MORTAL QUEST
QUESTS EVENTS AND OPTIONS
MORTAL QUEST LINKS
Heroes, Magic & Relics Card Lists
Mortal Quest Rules Main Rules
Sea & Settlements Encounter Tables
Wilderness Terrains Encounter Tables
Dungeons Encounter Tables
Rare Terrains Encounter Tables
Japan Variant Encounter Tables + Card Lists
China Variant Encounter Tables + Card Lists
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MOUNTS
-The party will occasionally acquire Mounts.
-These synergize with the Rider Trait: A Hero with Rider+X will
Get Fight+X, Strong+X, and Swift+X if he is mounted.
-All Land type Mounts can only travel in Wilderness except for Mountains
And Swamps. They cannot be used in Sky or Dungeons. When entering
Terrain impassable to Mounts they are simply set free.
-When in Settlements they will be Stabled and can be Retrieved.
-At Sea they can be stored on Ships, but if the Ship sinks, they will be Lost.
-When Mounted and having a Climbing Encounter, you must Backtrack.
-Riding Horses: Also give an extra Swiftness+1.
-Warhorses: Also give an extra Fight+1.
-Donkeys, Mules, Draft Horses: No extra Bonuses.
-Unicorns: Extra Swiftness+1 and Fight+1
-Centaurs: Extra Fight+2
UNDERWATER AND SEA MOUNTS
Every time you go to sea it is assumed you have acquired passage on a Ship.
When Adventuring underwater, it is assumed you have found a magical
Means of breathing underwater. There is also a 50% you have wrangled Sea Mounts.
UNDERWATER MOUNT TABLE
1D6 Sea Mount: Notes:
1 Hippocampus Extra Swiftness+1
2 Giant Sea Horses No Extra Bonus
3 Manta Rays Extra Swiftness+2
4 Giant Crabs Extra Fight +1
5 Were Sharks Extra Fight +2
6 Giant Eels Extra Swiftness+1 and Fight+1
FLYING CONVEYANCES AND MOUNTS
Every time you get the Air Travel or Sky Shard Terrains it is assumed you have
Secured a mode of Flying Transportation. It is also assumed you lose it once
The Terrain is resolved.
FLYING TRANSPORT TABLE
1D10 Type: Notes:
1 Pegasi Extra Swiftness+2
2 Hippogryphs Extra Swiftness+1 and Fight+1
3 Gryphons Extra Fight+2
4 Flying Machine Big Artificer Relic: Helicopter
5 Flying Ship With Crew Ally (Fight Range Swift)
6 Magic Carpet Big Enough for All. Extra Swiftness +2
7 Flying Discs Dark Elf Relics. Extra Swiftness +1
8 Luck Dragon Gain Luck before every Encounter
9 Personal Clouds Divine Origin. Extra Swiftness+1
10 Flying Chariot Pulled by Horses. Extra Swiftness +2
11 Giant Eagles Carried. Uncomfortable. Allies (Fight+2)
12 Gliders Some Skill Required
13 Ornithopter Big Technomancer Relic: Flapping Wings
14 Enchanted Sled Pulled by Reindeer. Extra Swiftness +3
15 Hot Air Balloon Slow. Goblin Origin
16 Fairy Dust Fey Magic
17 Broomsticks Relics. Witchcraft. Extra Swiftness +2
18 Zeppelin With Crew Ally (Fight Range Swift)
19 Tame Roc On the Back of. Ally (Fight+2)
20 Pterodactyls Surprisingly Docile. Extra Swiftness +1
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QUEST TABLE
1D20 Quest
1 Defeat Brigands: Journey then Track XX then (Men 3/+8/+9) Range+3
2 Deliver Message: Journey then Swift XX then Climb XX
3 Rescue Children: Journey then Stealth XX then Fight Witch (Mage 2/+6/+8)
4 Defeat Rebels: Journey then Track XX then (Men 4/+12/+10) Range+4
5 Damsel in Distress. Journey then Stealth XX then Fight Dragon (Fire 5/+15/+9) Fast
6 Subdue Madman: Journey then Track XX then (Man 2/+5/+6)
7 Capture Escaped Prisoner: Journey then Track XX DM -2 then (Man 2/+7/+9)
8 Escort Pilgrims: Journey then Defend from Bandits (Men 3/+8/+8) Range+3
9 Find Traitor: Journey then Wits XX then Defeat Random Castle Defender
10 Avenge Noble Murder. Journey then Track XX then Fight Knave (Man 2/+7/+10)
11 Free Prisoner: Journey then Climb XX then Fight Guards (Men 3/+6/+6)
12 Heal Holy Man: Journey then Swift XX then Lore XX then Heal XX
13 Seek Questing Beast: Journey then Swift XX then Track XX
14 Save Baby from Fey: Journey then Track XX then Wits XX DM -2
15 Deliver Holy Relic: Journey then Swift XX
16 Escort Official: Journey then Defend from Assassin (Man 2/+7/+11)
17 Find Escaped Animal: Journey then Track XX then Strength XX
18 Return Stolen Gold: Journey then Track XX then Fight Thief (Man 2/+6/+10)
19 Return Stolen Relic: Journey then Track XX then Fight Wizard (Mage 2/+5/+7)
20 Escort Merchants: Journey then Defend from Raiders (Men 4/+10/+8) Range+3
THE JOURNEY
Determine a Random Basic Wilderness. (Roll 1D10 on the Wilderness Terrain Table)
Next turn resolve 1D6 Encounters in that Wilderness, then you may complete the Quest.
If you fail any of the Quest Challenges or Combats you can attempt the same
Quest again on the following turn.
QUEST NOTES
Before embarking on the Quest roll 2 times on the Quest Provisions Table and
Add 1 to your roll each time.
Upon completion of the Quest roll 3 times on the Quest Provisions Table.
QUEST PROVISIONS TABLE
1D6 Reward:
1 2D6 Gold or Recruit
2 One Random Relic
3 Blessed or Medicinals
4 Well Equipped or Adventure Gear
5 Resupply or Mounted
6 Gain Luck or Extra Ammo
7 Info or Recruit
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EVENT TABLE
1D20 Event:
1 Lost: Backtrack
2 Poor Weather: Delay
3 Fool’s Gold: Lose all your Gold
4 Hunger: Starve
5 Drink: Thirst
6 Lost Provisions: Lose all your Food
7 Answered Prayer: Blessed
8 Good Omen: Morale Boost
9 Confusion: Separated
10 Talk to Locals: Info
11 Fate Smiles Upon You: Gain Luck
12 Safe Place: Rest
13 Find Provisions: Resupply
14 Mishap: Accident
15 Pick Up a Penny: Gain 1 Gold
16 Patrol: Wits XX: Imprisoned or (Men 4/+10/+8)
17 Roll on Stranger Event Table (Reroll if in Dungeon)
18 Roll on Hero Hunter Table
19+ Roll on Rare Event Table
STRANGER EVENT TABLE
1D10 Event:
1 Wise Man: Ally (Lore Wits Detect)
2 Fellow Traveler: Recruit
3 Goodly Mage: Magic Source
4 Hag: Cursed
5 Peddler: Cost 1 Gold: Medicinal, Well Equipped, or Adventure Gear
6 Guide for Hire: Cost 1 Gold: Guide
7 Sellswords: Cost 2 Gold: Ally (Fight Armor Strong)
8 Sage: Info
9 Fortune Teller: Change Fate
10 Dwarf Smith: Cost 3 Gold: Relic
HERO HUNTER TABLE
1D10 Foe:
1 Invisible Stalker (Spirit 3/+10/+8) Ambusher
2 Hell Hounds (Demon Beasts 3/+13/+10) Fast
3 Doppelganger: Death then (Shapeshifter 3/+8/+12) Ambusher
4 Ninjas (Men 4/+12/+10) Range +4 Ambusher
5 Succubus Detect XX: Death or (Demon 3/+9/+15) Ambusher
6 Grim Reaper: Swift XX DM -2: Death
7 Assassin: Detect XX: Death or (Man 2/+11/+9) Ambusher
8 Trickster: Detect XX: Discard 1 Relic
9 Bounty Hunters (Men 4/+12/+10) Fast Range+4 Ambushers
10 Terminator (Animated Regenerating 6/+14/+9) Metallic Range+4
RARE EVENT TABLE
1D20 Event:
1 Astral Conjunction: Magic Source
2 Prophesy: Quest
3 Gathering: Favor Foe
4 Magic Vortex: Nullify
5 Found Object: Relic
6 Called Home: Lose 1 Random Hero
7 Pestilence: Disease
8 Breakage: Discard 1 Relic
9 Devil with Contract: Gain +2 to all tests next turn then Death
10 Benevolent Demigod: Gain Relic or Quest or Recruit or Blessed
11 Evil Darkness: Favor Foe
12 Fates Intervene: Change Fate
13 Ragnarok Approaches: Backtrack
14 Planeswalker: Guide
15 Divine Protection: Blessed
16+ Tracked Down: Roll on Hero Hunter Table
RARE EVENT NOTES
-The Devil at the end of next turn permanently Kills one Random Hero.
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GAME DESIGNERS NOTES
-After finishing up on Otherworldly Warlocks RPG, I wasn’t really done with it.
Deep down I wanted to turn it into a Board Game. I got to reuse the
Encounter Tables and lots of the Ideas. I had two other main outside
Influences in the Design of this game. The first is an old TSR Gem called
“Knights of Camelot” One of my favorite designs ever. The other is
“Talisman” in all its Glory. I was only familiar with the original, so I had to
Research all the amazing Fourth Edition Expansion Material. It is indeed Epic.
-I will sum up the main differences between Mortal Quest and Talisman:
1. Character Focus: You control a party of Six, not just One Hero.
2. Deck Reduction: Only 3 Decks. Tokens and Encounter Tables substitute.
3. Victory Condition: Defeat Major Foe only but there are over thirty of them.
4. Expansions: Every Encounter Table is effectively an expansion in MQ.
5. Combat: MQ is more complicated, but should be more satisfying.
6. Movement: Extremely Frustrating in Talisman, not so in MQ.
7. Challenges in MQ: Introduces a rudimentary Skill System.
8. Hero Stats change in Talisman, whereas the Heroes change in MQ.
9. Player Interaction: Admittedly more in Talisman, Opponents roll for Foes in MQ.
10. Randomness: Arguably things feel less so in MQ. A little more coherent.
11. Turn Length: Much Longer in MQ. As long as 15 Minutes if clearing a Dungeon.
-The Decision to separate Japan and China as variants was mostly for aesthetic
reasons. Also they each have their own extensive Hero and Relic Decks which the
player would have to make, otherwise it is the same ruleset. The Japan and China
Encounter Tables are still accessible from the Rare Encounter Table. If you do
have the Decks made up then you can recruit from them while playing the regular game.
-The Regular game aesthetically is a Mix of Sword and Sorcery, High Fantasy,
Arthurian Legend, with a smattering of Greek Mythology, Egyptian Mythology, Gothic,
Ancient History, Arabian Adventures, and Steampunk. It seems to work ok, but
I thought adding Japan and China might dilute everything too much.
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OPTIONAL RULES
NEW TRAITS FOR OPTIONAL HEROES
-Fly: This Hero can Fly. This gives an automatic bonus of Climb+3
For design purposes Flying counts as 3 Trait slots.
-Sky: A Terrain Bonus like Aquatic. It applies only to aerial Terrains such as
found in the Air Travel and Sky Shard Encounter Tables.
-Followers: Similar to Allies except they are renewed at the beginning of every
turn. Like Allies they provide 3 Traits and can soak up a casualty.
As Casualties, Allies do not contribute their Trait bonuses.
For design purposes Followers counts as 3 Trait slots.
-Alchemy: Gain 1 Gold every turn
-Potions: Gain 1 Relic Potion every turn
-Salves: Gain 1 Med Token every turn
-Flasks: Gain 1 Ammon Token every turn
-Fire: Draw 1 Fire Spell every Turn
-Air: Draw 1 Air Spell every Turn
-Water: Draw 1 Water Spell every Turn
-Earth: Draw 1 Earth Spell every Turn
-Spirit: Draw 1 Spirit Spell every Turn
-Sight: Draw 1 Sight Spell every Turn
-Mind: Draw 1 Mind Spell every Turn
-Death: Draw 1 Death Spell every Turn
-Call: Draw 1 Call Spell every Turn
-Transform: Draw 1 Transform Spell every Turn
-Holy: Draw 1 Holy Bless every Turn
-Estate: Gain 1 Gold every Turn
OPTIONAL HERO DECK CARD LIST
Hero: Traits:
Aeronaut Sky+2 Fight Lore Swift+2 Range+2 Detect Mech
Sky Pirate Sky Fight+2 Steal Stealth Swift Range+2 Detect Mech
Hawkman Adventurer Fly Sky+2 Fight+2 Swift Range Detect
Captain of the Guards Guard Followers (Armor Fight Strong) Armor+2 Fight+2 Tactics+2 Tough
Beast Master Beast Followers (Detect Swift Fight) Fight+2 Strong+2 Swift Tough Wild
Fey Warden Fey Followers (Wild Mage Stealth) Mage Range Fight Swift Stealth+2 Lore
Shaman Spirit Followers (Lore Detect Zap) Mage Priest Lore+2 Detect Music Spirit
Alchemist Mage Alchemy Potions Salves Flasks Lore+2 Detect Heal Wits
Aeromancer Mage Air Fly Zap Lore Sky Swift Detect
Hydromancer Mage Water Zap+2 Lore Swift Aquatic Detect Heal
Geomancer Mage Earth Zap+2 Lore Strong Under Detect Armor Tough
Pyromancer Mage Fire Zap+3 Lore Tough+2 Swift Detect
Seer Mage Sight Lore+2 Detect+3 Wits Foresee+2
Mentalist Mind+2 Zap+2 Detect+2 Wits Foresee Strong Tough
Macabre Mage Death Zap+2 Foresee Wits Lore Settlement Detect Tough
Summoner Mage+2 Zap Call Tactics Lore Wits Detect Strong Tough
Enchanter Mage+2 Zap Transform Lore Wits Detect Foresee Stealth Music
Templar Holy Fight+2 Armor+2 Rider Tough Estate Strong Charge