can never be destroyed… Someday, this world
8 4 4 x x will surely come to be ruled by darkness… Without
The Dread God can attack twice on each turn. fail…'”
Magic does not affect him.
⇨ End of Campaign is on next page.
Page 33
End of Campaign
The heroes have finally driven away the powers of
darkness.
Page 35
Tiles and Icons
Blocked Squares Stairs Sorcerer’s Table
Abomination
Dread Warrior
Mummy
Pit Traps
Weapons Rack
Orc
Falling Block Traps Bookcases
Skeleton
Tomb
Zombie
Throne Rack
Page 37
Legendary Treasure Reference
Page 38
Beginner and Intermediate Spells Reference
Page 39
Not for resale.
This is a fan-made work for personal, non-commercial, use only.
Edited by Eudoxio.
Adapted from the Japanese Edition translation
by HispaZargon for the Ye Olde Inn Community,
including concepts from the adaptation by Bastianbux.
V 2,0