The Rescue of Millandriell by Eric LeFeber
The Rescue of Millandriell by Eric LeFeber
I really love “The Rogue Heir of Elethorn” character collection. From the minis to the artwork, to the new Rogue abilities, it is
a fantastic addition to Hero Quest. But the icing on the cake is the story in the “Official Communique.” It gives the Rogue a
Shakespearean backstory of a prodigal prince called home when family turned against family.
While this story could be seen as a primer for “The Mage of the Mirror,” the main hero of that quest pack is the Fighter/Mage
Elf not the Rogue Elf. Also, those quests were not designed with the Rogue’s unique abilities in mind. I wanted a quest that
required the player to adopt the mindset of a sneaky, clever, and deadly Rogue. If the player tried the typical “kill them all and
plunder” style of play, they would quickly die! I also wanted a character-driven story inspired by the Communique that would
play-out differently than The Mage of the Mirror. Finally, I wanted the quest to take advantage of the new Animal Allies
rules... because animals are fun.
Out of these ideas, “The Rescue of Millandriell: A Rogue Solo Quest” was born in a dream. You’ll find this adventure
requires a little more effort than a typical quest with puzzles to solve, additional RPG elements, and multiple paths and
outcomes for replayability. I really hope you enjoy playing this quest as much as I enjoyed making it!
Special thanks to hQuestBuilder's map maker and Odanan's card templates for helping me make it real.
(See links to both below.)
Sincerely,
Eric
My Instagram
https://www.instagram.com/insidious_customs
hQuestBuilder
https://www.hquestbuilder.com/
P.S. - If you enjoy this quest, consider sending me a tip via PayPal at the link below.
https://www.paypal.me/EricLeFeber
Page 01 of 09
RESOURCES PT. 1
This is a solo adventure for the Rogue
hero. If you already have an experi-
Sinestra enced party, this is a good way to get
the Rogue up to their level.
Page 02 of 09
RESOURCES PT. 2
Do NOT reveal these POTENTIAL
Animal Allies to the player. Unlike
Rat typical Animal Allies, these can only be
found during this quest. Afterward,
they may be used normally.
Animal Allies
Animal allies are faithful companions
who, under normal circumstances, can
Rat is a faithful animal ally. be recruited at no cost to accompany a
They can be recruited at no cost hero on a solo quest, before the quest
to accompany a hero on a solo begins. A hero may also recruit an animal
quest, before the quest begins. ally to join them on a group quest if there
A hero may also recruit an are fewer than four hero characters.
animal ally to join them on a
group quest if there are fewer
Rat
If you don’t have or want to use than four hero characters.
An animal ally is controlled by the player
a mini, cut along dotted line and who recruited them. The ally moves and
1 1 2
use this token.
3 attacks immediately after the turn of that
player’s hero. A hero can control only one
Movement.........................10 animal ally at a a time. An animal can
Automatically succeeds at
disarming traps move, attack, and defend as any hero can,
but they can take no other actions (such
as opening doors).
Page 03 of 09
The Rescue of Millandriell
(A Rogue Solo Quest)
by Eric LeFeber
Page 04 of 09
The Rescue of Millandriell
(A Rogue Solo Quest)
by Eric LeFeber
(Note: Before reading the introduction to the player, first read been a gentle and kind soul and has not been herself for some
them the “Official Communique” included in the Rogue Heir of time. I fear she is under the influence of evil forces that are
Elethorn character collection.) rumored to linger beneath the marshes of Gliness Fen. Now go!
Rescue your sister and remember, MERCY can be your ally and
Upon receiving the note from the Cadre of the Raven's Veil, you FORGIVENESS a key."
have returned home to Elethorn. Tensions in the kingdom have
only gotten worse as your mother, the Queen is consumed with You reach your aunt Sinestra's stronghold. It is a large round
worry over your sister, Millandriell. Your mother has not heard tower of stone jutting out of the stinky marshes of Gliness Fen.
from her since your aunt, the Archmage Sinestra kidnapped her After walking the entire perimeter, you find no entrance.
several weeks ago.
As you feel along the stone bricks for a secret entrance, a fat rat
You attempt to console your mother and encourage her to with white streak along it's back emerges from one of the larger
address the peoples of Elethorn in hopes of preventing a civil cracks in the wall. It nips your fingers, squeaks, and scurries back
war. Unfortunately, she cannot focus for more than a few into the crack. Your fingers are sore from the bite, but the skin is
moments without being overcome with grief. You see only one unbroken. You more closely examine the stones around the
solution, you must rescue your sister Millandriell from your aunt crack where the rat emerged. One of the stones is loose. You
Sinestra's stronghold in the marshes of Gliness Fen! twist it and a secret door opens in the wall. You enter and
descend the stair...
As you depart, your mother calls to you, "Sinestra has always
NOTES
When utilizing the Rogue Skill Opportunistic Striker, Animal You notice someone sitting in the chair in front of you when you
Allies and NPC characters are considered “heroes.” suddenly hear a familiar voice from your childhood.
There are also two special abilities unique to this adventure; ‘So the prodigal prince has returned. No matter. None of the
SNEAK and DISGUISE. Follow the directions for each of these thieving tricks you learned on your travels can rival my magic!’
in the pages that follow.
The figure turns and reveals it’s face, it is your aunt, the
A. (Note: Whenever the Dread Sorcerer icon appears in a room, Archmage Sinestra! Her eyes glow green just like the painting
place the Sinestra mini on that tile. Do not reveal her Monster above the fireplace. Before you can react, she casts a firey spell at
card until room C.) you and disappears in a puff of smoke.”
Say, “A roaring fire crackles in the fireplace against the wall. A Resolve the Dread Spell: Ball of Flame attack as you would
painting of your aunt Sinestra hangs above it. In the painting, her normally.
face is twisted and her eyes appear to glow an eerie green.
Wandering Monster in this Quest is: 2x Goblins Page 05 of 09
(A. continued...) Say, “Sinestra’s voice echoes in the room after (B. continued...) If the player pours the powder into the liquid
she's gone, ‘Silly boy! You cannot move forward while I'm say this, “The liquid begins to glow like you've trapped magical
watching you.’” sunlight in a bottle. You quickly hide the bottle in a leather pouch
on your belt.”
Note: When the player searches for secret doors, they detect the
door but can only open it in one of three ways, C. Say, “Sinestra reads an incantation from a book as her eyes
crackle with eerie green energy. Her face contorts into monster-
1) They have an Animal Ally: Rat who finds the mechanism and ous shapes, (Note: Open your mouth wide as you read to
releases it. reinforce this image.) her mouth gaping inhumanly wide.”
B. Say, “A blue ghostly figure appears to be working at the Dread Spells: Cloud of Dread, Command
alchemist's table. You realize it is another manifestation of your
aunt Sinestra. But this time, you sense only good feelings from The player has one free action. They can attack Sinestra normally
her. Without looking toward you, she points to a potion bottle OR now or at any time during the combat, if they found and
filled with red liquid on the table and then gestures toward a combined the ingredients from the previous room, they can
chest on the floor. attempt to throw the bottle into her mouth.
The figure then turns it's head to see you and as your gazes To do so, roll two attack dice. If one of the dice is a skull, the
meet, she materializes into her sinister physical form and her player is successful. Then roll 2 red dice to see how much of the
eyes blaze with eerie green light. Before you can react, she casts potion she drank.
a spell and disappears in a puff of smoke. When the smoke
clears, you are surrounded by Orcs!” 2-5 = “She only drank a little. She screams in agony and disap-
pears in a puff of smoke.”
Resolve Dread Spell: Summon Orcs and combat as you would
normally. 6-8 = “She drank half of it. She changes to her blue ghostly form,
gestures kindly to you but then disappears in a puff of smoke.”
After the combat, the player may take the red potion bottle from
the table. If they search the chest, they will find a vial of golden 9-12 = “She drank all of it. The green glow fades from Sinestra’s
powder. eyes as it appears the evil influence has left her body. She thanks
you, tells you to apologize to your mother for her, and disappears
If the player examines the bottle say, “The red liquid looks like it in a blue shimmering light.”
could have magical properties. You taste it and it's awful.”
If the player kills Sinestra in combat, she reverts to her original
If the player examines the powder say, “You remember seeing elven form.
this golden powder while visiting your aunt Sinestra as a child.
She said it had powerful restorative magic but that it needed D. (Note: Place the mini that represents Millandriell where the
something else to make it effective.” female elf icon appears and give the player the
Princess (weary) NPC card.)
E. This chest contains 2 healing potions that each heal 1d6 Body 2-4 = “The goblins wake up. The Orcs will also wake up if any
Points and 50 gold pieces. goblins are still alive after two rounds of combat.” If the player
kills all the goblins after only two rounds of combat, the Orcs
F. This chest contains 1 healing potion that heals 1d6 Body Points stay asleep.
and 200 gold pieces.
5-6 = “None wake up.”
G. Say, “This room appears to be a barracks. Goblins and orcs lay
sleeping peacefully in heaps on the floor.” If the player attacks one of the monsters, or walks through the
room without SNEAKING, all the monsters immediately wake
The player can attack one of the monsters who will not be able up.
to defend OR they may attempt to SNEAK past all the monsters
without waking them. The player must suggest SNEAKING past (Note: If not SNEAKING but wearing DISGUISES, the Goblins
the monsters. To do so, they roll 1 Red Die. Follow the results and Orcs notice them but fall back asleep. See (K.) for refer-
below. ence.)
1 = “They all wake up!” I. If the player searches the weapon's rack say, “It's a menagerie
of weapons suitable for Orcs and Goblins. 'Sinestra must have a
2-4 = “The goblins wake up. The Orcs will also wake up if any small army down here,' you think to yourself, 'I must be extra
goblins are still alive after two rounds of combat.” If the player SNEAKY to avoid being overwhelmed by their numbers.' Before
kills all the goblins after only two rounds of combat, the Orcs you look away, a tiny glint of something shiny caches your keen
stay asleep. elven eyes. Under a battered wooden shield is a Short Sword.”
5-6 = “None wake up.” Give the player a Short Sword equipment card.
The hero(s) are now wearing DISGUISES that may help them If the player opens the cage, they gain the Animal Ally: Rat. Say,
escape unnoticed. “The rat leaps onto your shoulder and gives a happy squeak. You
now have a loyal Animal Ally: Rat.”
While wearing DISGUISES, whenever the hero(s) encounters
Orcs or Goblins, roll 1 combat die for every monster in the room Hand the appropriate Animal Ally card to the player and follow
that sees the hero(s). the rules for Animal Allies.
If the player rolls any combination of Skulls and White Hero M. This secret door can only be discovered and opened from
Shields ONLY, the monsters go about their business and will not inside the room. It cannot be discovered or opened while the
bother them. hero is in the hallway.
However, if the player rolls at least 1 Black Monster shield, the N. Say, “You have stepped into the middle of a Goblin food-fight!
monsters see through their disguise and attack! Because you have startled them, you may take two turns before
they have a chance to respond.”
If the player attacks one of the monsters, takes treasure, or
springs a trap in their presence, the monsters immediately O. If the player searches for secret doors say, “There are none but
attack. the Bookshelf farthest away from the doors looks very
suspicious to your Rogue eyes.” If they search the Bookshelf say,
L. Before placing the Tomb on the board, without the player “The books are arranged in a usual way. They are sorted by color
seeing, put a miniature that represents the wolf inside the Tomb. into seven groups; Violet, Green, Blue, Red, Orange, Indigo,
Then, place the rat mini on an open space next to it. and Yellow. You also see a piece of paper tacked onto the side of
the bookshelf that reads, 'This rainbow of tomes is the property
Say, “A menagerie of cages are scattered around the room. They of Mr. Roy G. Biv.'”
are all empty except for a small one hanging from the ceiling that
contains a fat rat with a white stripe on it's back. ‘Is this this the The ONLY way to open the secret door is to solve the puzzle. To
same rat, I saw outside?’ you think to yourself. solve the puzzle, the player must tell you that they touch a book
of each color on the Bookshelf in the proper sequence. The
A large wooden box with a rusty metal lock sits in the corner of sequence is:
the room. You hear heavy panting coming from inside of it. As
you step closer, the box clatters and shakes. Whatever is inside 1) Red 2) Orange 3) Yellow 4) Green 5) Blue 6) Indigo
the box bangs itself against the sides in a futile attempt to 7) Violet
escape. The box stops shaking and you hear a sad whimper.”
When the hero(s) return to the stairs and exit Sinestra’s Strong-
hold, there are three possible endings. Read the ending that
matches the situation.
1) If the Rogue and Millandriell return to the stairs If you enjoyed this quest, consider sending me a tip via PayPal
TOGETHER say, “You smile at your sister as you ascend the at the link below.
staircase. However, when you reach the exit of the Stronghold, https://www.paypal.me/EricLeFeber
you find the daytime sky has turned an eerie green. You grab
Millandriell’s hand and say, ‘It appears we have poked evil in the And check out my Character Class Shirts and other fantasy
eye, sister. And now it’s other eye is upon us. We must flee inspired designs at my Redbubble Shop.
Gliness Fen and hurry home to Elethorn to warn our mother!’” https://www.redbubble.com/people/SnakeEyes0217/shop?asc=u
2) If the Rogue returns to the stairs and Millandriell has died
say, “When you reach the exit of the Stronghold, you find the
daytime sky has turned an eerie green. ‘What have I unleashed?’
you think to yourself. You have failed your mother, your king-
dom, and your sister. And now, the evil that lurks beneath
Gliness Fenn has awoken. You can never show your face in the
kingdom of Elethorn again.