MORTAL QUEST
INTRODUCTION
Adventure Game for 2-4+ players.
Card, Board, and Dice Game.
MORTAL QUEST LINKS
Heroes, Magic & Relics Card Lists
Quests, Events & Options Additional 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
VICTORY
The First Party to complete an Adventure is the Winner.
An Adventure has 3 Components:
1. Traverse Six Random Terrains
2. Final Terrain associated with the Major Foe
3. Defeat One Major Foe
RANDOM TERRAIN TABLE
1D20 Type:
1-2 Forest
3 Mountains
4 Hills
5 Swamp
6 Badlands
7 Jungle
8 Desert
9 Frozen
10 Plains
11-12 Reroll 1D10 (Basic Wilderness Terrain Roll)
13 Castle
14 City
15 Village
16 Dungeon (Roll on Dungeon Type Table)
17 Rare Terrain (Roll on Rare Terrain Table)
18-20 Sea
RARE TERRAIN TABLE
1D20 Type:
1 Greek Island
2 Mushroom Forest
3 Witch Woods
4 Chaos Realm
5 Land of Giants
6 Volcanic
7 Sylvan Forest
8 Savannah
9 Sky Shards
10 Air Travel
11 Dark Forest
12 Dinosaur Island
13 Warlords Camp
14 Underwater Realm
15 Demon Dimension
16 Japan
17 China
18+ Ruins (As Basic Dungeon but with 5 Encounters)
DUNGEON TYPE TABLE
1D20 Type
1 Ruined Castle
2 Demonic Temple
3 Wizards Tower
4 Natural Cave System
5 Necropolis
6 Pyramid
7 Dragons Lair
8 Deep Mine
9 Underworld Keep
10 Labyrinth
11 Great Workshop
12 Underdark
13 Tomb of Horrors
14+ Basic Dungeon
MAJOR FOE AND FINAL TERRAIN TABLE
1D40 Foe:
1 Sleeping Dragon (Fire 7/+17/+7) Fast Scales Unalert Hoard. In Dragons Lair
2 Dungeon Keeper (Demon 5/+15/+9) Fast. Found in Underworld Keep
3 Vampire Lord (Undead Regenerates 3/+13/+10) Fast. Found in Ruined Castle
4 Werewolf (Shapeshifter Regenerating 4/+14/+11) Fast. Found in Dark Forest
5 Sorcerer and Minions (Mage 5/+13/+7) Hoard. Found in Wizards Tower
6 Witch Coven (Mage 4/+6/+8) Found in Found in Witch Woods
7 Evil High Priest and Cultists (Men Priest 6/+11/+8) Hoard. Demonic Temple
8 Orc Warlord and Followers (Men 7/+16/+9) Range+4. Found in Warlords Camp
9 Necromancer and Zombies (Mage Recruit Undead 8/+12/+6) Found in Necropolis
10 Bandit Lord and Brigands (Men 5/+12/+9) Ambushers Range+3. Found in Hills
11 Murderous Giant King (8/+16/+12) Found in Land of Giants
12 Band of Ogres (Giants 7/+18/+9) Found in Swamp
13 Pharaonic Lich (Undead Mage 6/+15/+6) Hoard. Found in Pyramid
14 Goblin King (Men 5/+13/+10) Range+3 Found in Natural Cave System
15 Faerie King (Fey Mage 4/+11/+17) Range+3 Found in Sylvan Forest
16 Chaos Lord and Mutants (Men 6/+15/+8) Range+3 Found in Chaos Realm
17 Evil Ifrit Sultan (Fire Men Mage 6/+12/+10) Range+4 Found in Volcanic
18 Ice Queen (Cold Men Mage 4/+10/+11) Range+3 Found in Frozen
19 The Pale Sphinx (Composite Mage 7/+14/+10) Fast. Found in Desert
20 Minotaur Lord (Composite 6/+13/+17) Fast. Found in Labyrinth
21 Troll King and Guards (Regenerating Giant 6/+14/+8) Hoard. Found in Deep Mine
22 Medusa (Gaze Poison Composite 4/+15/+10) Range+4. Found on Greek Island
23 Rampaging Wurm (Dragon 8/+18/+5) Fast. Found in Forest
24 Hobgoblin Khan (Men 6/+16/+8) Hoard. Range+3 Fast. Found in Badlands
25 Giant Gorilla (Giant Beast 8/+17/+8) Thick Hide. Found in Jungle
26 Tyrannosaurus Rex (Beast 7/+15/+6) Scales. Found on Dinosaur Island
27 Sea Devil and Minions (Aquatic Men 6/+12/+8) Hoard. Underwater Realm
28 Barbarian Horde (Men 7/+17/+9) Ambushers. Found in Mountains
29 Kobold King (4/+10/+11) Range+2 Ambushers. Found in Basic Dungeon
30 Mad Artificer and Constructs (Mage 7/+16/+6) Found in Great Workshop
31 Demon Prince (Mage Fire 9/+21/+11) Range+6 Found in Demon Dimension
32 Assassins Guild (Men 4/+14/+15) Ambushers Found in City
33 Usurper King and Henchmen (Men 5/+12/+9) Found in Castle
34 Pirate King and Crew (Men 6/+11/+11) Range+2 Found on Sea
35 Drow Queen and Servants (Men Mage 7/+13/+10) Range+4 Found in Underdark
36 The Demi Lich (5/+19/+9) Zap+10 Invulnerable Found in Tomb of Horrors
37+ Dark Lord and Followers (Men Mage 6/+8/+9) Range+3 Found in Witch Woods
MAJOR FOE TABLE NOTATION
Foes are Combat Challenges.
They have the notation of (Type X/+Y/+Z)
X = Hits and Armor Trait Bonus
+Y = Fight Trait Bonus. Half of +Y rounded down = Strength Trait Bonus
+Z = Stealth Trait Bonus
-The Range of the Swiftness Trait is given by the Terms:
Slow (1D3 -1) or Fast (1D6 +5) If neither are mentioned, the
Foe will have a Swiftness of (1D3 +2)
-The Armored and Metallic Traits will Double the Armor Bonus.
-Traits like Shielded, Shell, Stone, Scales, Thick Hide give +2 to Armor
-The Type will include 1 or more Traits. If any of these traits can be
Negated (like Poison or Mind or Invisible) the Fight Trait will be
reduced by -5 to a Minimum of Zero.
MAJOR FOE NOTES
If you fail to defeat your Major Foe in Combat, you may try again on the
Following turn without having to go through the Final Terrain, or you may retreat
To a random Terrain within 1 turn of the Final Terrain. At this point, you may continue
Visiting random Terrains or go back to the Final Terrain.
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DICE
A variety of Dice are used.
Six, Ten and Twenty sided are the most common.
RECORD KEEPING
Pen and Paper are needed to keep track of Adventure and Quest Details.
THE HERO DECK
Each Hero card describes the stats of one Hero.
Each player starts with a party of 4 Heroes.
Each party can have as many as 6 Heroes.
THE PARTY
The Adventuring Party is the central unit of the Game.
Each player controls exactly one Party.
Party Members may come and go, but there is only one party.
THE MAGIC DECK
Each Magic card describes either a Spell or a Blessing.
Many Magic cards have the property of both Spell and Blessing.
Mages can use Spells. Priests can use Blessings.
Some Heroes are both Mages and Priests.
THE RELIC DECK
Each Relic card describes a Magical Artifact.
Relics are assigned to Heroes.
Heroes can each have up to 3 Relics.
GOLD
Use Coins to keep track of Gold.
Treasures are Given a Gold Value.
Gold can be used to buy Goods and Services.
Gold is owned by the Party Collectively.
At Settlements 2 Food, Gear, Med, or Ammo Tokens can be
traded for 1 Gold Token.
TOKENS
A Variety of Tokens will be Useful:
-Food Tokens
-Drink Tokens
-Luck Tokens
-Gear Tokens
-Med Tokens
-Info Tokens
-Ammo Tokens
-Hit Tokens (Mark Wounded Heroes and Hits on Foes)
-Kill Tokens (Mark Killed Heroes)
TERRAIN TYPES
There are 4 main Terrain types in the game:
Wilderness, Settlement, Aquatic, and Dungeon.
This is important because some Heroes will have traits for these
Terrain Types that will give them a bonus for all tests in that terrain.
ENCOUNTER TABLES
These will correspond to Terrain types, Settlement types, and
Dungeons. Rare Locations will have their own
Unique Encounter Tables with several Terrain types represented in
different individual Encounters.
TRAITS
Heroes, Artifacts, Magics, and Encounters will have Traits.
Traits are Descriptive. They also Give and Negate Bonuses.
Most Heroes will have exactly 10 Traits.
Spells and Relics usually provide bonuses to 1 or 2 Traits.
If the X in Trait+X is not Specified, assume X is 1.
SETUP
Each player starts with 4 Heroes (Drawn Randomly).
Each player rolls to see what their particular Adventure will entail:
Six Random Terrains in order and their Major Foe found
At the conclusion of the Final Terrain.
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TURN SEQUENCE
Players take turns.
Each turn has 4 Phases:
1. Magic Phase
2. Move Phase
3. Challenge Phase
4. End Phase
MAGIC PHASE
You may discard 1 Magic Card.
Max Magic Hand Size = Total Mage and Priest Levels of your Heroes.
Fill your hand to its Max hand Size by drawing from the top of the
Magic Deck.
MOVE PHASE
-If you have completed, last turn, the listed number of encounters for the
encounter table you are currently on, You may Move your Pawn to the next
Territory.
CHALLENGE PHASE
Face a number of Encounters based on the type of Terrain your
Party is in. Consult the Terrain type Encounters Table.
If you get a Delay result your turn prematurely ends and you must
continue completing the encounters next turn.
END PHASE
Retire (Discard) any Heroes in your Party in excess of Six.
Discard excess Relics. Max 3 per Hero.
Discard Magic Cards to reduce to Max Hand Size.
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TERRAIN TYPE ENCOUNTERS TABLE
Terrain: Encounters: Notes:
Sea 3 On a Ship: Sea Table
Air Travel 2 Flying: Air Travel Table
Wilderness 5 Forest, Hills, Swamps, etc.
Rare Terrains 6 Highly Variable
Castle 4 Castle Table
City 5 City Table
Ruins 5 Above Ground: Dungeon Table
Dungeon 10 Underground: Dungeon Tables
ENCOUNTERS
-The Above Table tells how many Encounters the Party will
have during a Turn while it is on that Terrain. Keep Track
with pen and paper. If any Encounters end in a Delay Result
you will have stop and pick up where you left off next turn.
-Each Terrain will have its own Unique Encounter Table.
For each encounter, roll once on the Encounter Table.
Resolve an encounter before rolling for the next one.
Some encounters do not require a Challenge.
-Some non-challenge encounters will give an automatic
Win or Lose Challenge Result or a result of Nothing.
-Most encounters describe a Challenge.
-There are 2 main types of Challenges: Basic and Combat.
-Basic Challenges usually involve only 1 or a few Tests.
-Combat Challenges occur over several rounds and require many Tests.
BASIC CHALLENGES
-For a Basic Challenge Roll 1D10.
-Add Applicable Trait Bonuses.
-Add the Challenge Difficulty Modifier (DM).
-If no DM is stated assume it is +0.
-Easy Challenges will have a Positive Bonus.
-Hard Challenges will have a Negative Penalty
-A total of 10+ is a success. Any less is failure.
MULTIPLE CHALLENGES FOR ONE ENCOUNTER
A single encounter may require you to win 2 or more Challenges.
Failure of any one of the Tests results in a Challenge Loss.
SAMPLE BASIC CHALLENGES
Challenge: Applicable Trait:
Navigation Aquatic
Swimming Aquatic
Storm Aquatic
Fishing Aquatic
Pathfinding Wild or Under
Hunting Wild
Piloting Swift
Avigation Lore
Maze Under
Make Contact Settlement
Track Detect
Survival Tough
Puzzle Wits
Riddle Wits
Find Trap Detect
Hidden Item Detect
Sneak Past Stealth
Hide Stealth
Ambush Stealth
Lore Lore
Read Glyphs Lore
Strength Strong
Bend Bars Strong
Lift Gate Strong
Climb Climb
Mechanics Mech
Repair Mech
Pick Lock Mech
Construct Mech
Musical Music
Pursuit Swift
CONTESTS
Some Challenges are defined as Contests.
In a Contest just ONE of the Heroes may participate.
The player decides which Hero.
COMMON CHALLENGE WIN (SUCCESS) TABLE RESULTS
Win: Notes:
Progress This Challenge counts as 2 rolls on the Encounter Table
Guide This Challenge counts as 2 rolls on the Encounter Table
Secret Door This Challenge counts as 2 rolls on the Encounter Table
Loot Gain 1D3 Gold
Treasure Gain 1D6 Gold
Prize 50% Gain 1D6 Gold 50% gain 1 Relic
Reward Gain 1D10 Gold
Relic Gain 1 Relic (From Relic Deck): If type Specified keep drawing
Rest Gain 1 Magic Card (Discard excess)
Study Gain 1 Magic Card (Discard excess) or 1 Info Token
Magic Source Gain 2 Magic Cards (Discard excess)
Resupply Gain 1 Food Token and 1 Drink Token
Food Gain 1 Food Token. Spend to Negate Starve or Thirst
Gain Luck Gain 1 Luck Token. Spend to reroll Target Die roll
Change Fate Gain 1 Luck Token. Spend to reroll Target Die roll
Adventure Gear Gain 1 Gear Token. Use for +2 to a Mech, Strong, Climb, Survival Test
Medicinals Gain 1 Med Token. Spend to get +2 to a Heal Test
Drink Gain 1 Drink Token. Spend to Negate Thirst
Info Gain 1 Info Token. Use for +2 to a Lore, Wits, Detect, or Track Test
Extra Ammo Gain 1 Ammo Token. Spend to get +2 to a Range Test
Commotion Gain +3 Stealth till end of Turn
Disguise Gain +3 Stealth till end of Turn
Blessed Get +1 to all Rolls until end of next Turn
Morale Boost Get +1 to all Rolls until end of next Turn
Well Equipped Get +1 to all Rolls until end of next Turn
Mounted Party is mounted on Steeds
Healed Party Heals all Wounded Casualties
Rescue Gain 1 Hero (From Hero Deck)
Recruit Gain 1 Hero (From Hero Deck)
Ally (-) Party Gains Bonus Traits Listed till end of turn
Quest The Party is Given a Quest (Roll on Quest Table)
COMMON CHALLENGE LOSE (FAILURE) TABLE RESULTS
Lose: Notes:
Casualty Lose 1 Hero. Consult Basic and Combat Tables
Off Course You must make an additional 2 Encounter Rolls
Backtrack You must make an additional 2 Encounter Rolls
Delay End Turn. Continue remaining (minimum 1) Encounters Next Turn
Barred End Turn. You may move next Turn to the next Terrain
Theft Lose 1 Random Relic
Nullify Discard random 1D6 Magic Cards
Separation 1D3 Heroes Separated
Favor Foe Next Foe gets +1D6 Fight and Stealth. Roll for Each.
Sink Party washes up on nearest Land Terrain. 1D6 Casualties
Starve 1D2 Casualties
Thirst 1D3 Casualties
Freeze 1D2 Casualties
Overheat 1D2 Casualties
Disease Start of Next Turn 1D3 Heroes are Casualties
Blast 1D3 Casualties
Murder 1 Casualty
Death 1 Casualty Killed
Massacre 1D6 Casualties
Accident 1 Casualty
Permanent Casualty is Gone Forever. Cannot be Healed or Revived
Alarm All Foes get +5 Stealth till End of Turn
Cursed Party gets -2 to all Tests until End of Turn
Weakened Party gets -2 to all Physical* Tests till End of Turn
Demoralized Party gets -1 to all Tests until End of Turn
Irritant Party gets -1 to all Tests next Encounter
Waterlogged Party gets -2 to all Tests next Encounter
Incapacitated Hero cannot do anything until next Encounter
Grounded Must Stop Flying. Continue in a random Wild Terrain
Retry See Notes
Imprisoned See Notes
Buried Alive See Notes
* = Strength, Fight, Swift, Climb, Toughness, Swimming
BASIC CHALLENGE CASUALTY RESULT
1D6 Result:
1-4 Wounded (Serious, Painful)
5-6 Killed (Dead)
As a Casualty they cannot contribute to any more Tests.
Wounded Heroes remain Wounded until they are Healed.
Killed Heroes must be revived by rare Magics or Relics.
Instead of Taking a Casualty you may lose an Ally.
PARTY SEPARATION
-If Separated each sub-group must make its own Encounter Rolls.
-After each group has had an Encounter roll 1D6:
On a roll of 5+ the Party is reunited.
-The Party will automatically reunite when the Terrain is completed.
NOTES ON TRAPS
-When a Trap challenge is passed it is assumed the party is
Then able to disarm it or avoid it.
AFTER ENCOUNTERS
-If your magic hand is not at max, Draw 1 Magic Card.
-After every Encounter you may attempt to restore Casualties.
Make one Healing Test for each Wounded Casualty: Roll 1D10.
Add Heal Trait Bonuses to Rolls.
Magic Cards that add to Heal can be played.
On a roll of 10+ the Character is restored.
-Make one Revival Test for each Dead Casualty: Roll 1D10.
This can only be attempted with a Revival Spell or Relic.
Add the Revival Trait Bonus to the Roll.
On a roll of 10+ the Character is restored.
-A Character that fails a Revival is permanently Dead.
RETRY
You must encounter this Challenge again, over and over until you pass it.
Each time you fail your turn ends.
The Challenge does not count against the total number of encounters you
must have until you pass it.
IMPRISONED
The Party is Delayed and will remain Delayed until they escape or are
Released. Roll 1D6 at the beginning of each turn:
1D10 Opportunity: Notes:
1 Bribery Pay 3 Gold to get released
2 Bend Bars Strength XX to escape
3 Fight Jailor Fight XX to escape (No Relic Bonuses)
4 Climb Wall Climb XX to escape
5 Pick Lock Mech XX to escape
6 Steal Keys Stealth XX to escape
7 Dig your way out Lore XX to escape
8 Befriend Passerby Wits XX to escape
9+ Make your Move Pick one of Above
Note that there is a 50% the Party will lose all its relics, Mounts, and
material Tokens upon release/escape.
BURIED ALIVE
The Party is Delayed and will remain Delayed until they escape.
Each turn spent buried is an automatic Starve result.
The only way out is by Digging: Strength XX DM -2 or by casting one of
the following Spells: Wish, Miracle, Stone to Flesh, Teleport, Alter Reality,
Summon Earth Elemental, Disintegrate, Phase-Door, Open Way, or Destruction.
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COMBAT CHALLENGES
These take place over multiple Rounds.
It ends when the Foe is Defeated or the Party is Killed off or Flees.
On each round roll once on the Combat Table.
COMBAT TABLE
1D20 Result: Notes:
1 Maneuver Make a Swift Test or Attempt Escape or Evasion
2 Standoff Make an Armor Test
3 Strength Make a Strength Test
4-5 Fight HTH Make a Fight Test
6 Stealth Make a Stealth Test or Evasion
7 Ranged Attack Make a Range Test or Attempt Escape or Evasion
8 Spell You may play a Spell Card or Attempt Escape or Evasion
9 Bless You may play a Bless Card or Attempt Escape or Evasion
10 Charm Make a Music Test or Attempt Escape or Evasion
11 Trick Make a Wits Test or Attempt Escape or Evasion
12-16 Reroll Reroll using 1D10
17+ Tactics Pick one Result
EVASION
If it is the first round of Combat and you get this option, you may attempt to
Avoid Combat completely:
Make a Stealth Test:
Roll 1D10 for the Party and the Foe.
Add Stealth Trait Bonuses to Rolls.
Magic Cards that add to Stealth can be played in this Round.
If the party total is higher you sneak away without a fight. They never knew you were there.
Note that the Foe is not considered to be Defeated, just Evaded.
COMBAT CASUALTY RESULT TABLE
One Random Party Member becomes a Casualty.
1D10 Result:
1-3 Incapacitated (Knocked Out, Pinned)
4-7 Wounded (Serious, Painful)
8+ Killed (Dead)
As a Casualty they cannot contribute to any more Tests.
Incapacitated Heroes recover at the end of the Encounter.
Wounded Heroes remain Wounded until they are Healed.
Killed Heroes must be revived by rare Magics or Relics.
Instead of Taking a Casualty you may lose an Ally.
MANEUVER RESULT
Make a Swift Test:
Roll 1D10 for the Party and the Foe.
Add Swift Trait Bonuses to Rolls.
Magic Cards that add to Swift can be played in this Round.
High Total wins. If tied no effect standoff.
If the party loses they suffer 1 Casualty.
If the Party Wins the Foe suffers 1 Hit.
If the Foe is reduced to Zero Hits it is Defeated.
STANDOFF RESULT
Make a Armor Test:
Roll 1D10 for the Party and the Foe.
Add Armor Trait Bonuses to Rolls.
Note (This is equal to Foes Hits)
Magic Cards that add to Armor can be played in this Round.
High Total wins. If tied no effect standoff.
If the party loses they suffer 1 Casualty.
If the Party Wins the Foe suffers 1 Hit.
If the Foe is reduced to Zero Hits it is Defeated.
STRENGTH RESULT
Make a Armor Test:
Roll 1D10 for the Party and the Foe.
Add Strength Trait Bonuses to Rolls.
Note (This is equal to Foes Hits)
Magic Cards that add to Strength can be played in this Round.
High Total wins. If tied no effect standoff.
If the party loses they suffer 1 Casualty.
If the Party Wins the Foe suffers 1 Hit.
If the Foe is reduced to Zero Hits it is Defeated.
FIGHT HTH RESULT
HTH = Hand to Hand.
Make a Fight Test:
Roll 1D10 for the Party and the Foe.
Add Fight Trait Bonuses to Rolls.
Magic Cards that add to Fight can be played in this Round.
High Total wins. If tied no effect standoff.
If the party loses they suffer 1 Casualty.
If the Party Wins the Foe suffers 1 Hit.
If the Foe is reduced to Zero Hits it is Defeated.
STEALTH RESULT
Make a Stealth Test:
Roll 1D10 for the Party and the Foe.
Add Stealth Trait Bonuses to Rolls.
Magic Cards that add to Stealth can be played in this Round.
High Total wins. If tied no effect.
The Winner gets +5 to their next Maneuver, Fight, Range, or Escape Test.
RANGED ATTACK RESULT
Make a Range Test:
Roll 1D10 for the Party.
Add Range, Zap, and Breath Trait Bonuses to Rolls.
Magic Cards that add to the Range Trait can be played in this Round.
A Roll of 10+ is a Success: The Foe suffers 1 Hit.
If the Party has no Range Bonuses at all they cannot make a Range Test.
If the Foe has a the Ranged Trait, it may make a simultaneous counterattack.
SPELL AND BLESS RESULTS
The Player may play 1 Magic Card from their Hand.
Make a Magic Test: Roll 1D10.
Add the Magic Trait bonus of the played card to the Roll.
A Roll of 10+ is a Success: The Effect takes place.
Magic Cards have a Wide Range of Effects:
-Immobilize: Foe automatically Defeated: Easily Killed.
-Protection: Ignore the next 2 Casualty Results.
-Repel: Foe automatically Defeated: Foe Runs away.
-Control: Foe automatically Defeated: Forced to leave or be Killed.
-Distract: Ignore the Next Casualty Result.
-Destroy: Foe automatically Defeated: Outright Kill
-Resist: If Foe has indicated Trait it is Fight-5 for rest of Combat.
-Handicap: Foe reduced to Fight trait = 0 for rest of Combat.
TRICK RESULT
Make a Wits Test:
Roll 1D10 for the Party.
Add Wits Trait Bonuses to Rolls.
Magic Cards that add to the Wits Trait can be played in this Round.
Subtract the Opponents Stealth Rating from the Total.
A Roll of 10+ is a Success: Roll 1D6:
Roll Result Notes:
1-2 Foe Falls or Crushed 50% Foe Auto Defeated. 50% Foe takes 1 Hit.
3-4 Foe Trapped or Lost Auto Escape or +5 to the next Test
5-6 Foe Confused Enraged Get +5 to the next Test
CHARM RESULT
Make a Music Test:
Roll 1D10 for the Party.
Add Music Trait Bonuses to Rolls.
Magic Cards that add to the Music Trait can be played in this Round.
A Roll of 10+ is a Success: The Party may Auto Escape or
get +5 to the next Test.
Note: Many Monstrous Foes can be soothed by music.
ESCAPE ATTEMPTS
Make an Escape Test:
Roll 1D10 for the Party and the Foe.
Add Swift, Rider, and Climb Trait Bonuses to Rolls.
Magic Cards that add to the listed Traits can be played in this Round.
If the Parties total is higher they get away.
If not they must continue the Combat.
Every time they escape there is a 50% chance the Encounter will not
Count against the total number of encounters they must face.
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HERO TRAITS
Typical Traits associated with Heroes include:
Mage, Priest, Fight, Strong, Swift, Armor, Range, Wits, Lore, Tough,
Detect, Music, Rider, Aquatic, Wild, Settlement, Under, Climb, Mech, Heal
TACTICS TRAIT
Per Level you may reroll 1 Test per Combat Encounter.
MARTYR TRAIT
Instead of Determining a random Casualty, a Hero with Martyr must
be chosen first.
CHARGE (KAI) TRAIT
Once per Combat Encounter you may get +3 to either Fight or Strength Trait.
For the Chinese and Japanese Variants this is called the Kai Trait.
STEAL TRAIT
-When in a Settlement the Thief may make 1 Steal Attempt.
Treat this as an extra Encounter.
Make a Steal Test. Roll 1D10. The Thief adds his Stealth Bonuses.
On a 10+ the Thief steals 1 Gold in a Village and 1D6 Gold elsewhere.
-If it is a City there is a 20% he gets a relic Instead.
-If he fails the party must fight the Guards (2 Hits, Fight+3)
ZAP AND BREATH TRAITS
Both of these work just like the Range Trait, however
Zap is in the form of Magical energies of all types and
Breath is the Elemental Attacks exhaled from Dragons and other Foes.
FORESEE
Once per Turn per Level reroll a Target Die roll.
POISON
The specific Poison Attack will 50% do an extra point of Damage to a Foe:
Susceptible Foes include: Men Beasts Composites Fey
SAMPLE TRAIT DESCRIPTION LIST
Trait: Notes:
Fight +X Bonus in Combat Fight Challenges
Mage +X Unit can use Spells. Bonus increases Magic Hand Size
Priest +X Unit can use Blessings. Bonus increases Magic Hand Size
Arcane Artifact that can only be used by a Mage
Blessed Artifact that can only be used by a Priest
Stealth +X Bonus in Stealth Challenges
Lore +X Bonus in Lore Challenges
Fight +X Type Bonus in Fight Challenges vs Specific Creature Type
Poison Resist Negate Opposing Poison Bonus
Range +X Bonus in Ranged Attack Challenges
Wits +X Bonus in Wits Challenges
Slay HTH & Range Attacks vs Foe Type 50% inflict an extra Hit
Wild +X Bonus to all Tests in Wilderness Terrain Challenges
Under +X Bonus to all Tests in Dungeon Terrain Challenges
Aquatic +X Bonus to all Tests in Sea Terrain/Water/Swim/Fishing Challenges
Settlement +X Bonus to all Tests in Settlement Terrain Challenges
Strong +X Bonus in Strength Challenges
Mech +X Bonus in Mechanical Challenges. Adds to Fight vs Clockwork Foes
Detect +X Bonus in Detection Challenges
Climb +X Bonus in Climbing Challenges
Armor +X Bonus to Armor Challenges
Immobilize +X Magic gets Bonus in Combat Challenges
Distract +X Magic gets Bonus in Combat Challenges
Repel +X Magic gets Bonus in Combat Challenges
Protect +X Magic gets Bonus in Combat Challenges
Music +X Bonus in Music Challenges
Dual Wield Can use 2 HTH Weapons at same Time
Rider +X Bonus while Riding a Mount
Fire Resist Negate Opposing Fire Bonus
Swift +X Bonus to Escape and Pursue
Tough +X Bonus in Healing Challenges (Self)
Heal +X Bonus in Healing Challenges (Others)
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CREATURE TYPE TRAITS
These Describe the Foe or Heroes.
Some Spells, Traits, and Relics will target specific Creature Types.
CREATURE TYPE TRAIT LISTS
Trait: Notes/Examples:
Men Term Includes Humans, Demi-Humans, and Humanoids
Human Most Heroes in the Hero Deck are Human
Demi-Humans Elves, Dwarves, Gnomes, Halflings, Djinn
Humanoid Goblins, Orcs, Kobolds, Gnolls, Bugbears
Giants Ogres, Trolls, Titans, Cyclops, Yeti
Dragons Wyverns, Wyrms, Wurms, Serpents
Composites Centaurs, Satyrs, Griffons, Manticores, Sphinx
Fey Faeries, Pixies, Nymphs, Dryads
Shapeshifters Werewolf, Doppelganger
Beasts Reptiles, Mammals, Birds, Dinosaurs, Slugs
Monster Behemoth, Leviathan, Kraken, Kaiju
Aliens Rock Eaters
Abominations Offal Eaters
Insects Spiders
Demons Devils, Horrors
Angels Cherubs, Devas
Plants Treants, Vines, Flowers
Fungi Mushrooms, Molds
Undead Zombies, Vampires, Skeletons, Ghouls
Elementals Salamanders, Weirds, Mud Men
Animated Golems, Statues, Swords, Armor, Gargoyles
Metallics Anything Made of Metal
Spirits Ghosts, Wraiths, Specters, Phantoms, Shades
Clockwork Robots, Machines, Juggernauts
Aquatics Mermen, Clams, Crabs, Fish, Octopi, Whales, Sharks
Slimes Oozes, Jellies, Puddings
CREATURE NOTES AND TRAITS
-Range+X: Some Foes will have this trait. If so, they get to simultaneously
Attack back in Ranged Attack Combat Rounds.
-Ambusher: Foe gets Fight+5 and Stealth+5 in first round of Combat.
-Unalert: Foe get Fight = 0 and Stealth = 0 in first round of Combat
-Indifferent: Creature will ignore Party unless Attacked.
-Consuming: Gain 1 Hit if you caused a Casualty. All Casualties are Permanent.
-Permanent: Heroes killed cannot be Healed or revived.
-Recruit: This Trait works just like the Consuming Trait.
-Regenerate: At the End of every Combat Phase 25% regain 1 Lost Hit.
SLIMES
-All Slimes have the Consuming Trait.
SPIRITS
-All Spirits have the Incorporeal Trait.
-Incorporeal: Unaffected by non-Magical Attacks.
-Relic Weapons will affect them.
SWARMS
-Swarm: Not affected by regular Weapons. Heroes will resort to Cloaks and
Torches and will each be at Fight +1. Elemental Magic will Work. Swarms
Will Disperse after 1D3 +2 Combat Rounds. Swarms always tie in Stealth Tests.
TREASURE AND HOARDS
This applies only if not mentioned in the Encounter Table results.
Defeating Men type foes will always earn 1D3 Gold.
Most other creatures will 50% have 1D3 Gold if fought at their lairs or nests.
Non-Man Creatures met at the Sea Surface or in the Sky will rarely have Treasure.
Monsters that have the Hoard Trait will Have Gold equal to their Fight Bonus.
If Gold is Found there is also a 1 in 10 Chance to find a Random Artifact.
MODIFYING TRAITS
These Traits are Descriptive of an Attack.
Examples: Poison, Fire, Cold, etc.
MODIFYING TRAIT LIST
-Trait: Notes
-Poison: When used against Heroes this is abstracted into a higher Fight
trait for the Foe.
-Elemental: Types include: Fire, Cold, Air, Water, Earth, Lightning,
Energy, Light, Darkness, Shadow. Elemental creatures are immune
to attacks from the same element.
-Invulnerable: Cannot be Damaged by Non-magical Attacks. Only harmed by
Spells, Blessings, and Relics.
-Mages: Some Foes are Mages. Draw a Hand of 7 Magic Cards for
Them. They can use 1 per Round. Have an opposing player play for them.
Spells that cause automatic Defeat cause 1 random Hero to be a Casualty.
TERRAIN TRAITS
These include:
-Wild (Forests, Mountains, Swamps, Plains, etc.)
-Under (Dungeons, Lairs)
-Settlement (Settlements: Villages, Towns, Cities, and Capitols)
-Aquatic (Seas, Rivers, Lakes)
These are very powerful Traits.
-While in the indicated Terrain the unit gets Trait bonus for
all Fight HTH, Ranged Attack, Detection, Escape, Pursuit, Heal,
Track, Navigation, Pathfinding, and Survival tests.
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MORTAL QUEST LINKS
Heroes, Magic & Relics Card Lists
Quests, Events & Options Additional 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