RANDOM QUEST I. BASIC OVERVIEW. Random Quest is a card-based system to create random dungeons for a GameMaster-less game of HeroQuest (HQ). It is designed for any number of players, using any desired Heroes, and can be played solo. Specific quests can be played, as can general 'explore the dungeon' type quests. This system covers only the basic dungeon creation. Any additional HQ rules, such as Hero advancement, new Heroes, new monsters, new weapons, different spell systems, etc., can be added in as desired. The game was designed so that it can be tailored to make it challenging for a single Hero playing solo or a large group of Heroes. II. GENERAL PREPARATION. RandomQuest is a card-based system. Five card decks are used: the PASSAGE DECK, the ROOM DECK, the MONSTER DECK, the TREASURE DECK, and the CHAOS SPELL DECK. The game board that came with HQ is not used; instead you use passages and rooms from other games, ones downloaded from the Internet, ones created by the players, etc. The monsters that came with HQ can be used, as well as any additional monster figures that the players may have. The basic treasure cards that came with HQ can be used, or new cards can be made. To create cards, just print the ones included with this set. While the cards can be folded and glued on paper, they should probably be mounted on cardboard or posterboard to stiffen them for use. Here are some printing ideas: 1. Fold on the dashed line, and insert a piece of cardboard/posterboard between the halves. Glue the pieces together. 2. Print the cards on large sticker-sheets (available from office supply stores) and stick them to the cardboard/posterboard (this is the method that I use). 3. Print them directly onto cardboard/posterboard. Many print shops can do this. Some will even transfer the cards from a disk to the printer for you; others will need a paper printout first. Check with your local print shop for prices and availability. When cutting the cards, I usually leave some white space around them before gluing or sticking them to the cardboard/posterboard. The cardboard/posterboard I use is also extra large to accommodate the white space. After the glue has dried or the card is stuck, I then cut the card out in the desired shape. A. Creating the PASSAGE and ROOM DECKS and Tiles. Passage and room tiles from other games, such as HQ quest packs, Warhammer Quest, DungeonQuest, etc., can be used in RandomQuest. Others can be downloaded from many spots on the Internet. Here are a few pages you might want to look at: Dewayne's HQ Page: http://www.geocities.com/TimesSquare/Chasm/9223/ The Red Dragon's Guild: http://www3.ns.sympatico.ca/ernie.polegato/ The tiles should probably be mounted on cardboard or posterboard to stiffen them for use. See the ideas listed above in the card printing tips. You will need a card for every tile you print, both Passage and Room. You can download the blank card backs to create your own cards. 1. Passages Tiles. You will need quite a few passage tiles to play the game. Passages come in straight, corner, and 'T' shapes. You will need a card in the Passage Deck for each passage tile. A good number of passages would be 15 Passage tiles, 5 Corner tiles, and 3 'T' tiles. More tiles can be printed if desired, but fewer may cause you to run out of passage tiles too often. 2. Room Tiles. In RandomQuest, you can play short games using fewer rooms, or long games using more rooms. You should have a large number of rooms ready, though, even if you are only going to use a few. This will insure that you don't know which room is coming up ahead. You will need a card in the Room Deck for each room tile. You cannot have too many cards, but you can have too few. You should probably print at least 20 room cards. B. Creating the MONSTER DECK. The Monster Deck contains a card for every monster figure you wish to use. Each miniature should have a card in the deck. The cards contain the stats for the monsters. The monster cards from HQ can be used if desired, but you may wish to make your own deck because there is only one monster card for each type of monster instead of a card for each figure. Making your own deck would also allow you to make special 'multi-monster' cards. For instance if you are playing the game with a large party, you may want to make some cards such as '2 Orcs' or '4 Goblins - two of which have bows'. With these special cards any number of monsters can be combined. C. Creating the TREASURE DECK. Like the Monster Deck, the treasure cards from HQ can be used for the Treasure Deck. You may wish to make your own so that you can add your own treasures. Make sure that you have plenty of treasure cards - HQ contains 22 treasure cards, so you should have at least this number. D. Creating the CHAOS SPELL DECK. Like the Monster and Treasure Decks, the Chaos Spell cards from HQ can be used in RandomQuest. You should use the RandomQuest Chaos Spell cards, though, as they are slightly different from the regular HQ cards. There are also more spells in the RandomQuest deck. You may wish to make more than one copy of some of the spells. This way you can arrange your deck to suit your needs. Some of the spells in the deck are weak, some are quite strong. You can use all or some of the cards. III. GAME PREPARATIONS. Before playing RandomQuest, some basic things must be decided upon, such as Hero characters and quests. A. Hero Characters. Any number of players can play RandomQuest. The players are not locked into playing the specific four Heroes from HQ, they may play any Hero they wish. Many additional Heroes can be found on HQ WebPages. Players may play a Hero even if another player has already chosen him. The Heroes get the basic attributes, starting gold amounts, and starting weapons found on the HQ hero cards, or on the character descriptions found on the Internet. Each spellcaster Hero (Elf, Wizard, or new Hero type) should choose the appropriate number of spells. Heroes may choose a spell even if another Hero has already chosen it. Write the spells on the Hero's character sheet, and mark them off when it is cast. Heroes may use any advanced training rules found on the Internet. B. Mercenaries. Several of Milton Bradley's quest packs included rules for mercenaries. If you are using these rules then mercenaries should be chosen, and paid for if applicable, before the quest. C. Armory and Alchemist shops. All purchases from the Armory and Alchemist shops should be made before the quest begins. The players can use the basic shop listings from HQ, or any additional listings they desire. D. Quests. There are several ways to choose a quest for RandomQuest: 1. Pre-written quests. Any quest, whether from the HQ quest booklet, a quest pack, or a self-written quest can be used in Random Quest. In addition any quest from other games, such as Warhammer Quest, D&D, etc., can be used. When using a pre-written quest you must look over the quest for any objectives. Objectives would include special artifacts to be found, specific monsters to be killed, etc. Do not include any regular treasure, such as gold or potions, in this list. These items are covered in the room cards. Note that there can be more than one objective for a quest; i.e. finding an artifact and killing a special monster. Players should also decide if they wish to use the wandering monster given in the quest (if there is one), or if they want to randomly draw for wandering monsters. 2. General Quests. General quests are ones where there is no specific quest objective involved - you just want to play. Come up with a general theme - i.e. you are attempting to clean a dungeon or castle of all monsters, you are on a general treasure hunt, etc. E. Deck preparations. 1. Room Deck. Shuffle the Room Deck. Then: a. Decide how long you wish to play. If you wish to play a shorter game, you will need only 5 or 6 room cards. If you wish to play a longer game, you will need 10 or 12 room cards. Any number of rooms as desired can be used. Playing the game a few times will help you to determine the number of rooms that is right for you. Draw the appropriate number. Do not look at them. These are now your Room Deck. Set the other cards aside - you will not be playing with them during this game. b. Draw a card from the deck and look at it. This is the location of the stairs (or whatever exit you are using). You may need to write this location down if you are as forgetful as me. Shuffle this card back into the deck. c. If you are playing with an objective(s), draw one card from the deck for each objective, looking at them as you draw them. These are the locations of your objectives. Again you may need to write this location down. Note that you may draw the stair card again as an objective card. This is all right. Do NOT shuffle these cards back into the deck. In some quests, especially multi-level ones, the only objective may be the stairs room. In this case do not shuffle the stairs room back into the deck as mentioned in 'b' above. Instead follow the instructions listed here for objective rooms. d. Draw 5 more cards (or as many are left in your deck if there are fewer than 5). Do NOT look at the cards. Place the objective cards in with these 5 cards, and shuffle them. Place these cards at the bottom of the Room Deck. 2. Monster Deck. The monster deck can be set up any way the player(s) desire. If you are playing a pre-written quest that calls for a special type of monster, such as the Undead monsters, or only Orcs and Goblins, you can remove all others from the deck. Likewise if you have a special, very hard monster, you may wish to remove the card from the deck if you are playing solo. Any cards that are removed should be set aside; you will not be using them in this quest. Shuffle the Monster Deck. 3. Treasure Deck. Shuffle the treasure deck. 4. Passage Deck. Shuffle the Passage Deck. Draw one passage card - this is the starting position. Ignore any 'Monster' rules on this card, but follow the instructions on everything else. 5. Chaos Spell Deck. The Chaos Spell Deck is only used if you have a spellcaster in the monster deck. If you do not place have one, you can set these cards aside. You can set this deck up with any spells that you wish the caster to have. A Fire Wizard may be heavy on fire spells; a Necromancer may be heavy on the 'Call Undead' type of spells. You can place several copies of a spell in the deck as desired. Shuffle the deck. IV. GAME PLAY. Game play in RandomQuest generally follows the basic HQ rules. For things like fighting, casting spells, and disarming traps please consult the HQ manual. RandomQuest rules differ from HQ rules when determining the layout of the game board, and the number and position of monsters. These things are determined by drawing cards. Cards should be drawn as either listed below or when described on a previously drawn card; i.e. a room card may instruct you to draw a monster card. A. Determine what type of passage comes next. When a Hero's turn brings him to the end of a passage, he should draw the next Passage Card. Place the passage piece shown on the card onto the table. Corners and 'T' passages may be placed facing or turning in any direction. The player who drew the card decides the direction the tile is laid. Follow the rules given on the card to determine if there are any monsters in the passage (see rule below for monster placement). Also rules are given on the card to determine how many, if any, doors are in the passage connecting to rooms. Once everything in the passage has been determined, the card can be placed in a discard pile. If the Hero has any movement left, he may now use it moving onto the new tile. It should be noted that depending on the movement roll, a Hero can travel onto several new tiles during a turn. 1. If you roll the die and determined that there are doors connecting to rooms in the current passage, the player who rolled the die may place the doors anywhere in the current passage. Players should keep in mind the fact the doors that are too close may result in overlapping rooms, which can make game play difficult. Closed doors should be used for these doors. When a door is placed on the board, the top card should be drawn off the current Room Deck. Do NOT look at this card yet. Place it face down beside the door, as if it where a room tile. 2. If a 'T' passage is drawn (or if a 'T' passage is the starting passage for the Heroes): Starting at the bottom of the Room Deck, deal the cards into two piles. One pile is for the rooms on one side of the 'T', and the other pile for the other side of the 'T'. If a second 'T' is drawn, only divide up the cards from the current pile. This way if the objective and/or stair rooms have not been drawn yet, the Heroes don't know which side of the 'T' they are on. Note that the Room Deck split should take place after any doors are placed in the 'T'. B. Opening a closed door. When a door is opened, turn over the room card. Place the appropriate room tile on the board, and follow the rules given on the room card for furniture placement, monsters, and treasure. Once the room is laid out the room card can be moved to the discard pile. C. Placing Monsters in a room or passage. Monsters should always be placed as far away from the Heroes as possible, while still being placed in the room or passage that they occurred. This will usually place them at the far end of a passage or room. There are two special cases: 1. Wandering Monsters should always be placed next to the Hero that drew the card. 2. Some rooms contain special rules for placing monsters. These rules should always be followed. The Hero that draws the monster card always places monsters in the room or passage. You may wish to keep the monster card handy to refer to it while the monster is in play. Once it has been killed, return the card to the bottom of the Monster Deck. D. Furniture. The person who drew the room card always places furniture in the room. Some rooms have locations shown for furniture placement; in others the placement is up to the Hero that drew the card. E. Treasure. Treasure in RandomQuest is always found in rooms - never in passages. The treasure found in a search is determined by drawing cards from the Treasure Deck. Like in HQ, treasure (or traps) cannot be searched for as long as monsters are in the room. There are two types of treasure. 1. Some rooms list furniture that contains treasure. The first Hero to search the furniture gets the treasure. Note that only one piece of furniture may be searched per turn. The room card will give instructions for how many treasure cards to turn over for furniture searches. A Hero may search several pieces of furniture that are in the same room for treasure, but only one piece may be searched per turn. 2. Every room may contain random treasure. If a Hero has already found treasure by searching furniture, he may not search for random treasure (if he searched a piece of furniture and didn't receive anything, he may still search for random treasure). When doing a random search, one treasure card is turned over (unless the room card specifies otherwise). Before searching for treasure, the Hero may wish to search for traps. He states this to the other players, and rolls a red die. On a roll of 6 a wandering monster occurred during his search (see rules for wandering monsters below). After determining whether or not there is a wandering monster, he must now wait until his next turn before searching for treasure. Note that each piece of furniture must be searched separately for traps. If a Hero searches for traps, and rolls a wandering monster, his search was interrupted and not successful. If he wishes, he may search for traps again after the wandering monster is killed. When drawing a card from the treasure deck, the deck must first be shuffled. The appropriate number of cards is then drawn. If a trap card is drawn, the player has tripped it unless he first successfully searched for traps. If he did search for traps place the trap card beside the room. The Hero who drew it, or any other, may now attempt to disarm the trap. If a Hero disarms the trap or trips it, he may draw a treasure card. If another trap card or a wandering monster card is drawn, draw again until an actual treasure card is drawn. After a treasure card is drawn replace it in the deck. F. Wandering Monsters. When a wandering monster occurs, the appropriate wandering monster should be placed on the board. If the Heroes are using the wandering monster from a pre-written quest, its miniature should be used. Otherwise a monster card should be drawn from the deck, and the appropriate miniature is used. Wandering monsters should always be placed on the board next to the Hero that caused the wandering monster. If there are no free spaces next to the Hero, place the monster as close to the Hero as possible. The Hero who caused the wandering monster decides where the monster is placed. G. Monster Movement and Attacks. Monsters will always attack the Hero closest to them. If they cannot attack a Hero, they will always move to the closest Hero. If the Heroes attempt to run from a monster, the monster will follow the Heroes. If the Heroes split up, the monster will follow the closest one. When in doubt over which Hero is the closest, decide by a die roll. Each Hero rolls a die, and the highest number is the Hero attacked. If some Heroes tie, then those Heroes re-roll. H. Secret Doors. Heroes may search for secret doors in rooms - never in passages. Each room can contain any number of secret doors. If a Hero searches for secret doors, he rolls one red die. On a roll of 1 he has discovered a secret door, and may place a secret door tile in the room anywhere on the wall he wishes. If he rolls a 6, a wandering monster has appeared. A secret door always leads to another room. Anytime a treasure card or cards are drawn in a 'secret' room, the player may draw TWICE the number. For instance if a piece of furniture has two treasure cards in it, the player may draw four. On random searches the player may draw two treasure cards. As stated above, a room can have any number of secret doors going off it. Players may search for as many secret doors in a room as they desire. V. SPECIAL CASES/RULES. A. Running out of passage tiles. Because the number of rooms off each passage is determined randomly, it may occur that you run out of passage tiles before you run out of rooms. If this occurs then the other rooms are 'secret' rooms. The players must backtrack and search rooms for secret doors. B. Running out of room tiles. You should normally run out of room tiles before you run out of passage tiles. There is no set number of passage tiles in a quest like there are rooms. C. Boards Overlapping. Normally you should try to lay out your passages and rooms so that they do not overlap. The player who draws passages and rooms can lay them out as desired. Sometimes, though, the tiles will overlap. When this happens you can lay one tile over the other. The dungeon is a 3-dimensional object, and some rooms and/or passages are above and below others. D. Leaving the Dungeon before the objective is complete. Sometimes your Heroes may leave the dungeon before completing a quest. When this happens you can decide if you want to play that quest again. Do not use the same dungeon layout as before - start over from the beginning randomly drawing the passages and boards. If a player can't understand why, tell him that Chaos knew that the Heroes were attempting to attack again, and moved the objective (or the objective moved if it is alive). E. Multi-level quests. You can play multi-level quests if desired, using the stair tile that came with HQ as a way of moving between levels. This would make a quest harder for more experienced players, or those who have enough artifacts that they easily defeat the monsters in a single level quest. In Multi-level quests, the objective in the first levels is the staircase. When playing multi-level quests, you must decide two things: 1. Healing, Spells, and Shopping. Before playing, you must decide on one of these options (just a note; I use option 'd' sometimes, and sometimes 'e' when playing the game): a. Heroes are healed of lost Body and Mind Points between levels, regain spent Spells, and can shop at the Armory for weapons/armor and the Alchemist's shop for potions between levels. b. Heroes are healed between levels, but do not regain spells and cannot shop until they leave the dungeon. c. Heroes are healed and regain spent Spells, but cannot shop until they leave the dungeon. d. Heroes regain spent Spells, but are not healed and cannot shop until they leave the dungeon. e. Heroes are not healed between levels, and cannot shop until they leave the dungeon. 2. Reaching the Surface. When it is time to leave the dungeon, you must decide on how you wish to handle going back up through the levels: a. Heroes 'automatically' reach the surface without having to make their way back thru previous levels. b. New levels are 'randomly' generated, just like they were when the Heroes first entered them. c. You can make a simple line and box map showing passages and rooms. Lay out the entire dungeon when the Heroes first re-enter that level. When the Heroes first re-enter a room or passage, follow the part of the monster instructions that says 'each hero rolls one red die'. F. Chaos Spellcasters (Chaos Warlocks, Necromancers, etc). 1. Determining spells. Chaos spellcasters can cast Chaos spells. There are three cases for determining the number of spells a Chaos Warlock has: a. Randomly. Roll a red die and randomly draw this many spells. Do not look at these cards. b. Determined by room card. If the amount of spells is given on the room card, then draw that many cards. Do not look at them. c. Determined by quest. If a quest gives specific spells for a Chaos spellcaster, then find these cards. Turn them face down and shuffle. 2. Casting spells and fighting. Unless specified on his monster card, the Chaos spellcaster will always cast his spells before fighting in hand-to-hand combat. Each turn, draw a spell from top of the deck of spells that the spellcaster knows. Follow the instructions on the spells. Once a Chaos spellcaster's spells are used, he will attack in hand-to-hand combat. 3. Which Hero do the spells hit? Some spells only attack one Hero. When this type of spell is cast, each Hero in the same room or corridor with the spellcaster must roll a red die. The Hero who rolls the highest number is the one attacked. In case of ties, those Heroes with the same roll must roll again. 4. Escape Spell. If the Escape spell is cast, the Chaos spellcaster will escape to a room that has not been drawn yet (unless there are no more rooms - see below). If he is encountered again, he will always be at full strength. Unless his spells are specifically given, shuffle the Chaos Spell Deck and redraw the correct number of spell cards. Chaos spellcasters who cast the Escape spell are good to find - they gain four treasure cards when the spell is cast (no traps or wandering monsters). If they cast Escape more than once, they gain another two cards every time they cast it. The dead spellcaster must be searched to find these treasures. Treat the dead spellcaster like furniture (lay the figure down on its side) for the treasure search. a. Objective quests. The Chaos spellcaster will always appear in the Objective room. If the objective room has already been found, then follow rules for non-objective quests. b. Non-objective quest. When a new room card is turned over, the Hero doing so should roll an extra red die 9this is besides any other monster rolls). If a 6 is rolled, the spellcaster has "Escaped" to this room. c. No more rooms. If there are no more rooms (i.e. the Chaos Warlock has escaped from the last room) then you may either: a) Assume that the Chaos Warlock has escaped from the dungeon. or b) Draw an extra room card (one that you did not use in this quest) as a secret room. Search the board for secret doors. The Chaos Warlock is in the secret room. G. Gaining or loosing spells. Sometimes a Hero or Chaos spellcaster gains or looses a spell from his cards. 1. Hero looses spell. A Hero must choose one of his spells and mark it off his character sheet. 2. Chaos spellcaster looses spell. Discard the first card off the spellcaster's deck. 3. Hero gains spell. The Hero may choose any one spell to add to his sheet. 4. Chaos spellcaster gains spell. Pick one card from the unused Chaos spell cards. Place this on the bottom of the spellcaster's deck. If there are no unused Chaos spell cards, then the spellcaster does not gain a spell. H. Not having enough monster figures. The monster cards provided with RandomQuest have several 'multi-monster' cards, plus several cards for the Chaos Warlock to give him different statistics and spells. It is possible to draw cards that require you to place more monsters in the room or passage than you have figures for. This can be handled in two ways; you must decide which you wish to use before game play begins. 1. Draw another card. Replace the second card in the Monster deck. Shuffle it and redraw. 2. Wait until some monsters have been killed. If you need to put more monsters in play than you have figures for, wait until some monsters have been killed. Replace them on the board. You may have to do this several times before you have enough monster figures. You may want to place the monsters as coming in through the door or coming up the passageway, like they heard the noise of battle and came to investigate. VI. RandomQuest Quests. All the multiple level quests in this set may be played as desired (see section V, part E. Multi-level Quests for information). QUEST 1 - The Doorway to the Undead. Quest description: Your castle has been under attack for many weeks now. Wave after wave of Undead creatures storm your walls. You barely have time to rest in between the attacks. Finally, during a break in the assaults, your commanding officer gives you new orders: You are to follow the trail of the Undead and find out where they are coming from. If possible, you are to stop whatever is creating them. If not, return with the castle with the information. You follow the trail left by the Undead, avoiding new troops of the creatures that are on the way to your castle. Night falls, and you try to rest, but the fear of the Undead creatures wandering the countryside prevents you from getting much sleep. Morning comes at last, and you start again on your search for the source of the monsters. Before noon you enter a mountain range - craggy and forbidding. Late in the afternoon you spy a fortress deep in a dark valley. It is here that the creatures are coming from. You decide that you will enter the keep and attempt to stop the Undead before they succeed in destroying your home. Deck Preparations: All decks except the Monster decks are created as normal. Remove all monsters except for the Undead from the Monster deck. Level 1 - The Entry Halls. Quest Objective - The Staircase. Draw the staircase room as normal, but do not replace it in the deck. Treat it as the objective room. Level 2 - The Mummy Lord. Quest Objective - The Mummy Lord. His stats are: Move 6 Attack 4 Defend 5 Body Points 4 Mind Points 3 Each turn the Mummy Lord is alive, roll a red die. If a 6 is rolled, he has summoned a Skeleton to his aid. The Mummy Lord is carrying an Amulet of Defense. The first Hero to search his body (treat it like furniture) gets the amulet. It gives the Hero an extra defense die. Level 3 - Necromancer's Power. Quest Objective Room - the Power Sphere. The Necromancer is here (you can use the Chaos Warlock or any other suitable figure). His stats are: Move 8 Attack 5 Defend 4 Body Points 4 Mind Points 7 He knows these spells: Summon Undead Cloud Of Chaos Fear Each turn the Heroes are in this room, an undead creature will come out of the Power Sphere. Roll a red die: on a 1-2 a Skeleton appears. On a 3-4 a Zombie appears. On a 5-6 a Mummy appears. Once the Necromancer has been killed the Undead quit coming thru the Portal. QUEST 2 - Lost Sword of Hanmar Svingly Quest description: Hanmar Svingly was Lord of the Seaturn Elves many centuries ago. A raiding party of Fimir stole his sword. His descendents have discovered the location of the sword, in a dungeon deep in the Masgrin Swamps. They offer 500 gold coins to every Hero in your party to retrieve it. Quest Objective: The Sword of Hanmar Svingly. This shortsword gives the wielder the normal number of attack dice, but three extra defense dice, but must be returned at the end of the quest. QUEST 3 - Orc Attack! Quest Description: You are staying in the Dwarf City of Seldorsuun. Suddenly the alarm gongs are rung - the city is under attack by Orcs. Deck Preparations: Only use the Orc Monster cards. Special Rules: Any time you search for treasure, a wandering monster appears on a role of 1-3. Of course the wandering monster in this quest is an Orc. The city of Seldorsuun is on four levels. There are no objectives on any of the four levels except to destroy all the Orcs! Quest Reward: As a reward for your gallantry during the fight, the Dwarven Lord of Seldorsuun will give each surviving Hero a choice of items: 1) A magical longsword giving the wielder an extra attack die, and two against Orcs. 2) 2) A magical suit of Plate Mail, so light that it doesn't reduce the wearer's movements. 3) 3) Four magical potions. Roll 4 red die. Consult this table for each die to determine the potions: 1 Heroic Brew 2-3 Potion of Defense 4-5 Potion of Strength 6 Potion of Healing 4) 1000 gold coins. QUEST 4 - Clean out the Cellars. Lord Ceril wishes to reclaim his ancestral home, which has long been abandoned on the outskirts of the county. He fears, though, that the cellar is over-run with foul creatures, and wishes you to check it out. Check all the rooms, and destroy any creatures you find within. He will reward you with 200 gold coins each if you succeed. You may keep anything you find in the cellars. Deck Preparations: Remove any 'named' rooms from the Room deck - keep only the ones described by room dimensions (i.e. 3x3, 4x4, etc). QUEST 5 - Bounty Hunt. Quest Preparation: This quest may be played as many times as desired. Before play you should place all cards into the monster deck. Draw one card and look at it. If you have a card with more than one monster on it, i.e. 2 Orcs, replace it and draw another. You need a card with only a single monster on it. Now roll 1 red die, and multiply the number by 5. Quest Description: The local Magistrate calls you into the town hall. "We are having a problem with [insert name of monster card drawn]. We will give you [die roll multiplied by 5] gold coins for each one you kill. Additional Notes: You can play this quest with any number of levels. If you want to randomly determine how many levels to play, roll a red die. 1 2 Levels 2-4 3 Levels 5 4 Levels 6 5 Levels Only the Hero that actually kills the monster is awarded the gold coins. Whether the coins are kept by the individual Heroes, or pooled and split evenly is up to them. The Hero MUST exit the dungeon alive to collect his reward, though.